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 Pantheons of the Flanaess

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PostSubject: Pantheons of the Flanaess   Tue Aug 24, 2010 11:49 pm

Human Pantheon

Al’Akbar
The High Cleric, The Restorer of Righteousness
Power Level: Demigod
Gender: Male
Portfolio: Guardianship, Faithfulness, Dignity, Duty
Domains: Good, Law, Protection
Symbol: Cup and the Talisman of Al’Akbar
Alignment: LG
Divine Casters Alignment: LN, LG, NG
Origin/Worshipers: Baklunish
Favored Weapon(s): Scimitar
Dogma: Be a vessel of kindness and emblem of devotion, for the righteous man is both steadfast and merciful. Be not as the untutored infidel, but rather heed your superiors, and submit to their wisdom and guidance. Let the faithful strive always to nurture the seed of Good in the soil of Law, that by doing so they are received in the Garden of Al’Akbar.

Al’Akbar (ahl AHK-bar) first came to prominence in the days following the Invoked Devastation, when he was called by the gods of the Paynims to restore the Baklunish people to the path of righteousness and dignity. In earnest of this mission he was given the fabled Cup and the star-shaped Talisman that now bear his name. He taught that true religion must include proper devotion to the gods, protection of the community, and guidance of the faithful. Eventually, he caused his own mosque to be constructed and allowed his followers to call upon his name in their prayers, soon their after ascending to take his place among the other gods, although he remains a demigod out of respect for the rest of the pantheon.

The Al’Akbar faith dominates the Baklunish culture with its sense of community and propriety. They teach Ancient Baklunish as the language of poetry and learning; they are generally well disposed toward other faiths that use the classical language in their liturgy. Two historical branches of the faith exist. The followers of the Exalted Faith recognize the supremacy of the holy caliph (the ruler of Ekbir); they are masters of rhetoric and diplomacy, with high regard for academic achievement. Followers of the True Faith defer to the authority of the grand mufti of the Yatils, taking a more fundamental approach to the religion that emphasizes hard work, plain speech, and obedience. More obscure division exist among Paynim dervishes.

Clerics of the Exalted Faith usually bear the title of “qadi”, and tend toward lawful good or neutral good. Clerics of the True Faith are called “mullahs”, and strongly favor lawful neutral. Both types hold office as ministers, judges, scholars and teachers in civil government, while also serving as healers, advisors and guardians for the military. Adventuring clerics are tolerant of infidels, though they are expected to uphold the ideals of the faith. The wandering clergy may travel to any land in search of the Cup and Talisman of Al’Akbar. Ritual prayers may be made at the dawn and dusk.

Allitur
Power Level: Lesser God
Gender: Male
Portfolio: Ethics, Propriety
Domains: Community, Good, Knowledge, Law
Symbol: a pair of clasped hands
Alignment: LG
Divine Casters Alignment: LG, LN, NG
Origin/Worshipers: Flan, Commonly Worshiped
Favored Weapon(s): Spear
Dogma: The people should understand and respect their cultural traditions, else breakdown of society should result.

Allitur (AH-lih-toor) is an old Flan god, representing the need to maintain traditions, laws and ethical behaviors between tribes and generations of people. Often considered the younger brother of Roa, he maintains close ties with all of his pantheon and often acts as a liaison because of his gift of divine diplomacy; it is this interaction that has gained him some awareness beyond the Flan people this century. He rides an untiring named Keph.

Allitur’s clerics arbitrate disputes, carry messages between tribes and nations, act as legal advisers or judges when needed, scribe laws and other documents for common folk, travel to teach the proper traditional aspect to children and heathens. They also have a martial aspect because of their role as enactor of punishment for criminals, violators of taboos, and oath breakers. Allitur’s worshipers are expected to comply with clerics when they serve this function. These roles carry them far into hostile lands where their belief comes into conflict with heretics and the uncivilized.

Atroa
The Sad Maiden
Power Level: Lesser Goddess
Gender: Female
Portfolio: Spring, The East Wind, Renewal
Domains: Air, Good, Plant
Symbol: a heart with an air-glyph within
Alignment: NG
Divine Casters Alignment: LG, NG, CG
Origin/Worshipers: Oeridians
Favored Weapon(s): Sling
Dogma: Spring is the time that the world awakens from her slumber by the invigoration breath of the east wind. Spring brings new life and love to the world, renews old friendships, and pulls on the hearth strings of lovers, poets, and travelers. It is a time for things to be repaired, old feuds to be buried, and old biases to be discarded. Like the dawn, its presages great things to come; look to them with an open mind and heart so that they may be enjoyed to the fullest.

Atroa (ah-THOH-ah) is one of the five Oeridian wind and agricultural deities fathered by Procan. Depicted as a fresh-faced blonde woman with an eagle perched on her shoulder. She once loved the god Kurell, but was spurned by him for her sister Sotillion. She over sees the blessings of spring, including the openings of hearts to new prospects and the body to new horizons. She is closed to her divine family and is indifferent to most other gods except Fharlanghn.

Clerics of Atroa are optimistic, willing to try new things; and rarely settle in once place for more than a year. They are forgiving and proud to turn foes into friends. They love returning to past friends and lovers almost as much as they relish an opportunity to travel and see new places. They enjoy exploring strange places, especially if they haven’t traveled in a while.

Beltar
Power Level: Lesser Goddess
Gender: Female
Portfolio: Malice, Caves, Pits
Domains: Chaos, Earth, Evil, War
Symbol: a set of monstrous fangs closing
Alignment: CE
Divine Casters Alignment: CN, CE, NE
Origin/Worshipers: Suel, evil nonhumans and savages
Favored Weapon(s): unarmed strike
Dogma: Mine and explore caves in pursuit of foes and riches. Fear is not acceptable in the face of adversity, and only hatred is allowed for those who stand in your way.

The hag-like goddess Beltar (BEL-tar) is one of the stranger Suel deities, know to appear as a beholder, red dragon, or marilith demon. She was once a goddess of mines and earth, but was supplanted by others in her pantheon and finally relegated to worship by nonhuman slaves. She hates most everything, even other gods.

Primarily worshiped by evil nonhumans and savage humans, Beltar pushes her followers to band together into armies and ally with more powerful creatures, such as red dragons, beholders, demons or greater undead. They must wage war on hated foes.

Clerics of Beltar are expected to take positions of leadership in their tribes; those who cannot do so are cast out to find heathen tribes to convert or new enemies to fight. They inspire hatred in others and make examples of traitors or the weak-willed. Worship services involve sacrifices and are conducted in caves or points of low ground. Devoted clerics raise from the grave as undead within a year of their deaths, usually returning to aid their original tribe and show proof of Beltar’s power.

Beory
Oerth Mother
Power Level: Greater Goddess
Gender: Female
Portfolio: Oerth, Nature, Rain
Domains: Animal, Earth, Plant, Water, Weather
Symbol: a rotund woman figurine or a green disk marked with a circle
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Flan, Commonly Worshiped
Favored Weapon(s): Druid Weapons (Scimitar)
Dogma: The Oerth is the wellspring of all life. Whether on the surface, or below the waves, or underground, all life is part of the cycle of birth, life and death, and a part of Beory. She inspires every living thing to grow, nurtures them with blessed rain, and call them to herself when it is time to die. Disasters that cause widespread destruction are agony to her. The actions of individuals are of no consequence unless the threaten the Oerth.

Beory (bay-OH-ree) is usually considered a manifestation of Oerth itself. Little concerns her except the actual fate and prosperity of the entire world. She is a distant goddess, even from her clerics and druids. Named by the Flan, Beory’s name is known through out the Flanaess. Beory has little time or interest for most other divine beings, even those of similar interests, for her connection to Oerth consumes most of her attention.

Clerics of Beory are contemplative and spend their time communing with nature. They often associate with druids. When they gather, they defer to the oldest and wisest. As they try to see the greater picture, they tend to be slow to act, but when they do act it is direct and focused on the solution. They wander to feel the different sensation of Oerth, and use their power to relieve Oerth’s pains where it has been wounded.

Berei
The Hearth Mother
Power Level: Lesser Goddess
Gender: Female
Portfolio: Home, Family, Agriculture
Domains: Community, Good, Plant
Symbol: a sheaf of wheat stalks
Alignment: NG
Divine Casters Alignment: LG, NG, CG
Origin/Worshipers: Flan
Favored Weapon(s): Sickle
Dogma: The family is the strongest tie between individuals, and one must learn to support and depend upon one’s family to survive. A community is a form of a large family and when another family is in need it is the duty of the community to provide for them. The birth of a new child in time of plenty is a great blessing and an opportunity to resolve differences and restore frayed connections within the family. Care must be taken with every planting so that life can begin there again next year.

Berei (BEAR-ay) is possibly a splinter cult of Beory that has taken on an anthropomorphic persona. Berei is the life giving soil and the strong stone that is the foundation of a safe home. She is shown as a strong backed woman of brown skin and kind demeanor.

Clerics of Berei tend to stay close to their families, serve as advisors and protectors, advise farmers on crops, and restore barren land. Some of her clerics choose to wander, planting seeds , looking for exotic crops, and carrying news between communities. They often adopt their traveling companions as family members, and consider these bonds as sacred as those of blood relatives.

Bleredd
The Iron Mule
Power Level: Lesser God
Gender: Male
Portfolio: Metel, Mines and Smiths
Domains: Earth, Fire
Symbol: an iron mule or mule’s head
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Oeridians, Commonly Worshiped
Favored Weapon(s): Warhammer
Dogma: Oerth’s gifts are their for the taking, and creating a perfect suit of armor or flawless weapon is a goal which all war-crafters should aspire. Mining and smithy-work are not for the weak, so those who worship Bleredd should be strong in mind and body, for a weak will forges a weak weapon. Anyone with talent for the craft should be taught it, and those who keep secret more efficient or effective ways of finding or working metal will be punished.

Bleredd (BLAIR-ed) taught iron-working to the Oeridians and his worship has spread thought the Flanaess. He cares little for talk, preferring to work in his shop and fashion metal works of art. Occasionally he accepts small groups of students and unlocks the gift of mastering metal in them.

Bleredd’s clerics explore caverns for good ore, hammer out iron for the pleasure of creating, and search out new sources of cold iron, mithral and adamantine. They also travel to find new students, teach the smith-crafts, and develop better ways of doing their work.

Boccob
The Uncaring, the Lord of All Magic, the Archmage of the Deities
Power Level: Greater God
Gender: Male
Portfolio: Magic, Arcane Knowledge, Foresight and Balance.
Domains: Fate, Illusion, Knowledge, Magic, Rune, Time
Symbol: an eye within a pentagram
Alignment: N
Divine Casters Alignment: N
Origin/Worshipers: Commonly Worshiped
Favored Weapon(s): Quarterstaff
Dogma: Seek balance above good, evil, law, or chaos. Fight to push back the encroachment of good just as you would the oppression of evil. Magic is the most important thing on Oerth, and it must be preserved so that the balance can be preserved.

Boccob (BOK-kob) is known throughout the Flanaess, he oversees the maintenance of magic’s existence of Oerth, and is interested in the creation of new magic items and spells. He sees that Oerth’s magic is declining and will eventually fade away; he combats this effect and suspects that Tharizdun is responsible. He is distant from the other gods, save his servant Zagyg.

Churches are protected from outside interference, and those within devote most of their time to research, particularly prophecies, which they guard carefully lest they fall into the wrong hands. In lands where the forces of Law, Chaos, Good, or Evil grow too strong, churches of Boccob are build to balance these forces.

Clerics of Boccob create and study magic and divine the future. They leave their churches to root out rumors of lost magic items or spells, or to defend a magical place or item from destruction. Most cleric of Boccob are neutral, as extremism in ethos is frowned upon; they must maintain the balance between all alignments.

Bralm
The Flying Queen, the Hive Goddess, the Toiling Lady
Power Level: Lesser Goddess
Gender: Female
Portfolio: Insects and Industriousness
Domains: Community, Law, Trade
Symbol: a wasp in front of an insect swarm
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Suel
Favored Weapon(s): Quarterstaff
Dogma: Everyone has a place in a society, and you must master your role even if you don’t understand how it is important. Those who know more or are in superior positions must be obeyed; you can learn much by observing those around you. Work hard and be satisfied with your work. Hive insects follow this path, with some members sacrificing themselves for the betterment of the entire hive.

Bralm (BRAHLM) is depicted as a middle-aged woman with dark blond hair, sometimes with insect wings. She is friendly with the rest of the Suel Pantheon, but has no close allies because she judges others on ability, not age or status.

Bralm’s clerics act as overseers for complex tasks involving large numbers of people: military captains, farm overseers, mine foremen, slave drivers, and so on. They intercede to prevent destruction of crops by insects and are not above getting their hands dirty to get something done. They enjoy leading groups for the sake of imposing order on a group of independent minded people. Their prayer times are twilight and dawn.

Celestian
The Far Wanderer
Power Level: Intermediate God
Gender: Male
Portfolio: Stars, Space, Wanderers
Domains: Darkness, Knowledge, Travel
Symbol: a black disk with seven stars
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Oeridians, Commonly Worshiped
Favored Weapon(s): Spear
Dogma: The distant stars are an inspiration to travel; be encouraged to wander far from home, just as the stars do. The stars are eternal and are pleased to be a guide for both legs of a journey. The stars may reveal their secrets if you study them.

Celestian (seh-LES-tee-an) is a benign Oeridian god. The brother of Fharlanghn (his only close ally), he chose the distances of the stars and planes rather than Oerth. He appears as a middle-aged man of completely black coloration, always wearing his symbol. He has few ardent worshipers on Oerth, but counts among his following the many strange beings that live in and above the starry night.

The clerics are divided into seven orders of ascending knowledge and power, bearing no special titles other than the number of their order; each order’s holy symbol differs in which of the seven stars is the largest.

Most of Celestian’s clerics are scholars, astronomers, and planar explorers, with a few sailors. They search the world, sky, and planes for artifacts of the stars, fragments of meteorites, and lore relating to the stars, space, or the planes. Many of his clerics make a pilgrimage to a holy site in the Barrier Peaks. Celestian is a favored deity of good-aligned members of evil nonhuman races; while their eyes are unable to tolerate daylight, they find acceptance and hope in the light of the stars.

CYNDOR
Keeper of Infinity, the Illimitable One
Power Level: Lesser God
Gender: Male
Portfolio: Time, Infinity, and Continuity
Domains: Law, Knowledge, Time
Symbol: a rounded hour-glass turned on its side
Alignment: LN
Divine Casters Alignment: LG, LN, LE
Origin/Worshipers: Oeridians
Favored Weapon(s): Sling
Dogma: Time is not a static thing, but rather something liquid that stretches from the forgotten past to the present and into the distant future. Events of the past cause events in the present, which have consequences that last far beyond the lifetimes of their progenitors. There is no need to worry about the choices one makes in life, for all actions are determined and your fate is set based upon those choices. Augury is useful only as a moral balm to allow realization and acceptance of one’s place in the stream of life.

Cyndor (SIN-dohr) has three duties: meditate upon how manipulating time-space alters the universe, record the actions of every creature on Oerth in his Perpetual Libram, and guard the time-stream from powerful beings that might alter it to their advantage. This Oeridian god endorses the concept of predestination, although his perspective differs from that of Istus or even his superior, Lendor. He is shown as a towering man-form with no features and block-like limbs of terrible strength, representing the unknowable and inevitable advance of time. His symbol is a rounded hourglass of black and white set on its side, much like the symbol for infinity.

Clerics of Cyndor converge near sites of pending importance or disruptions in the time-flow. They study old lore to plot the course of history and learn the future, and many work as advisers or seers. They debunk charlatan fortune-tellers and other false prophets. They travel with people whom they perceive will have interesting futures.

DALT
Power Level: Lesser God
Gender: Male
Portfolio: Portals, Doors, Enclosures, Locks, and Keys
Domains: Chaos, Good, Travel, Trickery
Symbol: a locked door with a skeleton key under it
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Suel
Favored Weapon(s):
Dogma: Confront obstacles from different angles until a solution presents itself.

Dalt (DAHLT) was forgotten for many years while he sought to free his brother Vatun; he is once again recognized as a god, although still primarily venerated by the Suloise people in the southeast. He talks with other gods of the Flanaess (except Telchur) in order to solicit help in his quest. Dalt is shown as an old man with wild white hair and piercing eyes or as a red-haired young thief. His symbol is a locked door with a skeleton key under it.

Dalt is constantly trying to build a better mousetrap while being the better mouse. His name is used to bless fortresses, prisons, and chests of valuables, as well as the construction of new homes. His churches tend to be a mix of clerics who lock things and those who open them, each side seeing the need for the other.

Clerics of Dalt are much like their god, tinkering in workshops, building locks and traps, then turning around and trying to figure a way to undo their own work. They teach their building skills to carpenters, masons, and locksmiths, while training aspiring thieves and spies in the locksmith arts, although they only choose those who would use their talents for the greater good. They firmly believe in guarding valuables from those who would use them for selfish ends, and liberating goods from those who don’t deserve to own them. They like to wander about cities and dungeons, looking for situations that would challenge their skills.

DELLEB
The Scholar, the Scribe
Power Level: Lesser God
Gender: Male
Portfolio: Reason, Intellect, Study
Domains: Good, Knowledge, Law, Rune
Symbol: a phoenix feather quill or a large open book
Alignment: LG
Divine Casters Alignment: LN, LG, NG
Origin/Worshipers: Oeridians
Favored Weapon(s): Dart
Dogma: The accumulation of knowledge is the purpose of existence. What cannot be learned from others may be discovered in books, and when books fail the truly studious will turn to experimentation. An hour studying is an hour well spent. Allowing emotion to cloud your judgment risks danger. The ignorant and inexperienced should be educated.

Delleb (DEL-leb) is an Oeridian god depicted as a noble scribe or well-dressed gray-haired man with a large white book. Although he prefers debate to combat, he used his phoenix feather quill as a dart to fend off a young and murderous Hextor. He is interested in any sort of useful or interesting lore, but dislikes fiction or overly verbose language. He is friendly to all others but those who are evil or oppose knowledge. It is rumored that Delleb sponsored Daern, hero-goddess of defenses and fortifications, to her present position.

Delleb’s clerics ask questions of strangers, listen to bard’s tales with a grain of salt, pore over old books, and study lost languages in the hopes of uncovering valuable forgotten knowledge. They use their knowledge to help others, whether designing a more efficient stove for a farmer or planning a great bridge for a city; they may not have the skill to build such things, but they know how to design them. They travel to study recently unearthed tomes, converse with ancient learned people, and adventure to explore old places of lost writings.

EHLONNA (Ehlenestra)
...of the Forests
Power Level: Intermediate Goddess
Gender: Female
Portfolio: Forests, Woodlands, Flora and Fauna, and Fertility
Domains: Animal, Good, Plant, Sun
Symbol: a unicorn
Alignment: NG
Divine Casters Alignment: LG, NG, CG
Origin/Worshipers: Commonly Worshiped
Favored Weapon(s): Longbow and Longsword
Dogma: The woodlands are a beautiful place full of life. The secrets of the forests should be learned and taught so that people can live in harmony with nature. Those who would harm or exploit the woodlands must be driven out or destroyed. The plants and animals of the forest are things that nature gives as gifts, not things to be stolen.

Ehlonna (eh-LOHN-nah) is a very old goddess. She combats those who would harm or despoil the forest of its resources and beauty. Shown as either a dark-haired human woman or a golden-haired elf maid, in which form she is known to many as Ehlenestra, she is served by Novelee, a planetar whose heart is so pure it makes unicorns weep. She has a hostile rivalry with Obad-Hai, but is friendly with the elven gods and most good-aligned deities.

Most of Ehlonna’s clergy are female, whether human, elven, or fey. They live in the forests, are friendly with rangers and druids, and watch for encroaching nonhumans, hunters, and loggers. They educate those who wish to live in harmony with the forest, just as the animals do. They are gentle in their first warning to those who would harm the forest and ruthless in stopping those who persist. They travel to spread their teachings or to protect a forest in danger.

ERYTHNUL
The Many
Power Level: Intermediate God
Gender: Male
Portfolio: Hate, Envy, Malice, Panic, Ugliness, and Slaughter
Domains: Chaos, Destruction, Evil, Madness, War
Symbol: a red blood drop or a hideous mask
Alignment: CE
Divine Casters Alignment: CN, CE, NE
Origin/Worshipers: Oeridians, Commonly Worshiped
Favored Weapon(s): Warmace
Dogma: Destroy anyone who would take what is yours away from you. Covet that which you do not own. Blessed is he who can take something from a rival. Maim those you cannot destroy, and cause fear in the hearts that you cannot maim. Bloodshed for its own sake is reason enough, and if you can shed the blood of a hated enemy, so much the better. When Erythnul’s gift of blood rage comes upon you, be sure to use it well.

Erythnul (eh-RITH-nul) is the undisciplined counterpart to Hextor, possibly predating him and losing worshipers to his ordered and intelligent rival. This Oeridian god is a terrible sight to behold, with ruddy skin, red garments, a brutally strong build, and a great stone mace that is pierced to cause a fear-inducing shriek when he swings it. His title comes from his appearance in battle, as his features change between human, gnoll, bugbear, ogre, and troll, and his spilled blood becomes an allied creature of like type. Any site where great bloodshed has occurred is considered a holy place by the church.

Erythnul’s clerics are cruel, sadistic, and hateful. They foment rebellion, murder, and riots in civilized areas, lead troops of bandits, raiders, or nonhumans, and commit murder when they grow bored. They deface beautiful things and disfigure attractive people for fun. They aren’t above betraying their own allies to suit their own motives or protect their own hides. They travel to bring ugliness and strife to pleasant places or to escape those that would persecute them.

FHARLANGHN
The Dweller on the Horizon
Power Level: Intermediate God
Gender: Male
Portfolio: Horizons, Distance, Travel, and Roads
Domains: Luck, Protection, Travel
Symbol: a wooden disc carved with the curved line of the horizon
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Oeridian, Commonly Worshiped
Favored Weapon(s): Quarterstaff
Dogma: People need to move about and see new things. Be open to travel, as the world may change overnight and you may be in need of a new home or perspective. Look to the horizon for inspiration—the far end of the world has new peoples, new cultures, new magic, and new roads to walk.

Fharlanghn (far-LAHNG-un) is shown as a seemingly old man with leathery, wrinkled skin and young-seeming bright green eyes. Brother of the Oeridian god Celestian, he is on amiable terms with non-evil earth gods and several nature gods, and is sometimes tied to Atroa. He is the patron of those who walk or ride long distances, including travelers in tunnels, and as such is praised by those who must use mountain passes or travel the Underdark.

The church is comprised of wandering clerics (who favor green and minister to those on the roads) and settled clerics (who favor brown and are usually older clerics whose wandering days are behind them).

Clerics of Fharlanghn are encouraged to travel the world and see new things. They bless caravans, explore exotic lands, scout for armies, and record lore on distant places and people. Because they learn many languages and cultures, they act as translators and diplomats. Many aid in constructing of roadways and bridges, and a pair of shoes made by one of his clerics is held to last longer than any other.

GESHTAI
Daughter of the Oasis
Power Level: Lesser Goddess
Gender: Female
Portfolio: Lakes, Rivers, Wells, and Streams
Domains: Plant, Water
Symbol: a water spout
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Baklunish
Favored Weapon(s): Spear
Dogma: Tranquility is a benign state, and it should take an extreme act to disrupt it for more than a moment. When such a disruption comes, turn its force back upon itself to negate it, like the stone that breaks the surface of a lake only to be covered and lost. Water, like tranquility, is hard to find but necessary for vitality. Water is more precious than gold, for a thirsty man gets no sustenance from his wealth.

Geshtai (GESH-tie) is depicted as a young Baklunish woman standing in a pool of water, often holding a clay water jug. Her pet fish, Gumus, summons water creatures to fill her. Revered today by nomads, travelers, and farmers in Baklunish lands, her temperament is moderate and she treats all others with care and patience. She dislikes fiery gods and proponents of disease and poison, especially Pyremius.

Clerics of Geshtai act as guardians of valuable waters, whether lakes, streams, oases, or hidden wells, making sure that they are available to all and not claimed or destroyed by any one group of people. They patrol parched areas of land where travelers often become lost and guide them to safety and water. Some explore the length of a river or stream, learning the unique traits of the entire flow. They seek out those who use destructive magic upon natural reserves of water, as well as those who would harm people by contaminating water with disease or poison.

HEIRONEOUS
The Invincible, the Valorous Knight, the Archpaladin
Power Level: Intermediate God
Gender: Male
Portfolio: Chivalry, Justice, Honor, War, Daring, Valor
Domains: Glory, Good, Law, Nobility, War
Symbol: a silver lightning bolt
Alignment: LG
Divine Casters Alignment: LN, LG, NG
Origin/Worshipers: Oeridians, Commonly Worshiped
Favored Weapon(s): Battleaxe and Longsword
Dogma: The world is a dangerous place that poses a never-ending series of challenges to those who fight for justice and protection of the weak and innocent. One must act honorably at all times, and uphold the virtues of justice and chivalry in word and deed. Danger must be faced with certainty and calm, and glory is the reward for defeating evil, while virtue is the reward for upholding the tenets of Heironeous.

Heironeous (hi-ROE-nee-us) is the Oeridian battlefield champion of all that is right and good. He wages war against evil of all sorts, especially his half-brother and nemesis, Hextor. He is tall, with coppery skin, auburn hair, and amber eyes, and wears fine chain. At his birth, Heironeous’ skin was imbued with a secret solution called meersalm that protects him from all but the most powerful weapons. His symbol is a silver lightning bolt. His allies are other gods who fight evil, and his foes are those who encourage evil or suffering. Known for his great magic battleaxe, he recently has been promoting usage of the longsword in order to appeal to common soldiers as well as paladins and leaders.

Heironeous’ church is very militaristic, championing causes and crusading to eliminate evils. His clerics travel the world, fighting evil as dictated by their church commanders. Older clerics work as judges, strategists, and military instructors. Many of the most powerful clerics of Heironeous have themselves embalmed alive with meersalm to gain its protective benefits, although some have not survived the process.

HEXTOR
Scourge of Battle, Champion of Evil, Herald of Hell
Power Level: Intermediate God
Gender: Male
Portfolio: War, Discord, Massacres, Conflict, Fitness, Tyranny
Domains: Destruction, Evil, Law, Tyranny, War
Symbol: six red arrows facing downward in a fan
Alignment: LE
Divine Casters Alignment: LN, LE, NE
Origin/Worshipers: Oeridians, Commonly Worshiped
Favored Weapon(s): Flail
Dogma: The world is a dark and bloody place where the strong rule the weak, and power is the only reward. It is often necessary to be cruel and merciless in the pursuit of ones goals, and achieving those goals can have harsh consequences. Order must be forged out of chaos and law out of anarchy. The forces of tyranny must be obeyed and dissenters must be oppressed or destroyed.

Hextor (HEKS-tor) is the arch-foe of Heironeous, his brother and fellow Oeridian war god. He seeks to conquer or destroy any that oppose him. He is depicted as a handsome man with dark hair and light skin when shown as a god who rules through strength, but takes the visage of a gray-skinned, horrible six-armed being when shown in his more violent aspect. He uses a different weapon in each arm and wears iron scale armor with many skull decorations. His icon is the Symbol of Hate and Discord, six red arrows facing downward in a fan.

Most of Hextor’s temples are built on the sites of great battles where many were slaughtered. Hextor’s clerics constantly train themselves in the arts of war, for they plan or lead attacks on rebels and do-gooders. Many serve petty or powerful leaders, and others still have achieved significant political positions of their own, particularly in the former Great Kingdom. Individuals and small groups strike out from established churches to sow dissent in enemy lands, bringing down foreign nations from within so that the arms of Hextor may conquer.

INCABULOS
The Black Rider
Power Level: Greater God
Gender: Male
Portfolio: Plagues, Sickness, Famine, Nightmares, Drought, Disasters
Domains: Death, Evil, Destruction, Madness, Suffering
Symbol: the Eye of Possession
Alignment: NE
Divine Casters Alignment: LE, NE, CE
Origin/Worshipers: Commonly Worshiped, The Insane
Favored Weapon(s): Quarterstaff
Dogma: The suffering of the world is meat and bread to Incabulos. Sickness, famine, and other curses bring him power. Some feel that the Black Rider can be warded off or appeased by prayers; but this only delays the inevitable. The world of dreams is his battleground, and he wages war against minds just as he rots bodies.

Incabulos (in-CAB-yoo-lohs) is a dread power feared by mortals, fiends, and even some gods. The bringer of disease and blights is a terrifying figure—deformed body, skeletal hands, nightmarish visage, and garbed in a black robe lined with orange and green. He rides a nightmare and is accompanied by hags. He causes a nightmarish slumber in any who meet his eyes, and his great staff causes seeping wounds and withers flesh with a touch. His symbol is the magic icon for the eye of possession. Incabulos hates all other gods, although he is indifferent to Nerull, who completes the work Incabulos starts.

Clerics of Incabulos are secretive and paranoid. Justifiably fearing persecution by good and evil folk, they rarely reveal themselves for what they are except in times of great despair when they can fan the emotions of the suffering. Greater clerics use threats and this state of fear to encourage junior members to maintain secrecy. They enjoy torturing others, inflicting disease, and spreading blight. They travel to find new locations or people to infect, escape those who would destroy them, or find strange lands where exotic diseases can be found.

ISTUS
Lady of Our Fate, The Colorless and All-Colored
Power Level: Greater Goddess
Gender: Female
Portfolio: Fate, Destiny, Divination, Future, Honesty
Domains: Fate, Knowledge, Luck, Time
Symbol: a golden hand spindle
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Baklunish, Commonly Worshiped
Favored Weapon(s): Light Crossbow
Dogma: Everything is connected to every other by invisible strands that push and pull over time. The choices a person makes in life affect the pull of some strands, allowing one to alter fate in a small way, but some of these webs of fate have a strong and inevitable pull that cannot be escaped. The perceptive can come to understand these strands and watch them to predict the future. Accepting your destiny is the greatest service you can make to yourself, for dishonesty about your role in the world leads to ruin and disaster.

Istus (IS-tus) is the most powerful of the Baklunish deities. She appears as a Baklunish woman of any age or stature, always carrying her mystical gold spindle (her holy symbol) with which she creates the strands of fate. She is aloof from all other gods, even those of her own pantheon, as she concerns herself solely with the fate of the universe and its inhabitants. Her occasional companion is a cloudlike being believed to a prince from the Plane of Time.

Clerics of Istus have seen the extremes of fate, from innocents dying horrible deaths and sadists controlling kingdoms to children recovering from mortal illness and despots felled by simple accidents. Because of this, most her clerics are cynical or stoic but some kinder individuals serve her because they feel they were rewarded by fate. They are called upon to make predictions and divinations for important personage all over the world.

IUZ
The Evil One, the Old One, Old Wicked (slanderous)
Power Level: Demigod
Gender: Male
Portfolio: Deceit, Pain, Oppression, Evil
Domains: Chaos, Evil, Trickery
Symbol: a grinning skull
Alignment: CE
Divine Casters Alignment: CN, CE, NE
Origin/Worshipers: Unknown, Commonly Worshiped
Favored Weapon(s): Greatsword
Dogma: The weak must be exploited, tortured, and stripped of hope. The strong must be constantly wary of betrayal by their underlings. Pain is power, and inflicting pain demonstrates power best. Crush those beneath you. Iuz must be obeyed, and those who defy him will know absolute pain.

Iuz (EYE-ooze) is thought to be the half-fiend son of the demon lord Graz’zt and the powerful wizard Iggwilv. Appearing on Oerth as a shriveled old man or as a huge, demonic-looking being, Iuz has many fiendish allies and impersonates other gods to fool mortals and increase his territory. He remains a great threat to the balance despite setbacks since the Greyhawk Wars. His symbol is a grinning skull, and he holds a particular hatred for Zagyg, Vecna, St. Cuthbert, and Greyhawk.

Iuz’s clerics inflict cruelty and torture upon all who oppose them. Iuz tolerates no less than fanaticism and complete obedience. His clerics constantly try to outdo each other in their acts of cruelty and evil. They show their superiority over all other beings by hunting for trophies; rare finds such as unicorns or paladins are truly prized. The clerics create spells and magic items of terrible power and evil nature, and travel the world to commit acts of evil and search out Iuz’s enemies Iuz is served directly by the Boneheart—two tiers (Greater and Lesser) of six advisers each (clerics and wizards), and by the Boneshadow, six spies and evildoers who roam the world.

JASCAR
The Lord of the Dells, the Mist Upon The Hills, the Dweller Upon the Heights, the Voice of the Hills
Power Level: Lesser God
Gender: Male
Portfolio: Hills and Mountains
Domains: Earth, Good, Law, Protection
Symbol: a snow capped mountain
Alignment: LG
Divine Casters Alignment: LN, LG, NG
Origin/Worshipers: Suel and Dwarves.
Favored Weapon(s): Warhammer
Dogma: Hold no quarter for evil nonhumans like orcs and goblinoids, and equally hate those who would make the beautiful hills and mountains ugly. Protect the hills and mountains from plundering by evil forces and you will be rewarded with the treasures Jascar places under the earth for good folk to find.

Jascar (JAS-kar) is the brother of Fortubo and dedicated foe of Beltar; his holy symbol is a snow-capped mountain peak. With his dark beard and shining silver breastplate, Jascar doesn’t resemble the Suel people that worship him, but his visage strikes fear into orcs and goblins. He is sometimes shown as a great horse or pegasus—two forms he once took when fighting Beltar. He is often aided by Phaulkon in his efforts to advance the cause of good, and Jascar’s hammer is the bane of all undead. Other than Phaulkon and Fortubo, Jascar talks little with other gods and is often perceived as driven and aloof.

The church teaches common tactics used by evil nonhumans. Jascar’s clerics often lead cross-country and underground crusades against evil nonhumans. They survey for precious metals, and advise miners on how to dig their tunnels safely and cause a minimal amount of damage to the surrounding environment. Their single-mindedness often alienates them from others, but their dependable nature means that an entire temple can be called upon in times of crisis; the network of the multi-racial Jascarian faith is strong as stone.

JORAMY
The Shrew
Power Level: Lesser Goddess
Gender: Female
Portfolio: Fire, Volcanoes, Wrath, Anger, Quarrels
Domains: Destruction, Fire
Symbol: an erupting volcano
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Commonly Worshiped
Favored Weapon(s): Quarterstaff
Dogma: The dance of a flame and the twisting patterns of molten rock are the most beautiful sights in the world, representing fire’s argument with earth. Let your passions burn as hot as these things, and never back down when you have the opportunity to convert someone to your perspective. Ideals and opinions are what forms and shapes a person, and not defending with all your effort what you hold in your heart to be the truth is a betrayal to yourself and your ideals. Any rival opinion is a challenge… answer that challenge with the same fervor that you would a physical threat.

Joramy (JOR-um-ee) is a hot-tempered but generally good-natured goddess. Shown as a nondescript woman with fiery hair and one fist raised, Joramy argues for the sake of arguing, and uses emotional arguments when rational ones fail. She is on good terms with nonevil gods who enjoy their aggressive side, but disdains emotionally distant beings such as Delleb, Rao, and her estranged lover Zodal. Her holy symbol is a volcano.

Clerics of Joramy make good political leaders and revolutionaries. They are willing to defend their ideals to the death and have a gift for inspiring others to do the same. Many work as diplomats for small but aggressive nations, where their tendency to escalate talks into heated arguments makes their parent nation appear stronger than it is. They go adventuring to find new people to argue with and new causes to champion.

KELANEN
Prince of Swords
Power Level: Demigod
Gender: Male
Portfolio: Swords, Sword Skill, Balance
Domains: Planning, War
Symbol: Swords in a Star Shape
Alignment: True Neutral
Divine Casters Alignment: True Neutral
Origin/Worshipers: Unknown, Commonly Worshiped
Favored Weapon(s): Bastard Sword, Falchion, Greatsword, Longsword, Rapier, Scimitar & Shortsword.
Dogma: Perfection with the sword is perfection of one's self. Avoid the Four Dooms and find stable footing between them just as you would fighting multiple opponents. Only with balance can there be peace of mind.

Kelanen is obsessed with all types of swords, as well as preserving the balance between Law, Chaos, Good, and Evil (the "Four Dooms"). He has been known to aid any of these alignments in order to centralize the balance of power. He encourages the mastery of swordsmanship among all his followers, and warns them to avoid all extremes.

Kelanen's priests are forbidden from using any weapon that isn't classified as some sort of sword (bastard sword, falchion, greatsword, longsword, rapier, scimitar & shortsword), dagger, or crossbow. His priests are neutral, for those with adherence to any other alignment are seen as having no regard for his teachings. Priests of Kelanen practice their sword skills assiduously and spend much of their time teaching others. They work to support the cosmic Balance, making temporary alliances with groups of every alignment and breaking the alliances when they are no longer perceived as being needed.

Special Notes: As the Bandit Kingdoms are currently being occupied by the forces of Iuz, priests of Kelanen would fight against Iuz's forces. However, should the tide turn, and a Lawful Good group emerge as the dominate force in the BK, the priests of Kelanen would most likely change sides, and aid the forces of Iuz against the Lawful Good group. They would continue changing sides until a True Neutral group emerged to take power, then they would fight to ensure said group remained in power.

KORD
The Brawler
Power Level: Intermediate God
Gender: Male
Portfolio: Athletics, Sport, Brawling, Strength, and Courage
Domains: Community, Chaos, Good, Luck, Strength
Symbol: a star composed of spears and maces
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Suel, Commonly Worshiped
Favored Weapon(s): Greatsword
Dogma: The strong and fit should lead the weaker. Bravery is the greatest quality in any ruler. Scorn cowardice.

Kord (KOHRD) is an incredibly powerful Suel god, second only to his grandfather, Lendor. Son of Phaulkon and Syrul, he is shown as a hugely muscular man with long red hair and beard, wearing dragonhide gauntlets (white), boots (blue), and fighting girdle (red); these items form his holy symbol, although a star composed of spears and maces is popular.
He fights with his intelligent dragon-slaying greatsword Kelmar, and when wounded he often
enters a blood rage so intense only Lendor can control him when he succumbs; because of this, a cleric of Kord will always defer to a ranking cleric of Lendor. He is reputed to have dallied with beautiful humans, elves, or even giants, and tales are told of the great
heroes who are born of such liaisons.

Kord loves physical challenges and contests, and it is this love that inspires many barbarian tribes to use nonlethal sports as a method for resolving disputes. Kord’s clerics are expected to be leaders. They train people to become stronger, organize athletic tournaments, and participate in challenging physical activities. Doubting their fitness is a grave insult, and they go to great lengths to prove their physical abilities (although they realize the difference between difficult and suicidal challenges). Wearing of dragon-hide by a cleric is a blasphemy, unless the wearer is a descendant of Kord. Clerics believe magic should be used

KURELL
The Bitter Hand, the Scorned Heart, the Vengeful Knave
Power Level: Lesser God
Gender: Male
Portfolio: Jealousy, Revenge, Theft
Domains: Chaos, Luck, Trickery
Symbol: a broken coin
Alignment: CN
Divine Casters Alignment: CG, CN, CE
Origin/Worshipers: Oeridians
Favored Weapon(s): Short Sword
Dogma: Desires must be seized, for experiencing the act of taking brings joy. Suffering must be avenged, for only retribution alleviates loss. Those that have wealth do not deserve it, nor the power and luck who brought them to where they are, and for that they should be scorned. You must take what is rightfully yours when the time is right or forever be shackled to misery, poverty, and nothingness.

Kurell (kuh-REL) is an Oeridian god once loved by Atroa, but he spurned her to pursue Sotillion, his brother Zilchus’ lover. This failure caused him to lose both goddesses as well as the favor of his brother. Now, his jealous feelings keeps him alone, even though the others involved would surely forgive him if he would ask. His only allies are the more temperamental, morose, and reactionary deities Joramy, Ralishazand and Trithereon. His symbol is a grasping hand holding a broken coin. He is a patron of thieves, although other gods such as Norebo and Olidammara are more popular than he, which makes him jealous and fills him with an irrational fervor to steal away their worshipers.

Clerics of Kurell are very self-centered and not particularly interested in proselytizing unless they perceive an immediate benefit for themselves. Their instruction involves teaching by example rather than quoting doctrine. Many make their living as thieves, and spend their time planning acts of revenge against their enemies. They travel in search of great things to steal, to escape their rivals, or to forget their past.

LENDOR
Prince of Time, Master of Tedium
Power Level: Intermediate God
Gender: Male
Portfolio: Time, Tedium, Patience, Study
Domains: Knowledge, Law, Protection, Time
Symbol: a new moon surrounded by fourteen stars
Alignment: LN
Divine Casters Alignment: LG, LN, LE
Origin/Worshipers: Suel
Favored Weapon(s): Greatsword
Dogma: Time stretches to infinity, and issues that seem pressing are merely a smaller part of a larger whole. In order to make sense of the universe, one must look at the entire mosaic instead of just a part of it. Age brings experience, wisdom, and the impetus to take things slow.

Lendor (LEN-dor), the leader and progenitor of the Suel pantheon, is depicted as a white-haired and bearded husky older man. Largely withdrawn from the affairs of the world to care for larger issues, Lendor considers himself superior other gods and especially to his children, as he has the ability to banish any of his children or undo their magic. A blow from his flaming sword Afterglow is said to be the force that started the flow of time at the dawn of the universe. His holy symbol is a crescent moon in front of a new moon surrounded by fourteen stars.

Lendor’s clergy are mostly older, particularly sages, village elders, and record keepers. They tend to have little interaction with the outside world, remaining cloistered in their libraries and temples for years at a time. Occasionally a younger person will be drawn to this faith, taking the role of wandering adviser, preaching the need to keep the present in perspective; these preachers often become advisers to conservative leaders or mount expeditions to recover ancient tomes and artifacts lost for generations.

LIRR
Lady Poet, the Lorekeeper
Power Level: Lesser Goddess
Gender: Female
Portfolio: Poetry, Prose, Literature, Art
Domains: Chaos, Good, Knowledge, Travel
Symbol: an illustrated book
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Oeridians, Commonly Worshiped
Favored Weapon(s): Raiper
Dogma: The written word, be it in rhyme, prose, myth, or logbook, is the linchpin of civilization. Preserve written works so that the knowledge of the past can be given to the future, and put oral records in more permanent form. Art should be revered, for it conveys feelings and messages that would take hundreds of pages to explain. Every poem, book, or painting lost is a piece of history forgotten.

Lirr (LEER) is shown as a fresh-faced Oeridian woman with long black hair and dark blue eyes. Her symbol is an illustrated book, and she carries a tome with her that can show any poetry, prose, spell, or artwork ever created. She works favorably with any being that respects knowledge, learning, and the arts, but she opposes those that would destroy art and knowledge or hide it. Many Oeridian sorcerers and wizards worship Lirr, particularly those who dislike Delleb’s conservative and reclusive nature.

Lirr’s clerics wander Oerth in search of lore, news, poetry, historical tales, magic, and works of art. They sneak into lands ruled by oppressive leaders (such as Iuz), trying to rescue items of interest that are at risk of being destroyed out of malice or ignorance. Many clerics have skill as bards, telling tales and painting pictures rather than singing; they easily find work as tutors, scribes, and artists. Novice clerics spend months making copies of their temple’s archives of books, scrolls, and works of art, which are distributed so that others may appreciate them.

LLERG
Great Bear, Animal Fang, Strongest Serpent, God of Force
Power Level: Lesser God
Gender: Male
Portfolio: Beasts and Strength
Domains: Animal, Chaos, Strength
Symbol: a bear, a snake, or an alligator
Alignment: CN
Divine Casters Alignment: CG, CN, CE
Origin/Worshipers: Suel
Favored Weapon(s): Battleaxe, Longsword
Dogma: Be strong so that others respect you. Be fierce like the creatures of the animal world. Humans have lost contact with their inner animal nature—watch and learn how the predator lives, and you will again be as you should be.

The most uncivilized god in the Suel pantheon, Llerg (LERG) ignores most other gods, seeing them as too civilized, but has a friendly rivalry with Kord and a hatred for Telchur. He is shown as a strong, shaggy man wearing furs and a fighting girdle or as a great bear, snake, or alligator. These animals are sacred to him, and they are his three holy symbols. He fights with a broadsword or in one of his animal forms and may be the ancestor of the original dire bears, dire alligators, and giant snakes. He is popular among the jungle savages, who call him Hlerg.

Llerg supports barbarians defending their lands against encroaching civilization. Llerg’s clerics choose one of his sacred animals as their totem animal. They act as intermediaries when tribes meet, and range far in search of prey when times are lean for their tribe. They bless weapons, warriors, and sites of battle to ensure victory, and in more peaceful times they train young warriors in armed and unarmed combat. Some clerics see visions and travel to find the meaning of what they have seen.

LYDIA
The Mother of Truth, the Pure Song
Power Level: Lesser Goddess
Gender: Female
Portfolio: Music, Knowledge, and Daylight
Domains: Good, Knowledge, Sun
Symbol: a spray of colors from an open hand
Alignment: NG
Divine Casters Alignment: LG, NG, CG
Origin/Worshipers: Suel
Favored Weapon(s): Spear
Dogma: People must gain knowledge to better themselves. Music is a key to learning, and the light of day lets one see their own ignorance.

Lydia (LIH-dee-ah) is a wise Suel goddess, shown as a dynamic older woman with white hair and clear blue eyes. Her symbol is a spray of colors from an open hand. She interacts with many other gods, exchanging information and songs. In some ways she is the converse of Pholtus, pressing for individual liberty so that others may see the light of truth without being blinded by it; this pleases Trithereon, who also strives for the freedom of the individual.

Most of her clerics are women. They discover and spread information wherever they travel, and are often found in the company of clerics of Fharlanghn. They are required to help women in need of education, and they spend much of their time in villages teaching women and children how to read and acting as midwives. They travel to discover lost caches of information and song, preferring historical accounts of actual deeds rather than fictionalizations and hearsay tales.

MAYAHEINE
The Shield Maiden
Power Level: Demigoddess
Gender: Female
Portfolio: Protection, Justice, Valor
Domains: Good, Law, Protection
Symbol: a shield with a bastard sword, sunburst, two golden sphere and two victory runes
Alignment: LG
Divine Casters Alignment: LN, LG, NG
Origin/Worshipers: Commonly Worshiped
Favored Weapon(s): Bastard Sword, Longbow
Dogma: Protect those who need it. For good to survive it is necessary to defend the weak and innocent. Bravery, strength of mind, and perseverance in times of hardship or danger are virtues, and adherence to the concepts of justice, fairness, and righteousness are essential. Obedience to Pelor the Sun Father is as important as devotion to the Shield Maiden. Just as Mayaheine traveled a long way to aid our world, it may be necessary for the faithful to travel far to uphold her word.

Mayaheine (MY-ah-heen) is a recently ascended paladin of Pelor, brought here from another world to help fight the powers of darkness and evil. She is portrayed as a strikingly tall woman with blue eyes and auburn gold hair, dressed for battle. Her shield, Hope’s Champion, turns back evil magic upon its source, and her bastard sword Triumph stuns fiends and tyrants with a touch. Her holy symbol is a shield with a bastard sword, sunburst, two golden sphere and two victory runes. While she is fine warrior, she is above all a protector.

Clerics of Mayaheine train themselves and others in self-defense. They help build town walls and other protective constructions; many take roles as community leaders, their devotion to justice and good making them excellent judges. They travel to prove their bravery, right wrongs, and to destroy strongholds of evil. This faith sponsors many divine champions and is friendly with divine champions of other good faiths as well. They are always respectful of clerics of Pelor, for their religion wouldn’t exist on Oerth if it weren’t for him.

MOUQOL
The Merchant
Power Level: Lesser God
Gender: Male
Portfolio: Trade, Negotiation, Ventures, Appraisal, Reciprocity
Domains: Trade, Travel
Symbol: a scale with weights
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Baklunish
Favored Weapon(s): Dagger, Light Crossbow
Dogma: Reward is not gained without risk. The perfect bargain satisfies both necessity and desire. The wise know the worth of a thing as well as its cost. Greed makes the wealthiest into debtors. All life is a matter of exchange.

Trade in the Baklunish lands is the province of Mouqol (moh-KOHL) the Merchant. Like Istus, he was neutral in the war between Light and Darkness that precipitated the mythic Hegira; like Geshtai, he provided necessities to both sides of the struggle. Other tales describe Mouqol’s travels among genie-kind, and his skill at bargaining with even these most difficult of clients. Mouqol’s particular gifts are the ability to discern the true desire of his customers, and the talent of finding and delivering the rarest of treasures to their predestined owners.

The Bazaar, or marketplace, is holy ground. Some markets in the larger cities are set up around actual temple-buildings, but most simply contain a tent-covered altar or shrine to the merchants’ god. There is no standard tithe, but a variable set of fees is levied on the traders who utilize the marketplace. These monies are used to cover expenses, but any excess is dedicated to charitable works, for the accumulation of large amounts of wealth is foreign to Mouqol’s values. Much more important is the art of the negotiation process, for hard bargaining is near to a sacrament for these Western merchants.

Clerics of Mouqol are common among the Baklunish, as well as among the jann and the merfolk of the Dramidj. Clerics use their powers to deter theft, fraud and magical deception. They work as appraisers of common goods, with certain members specializing in more exotic items. Most travel during at least part of their career, particularly as part of merchant caravans. Ritual prayers are said each morning, prior to opening for business or beginning the day’s travel.


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PostSubject: Re: Pantheons of the Flanaess   Wed Aug 25, 2010 2:45 am

MYHRISS
The Thrice-Kissed, Maid of Light and Dark
Power Level: Lesser Goddess
Gender: Female
Portfolio: Love, Romance, Beauty
Domains: Charm, Good, Healing
Symbol: a lovebird
Alignment: NG
Divine Casters Alignment: LG, NG, CG
Origin/Worshipers: Flan
Favored Weapon(s): Shortbow
Dogma: Love can cure the world’s ills. Quarreling rivals and warring nations can be brought together with a well-placed romance, and beauty can turn the heart of a dumb beast or a despondent tyrant. Beauty is often fragile, so protect it from accidental harm, as the destruction of something beautiful is a great tragedy. Beauty comes in many forms, for even the most evil red dragon is a sight of terrifying splendor when it is on the wing. Celebrate love, affection, romance, and beauty wherever you find it.

Myhriss (MEE-ris) is shown as a Flan woman just reaching adulthood, a garland of flowers in her hair, or else as a fair-skinned, dark-haired provocative beauty or a sun-blonde tanned woman of approachable prettiness. Her dark-haired form is associated with the whip, her other aspect favors the shortbow. She is friendly and affectionate toward all benign gods but avoids those who are hideous, crude, or hateful. Although Wee Jas dislikes her, Myhriss appreciates the vain Suel goddess for her obvious attractiveness.

Clerics of Myhriss are starry-eyed and always looking for signs of love and beauty in the people and places around them. They bless young lovers, perform marriage ceremonies, create works of art, and travel to see beautiful people and fantastic sights. A few take roles as diplomats, as their looks and charisma make even the most hostile folk stop to listen to them. Some are crusaders against hate and ugliness, seeking out those who destroy love or vanquishing those of repulsive presence.

NERULL
The Reaper, Foe of all Good, Hater of Life, Bringer of Darkness
Power Level: Greater God
Gender: Male
Portfolio: Death, Darkness, Murder, the Underworld
Domains: Darkness, Death, Evil, Suffering, Trickery
Symbol: a skull and scythe
Alignment: NE
Divine Casters Alignment: LE, NE, CE
Origin/Worshipers: Flan, Commonly Worshiped
Favored Weapon(s): Scythe
Dogma: All are equal in Nerull’s cold realm. Every living thing is an affront to the Reaper, and every death brings a dark spark of joy to his long-dead heart. Those who pray to Nerull to appease him only attract his attention and their own doom. Those who kill in his name shall be rewarded.

Nerull (NEH-rul) is an ancient Flan god; few anywhere do not know and fear his name. He is a rustred skeletal being with thick, blackish-green hair, a cowl and cloak of rusty black, and eyes, teeth, and nails the color of poisonous verdigris. His sable-wood staff Lifecutter forms a scythelike blade of red force that slays anyone it touches. Fiends answer his call out of fear rather than loyalty, for he hates all life and is not above destroying servants out of displeasure or spite. His symbol is a skull and scythe. Of all other divine beings, the only one he tolerates is Incabulos, whose gifts send many to his realm.

Clerics of Nerull are secretive and solitary, as few sane people would tolerate their presence. Except in the most evil lands, no organized church of Nerull exists. Nerull’s clerics commit murder as offerings to their god; when their actions are discovered, they flee their hiding places and move far away to carry out their evil deeds, appearing innocent while occasionally killing wayfarers on their long journey.

NOREBO
God of Gambles
Power Level: Lesser God
Gender: Male
Portfolio: Luck, Gambling, Risks
Domains: Chaos, Luck, Trickery
Symbol: a pair of eight sided dice
Alignment: CN
Divine Casters Alignment: CG, CN, CE
Origin/Worshipers: Suel, Commonly Worshiped
Favored Weapon(s): Dagger
Dogma: Life is full of risks and gambling with fate is the only thing that makes life worth living. Owning property and life itself are fleeting things, and best be enjoyed while you have them.

Norebo (noh-REE-boh) is one of the more popular Suel gods, known for his willingness to make a bet on anything and his fondness for dice games; his symbol (a pair of eight sided dice) stems from this. He has been paired with most of the female members of his pantheon, but has been linked to Wee Jas for the past one thousand years despite their alignment differences. He particularly despises Ralishaz for giving gambling and risks a bad name. Norebo is shown as a man of average height, weight, and features, but can assume animal forms, especially when he wishes to be hidden.

His worship is popular in the barbarian lands and large cities, and donations to his temples (called Churches of the Big Gamble) are usually in the form of lost bets (as gambling operations are run on-site). Some patrons donate to his temple in the hopes of warding off thieves and assassins. Clerics of the Norebo are willing to make wagers on anything and are usually employed at least part of the time in a gambling house. Others wander the world to bring chance and elements of risk into people’s lives; they especially love bothering clerics and followers of rigid gods such as Allitur, Pholtus, and St. Cuthbert.

OBAD-HAI
The Shalm
Power Level: Intermediate God
Gender: Male
Portfolio: Nature, Woodlands, Freedom, Hunting, Beasts
Domains: Animal, Earth, Plant, Water
Symbol: a mask of oak leafs and acorns
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Flan, Commonly Worshiped
Favored Weapon(s): Druid Weapons, Scimitar
Dogma: One should live in harmony with nature in all of its variety. Those who destroy or otherwise harm nature deserve swift vengeance in an appropriate manner. Those who are one with nature have little to fear, although the well-meaning but foolish are sometimes brought down by a danger they could not avoid or divert. The wilds can be ugly, dangerous, or terrible, but these things are a part of nature and should be respected as much as those that are beautiful, harmless, or wonderful.

Obad-Hai (OH-bahd HI) carries a hornwood staff called the Shalmstaff, which allows the bearer swift and easy passage through floral and faunal hazards, and the woodwind instrument from which he takes his title. He shown as a lean and weathered man of indeterminately old age, dressed in brown or russet and looking like a hermit, although nonhuman communities show him as one of their own race. His symbol is a mask of oak leafs and acorns. Because of their difference in perspective, Ehlonna and Obad-Hai are unfriendly rivals, and he also counts Phyton as his enemy.

Most of the Shalm’s clerics are male, whether human, gnome, halfling, or fey. Most tend get along very well with rangers and druids. They serve as protectors of nature, acting as the agents of retribution when their protection is insufficient or too late. They teach hunting in the way that nature’s creatures do (choosing the weakest of the herd, etc.).

OLIDAMMARA
The Laughing Rogue
Power Level: Intermediate God
Gender: Male
Portfolio: Music, Revels, Wine, Rogues, Humor, Tricks
Domains: Charm, Chaos, Luck, Trickery
Symbol: a laughing mask
Alignment: CN
Divine Casters Alignment: CG, CN, CE
Origin/Worshipers: Commonly Worshiped
Favored Weapon(s): Raiper
Dogma: Treat music as the art it is. Strive to be as skilled at it as your patron. Life is meant to be happy and entertaining, and the best jokes need a target to hang them on; when it is your turn, accept the laugh and appreciate the trick. Wine is one of the joys of life, and the only thing better than making wine is drinking it. Avoid misery, temperance, and solemnity, for they are the greatest poisons to the soul.

Olidammara (oh-lih-dam-MAH-rah) loves upsetting those who are too attached to their boring and controlled worlds. He is shown as a brown-haired man of rakish appearance, olive skin, and merry eyes, although his magic laughing mask (and holy symbol) allows him to change his appearance. Zagyg once forced him into the shape of a small carapaced animal and imprisoned him; the Laughing Rogue still retains the ability to form a protective carapace, and he has used it to thwart many aggressors and pursuers. He is friendly enough with other gods, although the lawful ones resent his capriciousness and tricks.

Olidammara has a faithful following but few easily found churches. Clerics of Olidammara study music, make wine, tell jokes, and occasionally perform acts of mayhem. Those who live in cities tend to work as entertainers or vintners, while those who prefer rural settings act are storytellers, messengers, and minstrels. Many of them live a life on the run from powerful people whom they greatly offended early in their careers. Others just enjoy traveling in search of new music, exotic wines, and celebrations.

OSPREM
Power Level: Lesser Goddess
Gender: Female
Portfolio: Sea Voyages, Ships, and Sailors
Domains: Law, Water, Weather
Symbol: a killer whale
Alignment: LN
Divine Casters Alignment: LG, LN, LE
Origin/Worshipers: Suel
Favored Weapon(s): Halberd
Dogma: The seas provide a bounty of food and a means of travel; protect the sea as you would your own home, or face Osprem’s wrath. She protects those who sail and their vessels as long as they respect her and abide by her laws.

Osprem (AH-sprem) is a generally benign goddess, revered by the Suel people as the protector of those who travel on the water. She is more compassionate than her occasional companion Xerbo, yet she is not averse to punishing those who offend her or disobey her laws. She is shown as a beautiful gowned woman, a dolphin, a barracuda, or a sperm whale; the latter two are interchangeably used as her holy symbol. She wears no armor but is protected by a ring carved from a whale’s tooth, given to her by the grandfather of all whales.

Her clerics are skilled navigators and often become the spiritual leaders of communities that rely on the sea for survival. Many gain political power for themselves based on the need for their abilities. Clerics not tied to one place might travel a great deal by ship; though they feel awkward away from the ocean, they are comfortable enough near lakes or rivers to venture inland.

PELOR
The Sun Father, the Shining One
Power Level: Greater God
Gender: Male
Portfolio: Sun, Light, Strength, Healing
Domains: Community, Glory, Good, Healing, Strength, Sun
Symbol: a stylized sun-face
Alignment: NG
Divine Casters Alignment: LG, NG, CG
Origin/Worshipers: Flan, Commonly Worshiped
Favored Weapon(s): Morning Star
Dogma: The energy of life originates from the sun. This light brings strength to the weak and health to the injured, while destroying darkness and evil. Do not be afraid to challenge the forces of corruption, but remember that just as staring at the sun can cause blindness of the eyes, relentless attention to the destruction of negative forces can blind the heart to the true essentials of life: kindness, mercy, and compassion.

Pelor (PAY-lor) is the Flan sun god, known throughout the entire Flanaess. Riding the great kirin Star Thought, he summons flights of eagles and destroys evils with bolts of sunlight. Depicted as an old man in white, with wild hair and a beard of shining gold, he was until recently a peaceful and gentle god concerned with the alleviation of suffering. Now, he is a more martial deity who brings his wrath to bear on darkness and evil. Now he invigorates and heals those who champion the cause of good, and the stylized sun-face holy symbol is painted on shields and banners across the Flanaess.

Pelor’s clerics are usually quiet, kindly people with a backbone of steel. They are primarily nurturers and protectors, but when the time comes to bear arms they are not afraid to do so. They use their powers to heal, nourish, and otherwise aid the needy, while practicing the skills needed to protect their charges should they be threatened. Clerics of Pelor are free to explore far lands in an effort to drive off harmful beings and spread their god’s gift to all who need it.

PHAULKON
Power Level: Lesser God
Gender: Male
Portfolio: Air, Wind, Clouds, Birds, Archery
Domains: Air, Chaos, Good, War
Symbol: the silhouette of a winged man
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Suel
Favored Weapon(s): Longbow
Dogma: Victory in battle depends upon archery. The sky is the dome over creation, and creatures of the sky are blessed for freeing themselves from the soil. Take the fight to the enemy; do not wait for the encroach of evil. The ancient devices of war are best left alone, as their use involves great danger.

Phaulkon (FAHL-kahn) is an active deity, promoting the cause of good and chasing down evil. He concerns himself with all things that happen under the open sky, and is a scholar of artifacts (and how to negate their powers). Father of Kord and second only to him in fighting ability, he is friendly with Aerdrie Faenya (the elven goddess of air and weather), Jascar, and the other gods with portfolios similar to his own. Depicted as a powerful, clean-shaven, bare-chested wingless man, his holy symbol is a winged human silhouette.

Phaulkon’s clerics study the sky and clouds for portents, and work to protect the nesting places of flying animals. They teach archery and hunting to common people so they may feed and protect themselves, teach farmers the difference between birds that eat seeds and those that kill seed-eaters, and train soldiers in the more difficult aspects of ranged combat. When rumors of ancient evil magic surface, they seek out the source to make sure the item gets destroyed or at least stays buried. His clerics tend to be wanderers, enjoying living under the open sky and fighting evil where they discover it.

PHOLTUS
Pholtus of the Blinding Light
Power Level: Intermediate God
Gender: Male
Portfolio: Light, Resolution, Law, Order, Inflexibility, Sun, and Moons
Domains: Knowledge, Law, Moon, Sun
Symbol: A larger moon eclipsing a smaller moon
Alignment: LN
Divine Casters Alignment: LG, LN, LE
Origin/Worshipers: Oeridians, Commonly Worshiped
Favored Weapon(s): Quarterstaff
Dogma: The One True Way is a strict path, but guarantees rightness. Show no tolerance for those who do not give all for the cause of Law. Fanaticism in the name of the Blinding Light is praiseworthy, and Law’s champions shall be rewarded in the era when chaos has been vanquished.

Pholtus (FOHL-tus) is a stern Oeridian guardian of unbending Law, depicted as a tall, slender man in a white robe, with fair skin and hair, and eyes that shine with the fires of devotion. He carries the Staff of the Silvery Sun, an ivory object shod in silver and topped by an electrum sun-disk. His holy symbol is a full moon (Luna) partially eclipsing a smaller crescent moon (Celene). He believes that he is the authority on Law and the natural order, which makes him unpopular with other gods. He particularly despises the Oeridian wind gods and is opposed by St. Cuthbert.

This church does not have much respect for those of other religions, especially chaotic ones. The anthem of the worshipers is “O Blinding Light”; the church has three ascending orders: Glimmering (preferring white garments), Gleaming (preferring white and silver), and Shining (preferring white, silver, and gold).

Clerics of the Blinding Light are expected to bring the word to unbelievers, and brook no argument against this practice. This quest means they must travel far from their churches, usually in groups should unbelievers and heretics turn hostile. They smite chaos where they find it, and Evil once chaos is rooted out. These clerics get along well with conservative paladins. When not preaching, they act as judges, lawyers, and arbiters.

Scriptures:
  • The Ebongleam, the fourth book in the holy texts of the Binding Light, are called heretical by most of the clergy of Pholtus, it is however a cornerstone of the Theocracy of the Dimre. Those who bear witness to the Ebongleam witness the cold face of Pholtus, full of discipline, punishment and unwavering loyalty.
    • Expanded Dogma: One who does not bleed, cannot know life. To understand the glory of Light, one must first walk in Darkness. Life among the Ebongleam is not one of comforts, but rather the embrace of hardships. Their’s is to suffer, and to find the blessing in that suffering. For if they do not, then the Light will dim, and the Glory that is Pholtus will fade.
    • These witnesses undergo years of self torture and ritualistic scaring. Witnesses of the Ebongleam are LN or LE, and are never LG. They are however, the only religion able to openly worship a god other then Iuz in the Bandit Kingdoms. Assuming they have not been excommunicated by the Theocracy of the Dimre.


PHYTON
The Woodshaper
Power Level: Lesser God
Gender: Male
Portfolio: Nature, Beauty, Farming
Domains: Earth, Chaos, Good, Plant
Symbol: a scimitar in front of an oak tree
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Suel
Favored Weapon(s): Scimitar
Dogma: Nothing in nature is so beautiful as what man can make of it. A field of crops, a garden of herbs, and a swamp drained to form fertile soil are all marvels of nature as much as the forest and mountains. Natural animals that can be domesticated should be, but those that are dangerous to man or his works should be slain.

Phyton (FIE-tahn) is a tall, slender, youthful-looking Suel god who can take the form of any forest creature. Once like most nature deities, he now represents man’s dominion over nature, and this puts him at odds with those who would protect a forest from the actions of mankind, just as his dominion over beauty angers Wee Jas. He clears forests to make room for crops, cuts tracks through mountains to make roads, and dams rivers to form fishing ponds. His symbol, a scimitar in front of an oak tree, hearkens back to his old purpose.

Clerics of Phyton act as protectors for farming settlements and look for ways to make use of nearby land. Each normally chooses a region to watch over, typically a circle one day’s walk in diameter. They might use their powers to redirect a river to suit a town’s needs, or to cull a forest of its uglier plants to leave a more pleasant locale. Some clerics wander the unsettled parts of the world, looking for destructive creatures to kill, abandoned sites of old civilizations, or wild places that might be useful to mankind.

PROCAN
The Storm Lord, Sailor of Sea and Sky
Power Level: Intermediate God
Gender: Male
Portfolio: Seas, Sea Life, Salt, Sea Weather, and Navigation
Domains: Chaos, Travel, Water, Weather
Symbol: a rolling wave
Alignment: CN
Divine Casters Alignment: CG, CN, CE
Origin/Worshipers: Oeridian, Commonly Worshiped
Favored Weapon(s): Halberd
Dogma: The seas and skies are ever-changing and unpredictable. The waters that blanket the earth are deep and unknowable, and their waves can pull down any ship not guided by Procan. He must be honored so that one can avoid his fury in the greatest storms and reap the bounties of the deep blue waters. Life came from the sea and to the sea all life will return.

Procan (PROH-kan) is the father of the Oeridian wind gods (Atroa, Sotillion, Telchur, and Wenta) and the sky-god Velnius. He usually ignores other gods save those who rival his control of the sea (Osprem and Xerbo). Typically worshiped for his aquatic aspect, a few inland peoples revere him as a weather god. He is greedy, tempestuous, and mercurial, rarely keeping the same mood for more than an hour. His trident Undertow is made of coral and gold and finds sunken treasure; this weapon over a cresting wave is his holy symbol.

Clerics of Procan avoid complexities in life (the faith itself has few rituals) and usually live on or near the sea, attending to those who earn their livelihood on the seas. They are considered good luck on sea voyages, and are often hired by captains, or choose to pilot their own vessels. They may be leaders or enemies of Priests of Iuz, Nerull, Tharizdun, Vecna, and Wastri pirates. Holy water is made from salt water; their create water cantrips may create fresh or salty water.

PYREMIUS
The Blazing Killer, Demon of Venom, Hideous Assassin
Power Level: Lesser God
Gender: Male
Portfolio: Fire, Poison, Murder
Domains: Evil, Fire, Trickery
Symbol: a demonic face with ears like a bat’s wings
Alignment: NE
Divine Casters Alignment: LE, NE, CE
Origin/Worshipers: Suel, Commonly Worshiped
Favored Weapon(s): Longsword
Dogma: The world will perish in fire. Anything that threatens you must be burned, and those who would keep you from doing this must be killed. The greatest enemy must sleep sometime. Those who fall to such tactics deserve their fate, and those who exploit these weaknesses are the most crafty of all.

Pyremius (pie-REH-mee-us) was once a demigod of poison and murder, but he poisoned Ranet, the Suel goddess of fire, and assumed her portfolio. He is now the patron of assassins, and he carries a longsword called Red Light and a whip called Viper. He is friendly with fiends; jermlaine worship him, as do many nonhuman tribes. He keeps other gods at arm’s length, except for Syrul, a fellow patron of the Scarlet Brotherhood. His holy symbol is a demonic face with ears like a bat’s wings.

His clerics watch other people for weaknesses or openings in their defenses. They expose themselves to great heat to test their strength, plot against those who hold things they want, build superior forges, and explore exotic locations to find rare plants and other substances from which poisons can be made. Assassins can be hired at their temples; turnover among the clerics is high because of internal feuds.

RALISHAZ
The Unlooked For
Power Level: Intermediate God
Gender: Male
Portfolio: Chance, Ill Luck, Misfortune, Insanity
Domains: Chaos, Destruction, Luck, Madness
Symbol: a large bone surrounded by several smaller bones
Alignment: CN
Divine Casters Alignment: CG, CN, CE
Origin/Worshipers: Commonly Worshiped
Favored Weapon(s): Quarterstaff
Dogma: Order does not exist, only randomness and chance, and the odds are stacked against you. While you may have a good run against the odds, eventually the universe will balance itself out against you. Randomness and insanity go hand in hand, and sometimes those who are the most insane are the ones who are closest to the true nature of the universe. Kindness and prosperity are illusions, as misfortune comes to all sooner or later.

Ralishaz (RAL-ih-shaz) is ever-changing (hideous to beautiful, female to male), but he usually appears as an oddly dressed beggar. He carries nothing but his wooden staff; his holy symbol is three sticks of bone, derived from divination and gambling tools. He rewards or punishes those that rely on chance or take great risks, seemingly at random. He is the god of insanity; many debate whether his appearance and whims are truly random or just madness. He shuns other gods, although he does not seem to be hateful of them.

Clerics of Ralishaz are a curious combination of fatalism and recklessness, stoicism and wild endeavor, depending upon how they feel their place is in the world at that moment. They live charmed lives, although when misfortune hits them it hits hard. They preside over places of gambling, although most patrons are unsure if their presence wards off bad luck or draws it. They travel when their divinations indicate they should, or at the roll of a die. They are often mean-minded or cruel, not seeing the point of friendliness to someone who will eventually be cursed by bad luck.

RAO
The Mediator, the Calm God
Power Level: Greater God
Gender: Male
Portfolio: Peace, Reason, Serenity
Domains: Community, Good, Knowledge, Law, Protection
Symbol: a white heart shaped mask
Alignment: LG
Divine Casters Alignment: LN, LG, NG
Origin/Worshipers: Flan, Commonly Worshiped
Favored Weapon(s): Mace
Dogma: Reason is the greatest gift. It leads to discourse, which leads to peace, which leads to serenity. If all could be convinced to reason with each other, the world would enjoy the harmony of benign order. Some refuse to use reason and instead resort to violence, at which time action—governed by reason and wisdom—is required to counteract their deeds and restore peace.

Rao (RAH-oh) is shown as an old man with dark skin, white hair, slender hands, and a serene smile. Any time an offering of peace is made, Rao grows a day younger. Although he never intervenes directly on Oerth, Rao is the creator of several artifacts of good, particularly the Crook of Rao. He is a dedicated foe of Iuz, an ally of Zilchus, and is otherwise friendly with all other beings. He can cause any aggressive being to relax into an agreeable calmness with a glance, having thwarted even Nerull with this power in the past. His holy symbol is a white heart of wood or metal, or a heart-shaped mask with a calm expression.

His clerics pursue knowledge, paths of logical thought, theology, and introspective meditation. They prefer peaceful means over violence, but are not above using force when their arguments are ignored or the bastions of reason are threatened. They search for new schools of thinking, fabled locales of calmness and quietude, powerful magic to use in the cause of Law and Good.

RUDD
The Charm, the Duelist
Power Level: Demigoddess
Gender: Female
Portfolio: Chance, Good Luck, Skill
Domains: Chaos, Good, Luck
Symbol: a bulls eye target
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Oeridians, Commonly Worshiped
Favored Weapon(s): Rapier, Shortbow
Dogma: Depend upon skill for success, but also on your good fortune. Never rule out the long shot, but don’t count on it. Successful people make their own luck, at a gaming table or
in a duel, especially if they buck the odds with expertise. The ability to recognize good luck and seize its possibilities divides the heroes from the fools.


Rudd (RUD) is a woman who ascended to godhood with Olidammara’s help. She appears to be a trim, athletic Oeridian woman wearing form-fitting clothing and a long blue cloak. Some say she was one of the nine demigods trapped by the mad archmage Zagig, and her church has become popular in the last two decades, especially among adventurers. She is friendly with her mentor and Norebo, but opposes Zagyg, Ralishaz, and Iuz. A master of the rapier, she never misses with her shortbow and claims the bull’seye target as her holy symbol.

Rudd’s clerics practice at games that rely heavily on chance and physical prowess (less often mental ability), hone their fighting abilities, and perform other tasks that improve with repetition. They work in gambling establishments and schools of fencing and archery, counsel the novice to continue training, and caution the perpetually unlucky to find other interests. They adventure for the thrill of experience, to prove their ability, to beat the odds, and just for the sake of exploring.

SAINT CUTHBERT
The Cudgel
Power Level: Intermediate God
Gender: Male
Portfolio: Common Sense, Wisdom, Zeal, Honesty, Truth, Discipline
Domains: Destruction, Good, Law, Protection, Strength
Symbol: a starburst of rubies, a wooden billet, or a crumpled hat
Alignment: LG
Divine Casters Alignment: LG, LN
Origin/Worshipers: Unknown, Commonly Worshiped
Favored Weapon(s): Morning Star, Club
Dogma: The words of St. Cuthbert are wise, practical, and sensible. The word of the Cudgel is law, and the word must be spread so that all may benefit from his wisdom. Weakness in faith and acting against the Saint’s teachings are intolerable in believers. Unceasing effort should be made to bring unbelievers into the fold. Honesty, truthfulness, practicality, and reasonability are the highest virtues.

St. Cuthbert (CUTH-bert) may have once been a mortal man as his worshipers claim, but if so it was long ago and from an unknown people. His three prominent symbols are a starburst of rubies, a wooden billet, or a crumpled hat, and while he takes many forms (including that of a common yokel or white-haired mustached man in plate mail) he usually is shown with a bronzewood cudgel. He reacts favorably to other lawful nonevil deities, although he has a great rivalry with Pholtus.

St. Cuthbert’s clergy consists of three divisions that have different purposes: the Chapeaux, which seek to convert people to the faith, the Stars, which exist to retain doctrinal purity among the faith, and the Billets, which minister to and protect the faithful.

Clerics of the Cudgel are stern folk who speak their minds plainly. They do not suffer fools and discipline those who backslide in faith. They train in the arts of war and keep themselves physically fit. The Chapeaux wear traditional crumpled hats, the Stars wear a starburst insignia of copper, gold, or platinum, and the Billets wear an oaken or bronze-wood billet symbol.

SOTILLION
The Summer Queen
Power Level: Lesser Goddess
Gender: Female
Portfolio: Summer, South Wind, Ease, Comfort
Domains: Air, Chaos, Good, Plant
Symbol: an orange tiger with wings
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Oeridians
Favored Weapon(s): Light Crossbow
Dogma: When the wind blows from the south and when planting is done, it is time to rest and enjoy the warm weather with good food, pleasant folk, friendly gossip, and content quiet. Hard work and strain are things to be avoided. If your rewards are threatened, defend them with zeal like the great cat defends her young, for life without its comforts is a life not worth living.

Sotillion (so-TIL-ee-on) is depicted as a beautiful woman in diaphanous clothes, reclining on a blanket with a bottle of wine, accompanied by a winged, pure-orange tiger (her holy symbol). With a wave of her hand she can afflict others with a careless stupor nearly unto slumber. Zilchus’s wife, she can retain her favorite comforts because of her husband’s prosperity. Ever a languid goddess, she often has to be prodded to her duties by her family.

Sotillion’s clerics like to be pampered and enjoy casual parties and banquets where they can listen to soft music, engage in pleasant conversation with interesting people, and sample tasty foods and beverages. Her clerics make good diplomats because they are able make people so relaxed that they forget their quarrels and gripes. They travel in style, usually on horseback, in a carriage, or on a litter, in order to visit acquaintances or attend parties. Some are of the mindset that ease and comfort become stale and boring without times of distress and hardship to which it can be contrasted; these clergymen go adventuring, both for the purpose of roughing it and to acquire riches to allow them the comforts they desire.

SYRUL
The Forked Tongue, Night Hag, Oathbreaker
Power Level: Lesser Goddess
Gender: Female
Portfolio: Lies, Deceit, Treachery, False Promises
Domains: Charm, Evil, Trickery
Symbol: a forked tongue
Alignment: NE
Divine Casters Alignment: LE, NE, CE
Origin/Worshipers: Suel
Favored Weapon(s): Dagger
Dogma: The best way to protect what you know is to shield it in a lie. Speech is deadlier than any weapon; the greatest and smallest fall with a well-spoken untruth. Give your word to advance your cause, and break it when it is no longer of use. Trust is for fools, and betraying a fool is the greatest gift and lesson you can give them. Honesty and straightforwardness are for the dull-witted.

Syrul (SIGH-rul) appears as a dirty, smelly old hag in tattered clothing (an illusion that covers her nondescript appearance). She is never without Small Lie (a dagger of venom made from an evil unicorn’s horn) and Harsh Truth (a rod of withering made from a gold dragon’s crystallized soul), and rides a great nightmare called Flamedevil. See can see through any deception or illusion, and her holy symbol is a forked tongue. Syrul avoids other deities except for Pyremius, whom she partners with in many things.

Her clerics use their ability to lie effectively in situations where they can cause the most trouble: markets, courtrooms, embassies, and fortunetellers’ booths. Many are skilled actors, performing in self written plays that slander authority figures. They engage in debate, and are hired by leaders to confuse and misdirect spies and unwarranted foreign dignitaries. They travel to escape persecution, to find rumors to escalate, and to exploit the trust of greedy and foolish explorers.

TELCHUR
Ice Brother
Power Level: Lesser God
Gender: Male
Portfolio: Winter, Cold, Northwind
Domains: Air, Chaos, Destruction
Symbol: leafless tree in a field of snow
Alignment: CN
Divine Casters Alignment: CG, CN, CE
Origin/Worshipers: Oeridians
Favored Weapon(s): Spear, Shortbow
Dogma: While life blossoms in the spring and flourishes in the summer, winter always comes and causes it to die, freezing the ground so that even the strongest shoot cannot break free. The cold wind covers all like a shroud, sucking the life from man and beast, blowing out the fires of his hope, and leaving nothing but endless white silence.

Telchur (TEL-chur) is the bitterest of Procan’s children. Resenting being assigned the coldest and bleakest months of the year, he shuns his family to associate with strange beings (including noble slaadi, the Wolf Lord, and the arch-devil Belial). Shown as a gaunt man with dark eyes and an icicle beard, he wields an icy shortspear and is accompanied by a winged, albino bull. He is extremely good at his work; because he wishes no rivals to blight his reputation, he urged his greatest clerics trap his rival Vatun in a magical prison seven hundred years ago. He prefers the tranquility of a frozen forest to the screams of an icy wind through a mountain pass; his symbol is a leafless tree in a field of snow.

Telchur’s clerics are brooding and withdrawn. They dislike noise and pleasantries, preferring to focus on the grim necessities of survival, even in times of prosperity. They pray just after dark. They preside over winter funerals, help the fit survive the coldest parts of winter, and adventure to spread the gloom of the Icebrother to distant people.

THARIZDUN
The Dark God, He of Eternal Darkness
Power Level: Intermediate God
Gender: Male
Portfolio: Darkness, Decay, Entropy, Malign Knowledge, and Insanity
Domains: Chaos, Darkness, Destruction, Evil, Knowledge, Madness
Symbol: a dark spiral or inverted pyramid
Alignment: NE
Divine Casters Alignment: LE, NE, CE
Origin/Worshipers: Unknown, Commonly Worshiped by the Insane
Favored Weapon(s): Dagger
Dogma: Light must be snuffed, perfection decayed, order dissolved, and minds fragmented.

Tharizdun (tha-RIZ-dun) is an old and evil god of uncertain origin, imprisoned by the concerted effort of all of the gods. He has not been heard from in over one thousand years. If freed, it is said that the gods would again unite to lock him away, for he wishes no less than to unravel the fabric of the universe. Sites keyed to him still exist, and his relics still hold power. Although no true depictions of him remain, he is thought to be an utterly black entity without a solid form, leaving cold, decay, and insanity in his wake. His modern worshipers carry a symbol of a dark spiral or inverted pyramid.

All sorts of evil are described in the few remaining texts—foul rituals of sacrifice, destruction, and horrors from beyond the world unleashed upon the innocent. The current teachings of this faith revolve around the number three, the discovery of items relating to his power (keys to contacting him), and the means to free him from his confinement. Many of his clerics are insane. The rest are deluded enough to think that his release will grant them privilege when he remakes the world. They are very secretive and learn to trust only other members of the cult. They conduct bizarre rituals and explore ancient sites for keys to his chains. Because of their god’s imprisonment, his clerics must be in contact with an object or site imbued with some of Tharizdun’s power to prepare or cast spells, or so it is thought.

TRITHEREON
The Summoner
Power Level: Intermediate God
Gender: Male
Portfolio: Individuality, Liberty, Retribution, and Self-Defense
Domains: Chaos, Community, Good, Liberation, Strength
Symbol: the rune of pursuit
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Commonly Worshiped
Favored Weapon(s): Longsword, Spear
Dogma: All deserve life and the ability to choose their own place in the world, and those who would place others in shackles or control them with oppressive laws must be toppled. Train the common folk to defend themselves and their property should another wish to take their freedoms. If you are wronged, you are right to exact vengeance yourself, especially if none will help you.

Trithereon (tri-THEH-ree-on) is shown as a tall well-built young man with red-gold hair, clad in a chainmail shirt and blue or violet clothes. His symbol is the rune of pursuit, representing his relentlessness in hunting down oppressors and tyrants. He is famous for his three great magic weapons (the shortspear Krelestro, the Harbinger of Doom; the sword Freedom’s Tongue; and the scepter called the Baton of Retribution) and his three summoned animals (Nemoud the Hound, Harrus the Falcon, and Carolk the Sea Lizard). He fights evil and oppressive law, so he sometimes opposes other good-aligned deities such as Heironeous and Pholtus.

Trithereon’s clerics are rugged individualists, never afraid to question authority. Those in cities instruct commoners in self-defense and recruit like-minded rogues and rangers for the cause of individual liberty. Those in rural areas act as scouts or spies against despotic lords or murderous nonhumans. Both sorts keep close watch on Lawful religions lest they become too powerful. The Summoner’s clerics travel far and wide in search of those in need of their help.

VECNA
The Arch-Lich, Master of the Spider Throne, the Whispered One
Power Level: Lesser God
Gender: Male
Portfolio: Destructive and Evil Secrets
Domains: Evil, Knowledge, Magic
Symbol: a hand clutching a disembodied eye
Alignment: NE
Divine Casters Alignment: LE, NE, CE
Origin/Worshipers: Flan, Commonly Worshiped
Favored Weapon(s): Dagger, Quarterstaff
Dogma: No matter how powerful a being is, there exists a secret that can destroy him. In every heart is a seed of darkness hidden from all others; find that evil seed, and your enemies are undone. Strength and power come if you know and control what others dare not show. Never reveal all that you know, or your enemies will take your seed, too.

Vecna (VEK-nah) was a terrifying and evil Flan lich-king who gained a foothold on godhood thousands of years ago. Betrayed by his lieutenant Kas, the Whispered One disappeared from Oerth, leaving behind his legend and his two great artifacts, the Eye and Hand of Vecna. He recently became a lesser god after freeing himself from an extraplanar prison and now plots the destruction of all other gods so that he may take Oerth for himself. He has a great hatred for Iuz and is hated and feared by other deities. His symbol is a left hand clutching a human eye.

Vecna’s clerics subvert governments, seduce good folk to evil, and plot the eventual takeover of all Oerth. So hated is this cult that these clerics’ lives are forfeit if they are discovered. They are very secretive as a result but can be found anywhere, spreading evil or looking for items that date back to their master’s ancient empire. Of particular interest are Vecna’s two artifacts, which once again are lost.

VELNIUS
The Rainshroud, the Elder Breeze
Power Level: Lesser God
Gender: Male
Portfolio: Sky and Weather
Domains: Air, Weather
Symbol: a bird perched on a cloud
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Oeridians
Favored Weapon(s): Spear
Dogma: The sky is the dome of heaven from which flow the necessities of life. The desert and the parched field cry out for rain while the road and swamp ask for the drying sun, and the request of each is answered. No matter which direction the wind blows, it is all part of the weather that Velnius controls. Weather is a blessing, for even if a storm or drought brings hardship, it will continue on its way to where it is needed.

Velnius (VEL-nee-us) is the most responsible member of his family. As Procan’s oldest child, he is the leader of the Oeridian wind gods and is called in to support or take over for them when they are overwhelmed or lax in their duties. He is shown as tall man of middle age with white hair and a cloak of feathers from which pours water and lightning. He is allied with his family members, friendly with neutral or druidic deities, and opposes Kurell. His symbol is a bird perched on a cloud.

Velnius’s clerics are used to speaking on the behalf of others (even if such intervention is not needed). They prefer talk to conflict, but can be very aggressive when provoked. They pray for rain when crops need water and call for temperance when the weather deviates too far from the norm. As mobile as their god, they travel far, and adventure to counteract weather disruptions caused by heretical agents or when Velnius is too busy.

WASTRI
The Hopping Prophet, Hammer of False Humans
Power Level: Demigod
Gender: Male
Portfolio: Amphibians, Bigotry and Self-Deception
Domains: Evil, Law, War
Symbol: a Grey Toad
Alignment: LE
Divine Casters Alignment: LN, LE, NE
Origin/Worshipers: Unknown, Commonly Worshiped
Favored Weapon(s): Halberd
Dogma: Humans are superior to all other races. Orcs, goblins, bullywugs, and such are sufficient to serve humans, but creatures such as elves, dwarves, gnomes, and halflings deserve only death. Those who disagree with you are wrong and must be convinced of their error, with a weapon if need be. Those who live in the water and on land deserve respect, for having a refuge when one of your realms becomes too dangerous is clever and resourceful.

Wastri (WAH-stree) is a violent proponent of human supremacy, causing many to believe he has ties to the Scarlet Brotherhood. Wearing clothes of gray and yellow, Wastri uses his great glaive-guisarme, Skewer of the Impure, to impale his favorite targets: dwarves, gnomes, and halflings. He looks like a human with toad features, and is accompanied by gray-clad followers and giant toads. Living in the Vast Swamp, he is amiable to any human god save Zagig (Zagyg), whose mortal self once trapped him in a magical prison. His symbol is a gray toad. The fact that he dislikes nonhuman races, yet is only barely human himself, is an irony lost on the godling.

Wastri’s clerics preach the superiority of humankind, seek out enclaves of inferiors to slay, and search for new species of amphibians to collect and study. Their bodies are gradually altered by Wastri’s presence, and the most powerful clerics become less human and more toadlike with time. They raise, tame, and train amphibians, favoring toads; some sell poisonous toads to wizards, alchemists, and assassins. His clerics serve as intermediaries to the many bullywug tribes that revere him.

WEE JAS
The Witch Goddess, Ruby Sorceress, Stern Lady, Death’s Guardian
Power Level: Intermediate Goddess
Gender: Female
Portfolio: Magic, Death, Vanity, Law
Domains: Charm, Death, Law, Magic
Symbol: a red skull
Alignment: LN
Divine Casters Alignment: LG, LN, LE
Origin/Worshipers: Suel, Commonly Worshiped
Favored Weapon(s): Dagger, Quarterstaff
Dogma: Magic is the key to all things. Understanding, personal power, security, order, and control over fate come with the study of magic. Respect those who came before you, left their knowledge, and died to make room for you; there will come a time when your life is over and those who come after will honor your learning and your memory.

Wee Jas (WEE jas) is portrayed as a stunning woman dressed in a beautiful gown, wearing some piece of jewelry with a skull motif. She promotes the utilization of spells and magic items (though many of her Suel followers insist she favors the creation of such things). She gained her death aspect when the survivors of the Rain of Colorless Fire looked to their goddess of magic for assurance that the dead were being escorted to the afterworld. Her allies are the lawful Suel gods while the chaotic ones are her enemies (except Norebo, who is her lover despite their philosophical differences). She respects Boccob, dislikes the beauty goddess Myhriss, and ignores most other deities. Her symbol is a red skull, sometimes in
front of a fireball.

Clerics of Wee Jas arbitrate disputes, give advice on magic, investigate magical curiosities, create magic items, and administer funerals. The more powerful clerics use their magic to fortify their temple and city. Clerics of lower level are expected to defer to ones of higher level at all times. Her clerics must get her permission before restoring a weak or chaotic being to life.

WENTA
The Alewife, Harvest Daughter
Power Level: Lesser Goddess
Gender: Female
Portfolio: Autumn, West Wind, Harvest, and Brewing
Domains: Air, Chaos, Good, Plant
Symbol: a large bear mug
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Oeridians
Favored Weapon(s): club
Dogma: The cool winds of autumn are Wenta’s sign that it is time to reap. Winter’s cold can be delayed with the warmth of ale and beer, and brewing deserves as much care as you would give your lover. A day of hard work in autumn is repaid with pleasantly cool nights, good friends, and plenty of good drink to loosen your tongue and quicken your heart.

Wenta (WEN-tah) is the youngest Oeridian wind god. She always appears as a buxom, rosy-cheeked woman with straw in her hair and a large mug of beer (her holy symbol). She has no permanent ties to any one being, preferring to go where her heart takes her, and as such has been linked to many deities. The week of Brewfest is a holy time for her, although she prefers that people spend it cavorting and drinking rather than praying. She dislikes only her brother Telchur, seeing him as the black sheep always on her heels.

Wenta’s clerics are friendly, outgoing, and unafraid to talk to strangers. Their time of prayer is a brief interval before sundown. They organize gatherings, particularly those involving alcohol, and direct harvest procedures so that work is shared fairly by all and finished early. Many work as brew-masters and travel to other parts of the world to enjoy the weather and local spirits. They adventure to meet new people and spend time with friends, or because they agreed to do so while intoxicated. Their holy water is actually blessed ale or beer.

XAN YAE
Lady of Perfection
Power Level: Lesser Goddess
Gender: Female
Portfolio: Twilight, Shadows, Stealth, Mental Power
Domains: Darkness, Trickery
Symbol: a black lotus blossom
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Baklunish, Commonly Worshiped
Favored Weapon(s): Falchion, Unarmed Strike
Dogma: Reality depends upon three metaphysical ideals: the Universal Mind, the universe and all things in it exist because the mind created them and maintains them; the Perpetual Harmony, life is balanced, symmetry is in all things, achieving a similar state puts one in harmony with nature; and Internal Peace, martial and mental activities must be mastered to attain a higher level of existence. Flamboyance and wasted energy have no place in the Lady’s realm. The extremes of evil and good must be sought out and tempered with harmony to maintain balance.

Xan Yae (zan YAY) is a Baklunish goddess with some measure of popularity in the Flanaess. She has temples scattered in hidden places across the land. Having little patience for petty divine rivalries, she has only a few like-minded allies but places herself in opposition to Pyremius and Pholtus, whose lights destroy her beloved shadows. She appears to be Baklunish, of any age or sex but always slender and graceful, wielding a pair of magic falchions that can shrink to the size of table knives.

Xan Yae’s clerics are agents of harmony and discipline. They seek out radical factions, alignments, and politics and bend them toward balance. They train others in the simple arts of war, hone the minds of those open to mental challenges, scour the world to find evidence of the Universal Mind, and seek gurus of advanced physical and mental abilities for knowledge of self-elevation. They are not passive beings, but actively seek change to ensure the stability of the universe. Their prayer time is at dusk.

XERBO
The Sea Dragon
Power Level: Lesser God
Gender: Male
Portfolio: Sea, Sailing, Money, Business
Domains: Water, Trade
Symbol: a dragon turtle
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Suel
Favored Weapon(s): Halberd
Dogma: The law of the sea states that no sea creature should be favored over another. Land creatures, including intelligent ones, have no place in the water; it is a place to be feared and respected, not exploited. Land creatures in danger on the sea deserve no help unless they act to protect sea creatures or the sea itself. Do not let one’s emotions get in the way of making trade; no person should be favored over another.

Xerbo (ZER-boh) is a stern and indifferent god. He is shown as a large man with matted kelplike hair, wearing dragon turtle armor and shield. His trident, Murky Deep, enchants and grants him dominion over all ocean life and can enchant his opponents. Xerbo is also a mercantile god, where his stern demeanor represents the drive for a hard bargain. Most revere him as a merchant’s god and placate him as a sea god. He avoids other gods except his estranged wife Osprem, battles Procan regularly, and sulks whenever Zilchus encroaches on his followers. His symbol is a dragon turtle.

Xerbo’s clerics are expected to protect the sea and sea life. They watch over merchant vessels on trade routes or facilitate business meetings in port cities. The god does not tolerate extended forays on land, especially for foolish pursuits such as exploring ruins and dungeons.

ZAGYG
The Mad Arch-Mage
Power Level: Demigod
Gender: Male
Portfolio: Humor, Eccentricity, Occult Lore, Unpredictability
Domains: Chaos, Madness
Symbol: the rune of insanity
Alignment: CN
Divine Casters Alignment: CG, CN, CE
Origin/Worshipers: Commonly Worshiped
Favored Weapon(s): Club
Dogma: All deserve and need to be entertained and surprised by humor, although preferably in a manner that leaves them wondering for some time; to provide this service is of the highest priority. The quest for odd bits of information on magic is of utmost importance, and above all one should live a life of unpredictability and abstain from repetitive habits.

Zagyg (ZA-gig) was once Zagig Yragerne, the most famous lord mayor of the city of Greyhawk. Part of his apotheosis required the capture of nine demigods of opposing alignments (including Iuz, Merikka, Wastri, and Rudd). While some of these demigods were freed by a group of adventurers, their temporary confinement (and Boccob’s sponsorship) was sufficient to allow Zagig’s ascendance. Eccentric and likely insane when a mortal, he chose the rune of insanity as his symbol. He favors dark blue and silver but has little constancy in his physical depictions. He serves his divine sponsor and has been known to associate with Celestian.

The various small clusters of his faith focus on one type of humor for a time, then abandon it when they believe it perfected, only to take it up again after a seemingly random interval. Zagyg’s few clerics enjoy bringing strangeness and humor to the lives of those around them, especially those in need of comedy to lift up their dulled souls. Many work as bards, travel far when their jokes are misunderstood or cause offense, and try to uncover lost magical knowledge. Most have at least one odd personal quirk, although whether this is an actual trait or one affected solely for the observer is debatable.

ZILCHUS
The Great Guildmaster, the Money Counter
Power Level: Intermediate God
Gender: Male
Portfolio: Power, Prestige, Money, Business, Influence
Domains: Knowledge, Law, Trade, Trickery
Symbol: a pair of c hands clutching a bag of gold
Alignment: LN
Divine Casters Alignment: LG, LN, LE
Origin/Worshipers: Oeridians, Commonly Worshiped
Favored Weapon(s): Dagger
Dogma: In the world of men, the desire for money can be overwhelming. Control that desire in yourself and exploit it in others—that is the key to success and power. Anything done in the world can be done better for a profit, and those who recognize these opportunities are one step ahead of any competition. Politics and war are simply two other forms of trade, one using a currency of words and the other lives; the trick is to spend yours more efficiently than your opponent.

Zilchus (ZIL-chus) is a popular Oeridian god, depicted as a well-dressed Oeridian man of plain appearance but great wealth. Husband of Sotillion, brother of Kurell, ally of Rao, Zilchus has many contacts that reflect his ability to establish relationships that are vital to any businessman. A busy god, he has little time for frivolous pursuits, but is knowledgeable in such things because it allows him to influence others. He acts as a dealmaker between gods, finalizing agreements once Rao convinces warring parties to talk. His symbol is hands clutching a bag of gold.

Zilchus’ clerics are ruthless in business and often seen as emotionless. They are heavily involved in business and politics, and conduct deals above or below the table depending upon their disposition. They work for powerful merchants, trade and crafts guilds, politicians, or nations, making transactions and garnering prestige for themselves and their employers. Neophytes get less glorious jobs, such as managing caravans or remote businesses, but some are hired to participate in high-risk but potentially profitable enterprises such as smuggling contraband and adventuring.

Zodal
The Gray Son, the Gentle Hand
Power Level: Lesser God
Gender: Male
Portfolio: Mercy, Hope, Benevolence
Domains: Good, Healing, Protection
Symbol: a man’s hand partially wrapped in gray cloth
Alignment: NG
Divine Casters Alignment:
Origin/Worshipers: Flan, Commonly Worshiped
Favored Weapon(s): Unarmed Strike
Dogma: Only by experiencing kindness and mercy can evil be turned from its path, whether in a single goblin or an entire nation. Despite the world’s troubles, press on with faith that your actions bring about a better place. Let the Zodal guide you when you would be pulled into the sea of blood, pain, anger, and despair. You are the master of your feelings and by acting upon your positive ones you set an example for those who have known only misery.

Zodal (ZOH-dal) is a servant power of Rao. He espouses kindness and compassion in situations of anger and vengeance, and diffuses negative emotions of those around him. Depicted as a man in simple gray robes with large careworn hands, he considers even the most hateful and destructive gods his friends, for he believes that with enough effort on his part they might change their ways. He continues his ministrations despite the evil and pain in the world, believing that his efforts will eventually make change happen. His symbol is a man’s hand partially wrapped in gray cloth.

Zodal’s clerics spend their lives in simple circumstances, using their knowledge and abilities helping people in need and alleviating pain. They are drawn to warfare, to minister to the wounded and convince evildoers to change their ways. They adventure to bring attention to their cause, discover artifacts of good like the Crook of Rao, and destroy items that promote woe.

ZUOKEN
Master of Da’Shon and Edel, Servant of the Lady
Power Level: Demigod
Gender: Male
Portfolio: Physical and Mental Mastery
Domains: Knowledge, Strength
Symbol: a striking fist
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Baklunish, Commonly Worshiped
Favored Weapon(s): Unarmed Strike
Dogma: To learn da’shon is to be on the path to perfection, for the use of weapons is a hindrance to the ability of man kind to attain the goal; once the goal is reached, one can use such things without fear of losing sight of perfection. One must strive to achieve the pinnacle of physical and mental ability. One must pursue harmony to achieve perfection, so every issue must be considered from both sides so that a balance may be struck between the two, allowing a harmonious resolution.

Zuoken (zoo-OH-ken) is an ascended martial artist in the service of Xan Yae. He was a Baklunish man of unremarkable appearance, but had achieved the highest level of skill in edel (“gift of fate,” psionics), and da’shon (“falling hail,” a complicated form of unarmed combat practiced by one of Xan Yae’s sects). His symbol is a striking fist. In 505 CY, he stopped manifesting to his faithful; investigation has revealed that his essence is held somewhere in the central Flanaess; his followers continue to seek the exact place so that he may be freed.

Zuoken’s clerics teach da’shon and the way of Zuoken and Xan Yae. They wander the land to accelerate their physical and mental advancement, undergo many tests of hardship within and outside their temples in the pursuit of perfection, search for their god’s prison, and attack monks of the Scarlet Brotherhood when encountered. As aging and infirmity are concerns for those who perfect their bodies, they care for the elderly to acclimatize themselves with its changes. Although Zuoken is confined in some way, his clerics receive their spells normally.


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PostSubject: Re: Pantheons of the Flanaess   Tue Sep 21, 2010 3:05 pm

Elven Pantheon


Aerdrie Faenya
The Winged Mother, Lady of Air and Wind, Queen of the Avariel, She of the Azure Plumage, Bringer of Rain and Storms
Power Level: Lesser Goddess
Gender: Female
Portfolio: Air, Weather, Rain, Avariels
Domains: Air, Chaos, Good, Weather
Symbol: a cloud with bird silhouette
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Elves, Air Gensi
Favored Weapon(s): Quarterstaff
Dogma: The ever-changing reaches of the sky are the great gift of the Winged Mother. Take flight into her windswept embrace, and gambol amid the clouds. Honor those who dwell with the Aerdrie and cherish the birds dancing on her tresses Change is beautiful and chaos births new life. Ascend, soar, glide, dive, and ascend again and relish in the freedom that the Winged Mother bequeaths.

Aerdrie Faenya (air-dree fain-yuh) is the elven expression of freedom and impulse, and she dislikes staying in anyone place for too long. She delights in the sound of wind instruments and in creating unpredictable atmospheric conditions, including fairly severe or violent thunderstorms on occasion, but her primary joy is simply feeling the air rush past her with the ground far below. The Winged Mother is a somewhat distant deity who rarely involves herself in elven culture, and she is far more chaotic than the rest of the Seldarine. Of all the elven races, Aerdrie takes a keen interest only in the avariel, and few of them remain in Oerth.

The church of Aerdrie Faenya is small, with little communication or organization between its scattered temples. Aerdrie's clergy is primarily concerned with exploration and maintaining good relations with sentient avian races (e.g., giant eagles and aarakocra). With the decline of the avariel (winged elves), few elven clerics of the Winged Mother can fly without magical aid. As a result, many Winged Siblings work to create new spells and items by which magical flight is possible, and a not a few of their more adventuresome brethren seek lost relics of yore that permit the same. Similarly, members of Aerdrie's clergy raise winged steeds employed by the aerial cavalries of elven realms and tend cotes of fanciful birds from far-off lands to dwell in formal elven gardens and to supply the molted plumage employed in elven fashions. As servants of the Bringer of Rain and Storms, Aerdrie's clerics work closely with the small groups of elves involved in agriculture and horticulture to ensure favorable weather for their crops. Winged Brothers and Sisters are also charged with destroying evil flying creatures.

Clerics and druids of Aerdrie Faenya pray for their spells at dawn, when the first hint of a breeze often drifts across the land. The Dance of Swirling Winds, held semiannually on the vernal and autumnal equinoxes, celebrates the changing seasons and honors the Winged Mother. The winds always blow strongly on such days, wherever Aerdrie's followers gather. Celebrants offer beautiful feathers and join in an aerial ballet danced to the music of wind instruments played by some of the participants. Those who lack wings or magical means of flight some-times levitate as a gift of the deity herself. Many clerics and druids multiclass as sorcerers or rangers.

Corellon Larethian
Creator of the Elves, the Protector, First of the Seldarine, Protector and Preserver of Life, Ruler of All Elves, Coronal of Arvandor
Power Level: Greater God
Gender: Male
Portfolio: Magic, Music, Arts, Crafts, War, the Elven race, Poetry, War
Domains: Chaos, Charm, Good, Magic, Protection, War
Symbol: a crescent moon
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Elves
Favored Weapon(s): Longsword and Longbow
Dogma: The elves are sculptors and wardens of magic's endless mysteries. Bring forth the beauty that envelops and lets the spirit gambol unfettered. Seek out new experiences and new ways. Ward against those that would destroy what they cannot create. Commune with the natural and mystical world. Be ever vigilant against the return of the banished darkness and be strong in heart against the corruption of the Spider Queen.

Corellon Larethian (core-ell-lon lah-reth-ee-yen) is the leader of the elven pantheon, and the very race of elves is said to have sprung from his blood during his many battles with Gruumsh of the orc pantheon. He embodies the highest ideals of elvenkind, working as a powerful war deity when need be (his longsword Sahandrian is made from a star) and protecting his chosen people with the careful hands of an artisan.

Corellon's church emphasizes his protective and artisan aspects over his role as ruler of the elves. They watch over the borders of elven land, guard elven communities, help shape the appearance of elven settlements, and create beautiful items for use within the community and trade without. It is rare to find one of his clerics in a position of leadership, although they often act as intermediaries in disputes among the sylvan races and assist elven governments to assure smooth functioning. Prayer times for his clerics are at night, preferably when the moon is highest in the sky. They have many holy days, although most are tied to astronomical events and only occur every few years. One monthly ceremony is Lateuquor, the Forest Communion of the Crescent Moon, which takes place in the first quarter waxing and involves music, song, dance, and offerings of beautiful items. His clerics are most likely to multiclass as eldrich knights, fighters, or wizards.

Erevan Ilesere
The Trickster, the Chameleon, the Green Changeling, the Evershifting Shapechanger, the Fey Jester, the Jack of the Seelie Court
Power Level: Intermediate God
Gender: Male
Portfolio: Mischief, Change, Rogues
Domains: Chaos, Luck, Madness, Trickery
Symbol: a super nova with an asymmetrical ray
Alignment: CN
Divine Casters Alignment: CG, CN, CE
Origin/Worshipers: Elves
Favored Weapon(s): Shortsword
Dogma: Change and excitement are the spice of life. Live on the edge, unbound by the conventions of society in a spirit of constant self- reinvention. Puncture the self-righteousness, sanctimony, and pretension that pervades orderly society with mischievous pranks that both amuse and enlighten.

Erevan Ilesere (air-eh-van ill-eh-seer) is a fickle, utterly unpredictable deity who can change his appearance at will. He is one of the most fun-loving deities in the multiverse, and he seems incapable of remaining still or concentrating on a single task for any extended period of time. Erevan enjoys causing trouble for its own but his pranks are rarely either helpful or deadly. However, Erevan becomes very dangerous if sylvan races or elven groups are threatened, and he is always championing the underdog.

The church of Erevan lacks any sort of hierarchy, or worship is not permitted at the same location twice and no cleric can be bothered to coordinate the clergy. Clerics of Erevan are wild, mischievous, independent, and unpredictable, playing tricks on others for the sheer joy of it. They oppose settled interests of all sorts and delight in upsetting both the rule of law and powerful people and in generally creating hem. The have little in the way of formal duties, and minister to the faithful primarily through example and instruction in the skills required of mischievous rogues.

Clerics of Erevan pray for their spells at midnight, when darkness covers their mischief. Followers of Erevan gather monthly for a Midnight Gambol, which is held in a sylvan glade beneath the light of the full moon. The exact location of each light Gambol is a secret that is passed among the faithful by word of mouth in the days leading up to the event. Anyone who manages to discover the festivities through their own ingenuity is welcome to participate. Erevan's followers are often joined in their revels by mischief-loving creatures such as sprites. Each Midnight Gambol includes the sacrifice of beautiful objects (most of which are borrowed), dancing, wine-drinking, tale-telling, and endless prank-playing. Many clerics multiclass as rogues or sorcerers.

Fenmarel Mestarine
The Lone Wolf
Power Level: Lesser God
Gender: Male
Portfolio: Wild Elves, Outcasts, Scapegoats, Druids
Domains: Animal, Chaos, Plant
Symbol: a pair of elven eye in the darkness
Alignment: CN
Divine Casters Alignment: CG, CN, CE
Origin/Worshipers: Elves, Wild Elves
Favored Weapon(s): Dagger
Dogma: The world is a harsh and unforgiving place, with uncompromising demands on those who would forge their own path. Rely not on others for protection, for betrayal comes easily, but on the skills of camouflage, deception, and secrecy. Follow the way of the Lone Wolf, for his is the path of self-sufficiency.

Fenmarel Mestarine (fehn-muh-rehl mess-tuh-reen) is eternally sullen and serious, a perfect counterbalance to fun-loving Erevan Ilesere. He has no interest in communicating with members of other pantheons or non-elves unless absolutely necessary, and when he does speak he is usually bitter and cynical. Although he tries to avoid commitments of any sort, the Lone Wolf always abides by his word, no matter how reluctantly it is given. Fenmarel watches over the elven borders in disappearing woodlands, jungles, and similar environments, not unlike Corellon in more sizable homelands. Of all the elven races, Fenmarel takes a keen interest mainly in the wild elves, hidden deep within the thickest forests of Oerth.

The church of Fenmarel consists primarily of outcasts and small tribes of wild elves, and, as such, has little in the way of formal hierarchy. Outcasts from elven society who make their way among other cultures are typically lay followers and not clerics. Members of Fenmarel's clergy instruct their fellows in the skills first taught by the deity, including how to spy, survive on their own, engage in deceptions and guerrilla tactics, and use poisons to take down enemies with subtlety, but otherwise they have few formal responsibilities aside from ensuring their personal survival. Clerics and druids of Fenmarel pray for their spells at dusk, when darkness begins to settle over the land.

The church of Fenmarel does not celebrate widely recognized holy days. Instead, each individual or band venerates the Lone Wolf in personal worship services of their own devising. Many outcasts mark the day of their personal banishment with private contemplation, while tribes of wild elves mark anniversaries of important events in the group's oral history, many of which are correlated with astronomical events easily noted by the naked eye. Many members of his clergy multiclass as rangers or rogues.

Hanali Celanil
The Heart of Gold, Winsome Rose, Archer of Love, Kiss of Romance, Lady Goldheart
Power Level: Intermediate Goddess
Gender: Female
Portfolio: Love, Romance, Beauty, Magic
Domains: Chaos, Charm, Good, Magic, Protection
Symbol: a heart of gold
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Elves
Favored Weapon(s): Dagger
Dogma: Life is worth living because of the beauty found in the world and the love that draws twin hearts together. Nurture what is beautiful in life, and let beauty's rapturous glow enliven and brighten the lives of those around you. The greatest joy is the rapture of newfound love and the tide of romance that sweeps over those wrapped in its embrace. Find love wherever it takes root, and bring it to its fullest bloom so that all may share in it joy and beauty it creates. Always give shelter and succor to young lovers, for their hearts are the truest guides to life's proper course.

Hanali Celanil (han-uh-lee sell-uh-nihl) is a being of timeless beauty and benign nature, who always forgives minor transgressions and delights in rewarding her followers with the bliss of unexpected love and affection. She embodies romance, beauty, love, and joy in elven spirits, her only flaws being her own mild vanity and flighty nature. Although she rarely appears to her faithful, Hanali delights in seeing the growth of love among elves, and she often acts in secret to protect young lovers.

Hanali's clerics are flighty and somewhat vain, given to dancing and wild celebrations. The hierarchy is loosely organized, and clerics are free to join or leave a temple's ranks as they wish. They preside over marriage and rites of passage ceremonies for young elves, although they are not required to marry, for Hanali's concern is love, not necessarily marriage. Members of Hanali's clergy spend their days cultivating beauty and love in all their myriad forms. Many of Lady Goldheart's clerics tend fine gardens, while others amass personal or temple-based collections of gems, crystal sculptures, and other fine works of art. While things of gold and crystal, ¦particularly jewelry and statues, are favored, beautiful art in any form is admired, collected, and displayed. Hanali's clerics must always be finely dressed, and displaying one's personal beauty to its best advantage is a requirement of every cleric of the Heart of Gold.

Clerics of Hanali pray for their spells each day whenever the moon is highest in the sky and romance is in the air. While Hanali's clerics are given to frequent impromptu revels, their greatest celebrations are held every month beneath the bright light of the full moon. Such holy days are known as, Secrets of the Heart, for romantically involved participants are said to experience the full bloom of their affections on such nights, allowing them to evaluate the strength of their feelings. Likewise, the inner beauty of celebrants visibly manifests as a rosy glow in their cheeks and eyes for days thereafter. Offerings of objects of great beauty are made to Lady Goldheart during such holy festivals, some of which are swept into Arvandor while others are returned to be shared among Hanali's followers. It is not uncommon for artists to unveil their latest work at such holy days, nor is it rare for young lovers to either pledge their troth secretly or proclaim it to all assembled, for doing so is said to invite Hanali's favor. Her clerics often multiclass as enchanters or sorcerers.

Labelas Enoreth
The Lifegiver, Lord of the Continuum, the One-Eyed God, the Philosopher, the Sage at Sunset
Power Level: Intermediate God
Gender: Male
Portfolio: Fate, History, Longevity, Time
Domains: Chaos, Fate, Good, Knowledge, Time
Symbol: a setting sun
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Elves
Favored Weapon(s): Quarterstaff
Dogma: The march of time is inexorable, but blessings of the Lifegiver enable the children of Corellon to live long and fruitful lives, unmarked by the passage of years. Record and preserve the lessons of history, and draw lessons from that which has unfolded. In the end, the sun always sets ere the next day dawns anew.

Labelas Enoreth (lah-bay-lahs ehn-or-eth) is a philosopher-deity, a patient teacher and instructor. His demeanor is calm and meditative , and he is not given to sudden action or hasty speech. According to legend, he traded an eye for the ability to peer through time Labelas concerns himself with transgenerational changes and the growth of learning and wisdom among elves, and thus rarely involves himself directly in the lives of individuals.

The church of Labelas is small, but organized, for records of its traditional practices and beliefs date back millennia. Clerics of Labelas are the keepers of elven history and lore, and they are charged with searching for hidden facts of the past. They compile and protect such sacred knowledge and record it for the instruction of future generations. Members of Labelas' clergy are also philosophers and teachers, responsible for educating the young and promoting and acquiring knowledge.

The faithful of Labelas do not celebrate individual days, for the passage of time is uniform, independent of the events that unfold in each regular interval. Instead, the Lifegiver's followers gather each day in small groves near his temples as the sun sets to mark the passage of another day, a daily ritual known as the Marking of Time. They utter prayers to Labelas, including prayers for their daily spells, and recite all that they have learned in the past day to be recorded by the lorekeepers of Arvandor who serve the Lifegiver. Many clerics multiclass as bards or wizards.

Rillifane Rallathil
The Leaflord, the Wild One, the Great Oak, the Many-Branched, the Many-Limbed
Power Level: Intermediate God
Gender: Male
Portfolio: Nature, Wood Elves, Woodlands
Domains: Chaos, Good, Plant, Protection, Travel
Symbol: an oak tree
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Elves
Favored Weapon(s): Quarterstaff
Dogma: The Great Oak draws energy from all the living creatures of the world and nourishes, sustains, and protects them from outside threats. Live in harmony with the natural world, allowing each living being the opportunity to serve out its natural purpose in life. As the Leaflord's countless branches, his faithful are to serve as his mortal agents in the natural world. Defend the great forests from those who would ravage their riches, leaving only destruction in their path. Contest both the quick and the slow death of Rillifane's bounty and hold strong like the great oaks in the face of those who can see only their own immediate needs.

Rillifane Rallathil (Rill-ih-fane rall-uh-thihl) is quiet, reflective, and enduring over eons unchanged. He is the least flighty of all the Seldarine, the least likely to act on a whim, and often grave and self-absorbed. The Leaflord is protector of the woodlands and guardian of the harmony of nature. He is often likened by his clerics to a giant oak tree, so huge that its roots mingle with the roots of every other plant in the world, that stands at the heart of Arvandor. The great tree draws into itself all the ebb and flow of seasons and lives within the woodlands of the green elves. At the same time, it defends and sustains those lands against disease, predation, and assaults of all kinds. The Leaflord is the patron of wood elves.

The church of the Leaflord generally keeps to itself, extending itself only to help fellow elves and other sylvan beings." The church hierarchy is organized regionally and divided into branches, as each type of cleric serves a specific role. The druids who compose the bulk of Rillifane's clergy tend to the health of the forests and those who dwell within, fiercely contesting any attempt to further reduce those forests that remain. Many clerics serve as ambassadors of the faith, working outside the communities of wood elves to educate other races and even other elven subraces how to better dwell in harmony with nature. In times of war, however, the leaders of each region unite the branches of the faith and wood elf warriors into a single force. Rillifane's clerics are deadly enemies of those who hunt for sport or those who harm trees maliciously or unnecessarily. Rillifane's clergy is charged with rooting out and destroying sentient plants whose nature has been twisted by external forces into a warped perversion of nature.

Clerics and druids of Rillifane pray for their spells at dawn, when the first rays of the life-giving sun spring over the horizon. Rillifane's faithful gather twice yearly at the equinoxes to hold fey dances in large groves of oak trees deep in the heart of great forests. The Budding is a joyful celebration of new life celebrated through dance and song and preceded by an extended period of fasting. A ritual hunt of an ancient and noble hart is undertaken on this day, from which the venison serves to break the fast of the Leaflord's faithful. This ritual honors Rillifane's bounty and reminds his followers of the natural cycle of life that plays out beneath the Leaflord's boughs. The Transformation marks the arrival of autumn and the vibrant hues that bedeck the canopies of the Leaflord around this time. Wood elves and other elves who seek a form of spiritual rebirth or a major change in their lives gather to celebrate Rillifane's eternal promise that the trees will bloom again and that life is a process of continual renewal. Many clerics and druids multiclass as rangers.

Sehanine Moonbow
Daughter of the Night Skies, Goddess of Moonlight, the Lunar Lady, Moonlit Mystery, the Mystic Seer, the Luminous Cloud, Lady of Dreams
Power Level: Intermediate Goddess
Gender: Female
Portfolio: Mysticism, Dreams, Far Journeys, Death, the Full Moons, Transcendence
Domains: Chaos, Good, Moon, Repose, Travel
Symbol: a full moon topped by a crescent-shaped haze
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Elves
Favored Weapon(s): Quarterstaff
Dogma: Life is a series of mysteries whose secrets are veiled by Sehanine. As the spirit transcends its mortal limits and discovers new mysteries, it achieves a higher state and the cycle of life continues. Through dreams and visions revealed in sleep and reverie, she unveils the next step along the path and the next destination in the cycle of life and death. Revere the mysterious moons, for they pull on the soul of each being like tides.

Sehanine (SAY-hah-neen) appears as a youthful and ageless female elf wearing a diaphanous flowing gown of moonbeams, using her magic and wands to stun foes or put them into deep sleep. The wife of Corellon Larethian, Sehanine shed tears that mingled with his blood and formed the first elves. She watches over elves’ spirits on their journey from death to the afterlife. As a moon goddess she is also responsible for dreams, omens, and illusions, but protects her faithful against lunacy. Her symbol is a full moon topped by a crescent-shaped haze.

Sehanine’s clerics are seers and mystics, serving as spiritual counselors to elves and half-elves who embark on journeys in search of enlightenment and transcendence. They serve her aspect as guardian of the dead by administering funeral rights and guarding the remains of the fallen; they consider undead to be a blasphemy. They create illusions to guard elven lands and strongholds, and cast divinations to discover potential threats to their communities. They adventure to discover lost arcane knowledge, particularly that of divination and illusion.

Solonor Thelandira
Keen-Eye, the Great Archer, the Forest Hunter
Power Level: Intermediate God
Gender: Male
Portfolio: Archery, Hunting, Wilderness Survival
Domains: Chaos, Good, Liberation, Plant, War
Symbol: a silver arrow with green fletching
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Elves
Favored Weapon(s): Longbow
Dogma: Walk in harmony with nature and oppose the efforts of those who would disturb her delicate balance. Preserve the wild places from excessive encroachment, and work with those who would settle the land to preserve the beauty that first attracted them. Hunt only for sustenance, culling the old and weak from the herd so that all species may prosper. Like an arrow in flight, it is difficult to arrest the consequences of an action. Choose your targets carefully, for ill-considered action can have long-reaching impact.

Solonor Thelandira (soe-loe-nohr theh-lan-dih-ruh) is always in pursuit of quarry, and he rarely remains in one location for very long. Unlike many hunters, the Great Archer talks prey only out of concern for the overall balance between the species and to destroy evil-doers, particularly the drow. His serious, sometimes grim, demeanor reflects the difficulty he faces in forging a workable compromise between the competing forces of civilization and wilderness, instinct and knowledge, and savagery and domesticity. Solonor's word is his bond, and his pledge is never given lightly. Solonor does not close to do battle with an enemy, but tracks and pursues instead, firing arrows from a never- empty quiver.

The church of Solonor is a disparate one, with little communication among groups of clerics except to exchange information. Solonor's clerics serve as scouts and archers in elven armies, as bowyers, fletchers, and archery instructors in elven settlements, and as hunters and providers for far-flung rural communities. Among those Fair Folk who largely eschew the trappings of civilization, members of Solonor's clergy preside over initiation ceremonies into adulthood. Hawkeyes serve the Great Archer by working to maintain the balance of nature. Solonor's clerics are deadly enemies of those who worship Malar or Talos, and they often join forces with those who serve Rillifane Rallathil in order to exterminate followers of those evil gods whenever they make their presence known.

Clerics and druids of Solonor pray for their spells whenever the moon is highest in the sky during the day. Solonor's faithful generally eschew frivolous celebrations, considering them unnecessary distractions to the tasks at hand. Once per lunar month, under the soft light of the full moon, the Great Archer's faithful assemble to give thanks for the skills Solonor has taught and the bounty thus provided. Hunters sacrifice hunting trophies that cannot otherwise be employed, and unbroken arrows engraved with the symbol of Solonor are fired into the sky to poke holes in the firmament and allow the light of Solonor's teachings to shine forth on his people (these arrows are never fired in a direction that would cause them to fall where they might hurt someone, including straight up). Many clerics and druids multiclass as rangers.

Ye’Cind
The Bard
Power Level: Demigod
Gender: Male
Portfolio: Music and Magical Songs
Domains: Chaos, Charm, Good
Symbol: a recorder
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Elves
Favored Weapon(s): Longsword
Dogma: Music is a mirror of the patterns and energy of the universe. The rush of a waterfall, wind through the trees, the crackle of a fire, and the thunder of an avalanche are all parts of the world’s music. It transcends languages and race, promoting understanding or inspiring the rage of vengeance. Enhanced by magic, a song can alter the world or change the course of history, and tying music and magic together creates something more powerful and fundamental than either alone.

Ye’Cind (yee-SIND) was once a skilled elven wizard and master bard. After a flawless performance on his Recorder in front of agents of the Seldarine, Corellon Larethian manifested to the musician and offered him the gift of divinity as a reward for his diligence. He accepted and was infused with a spark of Corellon’s power, which changed Ye’Cind so that he was like Corellon himself, with elements both male and female. Ye’Cind is shown as an attractive elf in blue and green, playing a recorder (his holy symbol). His allies include Olidammara, Lydia, and the good powers of the Seldarine, while he opposes
powers of evil magic.

Ye’Cind’s clerics are scholars of music. They are versant in the use of many instruments and many dabble in other sorts of magic. They seek out songs, exotic noises of nature, magical lore, and master performers in the hopes of increasing their musical repertoire and understanding of the chords of magic that exist under the surface of everything in the world. Many are talented songwriters, weaving subtle magic into their works.[center]

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PostSubject: Re: Pantheons of the Flanaess   Tue Sep 21, 2010 3:06 pm

Dwarf Pantheon


Abbathor
Great Master of Greed, Trove Lord, the Avaricious, Wyrm of Avarice
Power Level: Intermediate God
Gender: Male
Portfolio: Greed
Domains: Evil, Luck, Trade, Trickery
Symbol: a jewel dagger
Alignment: NE
Divine Casters Alignment: LE, NE, CE
Origin/Worshipers: Dwarves
Favored Weapon(s): Dagger
Dogma: Oerth's wealth was created for those dwarves crafty enough to capture it by any means necessary. Revel in the possession of all wealth that shines or sparkles, for its pleasing form was meant to bring you pleasure. Greed is good, as it motivates the possession and holding of all that is precious. Do not seize wealth from the children of the Morndinsamman, however, nor conspire against the favored of Abbathor, for strife in the name of avarice weakens the clan.

Abbathor (ab-ah-thor) wasn't always evil. The creature that would become known as the Wyrm of Avarice originally concerned himself with the natural beauty of gems and metals, but became estranged from his pantheon when Moradin named Dumathoin the patron of mountain dwarves, a position Abbathor had coveted since birth. Thereafter he traded the tradition and honor of the dwarven race for trickery and stealth. He had been denied the thing he wanted most, and swore never to be in the same position again. Henceforth, if something appealed to Abbathor, he took it. Since dwarves are prone to greed without any help from their deities, many have fallen to Abbathor's seductive call. The Trove Lord now seeks to pervert the whole of the dwarven race to his way of thinking, the greatest offense he can imagine to thumb his nose at his distant patriarch.

Abbathor covets valuables and gems with intensity best described as sensual, and goes to any length to get what he wants. Abbathor's secret, windowless subterranean temples feature sacrificial altars of massive stone blocks blackened by countless fires. Commonly painted with gold leaf and filled with purloined valuables, strangers frequently confuse Abbathoran temples for treasure chambers, a problem that has resulted in more than a few adventuring parties raiding for loot in the midst of some religious ceremony. Though he hatches his plans in secret, Abbathor's entire existence is dedicated to undermining the dwarven way of life. The bulk of the dwarven pantheon has not noticed, however, and most mortal dwarves remain completely oblivious to the Trove Lord's true plans. He directs his church to acquire as much wealth as possible from non-dwarves and hide it away or sacrifice it to him.

Clerics of Abbathor are known as aetharnor (a dwarven word meaning "those consumed by greed"); they pray for spells at night. Solar eclipses, volcanic eruptions, or any other natural phenomenon that blocks the light of the sun during the day are causes for great religious celebration among the aetharnor, who use the cover to hatch their larcenous schemes. Once annually, aetharnor sacrifice an enemy of the dwarves (ranging from elves to umber hulks), opening the unfortunate's ribcage to create "Abbathor's purse," into which the penitent cast coins and gems. The entirety is then burnt in offering to the Trove Lord. Favorite sacrifices include orcs, trolls, and giants. Clerics of Abbathor frequently multiclass as rogues.

Berronar Truesilver
The Revered Mother; the Mother Goddess; Matron of Home and Hearth
Power Level: Intermediate Goddess
Gender: Female
Portfolio: Healing, Home, Honesty, Oaths, Safety
Domains: Community, Good, Healing, Law, Protection
Symbol: two silver rings
Alignment: LG
Divine Casters Alignment: LN, LG, NG
Origin/Worshipers: Dwarves
Favored Weapon(s): Morningstar
Dogma: The children of Moradin are shaped on the Soul Forge and ever warmed by the embrace of the Revered Mother. Tend the hearth and home, drawing strength and safety from truth, tradition, and the rule of law. Join with friends, kin, and clan in common purpose. Do no succumb to the misery of greed or the evils of strife, but always bring hope, health, and cheer to those in need. Once an oath is made, Berronar watches over its keeping-- to break it is to grieve her sorely. Children must be cherished and guarded well from harm, for they are the future of all dwarvenkind.

Berronar Truesilver (bair-oh-nahr troo-sill-vur) is matriarch of the dwarven pantheon. As Moradin's bride, Berronar sees it as her duty to act as an authority figure for the dwarven gods, using her keen negotiation skills and calm demeanor as a balm to keep the sometimes fractious pantheon unified. According to dwarven traditionalists, if not for this quality, the Morndinsamman (and perhaps the entire dwarven race) might never have survived the stresses of its long, gradual decline. With the coming of the Thunder Blessing within the last century, it appears as though that decline has been reversed; the Revered Mother now aids Moradin in charting the destiny of the dwarven people by giving wise council to Oerth’s most trusted orthodox dwarven clerics.

Despite the recent renaissance, however, a growing number of disconsolate dwarves resent Berronar and her husband for a philosophy they define as hidebound obduracy. Berronar's clerics, known as faenor ("those of the home") are the guardians and protectors of dwarven clans. They maintain records of lore, traditions, and family histories. They strive to further the good health and good character of all dwarves by acting as teachers and healers. As the moral compass of the dwarves, they can be very conservative, not tolerating foolhardiness among young dwarves or controversial or radical ideas.

The church itself is very structured, with every cleric knowing his or her place, and each clan's church uses an identical setup, so members visiting from other clans know exactly where they fit in. In a sense, her church is like a house run by a strict but loving mother. The faenor pray for spells at dawn. Among the many mundane secular services they provide to dwarven communities, they have a reputation for planning and officiating weddings that makes them sought out by even non-dwarves wishing for a perfect bonding ceremony. Annual offerings of silver are made to Berronar, usually accompanied by a small white flower as a token of appreciation for the motherly love Berronar feels toward all dwarves. Faenor rarely multiclass, but those who do typically become fighters.

Clangeddin Silverbeard
The Father of Battle, Lord of the Twin Axes, the Giantkiller, the Goblinbane, the Wyrmslayer, the Rock of Battle
Power Level: Intermediate God
Gender: Male
Portfolio: Battle, War, Valor, Bravery, Honor in battle
Domains: Good, Law, Planning, Strength, War
Symbol: a pair of crossed dwarven waraxes
Alignment: LG
Divine Casters Alignment: LN, LG, NG
Origin/Worshipers: Dwarves
Favored Weapon(s): Dwarven Waraxe
Dogma: The finest hours of dwarvenkind come in the thrusts and feints of war. Seize the opportunity to defend your kin and ensure their victory wherever conflicts erupt. Revel in the challenge of a good fight, and never waver in the face of adversity, no matter how ominous. Lives should never be thrown away foolishly, but the greatest honor is to sacrifice oneself for the cause on the field of battle in service to a righteous cause. When not fighting, prepare for the next conflict physically, tactically, and by acquiring resources. Attack hill giants whenever possible and other evil giants whenever necessary.

When a dwarf marches off to battle, the hymns of Clangeddin Silverbeard (clan-gehd-din sihl-vur-beard) echo in his warrior's heart Those dwarves who fight by profession or preference (which is most of them) honor the Lord of the Twin Axes in word and deed, pledging to honor in battle, mastery in training, and wisdom in war. Clangeddin never backs down from a challenge, never compromises, and never surrenders, even when all is lost. Clangeddin harbors a special kind of hatred toward giants, and it is said that the natural ability of dwarves to confound and defeat these enemies is a gift from him. Popular in dwarven communities thanks to their martial skill (if not their belligerence), followers of Clangeddin have poor reputations among other races, who see them as bloodthirsty berserkers. While certain followers undoubtedly verify such an evaluation, the bulk of those who follow the Father of Battle know much of troop movements, tactics, and military strategy, and make excellent wartime advisers.

His clerics conduct military training every day and learn and teach methods of crafting armor and weapons. As they seek to make the dwarves ever stronger on the battlefield, they are always alert for new tactics, traps, and weapons. Known as alaghor ("those who demonstrate valor in battle"), clerics of Clangeddin Silverbeard pray for spells in the morning. The anniversaries of past battles hold special significance for the alaghor. On such occasions, the clerics break old weapons anointed with their own blood and recount tales of fallen heroes that they might never be forgotten. More disturbing (at least from the perspective of their enemies) are the frenzied war chants in which the alaghor engage during the heat of battle. Known as ehontar ("songs giving fear to the hearts of the craven"), these low, droning songs bolster the spirits of nearby dwarves, assuring them that Clangeddin immediately enlists in his celestial army those who fall furthering the destiny of the dwarves or protecting their holdings. Alaghor know they will die in combat; the rest is merely a matter of timing. Clerics of Clangeddin frequently multiclass as divine champions, dwarven defenders, or fighters. Some few gain levels in barbarian, or were barbarians prior to heeding the call of the Father of Battle.

Dugmaren Brightmantle
The Gleam in the Eye, the Wandering Tinker, the Errant Explorer
Power Level: Lesser God
Gender: Male
Portfolio: Scholarship, Invention, Discovery
Domains: Chaos, Good, Knowledge, Rune
Symbol: an open book
Alignment: CG
Divine Casters Alignment: CN, CG, NG
Origin/Worshipers: Dwarven
Favored Weapon(s): Shortsword
Dogma: The secrets of the world are waiting to be revealed. Travel widely, broaden your mind at every opportunity, and pursue the life of a scholar. Cultivate the spirit of inquiry among the young and be a teacher to all. Seek to recover lost and arcane knowledge of ages past and apply it in the world today. Try new methods of doing things just for the joy of experimenting. Learn a little of everything, for you never know what might be of use down the road.

Just as Marthammor Duin exemplifies the occasional dwarven urge to explore the world beyond the mountain, Dugmaren Brightmantle (duhg-mah-ren brite-man-tuhl) signifies the exploratory striving to blaze the trails of creativity by applying accumulated knowledge to create something new and good. Brightmantle represents the progressive elements of a naturally conservative race that nonetheless prides itself on its infrequent innovations. His ceaseless quest for knowledge and constant tinkering and exploring have a tendency to get him into trouble, and though Moradin (his father),admires Dugmaren's adventuresome spirit, the Dwarffather despairs at his tendency to wander away from a pursuit to follow something else that catches his notoriously fickle attentions.

Dugmaren's clerics, known as xothor ("those who seek knowledge"), draw from the most creative tinkers and free-thinkers of dwarven communities, on rare occasions even allowing gnomes to join their orders. They follow a doctrine of knowledge for knowledge's sake, seeing equal value in learning a once-lost recipe for toasted zygom stalk and discovering the crucial flaw in an enemy's defensive fortifications. In fact, since the xothor strongly favor creation over destruction, there's a good chance many of them would prefer the recipe. Temples of the Errant Explorer, usually sprawling edifices filled with the scattered detritus of a half-hundred abandoned experiments and twice as many open books, can be found above and below the surface. Xothor pray for spells in the morning. They observe few official holidays, instead whispering a prayer of thanks to the Errant Explorer upon the discovery of some new bit of lore. Xothor frequently multiclass as wizards.

Dumathoin
Keeper of Secrets Under the Mountain, the Silent Keeper, the Mountain Shield
Power Level: Intermediate God
Gender: Male
Portfolio: Buried Wealth, Ores, Gems, Mining, Exploration, Mountain Dwarves, Guardian of the Dead
Domains: Earth, Knowledge, Repose
Symbol: a faceted gem inside a mountain
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Mountain Dwarves
Favored Weapon(s): Warmace
Dogma: Walk the deep and silent ways of Dumathoin. Seek out the hidden gifts of the Keeper of Secrets under the Mountain. That which is hidden is precious, and that which is precious shall stay hidden. Seek to enhance the natural beauty of Dumathoin's gifts and go with, not against, the contours of the deeps. Beauty is the discovery and the crafting, not the holding. Keep the places of our dead inviolate and well tended; the noble ancestors of our race will neither be robbed nor moved through the actions of thieves and defilers. Abide not undead creatures, especially those that take the form of dwarves, thus mocking the creation of Moradin.

In the Quiet Years (so called because the pounding of dwarven picks in the mines and hammers on the forgestone had yet to break the still silence of the earth) Dumathoin (doo-muh-thoe-in) prepared the mountains for the coming of the mountain dwarves. Named as their patron by Moradin himself, the mute deity set veins of precious metals where they might one day be intercepted and invented countless colors for countless gems to beautify his chosen earthly realm. When first his charges came they carved into his creation, marring its inherent beauty and sending Dumathoin into a fretful state of wrath. In time, however, he saw how the dwarves forged his metal into artful weapons and crafts, and how they cut and set his gems into works of great refinement. These crafts pacified Dumathoin and filled him with pride.

Now, the Keeper of Secrets under the Mountain ensures the safety of miners, bends precious mineral veins toward mountain dwarf habitations, and safeguards the sanctity of his beautiful realm. Not everyone respects the inherent beauty of Dumathoin's creations, however, seeing them instead as bounty to be drawn from the mountains in the most expedient manner possible, regardless of the destruction caused by such wanton pillage. These rapacious profiteers have much to fear from the talhund ("hidden gift") Dumathoin's vigilant clergy. In addition to protecting dwarven mines, the talhund seek out new mineral and gem deposits, supervise mining activities to ensure the proper respect is paid to the mountain, and develop strategies to defeat the strange Underdark creatures sometimes accidentally exhumed during excavations.

Dumathoin's clergy builds underground temples in the deepest caverns, always near an impressive vein of precious metal or a bed of natural gems. Such bounty remains a part of the temple and free from harvest as a testament to the local clan leader's reverence for the Silent Keeper. Talhund pray for spells in the morning. They refer to the nights of the new moon as the Deepstone Triad, claiming that at this time the moon becomes a great gem hidden in the fastness of the earth. On such nights, talhund and lay followers of Dumathoin sacrifice gems and jewelry upon large stone blocks. Specially tasked talhund pulverize these offerings while the congregation gives thanks to the Keeper of Secrets under the Mountain. Dumathoin also serves as the dwarves' deity of the dead, and hence talhund are tasked with disposing of corpses and seeing that their souls pass successfully to the afterworld. Talhund rarely multiclass.

Gendwar Argrim
The Doomed Dwarf
Power Level: Demigod
Gender: Male
Portfolio: Fatalism and Obsession
Domains: Destruction, Law
Symbol: a dwarven waraxe bearing the dwarven run for destruction
Alignment: LN
Divine Casters Alignment: LN, LG, LE
Origin/Worshipers: Dwarves
Favored Weapon(s): Dwarven Waraxe
Dogma: The only hope the dwarven race has to survive is if its enemies are utterly destroyed. Focus on their destruction. They breed faster then the True Folk and spawn ten times our numbers within a dwarven generation. Honor, glory, wealth and love are all meaningless and trivial while the future of the dwarves is at stake. Focus on their salvation. Commit yourself to the task of destroying the enemies of the dwarves, and expect to die in battle, but make your death cost a thousand enemies their own. If the dwarves survive only in song and legend, ours will be an empty legacy.

Clerics of Gendwar Argrim (GEND-war AHR-grihm) seek out and destroy evil humanoids, preferably those that threaten dwarven settlements. They train warriors in the best tactics against tradition dwarven foes, search for vulnerabilities in new enemies, and fortify dwarven clans against attacks. They adventure to unearth pockets of dwarves enemies and to discover dwarven artifacts useful in their fight.

Young Gendwar Argrim was traveling to his apprenticeship in another clan when his clan hold was wiped out by an invasion of orcs and giants. Because of the distance between the clans, he did not find out about it for one year. When the new did reach him, he abandoned his apprenticeship as a silver smith and swore an oath to keep no wealth and take no wife until every foe of dwarvenkind was slain. Fully expecting to be slain long before he had a chance to complete his goal, Gendwar instead experienced remarkable success and eventually achieved godhood with the help of Clanggedin Silverbeard. Gendwar is the epitome of the stereotypical dwarf: dour, taciturn and beard. His waraxe, Forgotten Hope, screams out every time a dwarven community is attacked.

Laduguer
The Exile, the Gray Protector, Master of Crafts, the Slave Driver, the Taskmaster, the Harsh
Power Level: Intermediate God
Gender: Male
Portfolio: Creation of Magic Weapons, Magic, Grey Dwarves
Domains: Caverns, Evil, Law, Magic, Protection
Symbol: a broken crossbow bolt on a shield
Alignment: LE
Divine Casters Alignment: LN, LE, NE
Origin/Worshipers: Grey Dwarves
Favored Weapon(s): Warhammer
Dogma: The children of Laduguer have rejected the feckless and feeble gods of their forefathers and withdrawn from their lazy once-kin so as not to be tainted by their weaknesses. Strict obedience to superiors, dedication to one's craft, and endless toil are necessary to achieve wealth, security, and power. Nothing is ever easy, nor should it be. Suffer pain stoically and remain aloof, for to show or even feel emotion is to demonstrate weakness. Those who are weak are undeserving and will suffer an appropriate fate. Adversity is Laduguer's forge, and the harsh trails through which the duergar must pass are his hammer blows - endure all and become stronger than adamantine.

Ever since the duergar branched from their dwarven cousins, Laduguer (laa-duh-gwur) has harbored bitter resentment. The Gray Protector views his cousins in the Morndinsamman as indolent layabouts more concerned with maintaining outdated traditions than with progress and artifice. That's not to say Laduguer is a free thinker - he clings to his own brand of intolerant discipline, weaving a doctrine of obedience to one's leader, empowerment through the exploitation of slaves, enrichment through the creation of magical weapons, and protection through an unforgiving program of stern military preparedness. Strongly xenophobic, Laduguer urges his charges to avoid contact with other races except for limited trade and slave raids. The duergar recognize no difference between religious and secular authority, making Laduguer's clerics (known as thuldor, a dwarven term meaning "those who endure") the nominal rulers of gray dwarf society. The duergar see their existence as a constant struggle against other Underdark races, and the thuldor form the single constant that has kept the race united and powerful ever since the days when Laduguer's clerics first led the gray dwarves away from their surface brethren.

Many temples include sizable stables used in the care and breeding of steeders, large monstrous hunting spiders used as transport by many Underdark races. The duergar, under the guidance of the thuldor, have cornered the market on these highly trainable, versatile beasts of burden, granting the race considerable financial clout it the Night Below. The clerics are expected to serve in the military.

Thuldor pray for spells in the morning, usually before dedicating at least an hour to concepting, creating or improving of a magical weapon. The duergar enjoy few religious ceremonies of note, as celebration offers a dangerous break to the toil upon which the duergar owe their protracted existence. Clerics of Laduguer seldom multiclass, occasionally becoming blackguards or fighters.

Moradin
Soul Forger, Dwarf-father, the All-Father, the Creator, the Maker
Power Level: Greater God
Gender: Male
Portfolio: Creation, Dwarves, Smithing, Protection, Metalcraft, Stonework
Domains: Community, Earth, Good, Law, Protection
Symbol: a hammer in front of an anvil
Alignment: LG
Divine Casters Alignment: LN, LG, NG
Origin/Worshipers: Dwarves
Favored Weapon(s): Warhammer
Dogma: Moradin is the father and creator of the dwarven race. Honor him by emulating his principles and workmanship in smithing, stoneworking, and other tasks. Wisdom is derived from life and tempered with experience. Advance the dwarven race in all areas of life. Innovate with new processes and skills. Found new kingdoms and clan lands, defending the existing ones from all threats. Lead the dwarves in the traditions laid down by the Soul Forger. Honor your clan leaders as you honor Moradin.

Moradin.(mor-uh-din) is a stern paternal deity, gruff and uncompromising, and hard as stone when it comes to protecting his chosen race. A harsh but fair judge, he is strength and force of will embodied. He inspires dwarven inventions and constantly seeks to improve that race, encouraging their good nature, intelligence, and harmonious existence with other good races while battling their pride and isolationist tendencies. His warhammer is a weapon and a tool, called Soulhammer.

The church of Moradin has an active role in guiding the morals of dwarven communities. They emphasize the Soul Forger's hand in everyday dwarven activities such as mining, smithing, and engineering, and invoke his blessing when these tasks are begun. They lead the push to found new dwarven kingdoms and increase the status of dwarven in surface communities. They take an active role in teaching the young of the communities and oversee most formal ceremonies. Of particular interest to the clerics of Moradin are the Thunder Children, and his clerics who- were born of the Thunder Blessing are expected to do great things for the race.

Clerics of Moradin, known as sonnlinor ("those who work stone") pray in the morning. Offerings are made to the Soul Forger on a monthly basis. The ranking cleric of a community can declare any day a holy day to celebrate a local event. His clerics commonly multiclass as fighters or paladins.

Muamman Duathal
Finder-of-Trails, the Watcher over Wanderers, the Watchful Eye, the Hammer, the Finder, The Wanderer
Power Level: Lesser God
Gender: Male
Portfolio: Guides, Explorers, Expatriates, Travelers, Lightning
Domains: Good, Protection, Travel
Symbol: an upright mace in front of a fur-lined boot
Alignment: NG
Divine Casters Alignment: LG, NG, CG
Origin/Worshipers: Dwarves
Favored Weapon(s): Morningstar
Dogma: Eschew the illusory safety of the clanhold and instead travel widely to spread the words of the Morndinsamman to those of other races, that they might gain the product of dwarven wisdom. Help fellow wanderers and sojourners to the best of your ability, for the road is easier endured amid the tread of companionship. Seek out new ways and paths, and discover the wise world in your wanderings. Herald the way of newfound hope.

The most conservative dwarves pledge that the Stout Folk belong underground, and that those who travel the Realm Above (known collectively among dwarven culture as Wanderers) have at worst betrayed ancient ideals and at best are somewhat disturbed fools. If the latter is the case, the young dwarven deity Marthammor Duin (Mar-tham-more doo-ihn) is the grand king of fools. The patron of those dwarves who have left the clanholds to explore the world under the sun, Marthammor approaches life with an almost gnome-like demeanor, always curious to see what's beyond the horizon and always willing to trade stories of travels past beside a crackling campfire. His is the rare spirit of dwarven exploration embodied in divine form, the spark of curiosity his followers equate with a quick burst of lightning from the open skies.

Marthammor's clergy, the volamtar ("blazers of fresh trails") represent one of the most widely recognized dwarven churches of the surface world, especially in the North, where their worshipers have grown abundant in recent decades. Volamtar mark wilderness trails near dwarven strongholds, that the path of those who decide to leave the clanholds is made that much easier. They patrol the trade routes and game trails between human and dwarven enclaves, healing the injured and clearing such areas of dangerous predators. In urban areas, they establish temples with the aim of strengthening dwarven populations through healing services, religious ceremonies, and exchange of information. Less adventuresome volamtar sometimes attempt to influence the government of nondwarven cities that feature dwarven residents, usually by attempting to infiltrate minor political positions.

Wilderness temples take advantage of natural tors or cliffs, which offer spectacular views of the thunderstorms held sacred by Marthammor's followers. Urban temples usually conform to local architectural style. Volamtar pray for spells in the morning. The clergy celebrates numerous holidays throughout the year including each festival day and the nine following days. Such celebrations are open to the public (even nondwarves) and generally feature the ritualized burning of used ironwork and footwear. Loud singing and the imbibing of strong spirits plays an important (some would say necessary) role at all such events. Volamtar frequently multiclass as fighters, paladins and rangers.

Vergadain
God of Wealth and Luck, the Merchant King, the Master Merchant, the Trickster, the Laughing Dwarf, the Short Father
Power Level: Intermediate God
Gender: Male
Portfolio: Wealth, Luck, Chance, Non-Evil Thieves, Suspicion, Trickery, Negotiation, Sly Cleverness
Domains: Luck, Trade, Tickery
Symbol: a gold coin
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Dwarves
Favored Weapon(s): Longsword
Dogma: The truly blessed are those whose enterprise and zeal brings both wealth and good luck. Work hard, be clever, seek the best bargain, and the Merchant King will shower you with gold. Treat others with respect, but shirk not your responsibility to try to strike a deal better for you than for them.

On the surface, Vergadain (vur-guh-dain) represents the dwarves' well-known dedication to the art of the merchant-the personification of a hard bargain struck after a hearty session of haggling. Those who pay attention, however, know that the Merchant King has an aspect that, if not darker, seldom fills more legal-minded dwarves with pride. As a patron of luck and trickery, Vergadain also oversees those dwarves who use illicit means to gain their wealth. He delights in the art of the deal, whether said deal is an intricate negotiation regarding the sale of a team of horses or whether it's an elaborate plan to break into the stable after the sale, steal the horses back, and sell them again at the next town. In knowledgeable society, few admit to following Vergadain, as those who profess adherence to his doctrine are known as either skilled negotiators, shameless thieves, or both Clerics of the Laughing Dwarf (as he is known by nondwarves) are called hurndor ("those who trade").

Dedicated to furthering the progress of dwarven commerce, hurndor travel the world more widely than the servants of any member of the Morndinsamman except Marthammor Duin. The Merchant King expects all his clerics to be personally wealthy, and to ensure that a portion of their wealth goes to keeping the local temple, usually a windowless underground chamber filled with all manner of treasure and opulence.
Clerics of Vergadain pray for spells at night. Holy days of the faith are known as coin festivals, and mark a period of intense mercantile activity. Occurring on the days before and after a full moon, and on any day declared favorable by the Merchant Prince (this changes from year to year). Coin festivals are open to the general public, who sometimes jokingly refer to them as trademeets, as great bargains can be had in the closing hours of the convocation when Vergadain's faithful lower the prices of their goods in a last-ditch effort to generate enough sales so as to gain clout with his or her peers (not to mention with Vergadain himself). When hurndor multiclass, they typically do so as rogues.

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PostSubject: Re: Pantheons of the Flanaess   Tue Sep 21, 2010 3:11 pm

Halfling Pantheon

Arvoreen
The Defender, the Vigilant Guardian, the Wary Sword
Power Level: Intermediate God
Gender: Male
Portfolio: Protection, Vigilance, War
Domains: Good, Law, Planning, Protection, War
Symbol: two crossed short swords
Alignment: LG
Divine Casters Alignment: LN, LG, NG
Origin/Worshipers: Halflings
Favored Weapon(s): Short Sword
Dogma: Vigilance against attack protects the community. Prepare an active defense, drill continuously, and leave nothing to chance. Put down danger before allowing it a chance to rear its head. Seek out allies, no matter how unorthodox. Stealing from other halflings or allies is never acceptable, but thieving is not dishonorable when employed against enemies to better the odds in later combat.

When a general rides to the battlefront, rarely does he count halflings among his most valuable assets. The inherent wanderlust of the hin grants them little patience for the long marches and dull waiting between battles that characterizes most warfare. However, when invaders threaten a halfling community, residents send prayers to Arvoreen (arr-voh-reen), whose worshipers follow a doctrine of guardianship, stern defense, and aggressive watchfulness. Arvoreen remains ever aware of dangers facing halfling communities, but prefers a reactive rather than proactive agenda. When an enemy strikes, his halfling servants strike back with precision and decisiveness thanks to reconnaissance missions into enemy territory and a strict, almost un-halfling-like regimen of martial training.

Though their serious outlook and intolerance for jokes and frivolity makes them unpopular in times of peace, all turn with respect to Arvoreen's clergy when the community is threatened. They believe that most of the problems faced by the community are the result of courting enemies by mixing with other cultures (particularly humans), granting them allies among the few isolationist halflings. Clerics spend their days constructing fortifications, signaling systems, beacons and traps that further protect halfling enclaves. They patrol the community, sniffing out possible threats from within, as well as without. Many organize local militias and instruct young halflings in bladecraft (particularly as related to the short sword). Arvoreen's temples usually resemble easily defensible keeps or redoubts, and serve as a final fall-back position if enemies breech the community's outer defenses.

Clerics of the Wary Sword pray for spells at dawn, usually before patrolling the enclave's perimeter in search of nighttime enemy incursions. If time permits, the faithful gather at a makeshift field altar prior to an important battle to ask for the blessings of Arvoreen and intone the sacred melody of the Battle Hymn of the Keepers, a living oral record of halfling triumphs in recent centuries. The Festival of the Moon brings with it another ceremony important to Arvorren's faith-- the Ceremony of Remembrance. On this holy day, Arvoreen's followers gather to remember the names of fallen comrades who gave their lives to protect the community. Most of Arvoreen's clerics multi-class as fighters, with those who protect rural communities commonly multiclassing as rangers.

Brandobaris
Master of Stealth, Misadventure, the Trickster, the Irrepressible Scamp, the Friendly Rapscallion
Power Level: Lesser God
Gender: Male
Portfolio: Stealth, Thievery, Adventuring
Domains: Luck, Trickery
Symbol: a halfling footprint
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Halflings
Favored Weapon(s): Dagger
Dogma: Seek excitement and danger wherever your feet take you, for risk-taking leads to life's greatest rewards. Lust for the thrill, not for the treasure, for greed obscures the true prize of the experience. At the end of the day, the halfling with the wildest tale is the most honored in the eyes of the Irrepressible Scamp.

Brandobaris (bran-doe-bair-iss) is the tall races' misapprehensions of the entire halfling race given divine form. A constantly scheming, meddling, curious, short-attention-spanned rapscallion as interested in the contents of a man's purse as he is in the contents of his character, Brandobaris nonetheless makes few enemies, as his wit, charm, good looks, and ability to work on the fly get him out of trouble in the few adventures that do go wrong. Countless tales tell of Brandobaris tricking dragons, escaping from the clutches of devilish hordes with bags full of treasure, and even sneaking into Myrkul's Bone Citadel to rescue the souls of ten thousand slain innocents, leaving in return a vase of flowers and a box of erotically shaped chocolate candies.

The church of Misadventure, as Brandobaris's "organized" religion is known, teems with adventuresome troublemakers who usually emerge from some dangerous endeavor better off than when they entered it. Though most halflings (particularly children) love stories of their exploits, most prefer that such events occur as far away from their communities as possible. Hands of Misadventure, as clerics of Brandobaris are known, engage in difficult, dangerous pursuits such as adventuring, always valuing the story of a given success far more than the physical treasure such a success might bring with it. Though Hands frequently engage in confidence schemes or larceny, they do so for the thrill, with monetary rewards simply garnishing the pleasure that comes from mastering one's (albeit occasionally illegal) craft. The Church of Misadventure has no temples, in essence, whenever a story is told of Brandobaris's courage, services are in session.

Hands of Misadventure pick one time of day or night to consistently pray for spells (those who prefer public displays of bravado usually choose to pray during the day, with the sneakier, more subtle Hands electing to pray under the light of the moon). The Hands have few formal ceremonies, but on the night of a new moon, followers are expected to hide on or more stolen items from the previous month's take in the best hiding place they can find, a ritual known as Brandobaris's Tithe. As might be expected, multiclassing as rogues is enormously popular among the clergy.

Cyrrollalee
The Hand of Fellowship, the Faithful, the Hearthkeeper
Power Level: Intermediate Goddess
Gender: Female
Portfolio: Friendship, Trust, Home, The Hearth, Honesty, Hospitality
Domains: Community, Good, Law, Protection, Travel
Symbol: an open door
Alignment: LG
Divine Casters Alignment: LN, LG, NG
Origin/Worshipers: Halflings
Favored Weapon(s): Club
Dogma: Be generous in friendship, and welcome all friends into your home and trust. Never betray the trust of a host, break an oath, or violate the sanctity of another's home. The Day of Discovery approaches, when all hin rally around a new home based upon dignity, companionship, and love.

For more than a millennia, Cyrrollalee (seer-oh-lah-lee) busied herself with overseeing the mundane minutia of the stewardship of halflings' homes. She encourage camaraderie among her subjects, always with an eye toward ensuring the safety of each halfling's individual dwelling. Of late, however, she has expanded her view of home from the literal to the metaphorical. Scholars long have said that the hin are a race on the rise, a youthful species waiting for a cultural and political blossoming. Cyrrollalee agrees, believing that the time of the halfling is now, and that in order for the hin to ascend to the rightful place of honor and respect, the race needs new homelands beyond the the borders of Luiren. Cyrrollalee, naturally ,would ward such a homeland, and her clerics lead evangelical missions across Faerun, searching for a suitable location for this homeland and urging all halflings to join the call. The open door of Cyrrollalee's holy symbol has transcended its original meaning as the entrance to a single halfling's comfortable home to represent the open door inviting hin from across Faerun to walk the path of their race's glorious future. Cyrrollalee's change in perspective has swelled the ranks of her faithful and catapulted her from a docile deity whom all halflings normally honored to a symbol of hin pride, a rallying point for those halflings seeking a better place for themselves and their race.

Her clerics, known as homefellows, lead halfling communities, set examples for good-hearted clean living by being examples of friendship and good will, and establish temples that serve both as a place of introspection and as homes away from home, with ample guest rooms and fully stocked kitchens. Though the bulk of the modern clergy concerns itself with the search for suitable halfling homelands, homefellows advocate the cultivation of strgong, respectful relationships with other goodly races. Homefellows pray for spells in the morning, as they welcome the sun of the new day. Within the last year, many clerics have left their homes to lead the search. Those who remain rooted in their communities are known as hearthtenders, and are universally respected as an integral part of halfling society.

The church recognizes no official holidays, but Cyrrollalee herself has deemed the forthcoming Day of Discovery as a universal day of celebration for all hin. None know when the new land will be discovered, but nearly all believe it will happen in their lifetime. The hin homeland they seek is not a racial origin point (indeed, spotty archcological evidence supports several claims at such a place), but a location at which all branches of the hin race can come together in harmony and mutual advancement. Her clerics rarely multiclass.

Sheela Peryroyl
Green Sister, the Wise, the Watchful Mother
Power Level: Intermediate Goddess
Gender: Female
Portfolio: Agriculture, Beauty, Dance, Nature, Romantic Love, Song, Weather
Domains: Charm, Plant, Weather
Symbol: a daisy
Alignment: N
Divine Casters Alignment: Any non evil
Origin/Worshipers: Halflings
Favored Weapon(s): Sickle
Dogma: Living in harmony with nature requires a careful balance between the wild and the tame, the feral and the tended. The need to preserve wild growth is equal to the need to take in the harvest. While nature can be adapted, it should be evolved, never forced; work within the framework of what already exists.

The distant, somewhat aloof Sheela Peryroyl (shee-lah pair-re-roil) plays an important role in the culture of Tallfellow halflings, representing balance between the tamed earth of agricultural civilization and the verdant growth of the wild. Sometimes worshipped by agrarian halflings, the bulk of Sheel'as worshipers dwell under the leafy canopies of secluded forests. Among civilized halflings, Sheela represents balance related to the harvest, for not only does she oversee the dutiful toil of the fields, but also the joyful celebration when work is finished. Patron of song, dance, and romance, halflings send prayers to Sheela Peryroyl during courtship, galas, and weddings. Tallfellow halflings honor Sheela as the providing force of the natural world, making her more important figure than even Yondalla in their culture. Constructed of stone and dirt, curtains of fine vines, and carefully balanced rocks and living plants, Sheela's open-roofed temples appear to be woven from the earth itself. Animals roam freely among patches of wildflowers, gardens, and weeds.

Those used to the structured rooms of "civilized" regions often find the growth and life here chaotic and disconcerting, but Sheela's clerics and druids, known collectively as Green Children, insist there are patterns in the wilderness, and that these patterns maintain a delicate balance. In the farmlands, Green Children mediate disputes between growers, sanctify marriages, free harvests from natural or unnatural blights, and protect the community from animals and beats driven to violence by wounds or hunger. In return, they ensure that communities treat the wilderness with respect, that homesteads never encroach to far into natural habitats. The Tallfellow consider Green Children the voice of Sheela Peryroyl, and defer to them as guardians of culture and protectors of the wild.

Green Children pray for spells at dawn. Every month, several of Sheela's faithful convene with their counterparts in neighboring communities to organize moonlight festivals known as Gatherings. All residents of the community are expected to attend and pitch in by bringing some bounty of the most recent harvest, either taken straight from the fields in the warm months or dug from the root cellar during winter. The sites of these Gatherings rotate monthly through local halfling communities, strengthening neighborly bonds. Many of Sheela's clerics and druids multiclass as rangers.

Urogalan
He Who Must Be, the Black Hound, the Protector, the Shaper, Lord of the Earth
Power Level: Demigod
Gender: Male
Portfolio: Earth, Death, Protection of the Dead
Domains: Law, Repose
Symbol: a dog’s head
Alignment: LN
Divine Casters Alignment: LG, LN, LE
Origin/Worshipers: Halflings
Favored Weapon(s): Light Mace
Dogma: Earth is the giver and receiver of life, providing shelter, food, and wealth to those who toes embrace it. The sacred soil is to be revered as the mantle of Those Who Have Been and the shelter of Those Who Will Be. The thanatopsis of He Who Must Be reveals that death is to be embraced as a natural end, this giving honor to the life that was.

Urogalan (urr-roh-gah-lan) protects the souls of the halfling dead and acts as Yondalla's advisor and divine judge. Sages claim that the Nurturing Matriarch values his word over that of all others. Urogalan limits his interests in the material world to the space below the surface, an environment foreign to most halflings. Thus, Urogalan remains detached from his people, uncharacteristically morose and pensive for a halfling deity. Despite his outlook, halflings appreciate his role, and know that He Who Must Be will watch over their souls when it comes time for them to make the transition from this world to the embrace of Green Fields.

Urogalan's clerics preside over the internment of the dead and tend to halfling graves. Aside from the grim duties, they keep records, archive genealogies, and note the important deeds of those that have died. They are called upon to bless new dig sites and constructed buildings, and it is tradition for a cleric of Urogalan to speak a prayer before the first meal eaten in a new building. Urogalan's clerics, known as grimwardens, pray for spells in the morning. Grimwardens celebrate nights of the full moon as "Earthsings," a time when the followers of the Lord of the Earth gather with the relatives of halflings who perished in the last month for a special ceremony within a natural earth basin. Participants give offerings to the deity, softly chanting funeral dirges and elegies to the percussive pounding of bare feet while making slow rotations around the central stone.

Clerics of Urogalan share so many rituals and beliefs with the dwarven deity Dumathoin that they often are welcomed as brothers in the temples dedicated to the Keeper of Secrets under the Mountain. Grimwardens seldom multiclass.

Yondalla
The Protector and Provider, the Nurturing Matriarch, the Blessed One
Power Level: Greater Goddess
Gender: Female
Portfolio: Fertility, Halflings, Leadership, Protection
Domains: Community, Glory, Good, Law, Nobility, Protection
Symbol: a cornucopia
Alignment: LG
Divine Casters Alignment: LN, LG, NG
Origin/Worshipers: Halflings
Favored Weapon(s): Short Sword
Dogma: Those who seek to live in accordance with the way of the Provider will be blessed with a cornucopia of riches. Although violence should never be welcomed, the Protector's aegis extends to those willing to fiercely defend their home and community. Lead through example, knowing the activities of those you lead so you can shoulder their burden if need be. Treasure your family, for your parents gave you life and your children are your future. Care for the aged and the weak, for you never know when you may be one of the strong laid low.

Yondalla (yon-dah-lah) created the halfling race in her own image, and it is due to her charming personality, friendly demeanor, curiosity, loyalty, and sense of mischief that halflings are among the best-tempered of the goodly races. As the matriarch of the halfling pantheon (and indeed the entire race), all halflings revere the Blessed One. Even those few who have rejected the traditional values of the hin respect Yondalla for her guidance of the race as a whole. Yondalla serves as an example to all her people, espousing harmony among halflings, good relations with other races, and strong defense when faced with the affronts of enemies. It is Yondalla's wish that all her children are safe and prosperous, treat each other well, and live interesting, full lives. Yondalla is forgiving, slow to anger, and kind, but when her charges become threatened she acts with bravery and ferocity that has gained the respect of even her most warlike godly contemporaries. Yondalla knows that her race represents a truly good creation, and does anything within the boundaries of honor to nurture and protect it. Perhaps surprisingly, Yondalla's clerics build few temples.

Worship of the Nurturing Matriarch is so ingrained into nearly every aspect of halfling society that the hin treat the idea of specific services to their goddess once a ten-day with bemused dismissal. This isn't to suggest halflings have a theocratic culture, but rather that Yondalla (And by extension, her clergy) presents through her actions (as interpreted through stories taught to all halflings in their youth) the values a halfling should embrace to live life to its fullest and to benefit the community, namely: acceptance, community, love gaiety, curiosity, loyalty, diplomacy, tradition, and well-developed sense of mischief. The fact that many members of the clergy double as community leaders reinforces the influence of Yondalla's credo upon halfling society.

Clerics of the Protector and Provider pray for spells in the morning. Though organized common rituals and celebrations are rare, most halfling communities hold periodic gatherings in which clerics of the Blessed One minister to the public. Even non-halflings are invited to take part in the festivals through the local enclave that gives village elders the opportunity to share local lore with the young-folk and visitors, strengthening the sense of community. Clerics offer even secular guidance to their communities, often acting in important governmental roles. Clerics of Yondalla rarely multiclass, though some few with a militant bent decide to become paladins.

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PostSubject: Re: Pantheons of the Flanaess   Tue Sep 21, 2010 3:12 pm

Gnome Pantheon


Baervan Wildwanderer
The Masked Leaf, the Forest Gnome, Father of Fish and Fungus
Power Level: Intermediate God
Gender: Male
Portfolio: Forests, Travel, Nature
Domains: Animal, Good, Plant, Travel
Symbol: a raccoon’s face
Alignment: NG
Divine Casters Alignment: LG, NG, CG
Origin/Worshipers: Gnomes, Forest Gnomes
Favored Weapon(s): Club
Dogma: The great forests of the outdoors await those Forgotten Folk daring enough to venture forth from their burrows. Wander the great woodlands in search of excitement and sylvan sites of incredible beauty. Defend and protect the creatures of the forest and the woodlands in which they reside. Be ever curious, and follow life wherever it may lead.

Baervan Wildwanderer (bay-ur-van wild-wan-der-er) is gentle, good-natured, and mischievous, and his penchant for good-natured mischief rivals Garl Glittergold himself. Though Baervan sometimes plays jokes on other creatures, it is hard not to like him. The Masked Leaf's tricks are much more pointed than typical of the Forgotten Folk, and if Baervan wants to send someone a message, he does so in the form of a joke. Baervan is the patron of the forest gnomes, rare and secretive kin of rock gnomes.

The church of Baervan is loosely organized and consists mostly of regional sects, each of which is fairly independent. Members of Baervan's clergy are found mostly in outdoor gnome communities in the great forests of Oerth, particularly forest gnome villages. Individual clerics often wander far a field, typically accompanied by a raccoon (or dire raccoon) companion. All members of the Masked Leaf's clergy are concerned with the protection of nature (and the gnomes who dwell in harmony with it), and they are actively involved in driving off evil creatures.

Clerics and druids of Baervan pray for their spells each day whenever the moon is highest in the sky. Baervan's clergy gather monthly in sylvan glens under the light of the full moon to dance, hurl acorns at each other, and offer up magical trinkets or other treasures to the deity. Many clerics and druids multiclass as rangers.

Baravar Cloakshadow
The Sly One, Master of Illusion, Lord in Disguise, Bane of Goblinkin
Power Level: Lesser God
Gender: Male
Portfolio: Illusions, Protection, Deception, Traps, Wardings, Hatred of Goblinoids
Domains: Good, Protection, Trickery
Symbol: a cloak and dagger
Alignment: NG
Divine Casters Alignment: LG, NG, CG
Origin/Worshipers: Gnomes
Favored Weapon(s): Dagger
Dogma: The world is a dangerous place, and the only sure defense is to cloak oneself in the shadows under a web of deception. Strive to master the art of illusion and the game of deceit for therein lies security. Trust no one that has not proven trustworthy to your satisfaction. In war, use the crafts of illusion and camouflage to make sure your side wins. Devote yourself to your art and those you love with equal fervor, for one must have a reason to live beyond mere survival.

Baravar Cloakshadow (bair-uh-vahr clohk-sha-doh) is a crafty, vengeful deity who specializes in deceptions. He is unforgiving of any creature who threatens his charges, and he feels no compunction against acting against those who have earned his enmity. Although he shares Garl's love of a good practical joke, Baravar's jests and tricks may cause no little discomfort to the victims. He is also a thief and enjoys using illusions to confuse creatures before robbing them. Often, Baravar steals out of boredom as much as for any other reason. The Sly One sends celestial agents to harass goblinoids from a distance even before the gnomes are threatened: "Do unto them before they have a chance to do unto you" is a philosophy he often acts upon. His level of vigilance and layers of illusion have led many to believe that he is verging on paranoia. Much of his time recently has been spent working on a master illusion spell that would prevent a gnome from ever being detected unless he or she wanted to.

The church of Baravar is only loosely organized, for the veil of secrecy that surrounds it also shields its members to some degree from one another. Baravar's clergy is deeply involved in experimenting with and refining the art of creating illusions. A sizable fraction of the clergy are adventurers, charged with tracking down and acquiring new spells and magic items that allow the creation and control of effects from the school of illusion. Other clerics work as researchers, ever-refining their magical craft. Clerics of Baravar are generally sneaky, smart gnomes, and they serve their communities as spies and investigative agents and by teaching skills such as disguise, camouflage, and hiding. Clerics of Baravar pray for their spells at dusk, as the cover of night begins to conceal their activities.

The clergy of Baravar venerates the Sly One in a monthly ritual known as the Cloaking. Although these rituals are always observed on the night of the new moon, the exact location and nature of the ceremony varies every time. The Cloaking is often held in public places, and attendees consider it a point of honor that outsiders never detect such assemblies. This practice has led to a common joke among the Forgotten Folk that any unexplained gathering of two or more gnomes must be "another meeting of the Illusory." Baravar's clerics make offerings to their god by creating illusions of items they saw, heard, or otherwise sensed. The greater the realism of such deceptions, the more the deity is pleased. Many clerics multiclass as illusionists or rogues.

Callarduran Smoothhands
Deep Brother, Master of Stone, Lord of Deepearth, the Deep Gnome
Power Level: Intermediate God
Gender: Male
Portfolio: Mining, The Svirfneblin, The Underdark
Domains: Caverns, Darkness, Protection
Symbol: a gold ring with a star
Alignment: N
Divine Casters Alignment: Any
Origin/Worshipers: Deep Gnomes
Favored Weapon(s): Handaxe
Dogma: Callarduran led his chosen people into the deepest depths of the earth so that they might discover the joyous beauty of rubies and other gems. Beware the dangers of Deepearth, and guard against evil races such as the drow who employ any means necessary to seize what is not rightfully theirs. Protect and serve your community. Celebrate the beauty of minerals and gems and understand their value in craft, art, and magic.

Callarduran Smoothhands (kal-ur-duhr-an smooth-hands) is by nature solitary and thoughtful, and he rarely consorts even with other gnome gods. He is a benign but secretive deity, caring only for his own people and their defense against drow and the other dangers of the Underdark. He intercedes to defend his followers from such dangers, and his appearance is heralded by a loud humming which can be heard through solid rock. Largely ignored by the other gnome subraces, the Deep Brother is venerated primarily by the svirfneblin as their patron deity, with a strong emphasis on his protective aspect and his oversight of the all-encompassing earth and the treasures to be found within.

The church of Callarduran is tightly organized, sharing information between clans and cities alike and coordinating their people's collective against the omnipresent dangers of their homeland, particularly the drow. Callarduran's clergy is ever vigilant against the very real threat of drow incursions into the territories of the deep gnomes. Many lead small war bands against the drow in the hopes of hunting them down before they inevitably turn against nearby svirfneblin enclaves. The Deep Brother's clerics are teachers of magic, particularly that of the school of illusion, and work within their communities to spread such knowledge among all the deep gnomes. Clerics and druids of Callarduran pray for their spells at twilight when the sun (figuratively) sinks into the earth.

The followers of Callarduran assemble on the shore of a subterranean lake or pool to observe an annual event when small patches of a specially bred species of phosphorescent fungi in the cavern roof light up like stars, creating an illusion of the night sky reflected in the waters below. This is called the Festival of the Star, and it celebrates the continued protection the Deep Brother provides to the descendants of the svirfneblin who followed him into the Deepearth. For deep gnomes this event reaffirms their ancestral ties with the surface world and reassures them that they have not been abandoned in the hostile environment deep beneath the surface of the earth. Many clerics multiclass as fighters or illusionists. They turn rather than rebuke undead.

Flandal Steelskin
Master of Metal, Lord of Smiths, the Armorer, the Weaponsmith. the Great Steelsmith, the Pyromancer
Power Level: Intermediate God
Gender: Male
Portfolio: Metalwork, Mining, Fitness, Smithing
Domains: Earth, Fire, Good, Strength
Symbol: a flaming hammer
Alignment: NG
Divine Casters Alignment: LG, NG, CG
Origin/Worshipers: Gnomes
Favored Weapon(s): Lighthammer
Dogma: The treasures of life are buried within Flandal's embrace, and only hard labor, dedication, and great craftsmanship, as taught by the Master of Metals, can reveal that hidden beauty. Dig mines, extract ores, and forge suits of armor, weapons, and other items of metal. Strive to refine known techniques, invent new processes, and stay physically fit.

landal Steelskin (flan-dahl steel-skin) is a true master artisan. He is ever-demanding of his own work and strives tirelessly to increase his skill. He is also a patient tutor, and only lazy and indifferent crafters draw his ire. The Master of Metal is often found traveling with one or two of the other gnome deities in search of new ores and veins of metal to use in his forges. When Flandal is not traveling, he can be found in his workshop, planning or making a new magical weapon. He is no stranger to battle, trusting in the products of his forges to see him to victory. Although Rhondang, his magical warhammer, is capable of conversing with all fire-using creatures, its language proficiency in no way means that Flandal is friendly toward those beings, though the deity is prone to talk first before attacking. On rare occasions, Flandal instructs gnomes in some very tricky smithing process or guides them to untapped metal ores. He may also mediate disputes between gnomes and fire- dwelling creatures.

Not unlike a guild of artisans, the church of Flandal allows its members a great deal of individual freedom, serving primarily as a forum for improving their skills and exchanging ideas. Members of Flandal's clergy are peerless miners and smiths. They continuously hone their skills in underground environments, seeking an intuitive understanding of their natural environment. Many serve as teachers, instructing other gnomes in the art of detecting likely veins of ore, unsafe environments, and the presence of hostile creatures. Clerics of the Master of Metal oversee the safety of gnome miners and inspect the output of gnome smithies. Nearly all members of the clergy are considered master smiths when working with one or more types of metal, and they produce fantastic weapons and suits of armor whose quality rivals that of clerics of Moradin. Flandal's clerics are expected to undergo regular strength and stamina training, a practice that keeps them physically fit for mining, smithing, or battle, as needed.

Clerics of Flandal pray for their spells at noon, when the forge of the world is at its brightest and hottest. Many clerics multiclass as fighters.

Gaerdal Ironhand
The Stern
Power Level: Lesser
Gender: Male
Portfolio: Combat, Protection, Vigilance
Domains: Good, Law, Protection, War
Symbol: an iron band
Alignment: LG
Divine Casters Alignment: LN, LG, NG
Origin/Worshipers: Gnomes
Favored Weapon(s): Warhammer
Dogma: The best defense is unswerving vigilance. Serve Gaerdal with absolute dedication and devotion. Defend and protect gnome communities against all invaders both obvious and hidden. Never cease to hone the skills of war, and take the opportunity of relative peace to pass such talents on to gnomes at large.

aerdal Ironhand (gair-dahl eye-urn-hand) is the most dwarflike deity of the gnome pantheon, rarely smiling and fiercely intense, and the only gnome deity who could be considered stern. Gaerdal takes his duties as protector of gnome burrows very seriously, at the cost of sacrificing a playful spirit. The Shield of the Golden Hills has no use for tricks, jokes, or deceits, and he remains unsmiling at gnome tales and pranks. The other gnome deities say he chuckles in private, but this is deeply uncertain. Gaerdal often assists gnomes in preparation for battle.

The church of Gaerdal is organized in a strict military hierarchy. Gaerdal's clerics are as close to being a warrior caste as one could find among gnomes, and their numbers are fairly small. They are rather moralizing, much less given to levity than most gnomes, and may often be administrators, judges, and the like. Their role as protectors is of major importance to both their religious teachings and the safety of the communities in which they dwell. Although temples of the Shield of the Golden Hills are rare, Gaerdal's clerics usually erect small statues of Gaerdal at the major entrances to gnome settlements to remind other gnomes of their daily duties. The closest most members of Gaerdal's clergy get to actively seeking enjoyment is their perennial and self-assumed task of making life difficult for the followers of Baravar and, to a lesser extent, Baervan and Garl.

Clerics of Gaerdal pray for their spells at dawn, marking the beginning of a new day. Most clerics multiclass as fighters or paladins.

Garl Glittergold
The Joker, the Watchful Protector, the Priceless Gem, the Sparkling Wit
Power Level: Greater God
Gender: Male
Portfolio: Fine Smithing and Lapidary, Gem Cutting, Illusion, Trickery
Domains: Community, Good, Illusion, Trickery
Symbol: a gold nugget
Alignment: NG
Divine Casters Alignment: LG, NG, CG
Origin/Worshipers: Gnomes
Favored Weapon(s): Battleaxe
Dogma: While life may sometimes be hard, it is important to keep a sense of humor and always welcome opportunities for laughter and delight. Communities are forged through the cooperation and communal spirit of a group of individuals who work and play together. The strength of a community is the cooperation that binds individuals into more than the sum of their contributions. A great prank can lighten hard times and make good ones shine. Never take yourself too seriously, lest you lose touch with those you protect and care for. Do not fear change or the unorthodox - therein lies the future. Above all, do what works.

Garl Glittergold (garl gliht-ter-gold) is a gentle and approachable deity, one who values quick thinking and a clear head more than almost anything else and who rarely stays in one location for very long. Though physical prowess and spiritual might are important, nothing is more crucial than keeping it all in perspective. Garl watches over cooperation among gnomes at all times. He prefers trickery, illusion, and wiles to direct physical confrontation, although if forced to fight he is hardly weak. Garl often steals evil weapons and magic intended for malefic ends and then disposes of them. He is also a mischievous trickster, said to have the largest collection of jokes in the multiverse. The Watchful Protector is ever alert to threats to the Forgotten Folk and watches directly over their affairs. If such threats cannot be forestalled, Garl vigorously defends against them as needed and appropriate. Although his military prowess usually emphasizes defense, the deity shows himself as a grim and determined warleader when his people are physically threatened.

The church of Garl is quite prominent in gnome society, although fairly loosely organized for a lawfully inclined faith. Garl's clerics serve their communities as artisans, educators, entertainers, mediators, and protectors. Even those who wander in search of adventure serve this function, for their exploits are incorporated into the oral tradition of the Forgotten Folk and related for generations thereafter. In their teaching of the young, members of the Joker's clergy combine a very earthy practicality with a streak of humor that keeps their young charges entertained and their learning all the better for that. Many also work as smiths (particularly goldsmiths), miners, and gem cutters, and they are expected to contribute to the best of their ability, regardless of their seniority. The clergy maintains a careful vigilance toward hostile races, especially kobolds, and watches over the collective strength of the Forgotten Folk. Finally, the clergy must maintain a good archive of jokes, jests, and tales.

Clerics of Garl pray for their spells early in the morning, shortly after the sun rises. The Communion of Laughter is celebrated on the 13th of each month through a variety of activities that last the entire day. Although the ordering varies from temple to temple and there are many variations thereof, the Joker's rituals include a period of prayer and quiet contemplation, dancing atop the central dais, the sharing of communal meals, storytelling to the accompaniment of visual displays of magic, and joke-telling contests that last late into the night. Individuals offer a bit of gold (or other precious metals, if gold is not available) to the deity, even if it is just a handful of gold dust, and the money so collected is used by the temple in its entirety to the collective benefit of the community. Many clerics multiclass as rogues or illusionists.

Segojan Earthcaller
Earthfriend, the Rock Gnome, Lord of the Burrow, Digger of Dens, the Badger, the Wolverine
Power Level: Intermediate
Gender: Male
Portfolio: Earth, Nature, Rock Gnomes, The Dead
Domains: Cavern, Earth, Good, Repose
Symbol: a glowing gemstone
Alignment: NG
Divine Casters Alignment: LG, NG, CG
Origin/Worshipers: Rock Gnomes
Favored Weapon(s): Mace
Dogma: The earth is the heart and soul of the Forgotten Folk. From its nurturing embrace spring forth the children of Garl, on its surface and amid its tunnels and caves they dwell in life, and beneath its silent shroud they rest in death. Preserve and protect the natural world that lies beneath the roots of those who dwell on the surface. Dig burrows, tunnel, and explore, for the Badger welcomes all gnomes into his domain. Ware the evil that ensnares those blinded by the avarice and destructive impulses of the Crawler Below, and the Lord of the Burrow shall protect those who dwell in his demesne and live in harmony with his teachings.

Segojan Earthcaller (seh-goe-jann urth-cahl-ur) is an earthy and pragmatic deity who always communicates in a direct and straightforward fashion. Although he attempts to defuse and avoid conflicts if possible, the Earthfriend is a fierce opponent if he or his followers are attacked, particularly when he or his followers are threatened in their den. The Lord of the Burrow only intercedes directly when gnomes who dwell within the earth are threatened, usually in situations when interactions between rock gnomes, deep gnomes, and other races who inhabit the Underdarkare brought into conjunction. Segojan is seen as the patron of rock gnomes.

The church of Segojan is very prominent in rock gnome communities and acts in a quite organized fashion working closely with the clergies of other gnome gods In conjunction with the clergy of Baervan Wildwanderer, they work to preserve and protect the natural world, particularly the diverse ecology found beneath the surface. In conjunction with the clergy of Flandal Steelskin, Segojan's faithful supervise mining operations and oversee the safety and protection of gnome miners. In conjunction with the followers of Callarduran Smoothhands, they work to forge ties between gnomes who dwell on or directly beneath the surface and the deep gnomes of the Underdark. Segojan's clerics go further than others in actively seeking to watch over boundaries with the territory of Underdark races and tunnels deeper underground than gnomes usually explore. Rock gnome clerics, who form the core of Segojan's clergy, often serve as emissaries on behalf of surface communities of gnomes to their deep kinfolk, and many seek to establish and maintain trading routes between the two subraces. In accordance with their deity's supervision of the dead, whose mortal forms are interred in his domain, clerics of Segojan preside over most funeral rituals for the Forgotten Folk in addition to their other duties.

Clerics and druids of Segojan pray for their spells at dawn in preparation for the day to come. Segojan is venerated at quarterly holy days that mark the first day of each new season. His faithful gather in plainly adorned earthen dens and offer forth gemstones, both worked and unworked, in honor of the treasures of the earth that the Lord of Burrows provides. Such treasures are then placed in small holes dug previously by badgers before covering them with dirt. Segojan is said to employ small burrowing animals to move the jewels elsewhere for gnomes to discover anew. Despite great amounts of excavation, none of the buried offerings have ever been found again in the immediate vicinity of where they were placed. Many clerics and druids multiclass' as fighters or illusionists.

Urdlen
The Crawler Below, the Evil One
Power Level: Intermediate God
Gender: ?
Portfolio: Blind Destruction, Bloodlust, Evil, Greed, Hatred, Uncontrolled Impulses
Domains: Chaos, Destruction, Earth, Evil, Madness
Symbol: a while mole
Alignment: CE
Divine Casters Alignment: CN, CE, NE
Origin/Worshipers: Evil Gnomes
Favored Weapon(s):
Dogma: Succumb to the bloodlust. Hate, covet, crush, despoil, and kill. Revel and exult in orgies of death and destruction. That which is living or created by life, must be murdered or destroyed. The strong survive and the weak are their cattle. Propitiate the Crawler Below so it does not come for you.

Urdlen (urd-len) crushes life without regard. There is nothing it does not want to spoil or destroy. The Crawler Below is a genderless, half-mad, blindly destructive impulse. No one can predict where it will strike next or what its plans are to further the cause of evil among the Forgotten Folk. The nature of its plans tq bring evil into the hearts of gnomes are not understood even by the other gnome deities. It is said that Urdlen lusts for precious metals, jewels, and the blood of any humanoid.

The church of Urdlen is secretive in the extreme, a murderous cult within the communities it infiltrates or a lurking threat outside the margins of society. From their subterranean warrens, Urdlen's clerics wage an unending war on communities of the Forgotten Folk, particularly the clergies of the other gnome deities. When not hunting other creatures, members of the clergy work to steal objects of value, particularly gems and works of art, and then destroy or deface them. They generally share their lord's love for evil and deadly pranks directed against all creatures, including gnomes.

Clerics of Urdlen pray for their spells at midnight, when the world is buried in darkness. In a regular ritual known as the Feeding, Urdlen's clerics appease their deity by pouring the blood of the creatures they kill into the ground and burying it. Jewels and valuable metal goods are also sacrificed to him by ruining them (breaking, tarnishing, melting) and then burying them. Many clerics multiclass as blackguards or rogues.

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PostSubject: Re: Pantheons of the Flanaess   Tue Sep 21, 2010 3:13 pm

Orc Pantheon


Bahgtru
The Strong, the Leg-Breaker, Son of Gruumsh
Power Level: Intermediate God
Gender: Male
Portfolio: Strength, Combat
Domains: Chaos, Destruction, Evil, Strength, War
Symbol: a broken thighbone
Alignment: CE
Divine Casters Alignment: CN, CE, NE
Origin/Worshipers: Orcs
Favored Weapon(s): Unarmed Strike
Dogma: The mighty shall crush the weak, thus strengthening the tribe. Scorn the shields of weakness and rely only on your physical prowess, for strength is enduring. Think not crafty thoughts, for they undermine the strength of the tribe. Loyalty to your leader is all that is required of you.

Bahgtru is an awesomely stupid god of incredible might, who scorns all arms and armaments or workings of magic, and values only physical strength. He is said to challenge and battle all manner of archetypal beasts and roams the planes tearing the landscape asunder.

The church of Bahgtru is largely subservient to the temple of Gruumsh, not unlike the relation between the son and the father. Bahgtru's clergy are often the strongest members of the tribe, leading the elite males, who serve as bodyguards to the chief. The Son of Gruumsh insists his clerics remain unquestioningly loyal to the chieftain of the tribe until he is defeated in a challenge of physical prowess or slain. They engage in near constant physical training, and subject the young males of the tribe to endless training as well to improve their strength, and thus the overall strength of the tribe. For Bahgtru's faithful, loyalty extends only to the clan, and thus rivalries between clans are encouraged, for doing so strengthens the orc race as a whole.

The clerics of Bahgtru pray for their spells at dusk when the Leg Breaker tears the sun from the sky. Each month, when the moon is full, Bahgtru's followers gather for a Festival of the Strength, during which many challenges drawn on physical prowess are held. Some challenges are lethal, an inevitable winnowing of the weak. Many clerics multiclass as barbarians, even in fairly civilized tribes, although some multiclass as fighters or warriors.

Gruumsh
One-Eye, He Who Never Sleeps, the One-Eyed God, He Who Watches
Power Level: Greater God
Gender: Male
Portfolio: Orcs, Conquest, Strength, Survival, Territory
Domains: Cavern, Chaos, Evil, Tyranny, Strength, War
Symbol: an unwinking eye
Alignment: CE
Divine Casters Alignment: CN, CE, NE
Origin/Worshipers: Orcs
Favored Weapon(s): Spear
Dogma: Seek unceasing war against your enemies, and kill or enslave those that oppose you. Acquire territory and living space. Destroy elves, their homes, and their lands. Crush the dwarves and take their deep caves for your own. Be strong, and be prepared to show your strength at any moment. Showing weakness is the key to an early death. Those that are too weak to fight for your tribe should be put to the spear. The greatest gift that He Who Watches gave to the orcs was the ability to survive where the weaker races would die. Build your strength in these lands and use them to overrun your enemies.

Gruumsh (groomsh) is the aggressive and driven leader of the orc pantheon. Constantly battling other deities for what he feels was stolen from him at the dawn of creation, he pushes the orcs of the world to follow his example and conquer and slay their enemies. His great spear is covered in the blood of elves, and his ever-burning torch is reflected in his one remaining eye.

Gruumsh's church relates the legends of the orcs from generation to generation and spreads the worship of the deity through fear, inspiration, and an iron hand. The church takes an active role in the clan leadership, undermining a secular leader that opposes its goals. They are responsible for the elimination of the sick, weak, lame, or unfit members of the tribe, regardless of age or status. Like most of his pantheon, Gruumsh's church is extremely patriarchal. Nonclerics are never allowed to say his name and may refer to him only by title.

Clerics of Gruumsh prepare their spells in the dark of night. Their holy days are the times of the new moon and anniversaries of great battles against elves, dwarves, or other orc tribes. His cleric commonly multiclass as barbarians or fighters. Particularly zealous clerics gouge out their left eye as a sign of devotion.

Ilneval
Son of Strife, the Horde Leader, the War Maker, the Lieutenant of Gruumsh
Power Level: Intermediate God
Gender: Male
Portfolio: Warfare, Leadership
Domains: Destruction, Evil, Planning, War
Symbol: a bloody longsword
Alignment: NE
Divine Casters Alignment: LE, NE, CE
Origin/Worshipers: Orcs, Orogs, Half-Orcs
Favored Weapon(s): Longsword
Dogma: Strength is as much a function of the mind as one's body. Train hard and think craftily in preparation for war, for all life is an endless battle. Unite your tribe into a raging storm, for there is great strength in numbers if all can work in concert. Once the time for combat is nigh, however, charge into the fray undaunted and let the blood fly where it may. Only through personal courage do you prove yourself fit for the mantle of leadership.

Ilneval (ill-nev-all) is the daring war leader, ever leading the charge into battle with only victory and destruction on his mind. Before a battle begins, however, he carefully plans his strategy to maximize his chances of winning and inflicting terrible damage. Ilneval is more cunning than Bahgtru and nearly as strong. His bravery inspires great loyalty to his own superior. He brooks no challenge to his position, always destroying any potential rival. Ilneval is seen as the patron of powerful orc crossbreeds.

The church of Ilneval occupies a powerful position in orc tribal life, second only to the church of Gruumsh, and they work together to oppress other faiths to ensure that position remains unchallenged. Many members of the clergy are officers in tribal armies, answerable only to their chieftain. Though the church of Gruumsh is responsible for issuing the call to summon a horde, it is the duty of the temple of Ilneval to marshall the scattered tribes into a horde united against a common foe.

Clerics and adepts of Ilneval pray for their spells at dusk in preparation for the night's battles. His church observes few holy days, other than obeisance to those honoring Gruumsh in a token display of loyalty to the One-Eyed God, for Ilneval is not interested in dwelling on past victories, but plotting new ones to come. The most sacred celebration of the year is held annually at Greegrass, when Ilneval's clerics assemble hordes of orc warriors to swoop down on civilized lands, spreading destruction and violence. Many clerics multiclass as fighters

Luthic
The Healer, Great Mother, the Cave Mother, the Blood Moon Witch
Power Level: Lesser
Gender: Female
Portfolio: Fertility, Medicine, Orc Females, Servitude
Domains: Caverns, Evil, Healing
Symbol: orcish rune of home
Alignment: NE
Divine Casters Alignment: LE, NE, CE
Origin/Worshipers: Orc Females
Favored Weapon(s): Unarmed Strike
Dogma: Life is sheltered within the earth from which it springs. Honor the wisdom of the Cave Mother, whose strength is the backbone of the horde and the root of valor in battle. Understand your position within the tribe and do your part to strengthen the tribe against all rivals. The cave is the sheltering embrace of the Mother of Bahgtru and the bastion of orc strength. Endure all hardships.

Luthic (looth-ick) has a strong affinity for the earth on which her enduring strength is built. Although hardly able to be considered kind, she tends to the injured with brusque efficiency and is seen as the quiet bedrock on which her pantheon rests. The Cave Mother doesn't take kindly to those who abuse her name, inflicting wasting diseases on her offenders. She has a nasty temper which can erupt at any given moment. Though outwardly servile to the male orc gods, she is cunning enough to manipulate Gruumsh and Bahgtru, and through the two of them, she often gets her way.

The church of Luthic is prominent within most orc tribes, primarily because it claims the bulk of the female population as its worshipers. Her chruch appears outwardly weak in comparison to the other orc gods' clergies, and is subservient to the church of Gruumsh. In truth, the Cave Mother's church forms the stable base of most tribes, ensuring that a steady stream of future orc warriors are born each year. Clerics of Luthic tend to the general health of the tribe, healing injuries sustained in battle, ministering to the young and females in childbirth, and generally maintaining morale among the tribe. They are also known to teach simple healing and herbalism to orcs, skills that enable the tribe's warriors to survive many battles.

Clerics and adepts of Luthic pray for their spells each day whenever the moon is highest in the sky. Her holy days are tied to the new moon, the symbol of orc fertility. The Feast of the Moon is know to the Cave Mother's followers as the Coming of the Winter Cave, for most tribes must retreat to Luthic's domain during the harsh winter months. Many young are conceived during this celebration, ensuring another generation of warriors. Rumors exist of a secret group of Luthicar monks existing within some tribes, attacking unarmed since females are denied the use of weapons by males.

Shargaas
The Night Lord, the Blade in the Darkness, the Stalker Below
Power Level: Intermediate God
Gender: Male
Portfolio: Darkness, Thieves, Stealth, Night, the Underdark
Domains: Caverns, Darkness, Chaos, Evil, Trickery
Symbol: a skull in front of a blood red crescent moon
Alignment: CE
Divine Casters Alignment: CN, CE, NE
Origin/Worshipers: Orcs
Favored Weapon(s): Shortsword
Dogma: The darkness is cold and everlasting, but provides a dark mantle for the blade in the night. With silent stride and hidden hand, cull the weak from the tribe and eliminate all other races. Go down into the deep tunnels and wage war with those who dare abide in the demesne of Shargaas. Be alert for weakness in the eyes of the chieftain, for his mistakes may spell your own doom.

Shargass (shar-gas) is a dark and brooding deity of terrifying cruelty and evil. More cunning than Ilneval, his scheming and efforts are cold and calculated. His hatred of non-orcs is rooted in a basic hatred of life itself, and he even views orcs as little more than killing tools to be discarded when their usefulness has run out. He is thought to stalk in the depths of the earth, deep beneath the caves of most orcs, and is seen as the patron of orc tribes that live in the Underdak.

The church of Shargaas is secretive in nature, its members usually hiding their affiliation from the rest of their tribe. The temple is a powerful, but hidden force with most tribes, methodically culling the weak to strengthen the tribe as a whole. Shargaas's clergy can strike fear into even the most powerful orc chieftain, for they often eliminate leaders they see as cowardly or ineffectual with a sharp blade in the back under cover of darkness. The church of Shargaas often works on the edges of enemy battle groups, silently eradicating those who might raise an alarm or put together an effective defense against a burgeoning horde.

Clerics of Shargaas pray for their spells at midnight, when the world is shrouded in darkness. His clergy gather under the darkness of each new moon to honor the Stalker Below in a dark ceremony known as the Chant in the Abiding Darkness. The faithful are required to bring an item of great value to its previous owner to sacrifice to Shargaas, preferably the heart of some enemy. The assembled then begin chanting a series of ritualistic prayers to the Blade in the Darkness, pledging to serve as his silent and deadly weapons. Many clerics multiclass as assassins, blackguards, divine seekers, rogues, or shadowdancers.

Yurtrus
White Hands, the Lord of Maggots, the Rotting One
Power Level: Intermediate God
Gender: Male
Portfolio: Death, Disease
Domains: Death, Destruction, Evil, Suffering
Symbol: a pair of white orc hands
Alignment: NE
Divine Casters Alignment: LE, NE, CE
Origin/Worshipers: Orcs
Favored Weapon(s): Unarmed Strike
Dogma: Death is inexorable and eventually claims all life. The ravages of plague are simply death claiming victims who have yet to fall in battle, leaving all creatures to simply choose the manner in which death will most likely strike. The touch of White Hands can be forestalled only by bowing down to the Rotting Lord and begging his mercy, but, in time, plague strikes all living things. Fear him, for death lurks in the shadowed corners of Luthic's cavern and it will inexorable come again.

Yurtrus (yer-truss) is the embodiment of life-destructive principles, an ever-present terror to be feared and dreaded by most orcs. As Shargaas represents the fear of what lurks below in the darkness, Yurtrus embodies the threat of death and disease that orcs must live with on an ongoing basis. The Lord of Maggots doesn't speak or communicate in any fashion, though he sometimes seems receptive to properly respectful prayers and sacrifices to spare a particular individual or tribe from the ravages of disease. He is depicted as an orc with rotting sore-covered flesh all over his body, with the exception of his pale clawed hands.

Aside from an order of monks, the church of Yurtrus is loosely organized, its clergy scattered throughout numerous clans and tribes. Clerics of the Rotting One are seldom tribal leaders, though the terror in which their deity is held gives them a great deal of independence. The clergy acts as intermediaries between their tribe and Yurtrus, interceding with him when the tribe is ravaged by disease or plague. Clerics of Yurtrus also dispose of the bodies of the dead, regardless of how they died. His church is also given authority over tribal food stores, determining whether meat is too rotted to eat or water is too tainted to drink. For this reason, some tribes have begun to venerate the Lord of Maggots as a deity of sustenance and health, or more precisely the opposite, and thus is to be propitiated.

Clerics and adepts of Yurtrus pray for their spells at dusk in the dying of the day. Sacrifices are commonly made to the Rotting Lord through the deliberate infection of a victim with an especially horrible disease. Many clerics multiclass as blackguards, monks, or rogues.

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