Showing posts with label Pantheon. Show all posts
Showing posts with label Pantheon. Show all posts

Vesparta (Deity)

  • Spheres: Luck, Gambling, Infatuation
  • Gender: Female
  • Alignment: Chaotic Neutral
  • Power: Intermediate Deity
  • Symbol: Dice
  • Favored Weapon: Shortsword
  • Influence: Patron of gamblers, halflings, and many rogues.
  • Domains: Celerity, Competition, Halfling, Wealth, Luck, Trickery, Chaos, Travel, City, Passion

Description: Occasionally depicted as a waifish humanoid with pixie wings, Vesparta takes many forms.

Lore and Knowledge: An elusive deity, Vesparta has her hand in all things, yet cares for none. Known as Lady Luck, or the Meddler, she seems to take joy in having some sway, for good or ill, wherever her gaze may fall.

Followers: Most everyone offers an oath to Vesparta from time to time, to curse or praise their fortune. Those who rely on their luck more than others, such as rogues, gamblers, and such, give proper oaths to her. Halflings are Vesparta’s most common follower.

Followers of Vesparta can be of any alignment. Temples to Vesparta are most common in major urban centers, and only rarely in rural communities.

    Affiliated Organizations:
  • Church of Fortune: The official church of Vesparta
  • Chance-Blades: Rogues and Swashbuckler’s devoted to Vesparta.
  • Hands of Capricious Fortune: This outlawed, and some say mad, sect roams the land, dispensing random fortunes on those they meet. Lives of its members are often short.
    Holy Days:
  • Fortune's Fool (5th of Nature's Hand): A merry celebration of games, pranks, and comedic antics in honor of Vesparta and her fickle gifts. Celebrated in small villages and large cities alike.
  • Carnivale Day (10th of Harvestmoon): Often held only in the larger cities, it is a 'last hurrah' of merriment amongst the jesters and rogues, with big street parades, shows, and games of chance dedicated to lady luck, and the fortunes she's brought through the year.

Class Information:

Clerics: Clerics of Vesparta must be partially neutral. There is no canon, and no required vestments. All items of chance are sacred to clerics of Vesparta, such as dice and cards. Clerics of Vesparta often grant blessings of fortune to travelers and gamblers, or try to provide aid to those down on their luck.

As a religion, the Church of Fortune is not wholly organized. Itinerant clerics outnumber lay-clergy almost 2-1, as the Church feels it’s members should make their own fortune.

Clerics of Vesparta cannot Turn/Rebuke Undead. Instead, they can Inspire Luck, as a Swift Action, to one target. This grants the target a sacred bonus equal to the cleric’s Charisma Modifier on that target’s next die roll (lasts for up to 1 minute per cleric level). This ability meets any requirements as Turn/Rebuke Undead.

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

Favored Soul: Favored Souls of Vesparta are born under a lucky sign. They gain +1 to all saving throws.

Vergis (Deity)

  • Spheres: Commerce, Wealth, Greed, Travel
  • Gender: Male
  • Alignment: Neutral Evil
  • Power: Intermediate Deity
  • Symbol: Coin
  • Favored Weapon: Dart
  • Influence: Patron of merchants, wayfarers, bankers, and vagabonds.
  • Domains: Celerity, Envy, Gluttony, Greed, Hunger, Pride, Trade, Wealth, Travel, Feast, City, Commerce, Herald

Description: An overweight and short humanoid, Vergis embodies greed, but also commerce and comfort.

Lore and Knowledge: Vergis, while an evil deity, is tolerated in most communities due to his embodiments of comfort and wealth, which most individuals aspire to in some degree. The Coinspinner and the Wanderer, Vergis is also the patron of travelers, wanderers, and the homeless.

Worship of Vergis began in the desert communities of the Sandstorm Desert.

Followers: Most folk allied with businesses give tribute to Vergis in one form or another. Caravans often have a small dedication to Vergis, for successful business and a safe journey. Worship of Vergis is most common in urban communities than rural ones.

Followers of Vergis come from all alignments, but most are neutral and evil.

    Affiliated Organizations:
  • Church of the Coin: Official church of Vergis.
  • Bank of Muriah: The official Bank of Muriah, with a presence in most major cities.
  • Horizonwalkers: A group of travelers for the sake of exploration and slaking their wanderlust.
    Holy Days:
  • Market Day (Once a month): The merchants and sellers in villages and towns alike get together for a small fete to showcase their goods and wares, and allow rural travelers the chance to do all their shopping at once. Often goods are well discounted, or special deals are available. The day varies by city and town, but most are organized by representatives of Vergis.
  • Merchant's Day (17th of Kingsmonth): The various Merchant guildmembers get together to exchange wares, gossip, and news, shutting down their shops and enjoying a private benediction by the clerics of Vergis.

Class Information:

Clerics: Clerics of Vergis can be of any alignment, though they tend towards Neutral and Evil. Clerics of Vergis promote business, wealth, and commerce, as well as travel and exploration.

Clerics of Vergis are expected to take a journey at least once a year. This pilgrimage must last at least a month, and they may not stay in the same place for more than three nights.

Vestments to Vergis are platinum and silver, with a gold phylactery. Copper is sacred to Vergis, as the basis for the economy. Their holy symbols are always a single copper coin, blessed by a high cleric, earned as a salary for a day’s work.

Clerics of Vergis cannot Turn/Rebuke Undead, but they can as a standard action, 3 + Charisma Modifier times per day, add +10 per Charisma Modifier to a target’s Movement Rate for 1 hour per Cleric level. This is known as the Blessing of Vergis, and is highly sought after by travelers and wanderers. It meets any requirements, and is affected by, any Feats or Abilities that apply to Turn/Rebuke Undead.

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

Favored Soul: Favored Souls of Vergis are imbued with wanderlust, and greed. They covet small things, though not necessarily coin. They may have an overwhelming desire to see new places, meet new people, or just hoard books or knowledge.

Favored Souls of Vergis gain +4 saves vs. any effects that impede movement (Holds, Snares, Entanglement, etc.).

Ullis (Deity)

  • Spheres: Strength, Competition, Health, Civic Duty, Metalworking
  • Gender: Male
  • Alignment: Lawful Neutral
  • Power: Intermediate Deity
  • Symbol: Hammer
  • Favored Weapon: Maul
  • Influence: Patron of gladiators, giants, dwarves, and smiths.
  • Domains: Community, Competition, Craft, Creation, Dwarf, Metal, Strength, Artifice, Endurance

Description: Shown as a mountainous humanoid, Ullis is the embodiment of brawn. Usually clad in only a gray loincloth, and wielding an enormous maul.

Lore and Knowledge: Ullis is the Great Crafter, and the Forgesmith, as well as the Gladiator. He revels in tests of strength, and other competition.

Followers: Ullis is widely worshipped by the dwarves, and the giant races. He is also widely praised by gladiators and those engaging in feats of strength. Competitions in Ullis’ name are given often throughout the year, and are bawdy affairs.

Smiths and crafters of all races give praise to Ullis, often giving a prayer for the first item crafted in a new year, or when undertaking a special project.

    Affiliated Organizations:
  • Temple of the Strong: This is the official church of Ullis.
  • Battlechanters of Ullis: These dwarven battlechanters give their oaths to Ullis for strength and duty.
  • Gladiator’s Union: An underground association of gladiators in lands that have gladiatorial combat.
    Holy Days:
  • Grand Games(ends 14th of Summersend): Throughout the year, temples host smaller games in a variety of sports - archery, wrestling, jousting, etc., even a few contests of arcane prowess - throughout the lands, and they culminate in the great championships. With qualifying games held in all of the major cities, the final championships are held in a different city each year, and always draw a huge crowd. Timed to end just before the Summer's Feast, the host city enjoys a huge influx of tourists, travelers, and ne'er-do-wells. The champions of the games are oft talked about for years to come, and are heralded as the best-in-class of their sport.

Class Information:

Clerics: Clerics of Ullis must have at least a 12 strength. There are no vestments to Ullis; instead clerics are expected to wear only a loincloth when engaged in his service. Every cleric is expected to have some knowledge of the forge; Clerics of Ullis gain +2 to Craft (Blacksmithing) checks. Clerics of Ullis must be Lawful.

Clerics of Ullis cannot cheat when engaged in a competition – to do so is a violation of ethos. There is no canon for Ullis. Iron is a sacred material – most clerics wear iron or burnished steel jewelry.

Clerics of Ullis cannot Turn/Rebuke Undead. Instead, as a Swift action, they can grant a Blessing of Strength to themselves or one other living creature within level x 10 feet. The target gains +4 Strength for a number of rounds equal to the cleric's Charisma bonus. They can do this 3 + Charisma bonus times per day. This ability meets any requirements for Feats or Abilities that Turn/Rebuke Undead would.

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

Favored Soul: Favored Souls of Ullis are giants amongst their kind, often the tallest of their race. They are also physically strong and fit. They must have a strength of 14 or better. Favored Souls of Ullis gain +4 to saving throws to avoid or throw off Negative Levels, or vs. Negative Energy or Ability Drain attacks.

Paladins: Paladins of Ullis can expend a Turn Undead ability as a Swift action to gain +4 Strength for 1 round per Charisma bonus.

Tiranus (Deity)

  • Spheres: Evil, Corruption, Lust, Debauchery
  • Gender: Female
  • Alignment: Chaotic Evil
  • Power: Intermediate Deity
  • Symbol: Pentagram
  • Favored Weapon: Whip
  • Influence: Patron of demons, evil creatures.
  • Domains: Charm, Domination, Drow, Envy, Greed, Hatred, Lust, Suffering, Undeath, Evil, Chaos, Destruction, Passion

Description: Shown mostly as a powerful succubus, wielding a wicked force-whip. Always a malicious, yet seductive, smile graces her cruel yet inviting face.

Lore and Knowledge: Tiranus is the embodiment of temptation, lust, and desire. The Great Corruptor, she is said to have tempted numerous kings and queens into her service to spread debauchery and mayhem, solely for her own whimsical pleasure.

Followers: Hedonists and those wishing to fulfill their darkest desires pay homage to the Dark Queen. She has inspired mass murderers, rapists, and the pillaging hordes of the Ravlish at various times.

The worship of Tiranus is outlawed in all good and neutral societies. Some evil communities sometimes have Tiranus as their main faith.

    Affiliated Organizations:
  • Church of the Dark Heart: This is the outlawed cult devoted to Tiranus.
  • Blades of the Forsaken: These blackguards are a cult of fallen-paladins who have succumbed to temptation.
  • Academy of the Dark: These demon-cultists venerate Tiranus for their own dark desires.
    Holy Days:
  • There are no official holy days for Tiranus, though many sects offer her praise in manners befitting her vile nature.

Class Information:

Clerics: Clerics of Tiranus must be evil. They must be celibate, but not chaste. Initiation services to Tiranus ensure that new members are not chaste, as do most other holy rituals.

The vestments of Tiranus are blood red and black. Spiders are sacred to Tiranus. There is a canon, detailing all the many ways to corrupt the good.

Clerics of Tiranus can Rebuke Undead. They gain +1 saves vs. spells with the Good descriptor, and similar effects.

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

Favored Soul: Favored Souls of Tiranus represent the basest, darkest souls of humanity. They are hedonists par excellence, mass murderers, and rapists. The revel in their dark deeds. Favored Souls of Tiranus can Detect Good 3/day, and must be evil.

Sunia (Deity)

  • Spheres: Nature, the Earth, Plants, Family
  • Gender: Female
  • Alignment: Neutral Good
  • Power: Greater Deity
  • Symbol: Tree
  • Favored Weapon: Club
  • Influence: Patron of farmers, treants, sylvan creatures, rangers, and most druids
  • Domains: Cavern, Community, Family, Renewal, Weather, Earth, Protection, Animal, Plant, Cavern, Feast, Fey, Life, Pestilence

Description: A sylvan female humanoid, clad in woodbark and fur, with antlers on her head. She has been depicted in numerous forms – from great oak trees, to oversized natural animals – in various tales and renderings.

Lore and Knowledge: Sunia, the Earthmother, is one of the oldest deities, and credited with giving all living creatures their form. Another dual-natured deity, she is the life-giving druidess, and the ferocious predator; the Hearthwarmer, and the Fanged Terror.

Followers: Most simple rural communities worship Sunia, as they depend on her generosity, and try to avoid her wrath. The first crop of a season is always blessed by a follower of Sunia. Followers of Sunia tend to be neutral. Many rural families have a small shrine to Sunia in their homes, to ward off danger.

    Affiliated Organizations:
  • Church of the Earthmother: The official church of Sunia.
  • Druids of the Sacred Grove: Druidic circle of Sunia, with dominion over the land.
  • Order of Lysentus: This outlawed cult is devoted to returning all lands to nature.
    Holy Days:
  • Spring Festival (1st of Springdawn): A joyous holiday, celebrated in small villages and large towns alike, celebrating surviving another cold winter, and asking for blessings for the planting ahead.
  • Plow Day (8th of Springdawn): Following the Spring Festival, this comical fete features races amongst farmers, to see who can plow a row the fastest. It is generally only celebrated in the smaller villages and towns.
  • First Planting (12th of Nature's Hand): This festival is typically held only in agrarian villages. The villagers get together to help one another in the momentus task of planting the first crops of the season. Volunteers watch children, blacksmiths are on hand to repair broken equipment, and laborers try to show their worth in the fields, in hopes of steady employment.
  • Harvest Festival (Week of the 24th, Harvestmoon): A popular holiday in both villages and cities, it is celebrated differently in each. In small towns, the harvest festival is a week long drive of labor, followed by a great village feast. In larger towns and cities, it typically centers on children, who play various games, and are rewarded with sweets and treats at the end of the week.

Class Information:

Clerics: Clerics of Sunia must be partially neutral. Evil clerics tend not towards greed, but Sunia’s predatory and wrathful aspects. Good clerics are typically community leaders.

Clerics of Sunia have brown vestments, with a green phylactery. The oak is a sacred plant, with most temples having a live oak at the center. Most clerics also carry an acorn from the oak tree where they were ordained.

Clerics of Sunia perform many services in a community: marriage, counseling, rites of passage, etc. They are very active in promoting community and family.

There is no canon for Sunia; lore is passed down in an oral tradition, as it has been done for age immemorial.

Clerics of Sunia cannot Turn/Rebuke Undead. They can Turn/Rebuke creatures with the Animal and Plant types.

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

Favored Soul: Favored Souls of Sunia tend to be animalistic, almost primitive. They enjoy the wilderness much more than urban environments. Animal and Plant type creatures will not attack Favored Souls of Sunia, except in self-defense.

Druids: Druids of Sunia cannot have companions of the Aquatic or Air subtypes. They gain +2 on social skill checks with Fey or Sylvan creatures.

Solis (Deity)

  • Spheres: Sun, Fire, Daylight, Madness
  • Gender: Male
  • Alignment: True Neutral
  • Power: Greater Deity
  • Symbol: Sun
  • Favored Weapon: Morningstar
  • Influence: Patron of farmers, desert-dwellers, sun-worshippers, and the insane.
  • Domains: Glory, Madness, Oracle, Fire, Sun, Healing, Sky

Description: Wreathed in flames, this tall, muscular humanoid is painful to look at, as he radiates the glare of the midday sun.

Lore and Knowledge: One of the first deities with an organized worship, the Sun-Father is one of a dual nature: life-giving warmth, and fiery destruction. Solos gave the first creatures of Eninn the fire of life, with Sunia giving their bodies. Enchantra would later grant the spark of sentience.

Followers: The worship of Solos enjoys a widespread following; only the subterranean races tend not to worship Solos. The following of Solos has declined in the ages since the Godwars, as the new deities have taken hold, but it still maintains a strong faith amongst the small rural communities throughout the land.

Followers of Solos range the gamut from the most noble good, to the most heartless evil.

    Affiliated Organizations:
  • Church of the Sun: Official church of Solos.
  • Fire Knights: A loose organization of paladins devoted to Solos.
  • Cult of the Benevolent Madness: This cult believes true enlightenment comes with great madness. Members routinely expose themselves to the mercy of the desert sun.

Class Information:

Clerics: Clerics of Solos can be of any alignment, with those of an evil or chaotic nature tending to venerate his destructive or madness-provoking traits.

Vestments of Solos are golden yellow and orange, with a pure white phylactery. Gold is a sacred metal to the church of Solos, and clerics often adorn themselves with golden jewelry or goldcloth. The Summer Solstice is a major Holy Day for clerics of Solos.

Good or Neutral Clerics of Solos can Turn Undead. Evil Clerics of Solos can Command/Rebuke any creature of the Fire subtype. Undead are an anathema to clerics of Solos, as are any creatures of the night, or darkness.

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

Favored Soul: Favored souls of Solos are the Sun’s children. They revel in the sun’s light, feeling uncomfortable when away from its warmth. They tend to be very tan, and are more prevalent in desert societies.

Favored Souls gain advantages based on their alignment (they can be any alignment, choose one ability): Chaotic or Evil Favored Souls can cast Burning Hands 1/day, as a sorcerer of the same level, Lawful or Good Favored Souls gain Sacred Purification as a bonus Feat, while Neutral Favored Souls gain Fast Heal 1 while exposed to direct sunlight.

Paladins: Paladins devoted to Solos can use one of their Turn Undead attempts to sheathe their weapon in fire for 1 round per Charisma bonus as a swift action. This fire does 1d6 fire damage on a successful hit; 2d6 damage to undead.

Nox (Deity)

  • Spheres: The Night, the Hunt, Mysteries, Fertility
  • Gender: Female
  • Alignment: True Neutral
  • Power: Greater Deity
  • Symbol: Obsidian Stone
  • Favored Weapon: Longbow/Composite Longbow
  • Influence: Patron of amazons, hunters, some rangers, midwives.
  • Domains: Darkness, Dream, Fate, Lust, Moon, Mysticism, Oracle, Portal, Summoner, Knowledge, Animal, Fey, Pleasure

Description: Nox is shrouded in secrecy and erotic allure. Her description is alluded to only in innuendo and the obscure idea of the sensual. Those few who have been graced with her presence can only describe a beautiful feminine form cloaked in darkness, and exuding mystery, fertility, and desire.

Lore and Knowledge: The Night Mistress or Nightmother, the Dark Lady, the Childmaker and Keeper of the Secrets, Nox is one of the oldest deities. Some claim she is older even than Corbrin, from some other realm, kept in the deepest, darkest of secrets.

Followers: Most humanoids give offering to Nox when they are seeking to start a family. Worship of Nox is older than even that of Solos or Sunia, and as such is practically an engrained part of society.

Besides those seeking a family, most hunters or gamesmen give tribute to Nox, often a small offering from the first kill of a season. Also, anyone seeking to keep a secret burns a small parchment with the secret written, while offering a prayer to Nox, to ensure it is never discovered.

The followers of Nox can be of any alignment. Worship of Nox is especially prevalent amongst the elves and other woodland races, while being less so of underground or subterranean races, such as the dwarves.

Temples devoted to Nox are never located in urban centers, though sometimes altars of worship are. Nox’s temples are almost always in the wilderness, hidden from casual travelers.

    Affiliated Organizations:
  • Church of the Moon: Official church of Nox, the Night Mistress.
  • Midwive’s Association: Organization of midwives throughout the continent.
  • Moonglade Rangers: Association of rangers and wardens devoted to Nox.

Class Information:

Clerics: Clerics of Nox must be celibate, but not chaste. While Nox is the deity of Fertility, her clerics may not raise families while in her service (and in fact, cannot, though many leave service to start families for a time, a practice that is common and often encouraged).

Clerics of Nox must be partially Neutral. Vestments are obsidian silk robes, with a grey phylactery. They are required during rituals, such as the Rite of the Full Moon. There is a canon of Nox, with texts as old as language itself. They are carefully guarded, and only given to prestigious members of the church.

Clerics of Nox cannot Turn/Rebuke Undead. Instead they can Turn/Rebuke any Animal, Magical Beast, or Lycanthrope.

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

Favored Soul: Favored souls of Nox hear the call of the hunt in the very fibre of their being, and the pull of the moon is as a tidal force on their very soul. They tend to be obsessive, and secretive.

During a full moon, Favored Souls gain +1 Caster Level.

Nostalus (Deity)

  • Spheres: Moon, Dark Magic, Spirits
  • Gender: Female
  • Alignment: Neutral Evil
  • Power: Intermediate Deity
  • Symbol: Crescent Moon
  • Favored Weapon: Dagger
  • Influence: Patron of evil magicians, necromancers, the undead.
  • Domains: Darkness, Deathbound, Drow, Force, Illusion, Moon, Mysticism, Spell, Spider, Undeath, Death, Evil, Trickery, Magic, Necromancy, Shadow

Description: Covered in gossamer black silk, Nostalus is a beautiful young girl, whose eyes twinkle with mischief and, at times, malevolence.

Lore and Knowledge: Nostalus is one of the deities charged with maintaining the Veil. Favoring the dark magics, she reveals dark secrets to those who seek them, stealing them from her mother, Enchantra. A mysterious deity, it is unknown where she keeps residence.

Followers: Those who make use of subterfuge and stealth, and those who practice the dark arts, all pay homage to Nostalus. Few outside of the shadows give her any respect, and all sects devoted to her worship are outlawed in Good civilizations. The drow venerate her, along with the Demon-Goddess Lloth.

    Affiliated Organizations:
  • Cultists of the Dark Shadow: Outlawed church of Nostalus.
  • Fang of the Cobra Guild: Premier assassin’s guild of Muriah.
  • Weavers of Mysteries: Secretive cult of magicians wielding strange powers.

Class Information:

Clerics: Clerics of Nostalus are worshippers of the Holy Shadow. They must be Evil. Clerics of Nostalus must wear some dark or black clothing at all times, even if it is just a small scrap. Silver and onyx are both considered sacred to clerics of Nostalus.

Clerics of Nostalus are generally outlawed from open worship in most civilizations. They tend to meet on rooftops or dark alleys at night to perform their dark rituals. These rituals involve many candles, and often large numbers of ravens, which are considered holy to cultists of Nostalus.

Clerics of Nostalus can Rebuke/Control undead. They also tend to have an affinity for magics involving dark magic, and gain +1 Caster Level with spells of the Dark or Shadow descriptor.

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

Favored Soul: Borne and bred of darkness and shadow, Favored Souls of Nostalus shun the light and daytime. They tend to be mischievious and cruel. The suffer -1 Will saves in bright light, but +1 Will saves in shadow or darkness. They also gain +2 circumstance bonus to Hide in Shadows.

Mortis (Deity)

  • Spheres: Life, Death, Mortality
  • Gender: Male
  • Alignment: True Neutral
  • Power: Greater Deity
  • Symbol: Circle
  • Favored Weapon: Scythe
  • Influence: Patron of some necromancers, morticians.
  • Domains: Balance, Deathbound, Fate, Undeath, Animal, Plant, Healing, Death, Destiny, Repose, Spirit

Description: Always shown as a gaunt skeletal figure in black hooded robes, bearing a scythe and a dusty tome: the Book of Souls.

Lore and Knowledge: Mortis governs the cycle of life, from birth to death. He does not judge, he merely facilitates the passage of souls from the wellspring of the Positive Energy plane to their eventual residence in the outer planes. Mortis has been around since life first began, and it is said he will close the Book of Souls when the last living creature dies.

Followers: The followers of Mortis are divided into two camps: the good and neutral followers worship Mortis out of a respect for life, and death. They tend to seek to give people an understanding of the cycle, and to ease and comfort those in their time of loss. The evil sects tend to seek power from Mortis by sending as many sacrifices to the god as possible, or to seek ways to cheat death itself. Most sentient creatures are at least aware of, and respectful of, Mortis.

    Affiliated Organizations:
  • Church of the Unbroken Cycle: Official church of Mortis.
  • Shrine of the Undertaker: Outlawed, evil sect of Mortis
  • Brotherhood of the Circle: Organization devoted to defeating those who’d cheat death.

Class Information:

Clerics: Clerics of Mortis must be partially neutral. There is a canon for Mortis, describing the birth-death cycle, and the nature of life and death. Vestments by sect: Clerics of the Unbroken Circle wear black robes, with grey phylacteries, where Clerics of the Undertaker wear black robes with red phylacteries. Clerics of Mortis must be celibate and chaste.

Clerics of Mortis can Turn/Rebuke Undead. They receive a +2 save vs. Death effects.

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

Favored Soul: Favored Souls of Mortis represent the forces of life, or death. They tend towards either philosophical contemplators, or sociopaths and serial killers. They must be partially neutral. Favored Souls of Mortis gain the Death Touch ability, as if they were Clerics with the Death Domain.

Morphius (Deity)

  • Spheres: Decay, Disease, Famine, Filth, Suffering, Sloth
  • Gender: Male
  • Alignment: Neutral Evil
  • Power: Intermediate Deity
  • Symbol: Rat
  • Favored Weapon: Scourge
  • Influence: Patron of plague bearers, the diseased, the sufferers, and wererats.
  • Domains: Deathbound, Hunger, Pestilence, Retribution, Slime, Sloth, Spider, Suffering, Evil, Destruction, Death, Decay, Hunger, Pestilence

Description: Images of Morphius vary greatly, from a formless mass of flies, to a corpulent slug. All emphasize filth and disease.

Lore and Knowledge: The Bloated One, or the Suffering One, Morphius is known only for the evil he brings to the world. Diseases, plagues, and famine are his hallmark. Many minor deities serve in his court, each representing one aspect of suffering and sin attributed to Morphius. Morphius is greatly allied with Tiranus.

Followers: Followers of Morphius consist only of those who have suffered, and sought solace thru pledging fealty to the Lord of Decay, or those who wish to see others suffer. Worship of Morphius is outlawed in all civilizations. Even the monstrous humanoid societies of the orcs and bugbears despise worshippers of Morphius. Only the goblins tolerate, barely, his shrines.

    Affiliated Organizations:
  • Shrine of Utter Decay: The outlawed church of Morphius.
  • Warriors of the Rat: A vile organization devoted to spreading disease.
  • Plaguebearers: Terminally infected individuals who travel from location to location spreading their suffering, in return for more time.

Class Information:

Clerics: Clerics of Morphius are outlawed in practically all civilizations, as they are a bane to society. They often pose as beggars or the homeless, which has led to draconian measures against both groups in some places. There are no vestments required for Clerics of Morphius, though there is a canon. The canon details the great sufferings of the world, and talks of personal enlightenment and power thru suffering.

Clerics of Morphius are not allowed to bathe. Rats are holy to Morphius, as agents of the dark god. Their holy symbol is a mummified rat that was specially sacrificed to the god.

Clerics of Morphius must be Evil. They can Rebuke/Control undead, and are immune to disease.

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

Favored Soul: Favored Souls of Morphius embody pain and suffering. Tormented souls, they seek to spread their suffering to others, in a wicked sense of justice. They are immune to disease, and can Cause Disease by touch, 1/day (disease is random).

Midir (Deity)

  • Spheres: Law, Justice, Truth, Honor, Vengeance
  • Gender: Male
  • Alignment: Lawful Neutral
  • Power: Intermediate Deity
  • Symbol: Balance
  • Favored Weapon: Warhammer
  • Influence: Patron of judges, officials, vigilantes.
  • Domains: Community, Dwarf, Inquisition, Nobility, Retribution, Tyranny, Protection, Law, Herald, Truth

Description: A stony-skinned, giant sized humanoid, bearing a set of scales in one hand, and a mighty warhammer in the other. Clad in dull iron full plate, Midir is a joyless god of pure law.

Lore and Knowledge: The Arbiter and the Judge, Midir is tasked with weighing the balance of souls who have passed on, and deciding to where they shall reside. It is he who maintains the presence of the world, and prevents it from returning to chaos. As such, it is said Midir set down the formal laws that govern the way things work. It is he who made up up, and down down.

Followers: Midir is not actively worshipped by many outside of nobility and those responsible for keeping the peace. The Kingdom of Muriah has tasked the church of Midir with serving as the only eligible judicial court in the lands. The Holy Empire of Astalon is the sole exception, replacing the clerics of Midir with that of Astalus. Dwarves also view Midir as their chief deity, since he espouses the ideals of a just and fair society.

    Affiliated Organizations:
  • Temple of Divine Justice: The church of Midir in the realms.
  • Soldiers of Truth: Paladin order devoted to Midir.
  • Order of the Fair Representative: Liscensed lawyers who make an oath to Midir.

Class Information:

Clerics: Clerics of Midir must be Lawful. They are required to own a copy of the canon for Midir, which lays out the laws of science, and the laws of the world. It also discusses the various legal systems known to the sentient races. The vestments of Midir are dark grey robes, with a black phylactery, often adorned with runes of the First Laws.

Clerics of Midir swear an oath to uphold the Truth. To lie is considered a transgression before Midir, with the severity dependent on the nature of the lie. Minor transgressions might be simple white lies, where harmful obfuscations of the truth would be a major transgression requiring Atonement. This makes clerics of Midir either poor diplomatic company, or adept at changing the topic, in social situations.

Many clerics of Midir are required to serve some time in the courts of the lands.

Clerics of Midir cannot Turn/Rebuke Undead. Instead, they can Turn/Rebuke Chaotic Outsiders.

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

Favored Soul: Favored Souls of Midir are embodiments of law, and often act as vigilantes or bounty hunters with the blessing of the great Judicator. They must be Lawful. They gain +2 to saves versus Chaos spells and effects.

Paladin: Paladins of Midir can expend a Turn Undead attempt to gain Magic Circle of Protection from Chaos as a swift action. The protection lasts for 1 minute per Charisma bonus.

Illias (Deity)

  • Spheres: Light, Inspiration, Good Magic, Invention, Revelation
  • Gender: Male
  • Alignment: Neutral Good
  • Power: Intermediate Deity
  • Symbol: Silver Circle
  • Favored Weapon: Light Crossbow
  • Influence: Patron of inventors, gnomes, good magicians, and seekers.
  • Domains: Craft, Creation, Glory, Gnome, Inquisition, Mind, Oracle, Purification, Rune, Spell, Good, Knowledge, Magic, Artifice, Celestial, Deathless, Exorcism

Description: A bespectacled, serious looking male humanoid wearing bright, gleaming, silvery robes. His cloth belt is adorned with gadgets and devices of unfathomable function.

Lore and Knowledge: Illias is one of Enchantra’s offspring, and as such aids in aiding the flow of magic thru the Veil. Illias controls the flow of Good magic, and spontaneous revelation. The Lightbringer, and the Gadgeteer, he is said to have a bastion of power on the outer plane of Elysium. Illias is strongly devoted to the destruction of undead.

Followers: All good magic-users pay homage to Illias, as do inventors and scientists. He is one of the chief deities of the gnomes, who worship him as the Gadgeteer. Ghosthunters and other types who make a living destroying undead also have special reverence for Illias. Few Neutral or Evil beings worship Illias; most see him as a meddler in affairs.

    Affiliated Organizations:
  • Temple of the Guiding Light: Official church of Illias.
  • Paladins of the Guiding Light: Order of paladins devoted to Illias.
  • Inquistrix Dominix: Inquisitorial order of Illias, devoted to exposing evil and corruption.

Class Information:

Clerics: Clerics of Illias must be Good. Their vestments are light blue with white trim, and silver embellishments. Their vestments are typically enchanted to glow with a soft aura.

There is a canon for Illias, detailing the ways to thwart evil, and detect its nature in people and places. Clerics of Illias are required to be celibate (but not chaste).

Clerics of Illias may Turn Undead. They are required to be vigilant against undead, and to seek out and destroy the foul beasts whenever feasible. Clerics of Illias gain +1 to the DC for their spells against undead.

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

Favored Soul: Favored Souls of Illias tend to be inquisitive and curious. They dislike the dark, usually seeking out well-lit places. They gain a +1 circumstance bonus to Will saves while in well-lit areas, but suffer a -1 circumstance penalty to Will saves when in darkness. They gain a +2 to Spot checks.

Paladins: Paladins of Illias turn undead as an equal level cleric. They can cast Light up to 3 times per day.

Hele (Deity)

  • Spheres: Oceans, Storms, Lightning, Rivers, and the Wind
  • Gender: Female
  • Alignment: Chaotic Neutral
  • Power: Greater Deity
  • Symbol: Lightning Bolt
  • Favored Weapon: Trident
  • Influence: Patron of sailors, fishermen, seafolk, merfolk, and avians.
  • Domains: Cold, Mysticism, Ocean, Scalykind, Storm, Windstorm, Weather, Air, Water, Animal, Plant, Travel, Sky

Description: Hele is shown as a cruel looking woman, with avian wings, scaled arms and legs, and deep blue eyes. She wears a crown of pearls, and wields a trident in one hand, and a lightning bolt in the other. She’s adorned in a white toga, with a belt of aquamarine and silver.

Lore and Knowledge: Hele is a capricious, temperamental deity. She is the Wingwalker, the Skyrager, and the Tempest. Her moods change from calm and serene to angered and ferocious in a heartbeat. She at times is allied with the clerics of Sunia, and at times openly opposes them.

Followers: All races and folk who make their living off of the water, or sky, pay their due to Hele. Merchants and shipwrights make offerings for a good journey, and shipwrights dedicate their new vessels to the fickle goddess of the sea. Some Elementalists also worship Hele, for her power over Water and Air.

    Affiliated Organizations:
  • Temple of the Open Sea: The official church of Hele.
  • Druids of the Tempest: Druidic circle with dominion over the sky and waterways.
  • Barbarians of the Divine Bolt: Tribe of bezerkers who worship Hele.

Class Information:

Clerics: Clerics of Hele may not be Lawful. Hele is too capricious to be bound by strict order, and only those willing to open themselves to such nature can know her glory.

There is a canon for Hele, and it describes the greater glory of the Sky and Water, and their dominion in creation. It also describes the weather and patterns, granting a +2 circumstance bonus for Survival checks to determine the upcoming weather.

Vestments for Hele are white, blue, or green robes. Kelp, pearls, and aquamarine are all considered sacred to Hele, and their clerics often adorn themselves with these items, as well as colorful feathers and lightning-struck items.

Clerics of Hele cannot Turn/Rebuke Undead; instead, 3 + Charisma Modifier times per day they may Call Lightning from the heavens to strike their target. This bolt does 1d6 electrical damage per 2 levels of the cleric, Reflex save DC 10 + ½ cleric level + Charisma modifier for half damage. It may only be used outdoors. It is a full round action, or a standard action if it is raining, or a storm is present.

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

Favored Soul: Embodiments of the spirits of Air and Sea, Favored Souls of Hele tend towards wild emotional swings. They must be Chaotic. At home in water or the sea, they gain +2 to their Swim checks, and can hold their breath twice as long as normal (or double Swim MR if they are water-breathing). They also gain +10 to their Fly MR, if they are able to Fly.

Druids: Druids devoted to Hele can only select animal companions that can fly, or are aquatic. They gain 5 Lightning Resistance.

Enchantra (Deity)

  • Spheres: Magic, Discovery, Balance, Intelligence
  • Gender: Female
  • Alignment: True Neutral
  • Power: Greater Deity
  • Symbol: Five-point Star
  • Favored Weapon: Quarterstaff
  • Influence: Patron of some Elves, neutral magicians, scientists, psionicists.
  • Domains: Balance, Creation, Elf, Force, Gnome, Illusion, Mentalism, Mind, Oracle, Rune, Spell, Summoner, Knowledge, Magic, Artifice, Fey, Meditation, Transformation

Description: Enchantra is viewed by almost all cultures as a humanoid with elven features, bright glowing orbs instead of eyes, and feathery arms and legs.

Lore and Knowledge: The Maintainer of the Veil, Enchantra was spawned from Corbrin’s own chaotic self, wholly formed. It is she who is said to have sparked the magic of sentience in the modern races, and gave them the ability to rise up against the Dragon Lords who had enslaved them. The Great Magister herself is known to exist only in the great void surrounding Eninn.

Followers: All those who practice magic give homage to Enchantra, or one of her offspring. Scientists and many philosophers also view her as their own patrons. Followers of Enchantra can come from any walk of life, but rarely are of extreme alignments (Evil arcanists tend towards Nostalus, Good arcanists tend towards Illias).

    Affiliated Organizations:
  • Church of the Veil: Official church of Enchantra.
  • Protectors of the Veil: Militant arm of the Church of Enchantra.
  • Delvers of the Great Secret: Secret organization devoted to plunging the depths of magic.

Class Information:

Clerics: Clerics of Enchantra must be partially neutral. Clerics of Enchantra tend to be considerably skilled spell casters. There is a canon for Enchantra, which details many mysteries of magic. Possession of the canon grants a +2 circumstance bonus to Knowledge (Arcana) checks. Vestments for Enchantra are used during special ceremonies and holidays, and are adorned with many stars. They consist of light blue robes, white phylactery, and silver or gold stars. Higher ranking clerics tend to adorn themselves with jewelry and gemstones such as sapphires or blue topaz, which are considered attuned to the goddess.

Clerics of Enchantra cannot Turn/Rebuke Undead. Instead, their power over the ebb and flow of magic allows them to apply their Charisma modifier as a penalty or bonus to the effective Caster Level of any target within 30 feet. No creature can be reduced to below a 1 for their Effective Caster Level. Activating this ability is a Swift Action, and lasts for 1 round. It may be used 3 + Charisma modifier times per day, and meets any requirements as Turn/Rebuke Undead would.

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

Favored Soul: Favored souls are beings infused with pure magic. They are adventurous, and enjoy seeking out undiscovered lands. Their affinity with magic allows them to Detect Magic at will.

Corrine (Deity)

  • Spheres: Mercy, Compassion, Healing, Love, Beauty
  • Gender: Female
  • Alignment: Neutral Good
  • Power: Intermediate Deity
  • Symbol: Olive wreath
  • Favored Weapon: Shortbow
  • Influence: Patron of healers, doctors, pacifists, and some artists.
  • Domains: Charm, Family, Renewal, Good, Protection, Healing, Life, Pleasure

Description: Images of Corrine show her as an utterly beautiful figure in white robes, or a toga, with an olive wreath crown.

Lore and Knowledge: The daughter of Sunia, Corrine is known as the Peacebringer, the Pacifist, and the Compassionate Beauty. She’s the embodiment of physical and emotional harmony. She is said to maintain court in the Elysium fields.

Followers: Many individuals make offerings to Corrine, for seeking love, marriage, or for settling arguments or differences. Those of lesser moral standing often seek out Corrine for physical beauty and charm, to further their own lot. Her flock is strongest in urban centers, though doctors and healers throughout the lands give Corrine her due.

    Affiliated Organizations:
  • Church of the Rose: The official church of Corrine.
  • Healer’s Order: Organization of traveling healers, who declare political neutrality.
  • Glamour Academy: Noble’s school devoted to teaching charm, grace, and beauty.

Class Information:

Clerics: Clerics of Corrine must be Good. They must also have a minimum Charisma of 12, and they cannot willfully take a sentient life, except in self-defense (or the defense of a companion). Even then they are expected to show mercy when possible. Many orders go a step further, requiring their followers to never take any animal or sentient life, at all.

Clerics of Corrine can Turn Undead. They also have the Sacred Healing (PHB II) Feat as a bonus Feat.

Clerics of Corrine are often called upon to perform marriage ceremonies, or marriage counseling. They also serve as healers and doctors for the communities that they are in.

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

Favored Soul: Favored Souls of Corrine are incredibly peaceable individuals, possessed of great beauty, and receive a +2 to Charisma, but have only simple weapon, and light armor Feats. They are typically slow to anger, merciful, even pacifistic.

Corbrin (Deity)

  • Spheres: Chaos, the Elements
  • Gender: Female
  • Alignment: Chaotic Neutral
  • Power: Greater Deity
  • Symbol: Multi-Point Star
  • Favored Weapon: Heavy Flail
  • Influence: Patron of Elementalists, Dragons, madmen.
  • Domains: Cold, Dragon, Madness, Scalykind, Storm, Windstorm, Air, Earth, Fire, Water, Chaos, Destruction, Transformation

Description: Oft depicted as a shapeless, inky black void, with twinkling stars and feminine eyes of changing colors.

Lore and Knowledge: Corbrin has always been, and always will be. The very world of Eninn was created from Corbrin. She is the very embodiment of Chaos. She is the Wellspring, the Essence, and the Eternal. From her might springs all of magic, and ultimately life, though her existence threatens destruction and the void.

Followers: Humanoid followers of Corbrin are few; the majority of her flock consist of dragons, and their kin. Elementalists pay her great respect, but Corbrin meddles little in the world. All ethical alignments respect her, for she is the primeval deity, though the majority of her followers tend towards Chaotic.

    Affiliated Organizations:
  • Shrine of the Dragon: The official church of Corbrin.
  • Elementalists’ Cabal: Rivals to the Arcane Guildtowers, this semi-secret organization furthers the goals of Arcane Elementalists.
  • Heralds of Change: Devoted to chaos and disruption, this outlawed organization seeks to cause true anarchy in society, and the world, in a bid to return to the purity of the primal state.
  • Temple of the Great Void: Worshippers of the supreme essence of nothingness.

Class Information:

Clerics: Clerics of Corbrin must be Chaotic. There is no canon, and no required vestments. Clerics tend to wear gaudy attire of their own design, each attempting to outdo the next with symbols of their deity.

Clerics of Corbrin cannot Turn/Rebuke Undead. Instead, they can Turn/Rebuke Elementals. If another ability grants them the ability to Turn/Rebuke Elementals of a particular type, they do so at +4 Level (if a cleric of Corbrin has the Fire domain, they would Turn/Rebuke Fire Elementals as if they were 4 levels higher).

Clerics of Corbrin gain +2 to all Charisma based skills when dealing with dragons or dragon-kin.

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

Favored Soul: Marked with the very primordial essence of the world, Favored Souls of Corbrin are always Chaotic. They are immune to Confusion and similar effects.

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.