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
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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
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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
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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)
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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)
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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)
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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