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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



AHMA-BUDDHA

God of Celebration and Fertility, Father of the Endless Festival
Greater Deity
Symbol: Pair of peaches in front of a wine bottle
Colors: Peach and Red
Alignment: Neutral
Portfolio: Celebration, Food, Humor, Passion
Worshipers: Bards, Monks, Nomads, Pirates, Travelers
Cleric Alignments: NG, CN, N, LN, NE
Domains: Gluttony, Lust, Oracle, Time
Favored Weapon: Falchion
The god of celebration, Ahma-Buddha (AM-a Bud-a) is cheerful and charismatic, often appearing as a fat happy giant panda or elephant with very humanoid mannerisms and dressed in the finest colorful silk robes. He is also known to appear as the same race as whomever is celebrating in his name (a giant, fat, happy version). He is the father of the endless festival, and has a penchant for lusting and libation. If a celebration is truly great, he may show favor upon the host by granting wisdom or fertility, or to the guests by removing language barriers and fatigue. Ahma-Buddha is generally well liked by the other gods, even humorless Nar-Ikvar has found ways to appreciate Ahma-Buddha's unique philosophy.

Dogma
One should always find time to enjoy their existence. Be respect the other cultures and learn their ways. Celebration is precious in all its forms, and those who seek disruption of festivities will earn Ahma-Buddha's wrath. Offenders will likely be eaten whole, and drown in torrents of ale.

Clergy and Temples
The Traveling Drunken Monks of Ahma-Buddha are renown for crashing the greatest parties. They know the customs, bring the right gifts, drink aggressively, and often respect the property and women of their hosts. Many races pay homage to Ahma-Buddha during festivals, parties, pre-battle rallies, or post-battle victory celebrations. His temples are always stocked with food and drink, and there are holy feasts every morning and evening to keep the clergy and faithful fat and happy. There are many holy days, and limitless excuses for celebration. Clerics of Ahma-Buddha pray for their spells in the morning, before breakfast, so they are thinking about food.

AHMA-BUDDHA
Doppelganger Fighter 20, Monk 20.

Other Divine Powers
Ahma-Buddha 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 celebratory event the moment preparations begin, all parties involved (invited and uninvited), and for one week following the event. Any creature experiencing joy, pleasure, or sating hunger or thirst can be used as a focus for his senses. Ahma-Buddha can create any magic item during a celebration so long as its market price doesn't exceed 200,000 gp, taking no time.

Avatars
Ahma-Buddha prefers to use large fat animals as his avatars. His herald is typically a mute panda dressed in fine silks with a small hat and walking like a man, it will deliver messages by scroll or gifts wrapped in elaborate packaging.



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.



BORLANDIR

Title, Title
Greater Deity
Symbol:
Colors:
Alignment: Lawful Good
Portfolio:
Worshipers: Judges, Lawmen, Militia
Cleric Alignments: LG, LN, NG
Domains: Earth, Law, Protection, Rune
Favored Weapon: Tower Shield
Description of personality, relation to other gods, and appearance.

Dogma
Dos and Don'ts for followers.

Clergy and Temples
Description of religious institution, typical temples, religious epicenter, and typical priests. Also mention prestige class options. There may be holy days of importance. Clerics of Borlandir pray for their spells TIMEOFDAY, REASON.

BORLANDIR
Dwarf Fighter 20, Wizard 20

Other Divine Powers
Borlandir 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 EVENT. FOCUS can be used as a focus for his senses. Borlandir can create any magic item RESTRICTION so long as its market price doesn't exceed 200,000 gp, taking no time.

Avatars
Type of heralds. Often ceremonial, battle, rewarding, or punishing avatars. Each should have a description that makes them recognizable as an avatar or herald of the god.



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 (see Hold Warden, CC 84). 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.



ILLARON

God of Individuality, The Ever-Changing One
Greater Deity
Symbol: Circle of 6 different colored pie pieces ringed by a gradient that goes from white to black
Colors: Red, Orange, Yellow, Green, Blue, Purple
Alignment: Chaotic Good
Portfolio: Art, Freedom, Individuality, Self-Expression
Worshipers: Artists, Bards, Elves, Halflings, the Oppressed
Cleric Alignments: CG, CN, N, NG
Domains: Celerity, Creation, Liberation, Protection
Favored Weapon: None
Free-thinkers, nonconformists and artists are the usual followers of Illaron (i-LAR-un). Also those suffering under the oppression of others turn to Illaron for guidance. He appears as an elf in multi-colored traveling clothes, wielding a rapier. The god's six colors, which are all represented on his garb, will shift in size and placement if an observer looks away for a moment. Illaron is usually accompanied by an animal companion, though the species of animal constantly changes.

Dogma
People should have the right to do whatever they please so long as they do not hurt others or oppress the rights of others in the process. Every person's belief system and way of life deserves to be protected. Slavery is the ultimate crime and the conquering of other peoples, for wealth, power or greed, is nearly as heinous.

Clergy and Temples
The temples of Illaron are the most diverse of any of the gods as the only standard is the presence of his symbol. The priesthood of Illaron is open to all races, however any orcs who become clergy, suffer several seconds of blinding pain at the culmination of their acceptance ceremony into the priesthood. Generally only those of good or neutral alignments follow Illaron, but occasionally evil beings, whose primary concern is to be left in peace and solitude, will also turn to his church. The clergy of Illaron wear whatever they wish, but the six colors of the god are usually represented across the garments that make-up their outfit. During the acceptance ceremony, clerics of Illaron choose the time of day that will be their designated time to pray for their spells.

ILLARON
Elf Ranger 20, Scout 20

Other Divine Powers
Illaron 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 when a being or creature is trapped or enslaved and when a being experiences a burst of inspiration. Any repressed creature, either by others or itself, can be used as a focus for his senses. Illaron can create any magic item involving celerity or liberation spells so long as its market price doesn't exceed 200,000 gp, taking no time.

Avatars
Avatars of Illaron are always natural animals that have an iris and pupil colored like the symbol of Illaron. To his enemies, the avatar appears as a large predatory animal such as a bear or tiger. To his followers and during ceremonies, the herald appears as a common place animal such as a bird, dog or house cat. On rare occasions in critical times, the fur, scales, or feathers of the avatar will be colored brightly of Illaron's six colors.



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 white 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.



JAK

God of Chance and Destiny, The Fatesealer
Greater Deity
Symbol: Pair of Tumbling Dice
Colors: Purple, Black, and Gold
Alignment: Chaotic Good
Portfolio: Destiny, Fate, Trickery, Wealth
Worshipers: Rogues, Gamblers, Merchants
Cleric Alignments: NG, CG, CN
Domains: Destiny, Fate, Trickery, Wealth
Favored Weapon: Quarterstaff
Jak is a unceremonious god, whose light hearted mood often belies the seriousness of his responsibilities. Although Nar-Ikvar controls the timing of life and death for all mortals, Jak controls the destiny of all mortals. Some men are meant to be farmers, while others are meant to be great kings. Jak sets each mortal on their path and places key challenges and decisions at the appropriate times. He freely cooperates with the other deities in their requests for the destinies of their followers, however he often puts his own spin on their requests leading to some tension with the Lawful gods. He loves to gamble and often engages mortals and other gods in wagers of any kind, including in wagers about one's destiny. When he appears, he typically appears as a wealthy black Catfolk carrying a quarterstaff with a spinning coin on the top.

Dogma
What will be, will be. Enjoy your journey through life for how you choose to live is the only control you have. Seek out wealth for the comfort and convenience it gives, but never be afraid to risk it all. Randomly determining your choice, such as flipping a coin to choose which fork in the road to take often times will bring you unimagined treasure. Games of chance are favored and should be engaged in at all opportunities.

Clergy and Temples
The clergy of the God of Destiny are bound together in a loose knit organization. There is a single Head of the Church along with seven main Disciples, below which are the remainder of the clergy. During the year, priests of Jak attempt to amass wealth in preparation for the Week of Destiny. During the Week of Destiny the entire church gathers together and competes in a tournament of games of chance. The tournament culminates with the winner becoming the new Head of the Church for the upcoming year and the runners up becoming the seven disciples. The Head of the Church and the Disciples live in Jak's main temple, a large airship that roams the world. Typical temples are small shrines or fountains in cities where worshipers can toss in coins to pray for Jak's favor, although some clergy have taken to setting up gambling halls or marketplaces as a means to collecting wealth. Typical priest of Jak wander the world encouraging the people they meet to follow their dreams which will lead them to thier destinies. These priests also help in punishing those that seek to escape their destiny. The Hands of Destiny are the pinacle of these priests, though many are actually arcane caster. Jak has one other holy day that takes place in the middle of spring and is a day to pull pranks and celebrate humor. Clerics of Jak pray for their spells at sunset, when the dim light plays tricks on the mind but shadows dominate.

JAK O' SHADOWS
Catfolk Rogue 20, Wizard 20

Other Divine Powers
Jak 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 games of chance the moment preparations begin, all parties involved, and for one hour following the event. Any creature participating in a game of chance or making a destiny decision can be used as a focus for his senses. Jak can create any normal or magic item for use in a destiny decision, that has been risked in a game of chance, or is a tool of a game of chance (such as dice or cards), so long as its market price doesn't exceed 200,000 gp, taking no time.

Avatars
Jak prefers to use cats or animals from the weasel family as his avatars. These animals will usually have black or gold fur and purple or gold eyes. He also communicates via runes and Tarot cards.



JARINGAN

God of the Sun, Energy Lord
Greater Deity
Symbol: Sun Rising Behind Mountains
Colors: Gold and Yellow
Alignment: Neutral Good
Portfolio: Healing, Light, Recovery, Sun
Worshipers: Clerics, Druids, Desert People, Farmers, Undead Hunters
Cleric Alignments: LG, NG, N, CG
Domains: Glory, Healing, Purification, Sun
Favored Weapon: Warhammer
Jaringan (jar-ING-gan) is friendly and caring to all living creatures, understanding and accepting the need for all viewpoints and supporting all while minimizing the inherent conflicts. This attitude changes dramatically when it comes to the undead and those who create or support them. Such creatures are given no quarter or parley of any kind and destroyed on sight. He gets along well with most Good gods, even accepting the need for the Evil ones, as long as they do not have an affinity for the undead. Jaringan appears as an aasimar with golden hair, clad in platinum full plate and wielding a warhammer.

Dogma
Followers of Jaringan are advised to do their best to bring light and wisdom to the world, and to work with others for the betterment of all. Succor is to be provided to all living creatures, and priests are sworn to this. Of course, the undead deserve the same positive energy that the living do, and are to be destroyed.

Clergy and Temples
Jaringan's temples share the same basic design, having open or transparent roofs for maximum sunlight. His priests act as advisers to leaders while not losing sight of the common man, and as such they are held in generally high esteem. The Radiant Servants are a well respected adventuring wing of the church, dedicated to combat against undead and supporting party members in and after conflicts. Solstices and equinoxes are holy days of the church, especially the exact time of the event, which creates a kind of 'rolling' celebration depending on where exactly on the planet you are. Also sunrise and sunset are considered holy times. Clerics of Jaringan pray for their spells at sunrise when the rays of light are purest.

JARINGAN
Aasimar Cleric 40

Other Divine Powers
Jaringan 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 that is in direct sunlight or that was or will be within an hour. Any creature in direct sunlight can be used as a focus for his senses. Jaringan can create any magic item using positive energy or related to light or fighting undead so long as its market price doesn't exceed 200,000 gp, taking no time.

Avatars
Jaringan typically uses environmental factors as his herald, such as increased warmth guiding someone in a direction, a breeze that blows tree leaves to make shadows dance, a sun beam shining on a point or object, or an errant glint of the sun. When a physical presence is required, he has been known to use a golden rooster or appear himself.



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 (see BED 55), 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.



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 (see Sanctified One of Wee Jas, CC 99), 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.



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.



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.



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 (see CC 90). 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.





Gods By Alignment
Lawful Good
Borlandir - something, something, something, something
Neutral Good
Jaringan - healing, light, recovery, sun
Jilis - angels, archons, good, love
Chaotic Good
Illaron - art, freedom, individuality, self-expression
Jak - destiny, fate, trickery, wealth
Lawful Neutral
Nar-Ikvar - afterlife, birth, death, life
Nurbias - crafts, creation, engineering, smithing
Neutral
Ahma-Buddha - celebration, food, humor, passion
Balm - air, earth, fire, water
Dirj - animals, nature, plants, woodlands
Jahnian - adventure, balance, freedom, wisdom
Chaotic Neutral
Morn - dreams, enchanting, grace, sleep
Wick - competition, conflict, victory, war
Lawful Evil
Neutral Evil
Sazia - demons, devils, evil, suffering
Chaotic Evil


Gods By Domain
Air
      Balm - N - air, earth, fire, water
Animal
Dirj - N - animals, nature, plants, woodlands
Balance
Jahnian - N - adventure, balance, freedom, wisdom
Cavern
Celerity
Illaron - CG - art, freedom, individuality, self-expression
Chaos
Wick - CN - competition, conflict, victory, war
Charm
Cold
Community
Nurbias - LN - crafts, creation, engineering, smithing
Competition
Courage
Craft
Nurbias - LN - crafts, creation, engineering, smithing
Creation
Illaron - CG - art, freedom, individuality, self-expression
Nurbias - LN - crafts, creation, engineering, smithing
Darkness
Sazia - NE - demons, devils, evil, suffering
Death
Nar-Ikvar - LN - afterlife, birth, death, life
Deathbound
Nar-Ikvar - LN - afterlife, birth, death, life
Destiny
Jak - CG - destiny, fate, trickery, wealth
Destruction
Wick - CN - competition, conflict, victory, war
Domination
Dream
Morn - CN - dreams, enchanting, grace, sleep
Earth
Balm - N - air, earth, fire, water
Envy
Evil
Sazia - NE - demons, devils, evil, suffering
Family
Fate
Jak - CG - destiny, fate, trickery, wealth
Fire
Balm - N - air, earth, fire, water
Force
Glory
Jaringan - NG - healing, light, recovery, sun
Jilis - NG - angels, archons, good, love
Gluttony
Ahma-Buddha - N - celebration, food, humor, passion
Good
Jilis - NG - angels, archons, good, love
Greed
Hatred
Sazia - NE - demons, devils, evil, suffering
Healing
Jaringan - NG - healing, light, recovery, sun
Jilis - NG - angels, archons, good, love
Hunger
Illusion
Inquisition
Knowledge
Morn - CN - dreams, enchanting, grace, sleep
Law
Nurbias - LN - crafts, creation, engineering, smithing
Liberation
Illaron - CG - art, freedom, individuality, self-expression
Luck
Jahnian - N - adventure, balance, freedom, wisdom
Lust
Ahma-Buddha - N - celebration, food, humor, passion
Madness
Magic
Morn - CN - dreams, enchanting, grace, sleep
Mentalism
Metal
Mind
Moon
Mysticism
Nar-Ikvar - LN - afterlife, birth, death, life
Nobility
Ocean
Oracle
Ahma-Buddha - N - celebration, food, humor, passion
Morn - CN - dreams, enchanting, grace, sleep
Pact
Nar-Ikvar - LN - afterlife, birth, death, life
Pestilence
Planning
Plant
Dirj - N - animals, nature, plants, woodlands
Portal
Pride
Protection
Illaron - CG - art, freedom, individuality, self-expression
Jahnian - N - adventure, balance, freedom, wisdom
Purification
Jaringan - NG - healing, light, recovery, sun
Renewal
Jilis - NG - angels, archons, good, love
Retribution
Rune
Scaleykind
Dirj - N - animals, nature, plants, woodlands
Slime
Sloth
Spell
Spider
Storm
Strength
Wick - CN - competition, conflict, victory, war
Suffering
Summoner
Sun
Dirj - N - animals, nature, plants, woodlands
Jaringan - NG - healing, light, recovery, sun
Time
Ahma-Buddha - N - celebration, food, humor, passion
Trade
Travel
Jahnian - N - adventure, balance, freedom, wisdom
Trickery
Jak - CG - destiny, fate, trickery, wealth
Sazia - NE - demons, devils, evil, suffering
Tyranny
Undeath
War
Wick - CN - competition, conflict, victory, war
Water
Balm - N - air, earth, fire, water
Wealth
Jak - CG - destiny, fate, trickery, wealth
Windstorm
Wrath

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