Chronos (Deity)

  • Spheres: Time, History, Knowledge, and Ancestors
  • Gender: Male
  • Alignment: True Neutral
  • Power: Greater Deity
  • Symbol: Hourglass
  • Favored Weapon: Staff
  • Influence: Patron of historians, scholars, and sages.
  • Domains: Celerity, Fate, Planning, Time, Knowledge, Destiny

Description: Universally depicted as a grey-skinned, white-haired, wizened old humanoid, bearing an overly large hourglass and a staff.

Lore and Knowledge: The Timekeeper, Chronos is the oldest known deity besides Corbrin. It is said he has existed since the beginning of time, and will be around at the end of time. He is the one constant in the multiverse.

Followers: Chronos actually has few active followers. His existence is generally taken for granted. Only scholars and historians actively seek his guidance, as the prophets of Chronos are undeniably accurate in their predictions.

    Affiliated Organizations:
  • Order of the Hourglass: The official church of Chronos.
  • Timewalker’s Guild: This organization delves into the secrets of time, including manipulation and travel thru the medium.
  • Hands of Chronos: This fanatic organization is devoted to stopping those who attempt to cheat time; liches, wizards, or those that try to extend their own lives.

Class Information:

Clerics: Clerics of Chronos tend to be lore keepers, and rarely venture out from their vault-like temples. Clerics of Chronos often serve as historians for their communities, and track family records. Clerics of Chronos must be partially neutral.

Clerics of Chronos always know what time it is, regardless of their environment. They cannot Turn/Rebuke Undead; instead, 3 times per day, plus their Charisma modifier, they can Slow one target, as the spell. A Will save DC 10 + 1/2 the cleric's level + Charisma modifier negate's the effect.

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, The Planes), Profession, Spellcraft

Favored Soul: Favored souls of Chronos are often those naturally in tune with the flow of time. They can feel the passage, like water running over them. Favored Souls have an inherent bonus of +2 to their Initiative. They can be of any alignment.

Brunis (Deity)

  • Spheres: Revelry, Dance, Drinking, Rebellion
  • Gender: Male
  • Alignment: Chaotic Good
  • Power: Intermediate Deity
  • Symbol: Chalice
  • Favored Weapon: Spear
  • Influence: Patron of hedonists, dancers, and rebels.
  • Domains: Competition, Courage, Gluttony, Halfling, Liberation, Good, Chaos, War, Feast, Joy, Passion

Description: Often depicted as a large, hearty, obnoxious, muscular humanoid, bare-chested and carrying a stout spear in one hand, and a hefty golden chalice in the other.

Lore and Knowledge: Brunis is the other twin son of Midir. Known as the Giant-Slayer, Boisterous Brunis, or the Merry-Maker, Brunis is worshipped by all those who enjoy a good time, as well as those that thumb their noses at authority. Brunis holds court on the plane of Ysgard.

Followers: Followers of Brunis tend towards Chaotic, but any who plan to hold festivities or celebrations make offerings or prayers to this deity. Brunis is also the patron of those that would usurp authority, though he often encourages rebellion for rebellion’s sake.

    Affiliated Organizations:
  • Order of the Plentiful Horn: The church of Brunis. They always have the best parties.
  • True Anarchists of the People: These individuals strive to overthrow authority, and establish an ideal anarchic society.

Class Information:

Clerics: Clerics of Brunis must be Chaotic, and they cannot be Evil. Services are often performed in simple togas or loincloths. There are no standard vestments for the worship of Brunis. Likewise, there is no formal canon for the church.

Clerics of Brunis cannot Turn Undead. Instead, they are able to Inspire Merriment in a target, 3 times per day, plus their Charisma Modifier. This effect is the same as the spell Hideous Laughter. The cleric’s level is the caster level, and the save DC is 10+1/2 the cleric’s level + Charisma Modifier.

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, The Planes), Profession, Spellcraft, Perform (Dance)

Favored Soul: Favored Souls of Brunis are either avid hedonists, and enjoyers of life, or eternal rebels devoted to whatever cause they can find. They must be Chaotic. Due to their free-spirited ways, they gain a +2 to save vs. Compulsion effects.

Bormir (Deity)

  • Spheres: Contracts, Treachery, Manipulation, Tyranny
  • Gender: Male
  • Alignment: Lawful Evil
  • Power: Intermediate Deity
  • Symbol: Scroll
  • Favored Weapon: Heavy Mace
  • Influence: Patron of Lawyers, some Merchants, Swindlers, Efreeti, and Devils.
  • Domains: Charm, Domination, Greed, Mind, Pact, Planning, Retribution, Trade, Tyranny, Evil, Trickery, Law, Truth

Description: Bormir the Tyrant, he rules with his mighty scepter, demanding obedience from his subjects. One of Midir’s twin sons, Bormir is the great manipulator and swindler, twisting laws to his own designs.

Lore and Knowledge: Bormir is one of the twin sons of Midir. The Tyrant, or the Iron Handed One, he has a citadel on the plane of Baator.

Followers: Followers of Bormir tend towards evil or neutral. Good-folk may give him his due when undertaking a major contractual negotiation. Society generally sees Bormir as a necessary evil, though his worship is outlawed in many places, as a whole it is tolerated. They have even managed to gain acceptance to practice law in the Courts of the Realms, alongside clerics of Midir.

    Affiliated Organizations:
  • Church of the New Order: The lay priests of Bormir, maintain the laws set forth by their God.
  • Lawyers of Bormir: The legal arm.
  • Hands of the Tyrant: This dark cult is determined to bring all of Eninn under the control of the Tyrant, or the mortal incarnation of Bormir himself.

Class Information:

Clerics: Clerics of Bormir must be Lawful, and may not be Good. The vestments of Bormir are only required to be worn during service, and at court. The vestments are black, with a white runed phylactery. A wig is worn while at court, and during many services and holidays.

There is a canon for Bormir. It is the Tome of Law, used by clerics of Midir, but with an addition detailing the discrepancies and loopholes in the natural order. Clerics of Midir see it as sacrilegious, and of dubious validity, while followers of Bormir see their objections as proof that it is true and meant to be concealed.

Clerics of Bormir may not break an oath that they have sworn. Doing so counts as a major transgression, and the cleric loses all class abilities until they atone. Clerics of Bormir are loathe to give their oath to anyone, for this reason.

Clerics of Bormir cannot turn/rebuke undead, but they can Rebuke/Command Lawful outsiders.

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, The Planes, Local), Profession, Spellcraft, Bluff, Forgery

Favored Soul: Those inspired by Bormir typically seek to become tyrants in their own right. They must be Lawful Evil, and gain +4 on social checks when dealing with Lawful Evil outsiders. They also gain +1 CL when casting Compulsion magic.

Tethos (Deity)

  • Spheres: Art, Music, Poetry, Civilization, Literature
  • Gender: Male
  • Alignment: Neutral Good
  • Power: Intermediate Deity
  • Symbol: Paintbrush
  • Favored Weapon: Rapier
  • Influence: Patron of artists, bards, writers, and performers.
  • Domains: Charm, Community, Creation, Dream, Elf, Travel, Herald, Joy

Description: Often idolized as a young adult male, with blonde hair and green, twinkling eyes in green and brown leather armor. Humans show him as a human with elven features, where elves depict him as an elf of considerable comeliness. The dwarves worship an aspect that is shown as a great herald of the dwarves. Halflings and gnomes, likewise, show him as a particularly learned and knowledgeable member of their races. Orcs do not worship Tethos; the rare exception worships the version idolized by one of the other races.

Lore and Knowledge: The Great Bard, or the Singer of Songs, Tethos is said to have sparked creativity in the civilized races. Some scholars even point to worship of Tethos as a demarcation on whether that culture or race has become ‘civilized’. Tethos is often associated with many lesser and minor deities known as muses, that typically personify a particular area of the arts and civilization, from frantic creativity to inspired self-sacrifice.

Followers: Worshippers of Tethos are those that appreciate the arts, and literature, and general creativity. Artists, poets, architects, writers, and many sages and scholars all pay homage to Tethos. Every bard pays some respect to their inspiration. Followers of Tethos cross all ethical alignments; some worship him to further civilization or the arts, while others seek his aid for their own greed. Tethos’ strongest base of support resides in large cities, and elven communities.

    Affiliated Organizations:
  • Bardic College: The association of bards and troubadours, actors, and performers.
  • Sanctuary of the Divine Beauty: The central organization devoted to the worship of Tethos.
  • Sage’s Union: Organization of scholars and sages.
  • Seekers of the Song: Secret organization devoted to discovering the Song of the Ages.

Class Information:

Clerics: Clerics of Tethos must be neutral or good; they cannot be evil. Once per year, they must create a work of art, or conduct a performance, and devote it to Tethos. Any proceeds from a live performance must be given to the church, to further the arts, while any physical work of art must be donated to the church.

There is a canon for Tethos, which describes the merits of all the known works of art, and lists all the great artists of the ages (having it grants a +2 circumstance bonus to Knowledge (History) skill checks when dealing with art or art history).

Clerics of Tethos cannot Turn Undead. Instead, they may Inspire one target: the target gains a divine bonus to their Attacks, Damage, Skill Checks, or Saving throws (choose one) equal to the cleric’s Charisma modifier for 1 round. Activating this ability is a Swift action. This ability meets any requirements for which Turn/Rebuke undead are required, and may be used 3 + Charisma Modifier times per day.

Class Skills: Appraise, Concentration, Diplomacy, Heal, Knowledge (Arcana, History, Nobility, The Planes, Local, Religion), Listen, Perform, Spellcraft

Favored Soul: Favored Souls of Tethos are typically great artists or performers. They lose proficiency with medium armor, but gain the ability to Inspire Courage as per a Bard of the same level. Perform is one of their class skills.

Astar (Deity)

  • Spheres: War, Wrath, Hatred, Executions
  • Gender: Male
  • Alignment: Neutral Evil
  • Power: Intermediate Deity
  • Symbol: Arrow
  • Favored Weapon: Battleaxe
  • Influence: Patron of soldiers, generals, Orcs and Bugbears.
  • Domains: Force, Hatred, Orc, Suffering, Wrath, War, Destruction, Death, Strength

Description: A dark-skinned, red-eyed humanoid wielding a great two-handed battleaxe, and wearing obsidian armor, Astar is a fearsome deity.

Lore and Knowledge: Astar is known as the Destroyer, Lord of Battle, or the Blood God. His power base is on the Outer Plane of Gehenna. Astar is directly opposed to Corrine. He is not allied with the other deities of the Lower House; he’s on good terms with Morphius and Mortis.

Followers: Followers of Astar include soldiers, generals, and war-like races. Even though he’s seen as an evil god, many good-aligned makers-of-war still make offerings to the Lord of Battle for success in their endeavors.

    Affiliated Organizations:
  • Temple of the Scar: The official church of war and battle.
  • Warmaker’s Guild: A loose association of soldiers and mercenaries.
  • Ragers of Battle: Crazed bezerkers who seek out battle and destruction.

Class Information:

Clerics: Clerics are heavily tattooed and mutilated. These tattoos and piercings are a mark of their devotion to their deity, and their standing within the church. There is no canon for Astar, but the vestments are black leather and blood red cloth, and a studded leather mask.

Clerics of Astar are expected to make a sacrifice to their deity once a month. Any warm-blooded animal will do, but some evil groups prefer sentient creatures.

Clerics of Astar cannot Turn/Rebuke Undead. Instead they can channel divine energy to Incite Rage in a target an equal number of times per day (effects are the same as the Rage spell, caster level equal to the cleric’s level, and the save DC equal to 10 + ½ the Cleric’s Level + the Cleric’s Charisma modifier). This ability meets any requirements for which Turn/Rebuke undead are required.

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, The Planes), Profession, Spellcraft, Intimidate

Favored Soul: Favored Souls must be evil. They are typically violent, and easily angered. If injured, they must make a Will Save (DC = 10+damage taken) or enter into a frenzied rage, equivalent to a barbarian’s rage, for 10 rounds. They can only enter this state once a day. If they have the rage ability naturally, then they can ignore this effect.

Favored Souls of Astar gain DR 1/-.

Perform skill and Bards

Bard's start play knowing a number of styles of Performance equal to their Intelligence modifier + 1 (Minimum of 1). They may learn additional styles of Perform as normal: by spending an equal number of skill points for each additional style.

Ex.: Cylius the bard has a 12 Intelligence. At level 1, he has a Perform skill of 4, and chooses Comedy and Oratory as his two Perform styles (Int Mod + 1 Styles). At level 2, he can raise his Perform to 5. Thus when performing Comedy or Oratory, he has a skill of 5. If he wanted to learn another style at the same skill level, such as Stringed Instruments, he'd have to spend 5 skill points.

    Styles or Techniques
  • Act (comedy, drama, mime)
  • Comedy (buffoonery, limericks, joke-telling)
  • Dance (ballet, waltz, jig)
  • Keyboard instruments (harpsichord, piano, pipe organ)
  • Oratory (epic, ode, storytelling)
  • Percussion instruments (bells, chimes, drums, gong)
  • String instruments (fiddle, harp, lute, mandolin)
  • Wind instruments (flute, pan pipes, recorder, shawm, trumpet)
  • Singing (ballad, chant, melody)

Astalus (Deity)

  • Spheres: Goodness, Purity, Virtue, Courage
  • Gender: Male
  • Alignment: Lawful Good
  • Power: Intermediate Deity
  • Symbol: Diamond
  • Favored Weapon: Longsword
  • Influence: Patron of many Lawful Good cities and towns.
  • Domains: Community, Courage, Inquisition, Pride, Purification, Good, Protection, Law, Celestial, Deathless

Description: Astalus is often depicted as a powerful human male, clad in Celestial battle armor, wielding a tower shield and longsword. Astalus is the twin brother of Tiranus, his mortal enemy.

Lore and Knowledge: Astalus is known as the Pure, the Holy One True God, and the Astalus the Divine. Astalus resides on the Outer Plane of Celestia.

Followers: The followers of Astalus vary between strict adherents to Astalus as the one-true-faith, and those that also view the merits of the larger pantheon as a whole. Followers of Astalus must be Good. The core of Astalus’s followers is in urban centers, and the faith is especially strong in the Holy Empire of Astalon, a theocracy in southeastern part of the kingdom of Muriah.

    Affiliated Organizations:
  • Celestial Knights: Order of Paladins devoted to Astalus.
  • The Church of the Pure: Church worshipping Astalus.
  • Inquisitus Divinicus: Inquisitors of the Church of the Pure.
  • Fists of the Heavens: Order of Monks that protect sacred shrines and relics to Astalus.
  • Holy Republic of Astalon: Theocracy devoted to Astalus.

Class Information:

Clerics: Clerics of Astalus must be Good. They also must be chaste and celibate. They are required to wear their holy symbols at all times; if not they suffer a -1 to their Caster level.

There is a canon for Astalus, describing the seven virtues, and the trials of purification Astalus himself had to go thru. Vestments for Astalus are white robes with a gold trim. The more ostentatious the vestments, the higher ranked the cleric.

Clerics of Astalus gain a +1 bonus to save versus Evil spells and effects.

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, The Planes), Profession, Spellcraft, Sense Motive

Favored Soul: Favored Souls of Astalus are embodiments of purity and goodness. They of course must be Good. Favored Souls of Astalus may Detect Evil at will as a paladin.

Paladins: Paladins of Astalus are often known as Celestial Knights. Upon reaching 4th level, a Paladin of Astalus can expend a Turn Undead attempt as a swift action to gain a Magic Circle of Protection from Evil effect, centered upon themselves. This protection lasts for 1 round per Charisma bonus.

Regions of Muriah

This is a breakdown of the political regions of the continent of Muriah.

Major Regions

League of Free Cities: The League of Free Cities is a loose collection of city-states in the North-East peninsula of the continent, composed mostly of the Dyninn Forest. It is a diverse, and dynamic region, where trade and commerce are highly valued.

OOC: Culturally, a standard Medieval European setting.

Bloodcoast Consortium: A hot and dry region on the west coast, it borders the Sandstorm Desert to its east. Sailors and mercenaries, the denizens are hardened from their many years of fighting the Ravlish barbarians from across the straits.

OOC: Arabic and Mediteranean cultures dominate.

Kingdom of Muriah: This small kingdom located in the center of the continent has managed to subjugate the rest of the nations. This region boasts the most developed education systems on the continent.

OOC: Babylonian and Roman similarities

Holy Republic of Astalus: A theocracy devoted to the worship of Astalus (and only Astalus), this land of plains and humble villages are the first line against the barbaric Orclands.

OOC: Culturally similar to the Byzantine empire, with a good mix of religious persecution.

Free States of Dynoria: This incredibly diverse region boasts democratic and emancipatory freedoms. Anyone and anybody can be found here.

OOC: Asian influence, though a true mixing pot of cultures.

Minor Regions

The Dwarven Clanlands: The dwarven lands of central Muriah. Small in area, but they host the best metalworkers in the lands.

The Lower Wold: Kingdom of dwarves in the frozen mountains of the Southern Spine.

The Elven Nations: Isolationist elves along the western coast, in the ancient forests of Myrrh.

The Great Untamed: A wild, sylvan area practically devoid of any settlements.

The Orclands: This ferocious region boasts hordes of monstrous humanoids, bottled up by the Great Wall.

Nevarine Combine: Halfling community strongly allied with the Kingdom of Muriah.

The Dalelands: A sleepy community of halflings in the far north-east.

The Nature of Magic

Magic in the world of Eninn is generated by the great flux of energy left over from the creation. The world itself sits in a vast, invisible wellspring of chaotic power. Magic stems from tapping into this conduit, and shaping the chaotic energies that come forth.

Spellcasters create effects by performing rituals that weaken the boundary between the world of Eninn, and the primordial chaos. This boundary is known as The Great Veil. Spellcasters, and all users of magic, pierce this veil, and draw forth energy from the roiling chaos to cause magical effects. The exact nature of the effects is dependent on four things: the rituals used to channel the energy, the conduit thru which the energy passes, the amount of power tapped, and the means for piercing the Veil.

  • Rituals: Verbal, Somatic components, Glyphs, Arcane symbols and words
  • Conduit: The caster, Material Components, magic item, holy symbol or focus
  • Power: Level of the spell, Caster Level/Skill
  • Means: Divine, Arcane, Innate ability

Divine casters typically appeal to their deity, to weaken the barrier of the veil for them. They’ve trained their mind, thru intense prayer and devotion, to sense the power welling up from the other side, and to channel it for divine purposes.

Arcane casters study words of power, and special glyphs: archaic formulae which describe the very fabric of the universe, and how to recognize, or induce, weaknesses in it. Again, thru intense study, or natural ability, the caster is able to tap into the other side of the Veil.

Many new spellcasters fear that their use of magic will permanently damage the veil, and destroy the world. This is not so – the Veil is self-regenerating, and actually resists penetration. It is maintained by the Goddess Enchantra, Keeper of the Veil, and it is her that allows energy to flow between the roiling chaos, and the world of Eninn. Her twin children, Illias and Nostalus, are both also maintainers of the Veil.

The practical considerations of this is that no two spellcasters cast spells in exactly the same way. Because one of the things which can effect the outcome of a spell is the nature of the conduit, each wizard, sorcerer, cleric, favored soul, etc. must determine the exact aspects of spell casting that works for them. This applies not only to spell casting, but the creation of magic items as well. Typically, variations between two casters will be minor (caster A might flick the wrist, where caster B might roll their wrist in a clockwise manner). Also, the visual display of effects might vary drastically from one caster to another. Caster A might generate purple bolts with a Magic Missile spell, where caster B might have green bolts.

This does not mean that one caster cannot learn spells from another caster. They just need to understand the inherent nature of themselves, and what the spell is trying to do, so that they can figure out how to adjust their own spell casting to generate the same effect, or close to it.

No XP Costs for Spells, Special Abilities, or Item Creation

The amount of Constitution or Charisma damage is dependent on the amount of the XP cost
XP CostConstitution Damage
<100 XP1d3 points
100-250 XP1d4 points
251-500 XP1d6 points
501-750 XP1d8 points
751-1,000 XP1d10 points
1,001 – 1,500 XP1d12 points
1,501-2,500 XP2d8 points
2,501-5,000 XP2d10 points
5,001 – 10,000 XP2d12 points
>10,000 XP3d10 points+1d10 per extra 10,000 XP

Spells, item crafting, and other abilities do not cost XP. Instead, they cause temporary Constitution damage that can only be healed by rest (at a rate of 1 point per full day of rest). If the individual’s Constitution falls to 0 or below, they die.

If the individual has no Constitution score, then they suffer Charisma damage. If their Charisma drops to 0 or below, they are destroyed.

There is no save against the damage, and it cannot be avoided by resistances nor immunities.

Thus only the hardiest spell casters should attempt to cast the most powerful spells. If the caster dies from Constitution damage while crafting a magical item, and the enchanting is successful, then their life force goes into the magical item, which becomes intelligent (gaining the caster’s mental ability scores). They cannot be raised without destroying the magical item.

If the caster dies while casting a spell, they can only be raised via a True Resurrection, Wish, Miracle, or similar magic.

Pantheon: The Gods of Eninn

Astalus, LG, god of goodness, purity, virtue, and courage . Domains: Courage, Inquisition, Pride, Purification, Good, Protection, Law, Celestial, Deathless

Astar: NE, god of war, wrath, hatred, and executions. Domains: Force, Hatred, Orc, Suffering, Wrath, War, Destruction, Strength, Death

Bormir: LE, god of contracts, treachery, manipulation, and tyranny. Domains: Charm, Domination, Greed, Mind, Pact, Planning, Retribution, Trade, Tyranny, Evil, Trickery, Law, Truth

Brunis: CG, god of revelry, dance, drinking, and rebellion. Domains: Competition, Courage, Gluttony, Halfling, Liberation, Good, Chaos, War, Feast, Joy, Passion

Chronos: N, god of time, history, knowledge, and ancestors. Domains: Celerity, Fate, Planning, Time, Knowledge, Destiny

Corbrin, CN, goddess of chaos and the elements. Domains: Cold, Dragon, Madness, Scalykind, Storm, Windstorm, Air, Earth, Fire, Water, Chaos, Destruction, Transformation

Corrine, NG, goddess of mercy, compassion, healing, love, and beauty. Domains: Charm, Family, Renewal, Good, Protection, Healing, Life, Pleasure

Enchantra: N, goddess of magic, discovery, balance, and intelligence. Domains: Balance, Creation, Elf, Force, Gnome, Illusion, Mentalism, Mind, Oracle, Rune, Spell, Summoner, Knowledge, Magic, Artifice, Fey, Meditation, Transformation

Hele, CN, goddess of oceans, storms, lightning, rivers, and the wind. Domains: Cold, Mysticism, Ocean, Scalykind, Storm, Windstorm, Weather, Air, Water, Animal, Plant, Travel, Sky

Illias: NG, god of light, inspiration, good magic, invention, and revelation. Domains: Craft, Creation, Glory, Gnome, Inquisition, Mind, Oracle, Purification, Rune, Spell, Good, Knowledge, Magic, Artifice, Celestial, Deathless, Exorcism

Midir: LN, god of law, justice, truth, honor, and vengeance. Domains: Dwarf, Inquisition, Nobility, Retribution, Tyranny, Protection, Law, Herald, Truth

Morphius, NE, god of decay, disease, famine, filth, suffering, and sloth. Domains: Deathbound, Hunger, Pestilence, Retribution, Slime, Sloth, Spider, Suffering, Evil, Death, Destruction, Decay, Hunger, Pestilence

Mortis: N, god of life, death, and mortality. Domains: Balance, Deathbound, Fate, Undeath, Animal, Plant, Healing, Death, Destiny, Repose, Spirit

Nostalus: NE, goddess of the moon, dark magic, and spirits. Domains: Darkness, Deathbound, Drow, Force, Illusion, Moon, Mysticism, Spell, Spider, Undeath, Evil, Trickery, Magic, Necromancy, Shadow

Nox: N, goddess of the night, the hunt, mysteries, and fertility. Domains: Darkness, Dream, Fate, Lust, Moon, Mysticism, Oracle, Portal, Summoner, Knowledge, Animal, Fey, Pleasure

Solis: N, god of the sun, fire, daylight, and madness. Domains: Glory, Madness, Oracle, Fire, Sun, Healing, Sky

Sunia: NG, goddess of nature, the earth, plants, and family. Domains: Cavern, Community, Family, Renewal, Weather, Earth, Protection, Animal, Plant, Cavern, Feast, Fey, Life, Pestilence

Tethos: NG, god of art, music, poetry, civilization, and literature. Domains: Charm, Community, Creation, Dream, Elf, Travel, Herald, Joy

Tiranus, CE, goddess of evil, corruption, lust, and debauchery. Domains: Charm, Domination, Drow, Envy, Greed, Hatred, Lust, Suffering, Undeath, Evil, Chaos, Destruction, Passion

Ullis, LN, god of strength, competition, civic duty, health, and metalworking. Domains: Community, Competition, Craft, Creation, Dwarf, Metal, Strength, Artifice, Endurance

Vergis: NE, god of commerce, wealth, greed, and travel. Domains: Celerity, Envy, Gluttony, Greed, Hunger, Pride, Trade, Wealth, Travel, Feast, City, Commerce, Herald

Vesparta: N, goddess of luck, gambling, and infatuation. Domains: Celerity, Competition, Halfling, Wealth, Luck, Trickery, Chaos, Travel, City, Passion

The World of Eninn