THE RULING GODS
Phant-Chaotic Evil
Draco and Myra-Lawful Neutral/Neutral Good
Balin-Chaotic Neutral
Azimuth-True Neutral
THE DEMI-GODS
Lexor-Lawful Good
Ator-True Neutral
Lent- Neutral Good
Krahs-Lawful Neutral
Arwin-Chaotic Neutral
Racine-Lawful Good
THE GODS OF WAR
Mansal-Chaotic Neutral
Pikahl-Lawful Good
Mendar-Chaotic Evil
Imbrol-Chaotic Evil
THE GODS OF PEACE & HARMONY
Callus-Lawful Evil
Kannon-Lawful Good
Solt-Chaotic Neutral
Tameras-Lawful Neutral
Fey-Chaotic Good
Ormanari-Neutral Good
Quiom-Chaotic Good
Quiom
The unenviable duty of being the goddess of the Ways of Peace, as
well as that of keeping Callus and Solt in line, falls on
Quiom. She fills this daunting role admirably. She has a
wisdom that goes beyond what is conventionally denoted by that term.
Legend calls her "Racine's Beloved"; whether that means they are
romantically involved or that they are somehow related, like father
and daughter, is unclear.
Priest's Attributes
+ They have a permanent Sanctuary spell around them that
affects all free-willed humans and demi-humans, as well
as intelligent undead. All other beings, including
charmed humans and demi-humans, are unaffected.
+ They get a +1 on their Wisdom stat.
+ They are limited to the following weapons: club,
horseman's flail, horseman's mace, quarterstaff, and
warhammer.
+ They can turn undead as a priest of two levels higher
than they actually are (including being able to turn
creatures not normally turnable at their current
level), provided that they are in full clerical robes
and wearing no armor.
As should be expected of the Goddess of Peace, killing is frowned
upon. There is not, however, the prohibition of killing as there is
for the priests and paladins of Lexor. Priests of Quiom spend
most of their time tending to the needs of their followers, gaining
converts by example rather than by force, and tending to nature.
Usually the speed of level advancement is inversely proportional to the
time spent in helping all living things.
Major: Creation, Divination, Charm, Necromantic, Thought, Wards
Minor: Animal, Astral, Elemental, Healing, Numbers, Plant, Summoning,
Time, Travelers, Weather
Draco
After the world was created, someone had to be in charge of making
the grand decisions that would affect it. This job fell to Draco,
although Solt has tried to talk him out of it many times. As
Controller, Draco makes sure everything goes as planned.
he is in charge of the changing of the seasons, the
tides, and long-term human affairs. he is also in charge of the
negative aspects of nature, like volcanos and locust plagues. The
larger of the two moons is named in his honor. Although he has
never gotten so angry at the affairs of the world that he has lost
sight of his ultimate plans, he has at times made life very
unpleasant for some town or province that has been behaving improp-
erly. he has been granted the power to bestow druidical properties
on his followers from Azimuth, and although he does this rarely,
most druids pay at least a small percentage of their tithe to him.
Priests of Draco, druidical or not, cannot wear metallic armor.
However, non-druidical priests gain the following advantages:
+ They can cast find familiar as the mage spell.
+ They have an automatic proficiency in herbalism.
+ They can cast Divination and Weather spells as if they
were one level higher than they really are.
All priests of Draco are permitted to advance in level only on Full
Conjunction nights, i.e., those four nights a year that both moons
are full. A secret ceremony takes place in a grove near the
priest's temple, and at the end of the night, the priest has gained
the earned level.
Major: Animal, Law, Plant, Sun, Travelers, Weather
Minor: Astral, Charm, Creation, Divination, Elemental, Necromantic,
Numbers, Summoning, Time, Wards
Myra
Draco's Handmaiden
The smaller of the two moons is named after Myra, the constant
companion to Draco. Although Myra has few followers, she is
prayed to by slaves, apprentices, and others who serve willingly or
unwillingly. Prayers answered by her usually involve a job or
project that is due in the near future. If the person is judged
worthy, Myra will grant some small help in the job, such as a
perfect day to work outside, a quantity of magic component that
lasts longer than expected, and so forth.
Major: None
Minor: Astral, Creation, Elemental, Travelers, Weather
advancment-see above
Azimuth
Although Draco controls the world, it is Azimuth that actually
decides what is best for it. He made the decision, for instance,
that the moons should be kept synchronous. As long as things are
going smoothly, he rarely steps in to actually do anything. He is
the Great Planner, and although he lets Draco and
Balin do all the dirty work, there is no doubt that he is the
one in charge of the planet.
Priests of Azimuth are always druidical. They adhere almost exactly
to the druid class in the Player's Handbook, with the following
exceptions:
+ They can turn undead as a priest of one third their
level, rounded down.
+ They can cast true seeing once a week per every two
levels, rounded up.
+ They cannot use any magic item that would change the
way things "really are", i.e. wish rings or anything
that uses illusions.
All Azimuth asks of his priests is that they keep the natural state
of things going. Mountains are supposed to be where they are; so
are oceans, countries, and religions. As long as nothing major will
be upset by a priest's actions, all will be well.
Major: Animal, Plant, Sun, Thought, Travelers, Weather
Minor: Charm, Combat, Creation, Divination, Guardian, Healing,
Necromantic, Protection, War, Wards
Mendar
War is not always an art. It gets muddy, bloody, and vicious.
Mendar is the embodiment of these Horrors of War. His worshipers
range from those who have simply chosen fighting as their profession
due to a lack of skill in anything else, to those mercenaries and
others who delight in random killing and violence for its own sake.
Priests of Mendar have the following abilities:
+ They can use any weapon.
+ They use the Fighter combat table.
+ They cannot turn undead.
+ Saving throws vs. death are made at a -2.
+ Normal (unreversed) Healing and Necromantic spells cost
2 spell "slots", but reversed (harmful) ones only cost
the normal 1.
+ They get +1 to their hit-point rolls, over and above
any Constitution bonuses.
There is (as can be expected) great emnity between the worshipers of
Mendar and Lexor. A priest of Mendar must fight (to the
death) to advance in levels. He or she must also
actively seek out battle, and never shy away from any confrontation.
Major: Chaos, Combat, Healing, Guardian, Protection, War
Minor: Animal, Charm, Creation, Divination, Necromantic, Plant, Sun,
Travelers, Wards, Weather
Callus
Callus's official title is goddess of "Non-Verbal Peace-keeping".
This usually gets interpreted as meaning "Peace through Superior
Firepower". Her sphere of influence encompasses those who do not
wish to fight yet are quite capable of defending themselves.
Whereas Lexor tries to avoid bloodshed at all costs, Callus
merely tries to avoid instigating bloodshed at all costs. Callus's
followers will never start a battle, but more often than not, will
finish it.
Despite being one of the Gods of Peace, Callus is one of the most
egotistical, short-tempered gods in this pantheon. She has been
known to go to great lengths to make sure her detractors meet
justice, and then some. She has even been known to wipe clean an
entire island of life simply because a group of invaders had
desecrated a temple of hers that had been neglected for over sixty
years already.
Priests of Callus are expected never to strike the first blow in
combat, although they gain the following powers to ensure their
success should combat occur:
+ They gain the equivalent of a personalized bless spell
against any opponent who has already struck them, per
strike, for that combat only. For example, say a troll
has struck a Callus priest twice. That priest now
has a +2 "to hit" against that particular troll. If
the troll is defeated and then regenerates after combat
is broken off, the priest would go back to having no
bonuses, even though it's the same troll.
+ They turn undead as a priest of one level higher than
they actually are; however, they cannot turn anything
that their present level does not allow them to. In
addition, they come across to the intelligent undead as
something they greatly dislike - to a mummy, they look
like they're on fire; to a vampire, they smell like
garlic, etc.
Any priest who does not do his or her utmost to defend
the honor of Callus when she has been defamed will be defrocked
instantly at best and killed within a day by Callus herself at
worst. That's how truly egotistical she is.
Major: Charm, Creation, Divination, Law, Necromantic, Wards
Minor: Astral, Combat, Elemental, Guardian, Healing, Time, Numbers,
Protection, Summoning, Wards
Balin
Balin is the only deity in this mythos that did not start out as
such. The original Balin was killed in the great War of the
Gods ages ago, by Lexor. It was not until soon after he was
destroyed that the rest of the gods saw just how integral a part the
God of Chaos actually played in the scheme of things.
The world began to get far too orderly, and everything started to
stagnate and crystallize. Magic started to lose its strength.
Governments became outdated and inefficient by not changing along
with the times. The moons fell into exact synchronous orbit.
Science and the arts stopped advancing. People started pleading to
the other gods to intervene and save their lives from the endless
boredom.
Racine and Lexor got together with Draco and Azimuth to solve
this problem. They decided to make an artifact, the Hammer of
Balin, and put it in a random place Eventually, someone found it -
a dwarf whose real name is lost to time - and he
became the new Balin. Everything soon returned to its ways of
chaos and improvement. One thing did not change - the moons were
left in perfect synchronicity, to remind the gods of their mistake
and the consequences.
Because of this recognized need for such a deity, Balin does not
depend as much on his followers for strength as the others do. The
Hammer provides him with all the power he needs to exert his influ-
ence on the world. Followers, of course, are always welcomed anyway.
Balin asks little from his priests. The easiest way to earn
disfavor, however, is to be discreet and hidden. He wants everyone
to know who his priests are, no matter what others may think of
them. His priests should be obvious and obnoxious in attitude and
appearance, and always try to be the center of attention.
skills
+ +1 constitution
+ Can hold extrodinary amounts of liquor with no ill effect
+ Can speak to all domestic & some wild animals in thier own tongue
Major: Animal, Chaos, Plant, Sun, Travelers, Weather
Minor: Astral, Combat, Elemental, Guardian, Healing, Numbers,
Protection, Summoning, Time, War
Favored by Dwarfs & Gnomes
Fey
Humans don't know much about Fey but elves could tell you more.
Fey is thought to be the father of all Elven gods. Sometimes
called the Creator of the Elves or just "the Father", Fey is
only worshipped in the elven nation. The main way of Fey is the
way of art and the way of magic. A lot of the magic allowed by
Fey is used to create beautiful artwork and equiptment. Fey's
priests are taught singing and musical instruments from childhood.
The only time Fey's worshippers are seen outside of elvin villages is when
they send the wardens (paladins) out to get some real world training. These
wardens are sent out of the elven nation for a certain time period,
to learn about other races both humanoid and monster, then to return.
If they survive this "wilderness training", they are suited to be
protectors of the elven forests.
Priests Abilities:
+When wearing studded leather or lighter armor, Priests of Fey have
the ability to hide in forest areas, as a thief of 2 levels lower.
+Undead are hated by Fey's Elves and if they cannot turn it, they
will go to whatever means necessary to destroy it. Fey's Priests turn as 1 level higher.
+Fey's Wardens can use any weapon as well as armor. They are
required to take long sword and long bow as profs. As well as
musical ability and spellcraft. They do however, get musical
instrument and singing as a bonus.
Fey's priests and even Fey's Wardens are cautious around humans
and other humanoids even to the point of mistrust. They do not
treat half-elves any different than humans. However, priests
and wardens who are in the human world, know that they will
eventually have to interact with such humans, so do not shy
away from confrontations. Fey's followers will try to protect
the forests and nature as might druids but will only sacrifice
their own lives if the forest is elven.
Major Spheres:
All,astral,charm,combat,creation,divination,guardian,healing,necromantic,
protection,sun,war,wards
Minor Spheres:
Animal,Chaos,Summoning,Plant,Thought
Racine
Racine, the Controller, is also the chosen leader of the
gods. He is the god of freedom, free will, magic, and, as long as
Ator stays in self-exile, energy. He provides some of the raw
material that Azimuth bequeaths to Draco to do his work. It is he
that all the gods turn to to allow change, settle unsettlable
disputes, and make the workings of the universe as successful as
possible. Being the god of freedom does not imply a chaotic nature,
however; Racine strives to keep freedom a worthwhile thing to
achieve and not let it decay into anarchy.
Priests of Racine are often dual-classed magic-user/clerics, having
had experience in magic use before becoming priests. Non-dual-
classed priests get the following abilities:
+ They can receive half (rounded down) of each level's
spells from the Conjuration/Summoning, Divination, or
Invocation/Evocation schools from the Wizard spell
list.
+ They get a +1 to their Intelligence.
+ They have a maximum Constitution of 15.
+ They can use any magic item usually permitted only to
magic-users, but only if they are following the magic-
user's prohibition of armor at the time of attempted
use.
+ They can only use the weapons allowable to magic-users.
Priests of Racine are supposed to further the causes of freedom,
knowledge, and magic. To go up in levels, they must have demon-
strated the furtherance of at least one of these causes during their
adventuring or other experience-gathering (including, but not
limited to: freeing slaves, using a magic item in an inventive way,
helping establish or solidify a freedom-honoring government,
researching a spell, etc.
Major: Astral, Elemental, Numbers, Summoning, Thought, Time
Minor: Charm, Combat, Creation, Divination, Guardian, Healing,
Necromantic, Protection, War, Wards
Lexor
Lexor represents all that is pure and good in the universe.
Legend has it that Lexor created the elements, the first forms
of life, and the stars. He was also the assassin of Balin, and
since then, has vowed never to bring such harm again to any creature
or cause any of his followers to be put into a situation where
killing is the only answer.
Priests of Lexor tend to be more of the homebody type, since
adventuring almost invariably brings about a life of killing. Most
of his followers that turn out to be the adventuring sort are
paladins - they are better at keeping their temper than the ordinary
person.
Priests of Lexor can use no weapons, even in self defense. The
thought of injuring another being has become so repugnant to them
that the idea of even touching a weapon turns their stomach.
Lexor will also never grant a spell that would cause damage to
another being. Priests do gain extra skills, however, to make up
for these restrictions:
+ They get a +1 bonus to each hit die, over and above any
Constitution bonus.
+ Their armor class improves by one for every two levels
of experience they have, rounded up. A first level
priest has a natural armor class of 9, a third level
priest, 8, and so on. This reaches a maximum natural
AC of 2 at fifteenth level.
+ Their opponents save vs. the priest's command spells at
a penalty equal to -1 for every level of the priest, up
to -10.
+ They have a movement rate of 6" faster than they nor-
mally would.
+ They can retreat instantly, giving their opponent no
extra swing at them while they turn their backs.
+ They can cast teleport, as the mage spell, once per
week per level, up to sixth level. They can cast
teleport without error, once per week per two levels
above sixth, up to 17th level.
Paladins of Lexor can use only bludgeoning weapons. If they
ever, for any reason, kill another creature, they are instantly
stripped of their paladin powers and must go on a quest that, among
other things, will involve bringing the killed creature back
to life.
Their extra skills are similar to the priest's:
+ They get a +2 bonus to each hit die, over and above any
Constitution bonus.
+ Their armor class improves by one for each level of
experience, up to a maximum of -12 (for a -2 natural
armor class).
+ They can cast command once a day per two levels, up to
a maximum of 4 times.
+ They have a movement rate of 3" faster than they usu-
ally would.
+ They can cast teleport once per month per three levels
(rounded down), for a maximum of 6 times per month at
18th level.
It is very hard to get into Lexor's disfavor without actually
killing something. For level advancement, a sacrifice of some
valuable weapon or weapons must be made. The "value" of the
sacrifice must be equal to or greater than the number of the level
being attained. The "value" of a weapon can be determined in the
following manner:
For a bludgeoning weapon : 1
For a slashing or piercing weapon: 2
For every magical "plus": 1
For an evil weapon or one wielded by a great evil
power: at least 1 extra, possibly more depending
on the extent of the evil
The sacrificial weapon must have been obtained through hardship, not
just something picked up at the armory a little before the ceremony.
Major: Astral, Elemental, Law, Numbers, Summoning, Time
Minor: Animal, Charm, Creation, Divination, Necromantic, Plant, Sun,
Travelers, Wards, Weather
Imbrol
Of the three Gods of War, Imbrol is the most subtle.
As the god of the Machinations of War, Imbrol concerns
himself more with the big picture of conflict rather than with
smaller concepts like honor or maliciousness. Priests of his tend
to be royal advisors (or aspiring to be such) or revolutionaries
that sow the seeds of rebellious thought.
His priests get the following abilities:
+ A +1 bonus to their Charisma.
+ The addition of the following to their allowable
spells:
Friends (1st level)
Suggestion (3rd level)
Domination (5th level)
+ The inability to use any weapon themselves that does
more than 6 points of normal maximum damage (i.e. a
dagger [1-3 / 1-2] is acceptable but a footman's mace
[2-7 / 1-6] is not, nor is a dagger +4).
Worshipers of Imbrol prefer setting history-changing events in
motion through intermediaries rather than doing it themselves, or
doing mundane things. The guy who killed (or thought of killing)
Archduke Ferdinand, or the commanding officer who ordered the attack
on Pearl Harbor, would have made excellent candidates.
Major: Combat, Guardian, Healing, Protection, Thought, War
Minor: Animal, Astral, Elemental, Numbers, Plant, Summoning, Sun,
Time, Travelers, Weather
Mansal
To Mansal, going into battle and killing
off one's enemies is the ultimate form of self-expression and
worship. All enemies must be dealt with, and it is a given fact
that some will learn in no other way. Any priest turning thier
back on a fight will be defrocked. Mansal has been known to appear
to her followers in the form of a crow or a raven, black of course.
Priests of Mansal have the following abilities:
+ They can use magical edged (slashing) weapons, as long
as they are proficient in them.
+ They gain a +1 to hit any undead for every three levels
they gain, rounded down.
Paladins of Mansal have the following abilities:
+ Their protection from evil ability is local to the
paladin only (it does not extend 10 feet), and it only
affects summoned or created things.
+ They can raise the morale of their allies as a bard of
half their level.
+ They have a chance to force an enemy to surrender. The
percentage chance is determined by taking the differ-
ence between the paladin's level and the enemy's level.
If this number is positive (i.e. if the paladin is a
higher level than the enemy), then a percentile roll of
that difference or less means that the enemy has
surrendered itself to the paladin. This can only be
tried once, before the battle takes place, and only
with the leader of the opposing forces.
All priests and paladins of Mansal are required to tithe at least
25%, and to bring back the head of an enemy of at least one level
above their current level that they have defeated in single combat
in order to advance.
Major: Combat, Healing, Guardian, Law, Protection, War
Minor: Astral, Charm, Creation, Divination, Elemental, Necromantic,
Numbers, Summoning, Time, Wards
Pikahl
The cry of Pikahl
Of the Gods of war, Pikahl is the only one who maintains one can be a warrior without becoming a killer. Pikahl feels that being a soldier does not have to make you a murderer. A warrior can protect those in need, while still remaining true to himself. Followers of Pikahl tend to be knights, or warriors in the service for the 'greater good'. Pikahl has been known to appear in the form of a mighty warrior, and a hawk or falcon. When you see a majestic bird overhead whilst onh the battlefield combating for good, chances are Pikahl's favor is upon you!
Priests and Paladins of Pikahl receive the following additional abilities:
+ Duration of protection and divination spells doubled
+ Can cast command once per day
+ add 2 bonus to surprise roll
+ In addition Paladins can detect alignment at will
+ Paladins can turn undead as cleric of one level lower
Priest and Paladins of Pikahl are required to serve only neutral or good aligned rulers. They are required to go on holy quests to attune with themselves and thier God, once per year.
Level advancment hinges on spending most of their time on the 'greater good'. IE: helping those in need. Aiding less fortunates. Protecting innocents etc.
Major: Astral, combat, divination, guardian, healing, protection, sun
Minor: Charm, Weather, Animal, Summoning
Favored by knights and good aligned warriors
Solt
It is said that even the other gods try to avoid dealing with
Solt. He has a way of turning
every situation into looking like a win for him, even when it is
not. This is what makes him so confusing to others.
In one legend, Callus and Mansal were arguing about whose
influence crime victims should be under. Solt helped them settle
the matter by not only deciding that they both would have the major
influence over them, but that he himself would have the final say in
their matters. His logic was so twisted and confusing that it
became irrefutable, and so he is the one crime victims pray to to
this day.
In addition to their normal list of spells, priests of Solt can
choose to memorize mage spells from the following list:
Friends (1st level)
Hypnotism (1)
Taunt (1)
Forget (2)
Ray of Enfeeblement (2)
Suggestion (3)
Confusion (4)
Chaos (5)
Domination (5)
Feeblemind (5)
To keep in Solt's favor, once per level a priest must talk a
friend out of a valuable item that the friend holds dear and that
the priest has no use for. The priest cannot go up to the next
level before sacrificing that item.
Major: Chaos, Charm, Creation, Divination, Necromantic, Wards
Minor: Astral, Combat, Elemental, Guardian, Healing, Protection,
Summoning, Sun, Travelers, War
Favored by halflings
Ator
Before Balin died, Ator was an active part of the world and
the universe as a whole. Seeing the imbalance that resulted from
Balin's death, Ator went into a sort of seclusion, vowing
never to bother with the affairs of the world again. This, of
course, left a void of its own, but not as serious as Balin's,
since, even from seclusion, his mere existence continues to affect
the world.
Priests of Ator are an odd bunch. Like the deity they worship,
they care very little for what goes on in the world. They wander
around, being companions to whoever happens to be going they way
they are going at the time, doing whatever they feel an urge to do.
They are basically emotionless shells, looking toward they day they
will die and become part of the big uncaringness that is Ator.
For Ator's priests, the simple fact that Ator exists is
enough to grant them their spells. Their special abilities are:
+ They can keep all their wealth, although they don't
really want more than what will keep them alive.
+ They can use any weapon, but they won't necessarily
want to change from a weapon they already have just
because a new one is prettier, more effective, or more
magical.
+ They get a +3 to save vs. any spell effect that would
act on their emotions, such as Friends, Confusion, etc.
+ They are continuously invisible to undead, as the
spell.
+ They cannot be raised from the dead in any manner.
Ator wants absolutely nothing from his followers, not even a
tithe. Even that freedom doesn't get him many worshipers - most
people have too much life in them to be bound to such an uncaring
god.
Major: Astral, Chaos, Elemental, Numbers, Summoning, Time
Minor: Animal, Combat, Guardian, Healing, Plant, Protection, Sun,
Travelers, War, Weather
Ormanari
Elven Goddess of the Sky and the Weather.
Ormanari is the Elven deity that has precedence over the area above the lands.
Ormanari's avatars (and Ormanari herself if she appears) never touch the ground in any way, their feet are always at least a foot off the ground and will use telekinesis if necessary to pick up objects from the ground.
Ormanari is not a particularly warlike deity but will certainly defend herself and her chosen favourites, either with the aid of a champion, an avatar, or in desperate circumstances will fight herself. Priests of Ormanari can not wear armour, though they can use all shields. Weapons are restricted to those normally allowed clerics, except they may
choose either the short bow or short sword (not both) at the expense of two weapon slots.
+ At 7th level a priest of Ormanari may assume an winged form once per day, which lasts for one hour per level; though they may not choose the
form of any bird larger than an Eagle.
+ At 9th level priests of Ormanari can predict the weather for the next three days with 100% accuracy, and for the following six days with an accuracy
of 75%.
+ At 12th level priests of Ormanari may cast the mage spells of fly and telekinesis once each per day as bonus spells.
Major - All, Animal, Astral, Summoning, Sun, Weather.
Minor - Healing, Guardian, Divination, Combat, Plant.
Only elves and half-elves may be priests of Ormanari
Kannon
Kannon's temples are a welcome sight to any traveller. They will give a free night's stay and a hot meal to any traveller who asks. It is customary, however, to give the temple a donation if the traveller can afford it.
Priests & Paladins
Ability requirements and all restrictions (with alignment altered to NG) are the same.
+ Immune to Disease
+ Protection from Evil, 10' radius
+ Can walk any where there is earth (mud, dust, sand) as if it is a smooth road
+ Call warsteed at 9th level (5% chance for it to be a pegasus)
Duties:
Protect travelers who cannot protect themselves.
Prevent the destruction or blocking of a road of any kind
Aid those in need of aid
Major: Travelers, Weather, Elemental
Minor: Protection, Healing
Arwin
The song of Arwin
Arwin is the Goddess of luck and fate
+ Priests of Arwin may alter an attack or save roll by 1 once per day for every four levels, though it is random in effect (01-50 = +1, 51-00 = -1). This can be cummulative by level, but can not be carried over to the next day if not used e.g. either +/- 2 once per day or +/1 twice per day at 5th level.
+ They may wear any armour upto and including chain mail and any shield. Weapons are restricted to those normally allowed a cleric.
+ Any item associated with chance or luck always works at twice its normal value (irrespective of plus or minus) when used by priests of Arwin. Including gambling tools.
+ Priests of Arwin also gain first level thief abilities at 5th level and
advance at one thief level for every four priest levels they attain. However, they can not use these abilities in ANY form of armour, even leather.
Major - All, Divination, Protection, Numbers, Summoning, Healing.
Minor - Combat, Necromantic, Sun, Weather, Creation.
Lent
God of Music,Bards,and Poetry
Priests & Paladins of Lent tend to spend their time searching out knowledge to aid in storytelling. They are great lovers as well as composers of poetry & prose. There are no known temples to Lent as his followers are almost always travelers and adventurers.
Priests and Paladins are required to take a musical instrament as one of their NWP.
+ Allowed three musical instruments for every Musical
Ability slot.
add +4 to saves vs. all Charm spells.
+ At 3rd Level: can cast charm 3 times per day.
+ At 9th
Level: Song of Suggestion (as Wizard spell Suggestion) once per day.
Major Spheres: All, Charm, Creation, Healing, Protection, Sun
Minor Spheres: Combat, Divination, Guardian
Phant
Priests of Phant gather for dark and terrible purposes.Beware of gatherings of such evil men. Disease & plague is sure to follow. Many also keep rats and giants rats as pets and servants. Player Characters may not be Priests of Phant.
+ Summon 2-12 rats (75%) or giant rats (25%) once per day at 5th level
+ 7th Level: Cause Disease 1/day; and additional once per day every other level.
+ Turn Undead: Turn and Command
- May not use spells to heal in any circumstance, including self.
Major Spheres: All, Creation (in reverse only), Divination, Healing (reverse only), Necromantic, Summoning
Minor Spheres: Sun (reverse only), Combat
Tameras
Tameras is the Lord of fields, crops, and the harvest. Tameras is not only the Lord of fields, he is the lord of the men that inhabit the fields and will protect them at times of danger i.e. harvest time and plowing.
+ Priests of Tameras are only allowed to use any non-metallic armour and wooden shields. They can use the following weapons - flails, scythe, sickle, and staff.
+ Can cast Create Water once daily
+ Can cast predict weather once per week at third level
+ Can cast Plant Growth once per month at 5th level
+ Can cast control temperature once per week at 7th level
Priests of Tameras don't normally make good adventurers. There are
no known paladins.
Major - all, creation, divination, plant, wards
Minor - animal, healing, protection, sun, weather.
Krahs
Krahs is the God of fishermen, sailors, and the sea. It is said that it is he who keeps the seas bountiful, and guides the ships safely back to port. Unlike Ator who sits in self imposed exile, Krahs is very much a part of what makes the world go round. But at the same time, removes himself from 'affairs of state', content to reside in his watery home. Krahs takes pleasure in the sea and it's bounty.
Clerics must take the fishing and navigation NWP's. Krahs has no paladins.
Skills:
+ Cannot turn undead
+ Sphere of protection from fire permanently surrounds cleric and anyone within 30 ft. of him.
+ Add 2 bonus to hit and to damage for trident weapon
+ Can breathe underwater per the potion once per day at 3rd level
+ At 5th level Can cast Create water once per day. Must announce whether fresh or salt water is required.
+ Cast raise/lower water once per week at 7th level.
Major: Healing, Elemental, Protection, Travelers, Time, Weather
Minor: Creation, Plant, Sun. Wards
Favored by Sailors and Fishermen
Return to DragonMeyr
Return to Role Playing
Return to Realms
Questions or Comments E-Mail Michelle