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
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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
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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.
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
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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
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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 (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
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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
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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 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
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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.
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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
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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
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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 (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
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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 (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
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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.
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.
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
(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.
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