Role-Playing Notes: How the diety reacts in a game-contextual environment

Stats:

AL: Diety’s alignment

WAL: Worshipper’s Alignment

AoC: Area of control or influence for this diety

SY: Holy symbol

Manifestation: The appearance of the diety when it manifests itself physically.

Holy Days: Important dates or days.

The Priesthood: How the priesthood generally behaves in a game-contextual environment.

Favored Weapon: Priests must take at least one weapon prof in this weapon, but are not limited to its use

Weapon/Armor Restrictions: When equipped with anything outside of this parameter, all divine powers do not work.

Domains: 3rd ed. If needed

Major Spheres: See PHB

Minor Spheres: See PHB

Turning: Turn or control undead and any level restrictions.

Granted Powers: Special powers of the priesthood

Prayers: Significant prayers or rituals            

 

The Mystic Circle

 

 

Artema, Our Lady of Goodness and Hope, Mother Sun (High Goddess)

 

                Artema is the primary god(dess) in the Mystic Circle.  She is often considered the mother of all the other gods.  All the other gods and goddesses are in some way connected to her.  Artema is the primary goddess of Arelas, and as much as 75% of the human population takes her as their patron deity.  She dwells in a great castle of white and gold by the city of Yetsira in the Seven Heavens of Celestia.         

                Other names: Aurora (Giantsdeep), Gorodna (Nornuta)

Role-Playing Notes: Artema is almost arrogant in her goodness.  She believes no other deity is as pure as herself.  Bloody crusades have been carried out in the name of her goodness.  However, she is truly a loving god, who cares for humanity and wants to see it live happily.

                   Stats: AL lg; WAL any non-evil; AoC selfless acts, goodness, humanity, the sun, law & order; SY a golden wand (except in Minonia, Chedron and the Hand, where it is a sun with eight rays, the uppermost a golden wand)

                   Manifestation: Artema appears as a beautiful female that approximates a human.  She is dressed in either a richly woven gold toga or a full suit of gold armor, depending upon the situation.  In some cases, Artema is depicted as

                   Holy Days: Tallin 15th, the legendary date on which St. Feronicc landed on Rethez Island, is the most important holy day.  It is known as Pilgrimage Day.  Greenleaf 15th, the legendary date of Artema’s defeat of Buzzoul’s rebellious host (when he was cast into the Abyss forever).  This day is known as Apend or Apendy, from the Mithasian word for ‘to be protected by’, because Artema protected humanity from evil.

                   The Priesthood: Artema’s priests are on every corner of Arelas.  They are entrusted to help those who need it, and to eradicate evil, malevolence and spiritual corruption wherever it exists.  While in temples, the priests wear togas of gold or white.  Outside of the temple, any wear is suitable.  A priest is known as a Sunspeaker or Sunsarm.

                   Favored Weapon: Longsword or mace

                   Weapon/Armor Restrictions: None

                   Domains: Archon, Day, Good, Law, Leadership, Light, Redemption

                   Major Spheres: All, Astral, Charm, Combat, Guardian, Healing, Necromantic, Protection, Sun, Weather

                   Minor Spheres: Creation, Divination

                   Turning: Turn as normal

                   Granted Powers: At 1st level, a priest of Artema may cast light at will.  At 3rd level, a priest of Artema can cast Protection from Evil 3/period.  At 5th level, a priest of Artema can cast Emotion (friendship & hope only) once/period.  At 11th level, a priest of Artema gains the ability to Summon Celestial Helpers (see below).

 

Aurin, The Wise, The Golden (Intermediate God)

 

                Aurin represents all the untapped power and beauty that life has to offer.  Psionicists offer homage to him as well as mages, architects and artists.  Some myths say he created poetry and gave it to humanity to honor that which they did not understand.  The legendary floating city-state of Yrmine is said to be Aurin’s holiest site.  Its fabled beauty is certainly worthy of him.  He dwells in Elysium, on the peaceful islands of Belierin.

                Other names: Altin (Morean Isle, Chresenar)

Role-Playing Notes: All mages, no matter what alignment, endeavor to keep Aurin in their good graces.  The mystical web of energy that all mages draw their power from is kept intact by Aurin and his minions.  Aurin is mostly a peaceful god, who would rather teach than destroy.   Also known as Ausimi in Morean, Chresenar, Minoas and Veros.

                   Stats: AL ng; WAL any good; AoC magic, man-made beauty, creativity, the moon; SY a crescent moon, with a red diamond at the center

                   Manifestation: Aurin appears as venerable human male, with an endlessly flowing white beard.  He is dressed in a long, black robe covered in stars and crescent moons.

                   Holy Days: Each Solstice (~Abainath 15 & Goldenland 15) and each Equinox (~Sunheart 15 & Snowfell 15)

                   The Priesthood: Aurin’s priests are usually mild-mannered and intelligent.  They are not expected to act rashly, and should be ruled by wisdom.  A certain amount of their wealth is expected to be spent on patronizing some creative individual.

                   Favored Weapon: Longbow

                   Weapon/Armor Restrictions: As a mage

                   Domains: Air & Magic

                   Major Spheres: Animal, Astral, Charm, Creation, Divination, Elemental, Summoning, Thought

                   Minor Spheres: Guardian, Plant

                   Turning: Turn as normal

                   Granted Powers: When a priest of Aurin is at 1st level, he must choose a school of wizardry.  He can then cast spells of that school as if he were a wizard of the same level.  These spells count in his priest total.  At 9th level, a priest of Aurin can create a Blessed Arrow 1/period.

 

 

Buzzoul, Deathlord (Greater God)

 

                Buzzoul is darkness and corruption.  He is usually portrayed as a reviled son of Artema, who turned on his mother with vengeance and bitter hatred.  He now leads great hordes of tanar’ri against the baatezu, being a primary player in the Blood War between those two.  His mortal enemy is Khan.  Buzzoul dwells in a pit of darkness on the 666th layer of the Abyss.        

                Other names: Phuul (Nornuta), Tamsos (Orcs)

Role-Playing Notes: Though other gods may represent personifications of evil acts, Buzzoul is corruption and pure evil.  His ongoing war with Khan must derive from this, since Khan wants to rule everything but Buzzoul wants to corrupt, twist and destroy everything.  No other god can ever remember hearing his voice.  Like his priesthood, Buzzoul is secretive and withdrawn.  Also known as Phzul in Nornuta and Mavool in Chresenar.  Zool is a variant occasionally used throughout Arelas.

                   Stats: AL ce; WAL any evil; AoC death, the dead, corruption of goodness; SY a black wand

                   Manifestation: Buzzoul appears as a demi-human shaped mass of black shadow.  The only visible spots are the eyes, two shining white specks.

                   Holy Days: The midnight hour between Greenleaf 15th and 16th, known as Black Apendy.  This celebrates the birth of Buzzoul’s true form, a denizen of the Abyss, while simultaneously twisting the Apendy celebration of Artema’s followers.  

                   The Priesthood: Buzzoul’s priesthood is a cult of evil and death.  Sacrifices, of women and men, children and adults, even non-humans, are typical forms of worship.  Members are almost universally fanatical cult members who have long since become incapable of living in normal society, and most outsiders treat them with the fear and anger they have earned from their deeds.  Most temples are held together by the pure force of will or strength of the leader, a position that is always tenuous and threatened.

                   Organization: The Tower of Buzzoul is the strongest center of Buzzoul’s worship in Arelas, and remains a place of devotion for his followers, but it is not the head of the church.  Localities will sometimes have small cults, which only in a few instances congregate into powerful, organized churches.

                   Favored Weapons: The Blackmace, but if that is unavailable, any mace.

                   Weapon/Armor Restrictions: None

                   Domains: Chaos, Death, Demon, Destruction & Evil

                   Major Spheres: All, Astral, Charm, Combat, Creation, Elemental, Healing (reversible only), Necromantic, Summoning, Sun (reversible only), Wards

                   Minor Spheres: Divination, Protection

                   Turning: Control at 2 levels higher

                   Granted Powers: At 1st level, priests of Buzzoul have an automatic +1 melee when attacking a known priest of Artema.  At 4th level, a priest of Buzzoul can undergo the Sacrifice of Power (see below). At 14th level, a priest of Buzzoul can summon two Vrocks as guards.  They are non-replaceable.  At 17th level, a priest of Buzzoul can make a Blackmace (see below).            

 

Chemoraan, Icewind (Greater God)

 

                Chemoraan is the god of the cold, dark winds that blow across Arelas in winter.  He steals the heat of life with his chilly breath, and for this him and Imaver are often at odds.  He expects his priests to take the unholy heat from the land.  They do not seek necessarily to kill, but rarely take the welfare of life into account.  Good-aligned priests mostly just try to convince others of the beauty of a snow-bound, ice-frozen scene.  Chemoraan dwells in the frozen realm of Cazas, in Pandemonium.        

                   Other names:

Role-Playing Notes: Chemoraan rarely deals with the other gods, and he has no desire to engage in little ego-wars.  He is perfectly happy to

                   Stats: AL cn; WAL any chaotic; AoC winter, cold, winds and land-bound storms; SY a human face, bearded in ice, with cold blue eyes and a stern look (some wealthy temples replace the eyes with exquisite ice gems, found only in the far north)

                   Manifestation: A tall figure consisting of numerous icicles.  A cold bitter wind swirls around it.  A pale light shines from the center of the ice body, but it has no heat.

                   Holy Days: The winter solstice, the shortest day of the year.        

                   The Priesthood: Chemoraan’s priests are an isolated people, who are usually rejected by the rest of society.  They tend to have different aims.  The evil priests desire that all life have the heat sucked out of it, while the good priests simply delight in the beauty and stark reality of the winter.

                   Favored Weapon: Heavy Pick

                   Domains: Chaos & Water

                   Major Spheres: Chaos, Combat, Creation, Elemental, Protection, Summoning, Weather

                   Minor Spheres: Charm, Guardian, Healing, Necromantic

                   Turning:

                   Granted Powers: At 1st level, priests of Chemoraan are immune to the effects of natural cold.  Their skin always feels ice-cold to the touch, but they are not affected.  At 3rd level, the priest of Chemoraan takes only half damage from magical cold (making a save that would normally result in half damage results in no damage).  At 5th level, a priest of Chemoraan is immune to all magical cold, including breath weapons.  At 9th level, a priest of Chemoraan can cast cone of cold once per period, as a wizard two levels lower.  

                   Prayers: “Between the Ice and Sky” is a common prayer used by the priests of Chemoraan.

 

Glenae, Lord of Decay (Lesser God)

 

                Glenae is a sniveling, cowardly monster of a god.  He (the term is applied loosely) has no sexual identity, as that would denote procreation.  Without regard for consequences to himself or others, he spreads his minions through the planes to infect all life with disease, filth and decay.  Mothers warn children not to allow filth to gather, as that invites Glenae.  Crosses (which are traditionally symbolic of the union of men and women in love, and therefore symbolize procreation) are often hung to ward away the clutches of Glenae.  He dwells among the rotten swamps of Cathrys on Carceri.           

                Role-playing notes: Glenae is a coward, plain and simple.  He is terrified of all other gods and will usually fall in line with whoever pushes him the most.  His role in the Blood War often changes.   Also known as Gleinos in Chresenar, Minoas and Morean.

                   Stats: AL ne; WAL ce, ne, cn; AoC disease, misery, decay, atrophy, weakness; SY a skull with the lower jar missing on a pale background

                   Manifestation: A huge (14’ tall) sexless orc-like monster.  Its skin seems to consist of a constantly decaying, moss-like substance.  Its breath reeks of a sewage pit.

                   Holy Days: Glenae has no holy days

                   The Priesthood: Glenae’s priests are never organized into temples.  Instead they exist in small cells, spreading disease in a guerrilla fashion.

                   Favored Weapon: (none)

                   Domains: Destruction, Death & Fire

                   Major Spheres: Animal, Creation, Healing (reversible only), Necromantic, Plant

                   Minor Spheres: Protection, Weather

                   Turning: Control at 2 levels lower

                   Granted Powers:  At 1st level, a priest of Glenae has an appearance of rot and decay, while simultaneously gaining an immunity to all magic and natural disease.  At 8th level, a priest of Glenae gains the ability of Glenae’s Kiss, which functions exactly as Mummy Rot.

 

The Guardian (Demigoddess)

 

                The Guardian is a young goddess, taken into the fold no more than a few centuries ago.  She was an especially devout angel of Sym who achieved goddess-hood on her own.  She is the ever-watchful guard of the heavens, and patrons to all guards, soldiers and constabulatory in Arelas.  She dwells in a great tower at the base of the Seven Heavens of Celestia.

                   Role-playing notes: The Guardian is a watcher, not so much a doer.  She has no armies of her own, but will warn other gods of impending threats.  She will ensure that no uninvited guests ascend the holy mountain at all costs, though.

                   Stats: AL ln; WAL ln, lg; AoC watchmen, guards, protectors, vigilance; SY crossed swords, with an eye between them

                   Manifestation: A female, dressed in brilliant gold armor, with a single, unblinking eye.

                   Holy Days: The Guardian has no holy days.

                   Domains: Law, Loyalty & Martyr

                   Granted Powers: At 3rd level, priests of The Guardian can use Guardians Eye (see below);

                   

Heila, The Free (Intermediate Goddess)

 

                Heila represents the true free spirit.  She embodies those who act as they wish, regardless of the consequences to themselves and others (not, however, intentional malice towards others).  Adventurers, pilgrims and pirates all pay her some homage.  Some say she is the ultimate femme-fatale.  She might be found stalking the halls of Pandemonium, but she rarely stays in one place for long.

                Role-Playing Notes: Heila loves expressions of strength and action as proof of self-worth.  Her mischievous ways have gotten her (and countless love-struck fools) into trouble more than once, but she never changes her ways.  Her original name is Elef’theila, but over the years it has become simply Heila.

                   Stats: AL cn[good]; WAL any chaotic; AoC free spirits, adventurers, pilgrims, criminals, pirates, unrequited love; SY a blue and white cloud

                   Manifestation: Heila is a beautiful, wildly passionate woman dressed in adventuring clothes.  Her long hair alternates between black, red and blond.

                   Holy Days:

                   The Priesthood: Heila’s priests are very different in nature.  Some are quiet, enjoying the beauty of freedom in a cliff-side hut along the coast while others travel with pirates and engage in violence on a daily basis.

                   Organization: There is no organization for Heila’s priesthood, each is an individual.

                   Favored Weapon: Cutlass

                   Domains: Air, Chaos, Luck & Trickery

                   Major Spheres: Animal, Charm,

                   Turning: Turning as normal

                   Granted Powers: At 3rd level, a priest of Heila can move silently as a thief of two levels below.  At 7th level, a priest of Heila is Unfettered by Chains (see below).

 

Horn, The Hammer of War (Intermediate God)

 

                Horn is the god of honor, war, manliness and courage.  He symbolizes and loves all the chaotic beauty of war.  He dwells in Limbo, in a great stone keep known as Wellanarith.  It is considered a permanently stabilized section of Limbo.  The souls of his priests and followers live with him here.  They battle all day long, and eat, drink and lust after women all night long.  Among the Nornutans, his name is Thurn or Thur.

                Role-Playing Notes: Horn is a violent god, but not a vicious god.  He does not enjoy seeing the weak trampled by the strong.  He loves strength and wants to see it displayed in the only way he considers proper: in battle.  

                   Stats: AL cn; WAL any chaotic; AoC war, honor, courage, manliness, chaos; SY a warhammer, handle down.

                   Manifestation: A large, imposing, bearded human male.  He is dressed in bloody, war-ravaged plate armor, and carrying a great warhammer.

                   Holy Days: Differs from area to area.  A day marking a great battle important to that nation or culture is marked as a holy day by that nation’s confederation.

                   The Priesthood: Horn’s priests are almost solely male, and very rough.  They rarely possess any social manners.  Bravery is of prime importance.

                   Organization: Horn’s priesthood tend to be organized in national confederations, usually led by a high-level priest who has garnered fame in battle.   

                   Favored Weapons: A warhammer, usually stained with blood

                   Domains: Destruction, Strength & War

                   Major Spheres:

                   Minor Spheres:

                   Turning: Turn as normal

                   Granted Powers: At 1st level, a priest of Horn gains the martial weapon proficiency, and a +1 melee attack with a warhammer.  At 4th level, any (otherwise unenchanted) warhammer held by a priest gains a +1 enchantment, and gains all the advantages of such.  If the warhammer is used as a thrown weapon, the enchantment remains, but all traces of it will disappear the next round.  The enchantment is non-transferable to another person.  At 7th level, a priest of Horn gains the ability of Mighty Blow once/period.  This works exactly like the paladin’s Holy Smite, except it is not alignment focused.

 

Iedi, The Heart (Greater Goddess)

 

                Iedi is the wellspring of love and emotion that overcomes all people.  Although sexual love is one aspect of her nature, she embodies all love from friendship to parental.  She is         

                Role-Playing Notes: Iedi is entirely non-violent.  Her name is also spelled Aegdi, though it is pronounced the same.

                   Stats: AL ng; WAL any good; AoC healing, love, peace, sex; SY a red heart

                   Manifestation: A very beautiful and sexy female, with a very matronly, caring attitude.

                   Holy Days: The first day of spring, the day when life and love begins to renew.  This day is generally called some version of

                   The Priesthood: Iedi’s priests are usually called upon to perform marriage ceremonies.  Sometimes, lovestruck fools go to them in search of love potions, not realizing they are entirely anathema to the teachings of the goddess.

                   Organization: Iedi’s priests, worldwide, are all members of the Church of Iedi.  There is no hierarchy, however, and rules are voted on by all members of the priesthood at 5-year meetings.

                   Favored Weapons: Priests of Iedi are not allowed to use any weapons, ever.  This makes it hard for them to be adventurers.

                   Domains: Good

                   Major Spheres:

                   Minor Spheres:

                   Turning: Turn as 2 levels higher

                   Granted Powers: At 1st level, all priests of Iedi gain a +1 bonus to their charisma; starting at 1st level, priests of Iedi cast all healing spells as if they were a priest of one level higher (i.e. a priest of 6th level can cast Cure Serious Wounds once/day, plus the spell effects are modified as if she was 7th level).

 

Imaver, Lifegiver, The Seed (Greater God)

 

                Imaver is perhaps the most important god to the people of Arelas after Artema.  He brings food, warmth, light and life into the world.  Every human rural community has at least a shrine to Imaver.  He dwells in a homely cottage among the natural beauty of Dothion, in Bytopia.         

                Role-Playing Notes: Imaver’s chief concern is with the growth of agricultural plants

                   Stats: AL ng; WAL ng; AoC spring, life, the sun, agriculture; SY a stalk of wheat over a sickle, on a brown background.

                   Manifestation: An aged man, with a long beard.  In his eyes there is the wisdom of many millenia.  Despite his apparent age, he seems as young and sprightly as a child.  Many believe that Imaver is simply the male aspect of Artema.

                   Holy Days: The harvest days and the first day of spring.

                   The Priesthood: Imaver’s priests wear simple brown robes or tunics.  They do not make good adventurers because they are usually homebodies.  Protecting their chosen domestic sphere and getting into the dirt with the farmers is more important than finding treasure.  A priest is known as a Sheafbrother or Sheafsister.

                   Favored Weapon: The scythe, which may only be wielded as a weapon only in direct defense of an individual who truly needs it.  

                   Domains: Earth, Protection & Sun

                   Major Spheres:

                   Minor Spheres:

                   Turning: Turn as 2 levels higher

                   Granted Powers: At 1st level, a priest of Imaver is immune to the effects of Entanglement.  At 3rd level, a priest of Imaver can Create Food & Water once/period.  At 7th level, a priest of Imaver can speak well enough with domesticated crops to understand what their simple needs are (water, sunlight) or if there is any potential problems (disease, infestation).

 

Khan, Lordtyrant (Greater God)

 

                Khan gives the one thing that humans all desire; power.  The subjugation of a slave or serf, the rape of a helpless woman or the beating of a child come from him.  He supports tyrants so long as they are strong enough to rule with an iron fist.  He dwells in a great fortress of scarlet stone in the city of Minauros.  Mammon pays him enough homage that Khan rarely has to deal directly with the devils of the city.

                Role-playing notes: Khan loves misery, especially when it is delivered on the weak with a strong hand.  For him, power and the unfettered abuse of power are the only moral codes.

                   Stats: AL le; WAL le, ne; AoC slavers, slavery, tyrants; SY a scarlet skull, with crossed skeletal hands beneath it.

                   Manifestation: Khan appears as a well-dressed, handsome noble.  He is polite, respectful and the perfect gentleman in all ways.  His eyes, however, are cold and hateful.  It is said that those who gaze directly into his eyes are paralyzed with fear.

                   Holy Days: Snowfell 29th, known as ‘Sibero’.  This celebrates the anniversary of the victory of the Draco Siberii, with the help of priests of Khan, over the Verosian democracy of Illutio.

                   The Priesthood: Khan’s priesthood is usually connected to some tyrant or conqueror.  They are known to run numerous slave rings in Arelas.  The Khanite priesthood of Rossan is weaker in influence then their enemies, the Buzzoulians.  It is probably the infighting between these churches (almost on the level of a civil war) that has kept Rossan from conquering Kruke.  The head of any temple is known as a Hightyrant but never Lordtyrant.  Individual priests are known as Fists.

                   Favored Weapon: Any sword, the symbolic weapon of nobility

                   Domains: Evil, Law

                   Major Spheres: All, Astral, Charm, Combat, Elemental, Law, Necromantic, Protection, Summoning, War

                   Minor Spheres: Creation, Divination, Thought, Travelers (negative only)

                   Turning: Control as normal

                   Granted Powers: At 1st level, a priest of Khan gains an extra proficiency slot which is used only as the first slot for fencing (see extra nwp .pdf).  Also, at 1st level, a priest of Khan gains a +1 bonus to his or her charisma.  At 3rd level, a priest of Khan gains an extra proficiency slot which is used only as the second slot for fencing (see extra nwp .pdf).  At 9th level, a priest of Khan may Summon Celestial Helpers.

 

Navaros, the Trickster

 

                   Navaros is the trickster god, who, unlike his brother Wallagh, is not cruel and heartless.  He hates the abuse of power and the way the powerless disproportionately suffer the cost of such abuse.  As a result, his natural enemy is Khan.

                   Role-Playing Notes: Navaros tends to be suspicious of anyone in power, even those of good and benevolent character.

                   Stats: AL cg; WAL cn, cg; AoC the downtrodden, thieves,

                   Manifestation:  A small boy,

                   Holy Days:

                   The Priesthood: Navaros has no official church.  Individual priests tend to work within organizations like thieves guilds, bandit troops or rebel armies.

                   Favored Weapon: Shortsword, dagger

                   Domains:

                   Major Spheres: All, Animal, Chaos, Charm, Creation, Divination, Guardian, Protection, Wards

                   Minor Spheres: Healing, Summoning

                   Turning: Turn as normal

                   Granted Powers: At 1st level, a priest of Navaros can pick two thieves skills and advance in those skills as a thief of the same level; also at 1st level, a priest of Navaros can also take any of the following skills as class skills; disguise, hide, move silently and climb; at 7th level, priests of Navaros gain the ability of Unfettered by Chains; at 10th level, a priest of Navaros gains the ability of Imperturbable Freedom.

 

 

Sym, The Honorable One

 

                   Role-playing Notes: Sym is a supporter of the social structure of monarchy and feudalism.

                   Stats: AL: ln; WAL: ln; AoC Knighthood, honor, feudalism.  SY: A purple shield with a gold dragon on it.

                   Manifestation: A knight dressed in plate armor made of gold, endowed with peacock feathers on his helmet and a purple sash.  His sword, Gisabelle, is always at his side.  Or a gold dragon.

                   Favored Weapon: Longsword & heavy horse lance

                   Domains: Good, Law & Protection

                   Major Spheres: All, Astral, Combat, Elemental Air, Guardian, Healing, Law, Summoning, War, Wards.

                   Minor Spheres: Numbers, Protection, Travelers.

                   Granted Powers: At 1st level, priests of Sym automatically has one rank in diplomacy.  Also at 1st level, a priest of Sym receives an automatic rank in riding.  These rank is in addition to all of the priest’s other ranks.  They are non-transferable.  At 2nd level, a priest of Sym gains a paladin’s mount.  At 10th level, a priest of Sym gains the ability to Summon Celestial Helpers (see below).

 

Sises, The Insane One (Intermediate God)

 

                (SEE-sehz)

                Sises is the totally insane god of storms and destruction.  He is believed to have once been the old Nethos god of the sea, Si’issek.  If that is true, he has gone completely insane.

                Role-Playing Notes: Sises is completely insane and therefore highly unpredictable.  He does have a hatred of Wellestra, and will do anything to bring her harm.  His war with her may in fact be the only thing keeping him from completely losing touch with reality.

                   Stats: AL ce; WAL ce; AoC destruction, aquatic evil, insanity; SY an eyeless snake eating its own tail.

                   Manifestation: A giant sea snake, whose eyes are missing.  Blood continuously pours from the sockets.  According to legend, the Chresen hero Khonopsin poked them out with his spear millenia ago.

                   The Priesthood: Minoas is the only place in Arelas with a true priesthood, probably because of his association with their ancient god, Si’issek.  Outside of that, cults dwelling secretly in port cities are the closest he has to a true priesthood.

                   Favored Weapon: Trident

                   Domains:

                   Major Spheres:

                   Minor Spheres:

                   Turning: Turn as normal

                   Granted Powers:

                   Prayers:

Who is he? Si’issek

Where is he? Deep in the dark sea

How is he? By his own majestic might

Why is he? To devour the land and swallow the earth

 

Sullam, the Coin (Intermediate God)

 

                   Sullam is the god of trade, merchants, coinage and the market.

                   Role-playing Notes:

                   Stats: AL n; WAL any neutral; AoC: trade, merchants, coinage and the market; SY A gold coin, sometimes the priest will have a coin from his nation blessed as a holy symbol.

                   Manifestation: Sullam has no physical presence.  He is seen as an abstraction by his priesthood.

                   The Priesthood: Sullam’s priests are often called upon to bless a deal.  A business transaction is said to be completed when “Sullam’s hands have touched it.”

Timain, The Melodious (Lesser God)

 

                Timain is the god of bards and the arts in general.  He is close to Aurin, and many bards say that they receive their magic from this close relationship.

                Role-Playing Notes:

                   Stats: AL n; WAL any neutral; AoC the arts, music, romance, bards; SY a silver, three-stringed harp

                   Domains: Luck & Magic

 

Vamillia, Lord of Tomes (Lesser God)

 

                Vamillia is devoted to objective learning.  He

                Role-Playing Notes: Vamillia seeks only to know, he is not very proactive about doing.  Due to the nature of his work, Aurin and Vamillia often work in tandem.

                   Stats: AL tn; WAL tn; AoC knowledge, scribes, scholarly pursuits, objectivity; SY a blindfolded man, with an eye painted on the blindfold (all of Vamillia’s temples have this statue over the altar).

                   Manifestations: A tall thin man, wrapped in a voluminous robe.  He has a blindfold over his eyes and a single eye painted on the blindfold.

                   The Priesthood:

                   Favored Weapons: Mace

                   Major & Minor Spheres: See Granted Powers

                   Turning:

                   Granted Powers: A priest of Vamillia begins with minor access to every sphere.  Starting at 7th level, they may petition to get major access to any sphere of their choosing.  This is done by rolling a d20; if the roll is equal to or lesser than the priest’s INT score, they gain major access to that sphere.  A roll of 20 always fails.  The priest must choose the sphere before rolling the check.  At each successive level, the priest may name a new petition access to a new sphere, or may retry a previously failed check.  In theory, a priest of Vamillia can gain major access to all spheres.  Starting at 2nd level, a priest of Vamillia may sacrifice experience for knowledge.  This means that upon reaching the number of experience points needed to level up, a priest may decide to revert back to the number of xp needed to just make their old level and gain one point and INT and one extra nwp slot.  This means if a priest is 2nd level, the moment he reaches 3000xp, he has the choice to revert back to 1500xp (enough to remain 2nd level) and instead gain a plus 1 to his or her intelligence and 1 extra nwp.  If the chosen nwp is one that requires training or education, the priest must still do the required training.

 

Wallagh, Daggercloak (Intermediate God)

                

                (wah-LAYG) or (wah-LAY)

                Wallagh is Navaros’ twin brother.  He represents the darker side of thievery.  The assassin’s backstab, the poison tipped dart, the drug trade, all these come from Wallagh.  The two brothers often clash in clandestine wars, but this never affects the prime material plane.  Most thieves, no matter what alignment, pay homage to both in hopes of gaining favor.  In fact, a common tattoo among Arelasian thieves is an actor’s mask combining the two halves.  Assassins will add a dagger running down the middle.  Wallagh dwells in a great slum on Hades, in the gloom of Niflheim.  It is far from Death of Innocence, and the two have no contact.  The only inhabitants of Wallagh’s city (known as Dagger Halls) are deceased assassins, caught in a never-ending cycle of murdering each other.

                Role-Playing Notes: Also known as Axpilon in Veros and Klefta in Morean, Minoas and Chresenar.

                   Stats: AL ne; WAL any evil; AoC assasins, poisons, murder, thieves; SY left (sinister) half of a human mask, frowning.

                   Manifestation: A sickly, pathetic child.  No caring individual could fail to have pity on such a poor soul, until they saw his eyes.  The dark hatred of the dispossessed shines malevolently forth.

                   The Priesthood:

                   Favored Weapons: Poisoned dagger (Priests of Wallagh automatically have to take a proficiency in daggers, poisoned or not.  Their preference for assassination lends them to use poison often).

                   Domains: Luck & Evil

                   Major Spheres:

                   Minor Spheres:

                   Turning: Turn as normal

                   Granted Powers: At 1st level, a priest of Wallagh has two automatic ranks in alchemy, as it applies to poisons only.  Also at 1st level, a priest of Wallagh may take the following skills as a class skills: disguise, hide, move silently and climb.  They receive no bonus ranks and gain skill ranks as a priest, not a rogue.  At 3rd level, a priest of Wallagh gains the rogue sneak attack ability.

 

Wellestra, Queen of Serenity (Greater Goddess)

 

                Wellestra is the goddess of the serene beauty of the sea.  She is locked in an everlasting struggle with Sises for control of the oceans.

                Role-Playing notes:

                   Stats: AL cg; WAL cg; AoC aquatic beauty, calm seas, aquatic animal life; SY a single drop of water, with two leaping dolphins in it

                   Domains: Good & Water

                   Granted Powers: At 1st level, a priest of Wellestra can

 

Non-Mystician Human gods of Arelas

 

Ba’athingul, The Unnamed (Demigod)

 

                Ba’athingul was once a demon lord of Gehenna.  His scheming and treachery raised him to the level of a demi-god, but he has no worshippers.  Instead, his name is uttered as one of the foulest curses of Arelas.  He still dwells among the foul lava rivers of Chamada.  

                Role-playing notes: Ba’athingul is more legend then god, and his name is rarely spoken by properly religious humans.  He wishes to attain a higher status through whatever means possible.  He realizes, however, that his power is no match for any other god.  

                   Stats: AL ne; WAL n/a; AoC treachery, turncoats, betrayal

                   Manifestation: A 25’ tall demon, with the face of a goat and great bat wings.

 

The Balancer (Lesser God)

 

                The Balancer is a unique god, and some suspect not native to Arelas.  He reveres a perfect balance in life, and thinks any extreme beyond that balance is unhealthy.  He has angered nearly every god in the Outer Planes at some time with his stubborn adherence to a strict code of balance.  He may dwell permanently in the Outlands, but noone is sure.

                Role-Playing Notes: The Balancer abhors anything extreme.  He will use any method to destroy what he considers an extreme.  The Balancer is not believed to be a God native to the Mystic Circle.  How and when he appeared is unknown, and the other gods hate his incessant meddling and his refusal to compromise.  As such, he is often fighting small wars.

                   Stats: AL tn; WAL tn; AoC perfect balance, equality; SY a yin-yang with a cross transposed over it.

                   Manifestation: A perfect sphere, often with a wide variety of colors and sounds surrounding it.

                   Favored Weapon: None.  Priests are in fact encouraged to use a variety of weapons.

 

Malatoch, The Crow God (Lesser God)

 

                   Almost unheard of today, Malatoch was once a powerful god with a following among the pagan peoples of eastern Amiia.  He is a death god, the crow being a symbol of death.  He was depicted in ancient artwork and stories as helping the dead traverse the path to the underworld.  Having lost that role, he has become more evil and more sinister.  Rather than helping the dead make their transition to the afterlife, he now wishes to corrupt the dead, indulging in cannibalism and undeath.

                   Role-Playing Notes: Malatoch is

Myrric, The Traveler (Lesser God)

 

                Myrric is the patron of dreamers and travelers.  He is not a flighty god, however.  He understands the power of those dreams and why they must be harnessed.  He understands the deep psyche better than anyone else.  He believes the mind must be regimented, trained and disciplined like the body of a gymnast.

                Role-Playing Notes: Myrric believes in the power of the mind as a tool, overcoming mental blocks to get at the truth inside.  Because of the obvious opposition to deception, he and Nauron are old rivals and enemies.

                   Stats: AL lg; WAL lg, ln; dreams, travels, patience, psionics; SY A diamond, within a square, within a circle.

                   Manifestation: A humanoid figure that seems to be unable to come into focus.  

                   Holy Days: Every new moon and solar eclipse, which are celebrated with meditations.

                   The Priesthood: Myrric is virtually unheard of by a large majority of people in Arelas.  There is only one organized church for his followers, located in an extremely isolated part of the Zythe Mountains.  

                   Domains: Air, Law & Travel

 

Nauron, The Hidden (Lesser God)

                Role-Playing Notes:

                   Stats: AL cn; WAL cn, tn; AoC illusions, traps, deception; SY a rainbow colored cloak

                   Manifestation: A swirling cloud of mist, within an almost invisible cloak.

 

Nestilth, the Green Man or the Green Woman

 

                   Nestilth is the embodiment of nature.  Rangers worship him.  Druids pay him respect, but they see him as one of many gods, each  

 

Pkaik, The Old (Lesser God)

                

                (puh-KAY-ik)

                   Pkaik was once a tanar’ri lord.  He is said to be older than the world itself; older even then the other gods.  He now dwells in a bottomless pit in the Abyss, parasitically feeding off his own minions and destroying his home in an attempt to satiate his hunger.        

                Role-Playing Notes:

                   Stats: AL ce; WAL ce, ne, cn; AoC fire, revenge, ceaseless hunger and hatred; SY white flames over a purple disc

                   Manifestation: An 8’ high fire, the pale, sickly color of dead humanoids.  Glowing red eyes cover most of his body, and a single arm, made of jade, protrudes from it.

                   Holy Days: The Eating Day, the last day of the year.  This is when huge fires are lit and items of value are thrown into the fire in attempt to satisfy Pkaik’s hunger.

                   The Priesthood: Pkaik’s priests call themselves Eaters.  They are often given to gluttony and greed.  There are few priests of Pkaik left in the world, the religion having become more of a cult in recent years.  

 

Ollin, Whipmaster (Intermediate God)

                Role-Playing Notes:

                   Stats: AL ne; WAL any evil; AoC suffering, pain, torture, torturers; SY a coiled whip

                   Manifestation: A heavy-set human, wearing an executioner’s hood, black pants and nothing else.  He has no weapons.

                   The Priesthood: Ollin’s priests act as free-lance torturers for various organizations and rulers, but they rarely band together into religious orders.

                   Favored Weapon: Whip (Priests often carry more lethal weapons, but they do prefer to subdue foes with pain when they can afford to).

                   Domains:

                   Granted Powers:

 

Zzisofren (Demi-God/Greater Demon)

                   Role-playing notes: Zzisofren is not a god, he is really just a powerful demon, one of the most powerful demons in all the planes.  He acts by inhabiting the soul and body of denizens of the sentient residents of the Prime Material, making them see and hear things which aren’t there.  People suffering from this possession are said to be in zzisofrenia, the kingdom of Zzisofren.

 

Beliefs of Mystic Circle

 

 

Sexuality: Followers of Buzzoul have a deep hatred of life.  Reproduction is seen as a filthy and immoral act, and all followers are prohibited from any sexual act that results in the creation of life.  Many followers will mutilate their sexual organs so as to make them unusable, and most higher priests have become eunuchs.  It is a common tactic in war for Buzzoulians to mutilate the sexual organs of their victims, both survivors and the dead.  Followers of Khan take a different approach.  Sexuality is seen as a tool for power.  Rape, both of women and weaker males, is a common weapon of intimidation and female followers of Khan are advised to be extremely powerful themselves.  Followers of Iedi believe that love is a powerful tool, and they find a healing power in any expression of love between any two consenting people.  Followers of Artema (Mother Sun) and her lesser, male aspect Imaver (The Life-Giver, the Seed) believe that sex is an act of life.  As such, they frown on any sexual act that is not intended to result in the creation of life.  Followers of Heila believe in freedom, so they would never consider restricting the actions of anyone.  Priests of Horn have no specific ethos towards sex, and the warriors bond between them results in a few homosexual relationships.  They see sex as an expression of their masculinity, however, and would never consent to being the ‘weaker’ partner.  More than a few lesbians have joined the ranks of Horn’s war-priests, and are generally accepted as equals if they prove themselves so.

 

Rulers/Kingship: Followers of Khan believe that might makes right.  Hereditary monarchy is seen by them as an excuse for weakness in a ruler.  They do believe that an heir has 'first right' to rule, but he (or she) must prove they deserve that right.  As such, right to rule does not emanate from heaven, but rather from his or her subjects (or their lack of resistance to his rule-a sort of twisted consent of the governed).  Advancement through assassination is not unheard of, but there tends to be a respect for authority as legitimate.  Followers of Buzzoul have a grave dislike for hierarchy.  They tend to submit only because it is expedient to do so.  The strong connection between Wallagh and Buzzoul is felt here in parallel views on assassination as a means of advancement.  Artema believes law is a greater force for good in the world than anything else.  Rule is justified by law, and law alone.

 

Slavery: The church of Artema does not condemn slavery officially, especially for non-humans.  It says that slaves should be treated humanely and that their owners’ have a responsibility to care for their souls.  Aurin, who believes that each individual must be free to maximize his or her potential, finds slavery stifling to life’s potential, so they official oppose it.  Navaros hates slavery and the abuse of power more than anything else.  Wallagh, because of his association with Navaros, dislikes slavery, but feels the slave is to blame for being weak enough to be taken; death would be preferable, so the slave’s choice to stay alive is his own fault.  Khan, of course, revels in slavery.  Buzzoul enjoys crushing the hopes and dreams of living things, and slavery is a great way to do that.  Heila is a conundrum; while celebrating freedom, she is rarely concerned with the plight of others.  Her priests officially condemn slavery most of the time, but rarely do they act on it.

 

                   Igimnian Beliefs

Igimnians believe there is only one God, known as Ig’Timai (keeper of the social order), Hakimai (the judge) or Ahadi (the one and only).  His followers are the Igimn, or the society.  They believe the law is the only things which matters.  The singularity of God presents a problem in a world of numerous extraplanar creatures and beings of immense power.  The philosopher, mathematician and poet LOOK IN SKETCH BOOK surmised in The Geometry of the Divine that all existence was actually God, and

 

Al-Masheem

                

                The aspect of heat, thirst, dryness and barrenness (in both earth and fertility).  Priests who follow this vocation cannot be of good alignment.

 

Al-Mumit:

                            

                   The aspect of death.  Priest’s who follow this vocation cannot be of a good alignment.  They are entrusted with ensuring the dead leave this world at the proper time.  The most powerful can

 

Al-Noor:

 

                The aspect of light and goodness.

 

 Al-Vaqil:

 

                   The aspect of the protector and the representative; patron of barristers and guardians.  Priests who follow this vocation must be of lawful, non-evil alignment.

 

 

Al-Judham:

 

                   Many believe this God is the Igimnian name for Glenae.  He is the god of disease and represents the lepers.

 

Wawir, the Jackal God:

 

                   The bringer of chaos into the Igimn.  He is one of the enemies of the Igimn.

 

Hinzir, the Pig God:

 

                   The despoiler of all that is good.  He is one of the enemies of the Igimn.  He is possibly another form of Buzzoul.

 

                   Orc Gods

 

 Gruumsh One-Eye, Orcfather (Greater God)

 

                Gruumsh is the primary god of the Arelasian orcs.  He

                   

  Warwok, Orcmother (Lesser Goddess)

                

                Warwok is the primal earth-mother goddess of the orcs of Arelas.  She was replaced many ages ago by Gruumsh.  An intra-racial war thousands of years ago saw the ascension of the war-like male aspect of Gruumsh among the orc majority.  Warwok has virtually disappeared from orc life, save for tales that depict her as an old witch Gruumsh killed in battle.  She now dwells in a cave tucked away in Shurrock, on Bytopia.

                Role-Playing Notes: Warwok has little to do with the material plane now.  She mostly wiles away her time until Gruumsh and his children can kill her.

                   Stats: AL cg; WAL any non-evil; AoC nature, female aspect of orcs, life and rebirth; SY a full-figured female orc statuette

                   Manifestation: The same as the symbol.

                   Duties of the Priesthood: Warwok’s priesthood is almost non-existent.  Some priestesses can be found in small cults and, much rarer, isolated orc communities.  Ranger and druid orcs, regardless of alignment, pay homage to her.

                   Favored Weapon: Sling

 

Giant Gods

 

Ymir (Demigod)

 

                Ymir is an ancient demon, the father of all of the Frost Giants.

 

Dwarven Gods

 

Clanngeddin Silverbeard

 

                   Clangeddin is the defender of the Dwarven race.

 

Athain, Godmother

 

                   Athain is seen as the mother of the dwarves, the wife of Moradin.

 

Yathara

 

                   Yathara is the keeper of the home and hearth.  Unlike Athain, who is known for her moodiness, Yathara is always loving and supportive, the way a good dwarven wife should be.

 

Moradin

 

                   Moradin is the father of the dwarven race.

 

                   Arelasian Spells of Religion

 

                   Blessed Arrow

 

This ability is granted only to priests of Aurin.  When they bless an arrow (an act which takes one round), it will hold the blessing for 4 turns.  That arrow, if shot at an evil extraplanar creature or an evil creature which can only be hit by either magic or silver weapons, gains an additional +2 to hit and damage, and causes double-damage.  These bonuses are in addition to any magical or non-magical bonuses the arrow may already have.

 

                   Guardians Eye  

 

If a priest of The Guardian is tasked to guard any physical object and accepts the task, they can use Guardian’s Eye on it at will.  The object must be a physical object; it cannot be ethereal or non-material.  It can also be a living creature, but if it has an intelligence above Animal (1), it must consent to being guarded.  At the moment the priest accepts guardianship, he or she can use this ability.  The ability allows the priest to cast a combined Clairvoyance and Clairaudience centered on the guarded object.  He or she cannot see the object itself, unless in a reflection, only a full range of the view around the object.  All other restrictions of Clairvoyance and Clairaudience are in effect.

                   

                   Greater Silverbeard

 

Transmutation (Dwarven priests of Clanngeddin Silverbeard)

Level: 5

Components: V

Casting Time: 1 action

Range: Personal

Target: You

Duration: 10 rounds/level of caster

 

                   As Silverbeard, except that the hair on the caster’s head grows to cover his back, thereby extending the protection to all opponents in all directions.  The caster must have a head of hair (even a mostly bald person has enough) and the hair must not be impeded (as by a helmet).

 

                   Imperturbable freedom

 

Priests with this ability cannot be held, paralyzed or entangled by magic means.  This means spells such as Hold Person, Entanglement or Paralysis spell.  This ability only works when the primary effect of the magic is the paralysis or constriction.  It does work, for example, against a poison whose side-effect is paralysis or against Bigby’s Crushing Hand, as that spell primarily causes damage.

 

Nature’s Might

 

                   Upon reaching seventh level, a priest of Nestilth can cast Nature’s Might once/period.  This allows him to draw upon the natural world to increase either his strength or dexterity.  The increase is one point at seventh level, and one more every third level after that (2 at 10th/3 at 13th/etc).  The priest may split the increase into both abilities however he wishes.  The priest must be touching (with his/her naked skin) untilled soil, an undomesticated animal or undomesticated plants during  the casting, but may leave it afterwards.  The casting of the spell takes one round and lasts one round/level.

 

                   Silverbeard

Transmutation (Dwarven priests of Clanngeddin Silverbeard)

Level: 4

Components: V

Casting Time: 1 action

Range: Personal

Target: Caster

Duration: 10 rounds/level of caster

 

                   This spell requires that the caster have a mature beard.  Since female dwarves grow beards just like males, this presents no problem for them.  The spell causes the beard to lengthen until it covers the caster’s knees.  At this point, the hairs coalesce and harden into bright silver.  This additional armor provides a +2 armor bonus against all opponents that the caster is facing.  The protection does not extend to any opponents that are behind or flanking the caster.  In addition, this spell provides some magical protection.  The caster cannot be affected by any first-level spells while this spell is in effect.  The caster cannot drop this protection for spells s/he desires, but can end his own spell at will.

  There is no extra weight for this armor.  The caster’s beard must be unimpeded (by clothing or something similar) for the spell to work, although braids do not act as impediments.        

 

                   Sacrifice of Power

 

                   Upon reaching fourth level, a priest of Buzzoul, like all other classes, gains an ability increase.  If the priest performs a sacrifice of a good aligned priest of Artema of at least 4th level, s/he gains an extra ability increase.  The increase is one point for every five levels of the priest who is sacrificed (level 1-4: 0 points; level 5-9: 1 point; level 10-14: 2 points; etc…)  This cannot be done any time other than while the priest is fourth level.  If the chance is not taken, then it is lost forever.

 

                   Summon Celestial Helpers

 

                   Priests with this ability can summon assistants from other planes to act as their assistants and guardians.  The creatures must be of the same alignment as the priest.  The strength of the celestial helper is determined by xxxx.

 

                   Unnatural Disjunction

 

                   Domain:

                   Level:

 

                   Unfettered by Chains

 

                   Priests of both Heila and Navaros can gain this ability.  Shackles and chains will not lock on them.  They seem to slip right off, no matter how tightly tied.  The only way around this is to completely swath the priest in some constricting material, e.g. wrapped up in linens like a mummy or rolled into a thick rug.

 

              Peculiarities of Religion in Arelas

 

Blackmaces: Ancient weapons employed by the priesthood of Buzzoul.  The process for creating them is very dangerous, both for the creator and the intended user.  The head of the mace is made from obsidian, masterfully shaped into a perfect orb.  It is then placed on a haft of high-quality wood (usually cherry).  The creator, a Buzzoulian priest of at least 17th level, then attempts to draw the spirit of a demon into the mace.  The result is a +2 mace that performs as a +5 mace against good-aligned creatures.  Any good-aligned creature hit by a blackmace must make a fortitude save (DC 20) or lose 1 point of constitution.  The point will recover within one period.             

The Golden Wand: A holy weapon of Artema

The Jade Arm: An old artifact created 5000 years ago by followers of Pkaik.  Its powers are not fully known, and neither are the consequences of its use.  It attaches itself to the body of the bearer, replacing his arm.  It gives great power, but also  

The Nine Scrolls of Gulnaqsh: Legendary holy scrolls carried by St. Feronicc, given to him by the titan Gulnaqsh.  They spell out the law of Artema as given to Gulnaqsh, her prophet.  Legend has it that Gulnaqsh lives for eternity in a cave at the edge of the world, weeping for sinful humankind.        

The Cross: In Arelas, the cross is not a symbol of any particular god.  Instead, it is symbolic of life.  The two perpendicular lines represent the two halves of life, male and female.  The meeting of the lines is the unity of the male and female, symbolic of procreation and life.  Any cross that has been xx

The Ratmen of Wallagh: Lycanthopy in Arelas is often considered a ‘gift’ of a god, and wererats are typically seen as children blessed of Wallagh.  Wereratism is contracted just as any lycanthropic disease, but the way the disease affects the brain and drives it victims to evil is connected to Wallagh.

The Frost-Hammer: An ancient weapon of Chemoraan.