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  1. Pantheons:
  2.  
  3. The Northern Gods
  4. These gods are worshipped by the humans, elves, and halflings of the northern lands, chiefly Lorania. Lore states the Northern Gods were born in a fiery cataclysm, when a burning light fell from the heavens and struck the world, destroying much and raising the seas. The Northern Gods were birthed from the earth to repair and reconstruct the world after the horrible destruction.
  5. They waged war for many years against the horrible alien consciousness of a dead god, the burning light itself. Eventually he killed their king, Rashavu, and transformed him into something evil: Virathel. The act left him drained and vulnerable, and the Northern gods exiled him, though Virathel remains as a grim reminder of their failure.
  6. Members: Sozor, Lorisa (Demigod), Norian, Rashavu (deceased), Virathel (aberrant) Arkeiander
  7.  
  8. The Spirits of the Hills
  9. These gods are worshipped by the humans, halflings, and orcs of the eastern lands, chiefly Tazasia. Most of the Spirits of the Hills are peaceful gods, with only Darfin serving as a god of war. Remarkably, unlike most other pantheons, the Spirits of the Hills were created through mere worship rather than some universe-creating or –destroying act. Yes, the normal gods are out of place.
  10. Members: Ronmidal, Mezerothoth, Darfin, Eurula
  11.  
  12. The Souls of the Land
  13. These gods are worshipped by the humans and elves of the Golden Lands, chiefly Ur-Tankesh. Lore states that the Souls of the Land were birthed from the remaining material when the world was created, and each took a section or aspect as their own. Their offspring wander the earth, the animals, mere shadows of their ancestors and incapable of thought or speech such as the sapient races.
  14. The blazing expanse of the Sands of Fire was created when Nodor swiped mindlessly at Dargeth in a fit of jealousy, spilling the Lion-God’s burning blood across the world. The sapient races were granted knowledge by Tsesserus, who planned to use them against the other gods.
  15. Members: Dargeth, Nodor, Tsesserus
  16.  
  17. The Orcs of the Great Forest
  18. These gods are worshipped exclusively by the orcs and humans of the Great Forest, with one notable exception. Most of the gods are in fact ancient folk heroes risen to godhood by the worship, praise, and constant embellishment of their fellow orcs. The most notable of these is Krossar, formerly a mere trapper and hunter who helped fight off more than a few monster attacks on several villages through the forest.
  19. Over time, this was exaggerated as all such Tall Tales are, until Krossar’s spirit became infused with the power of his worshippers, resulting in a new god of war and heroics. By helping Sozor defeat Virathel and banish him to the hells, Krossar’s fame and worship grew, making him the only (or perhaps merely the first) god of the pantheon to be worshipped outside the forest.
  20. Members: Krossar
  21.  
  22. The Elves of the Blue Sea
  23. These gods are worshipped by the elves and humans of the blue sea, chiefly the Isles of the Red Skies. When the earth was young, he fell in love with the universe, an all-powerful sorceress. Their young populated the earth, and were the Titans. One Titan, Maximus, pulled his mother from the sky and cast her into the sea, which is why the seas are so dark and vast beneath the blue waves. Fearing his children would repeat the task, Maximus locked them all in the depths of the earth, which would become the hells.
  24. Maximus’s wife Talisia, the goddess of the trees and grasses, gave birth to twins and hid one, who would become Rovan. Maximus locked the other child, N’daurus, in the underworld and was none the wiser. Talisia hid Rovan away where he was nursed by the sprites and given the artifact items The Might of Godliness (scimitar), The Strength of the Earth (medium armor), and The Wisdom of the Universe (tower shield) with which he destroyed his father and rescued his siblings. N’daurus refused, saying that as Rovan had founded his kingdom on the earth, so would N’daurus found his kingdom in the underworld.
  25. The gods of the Elves of the Blue Sea then went forth, breeding with mortals and creating the wonders and monsters of the world. They rule from Mount Columbia, in the Isles of the Red Skies, with the exception of N’daurus who rules from the underworld and Aqualis who rules from the city of Sapphire in the Blue Sea.
  26. Members: Rovan, N’daurus, Pha’thene, Aqualis, Maximus (Deceased), Talisia (Deceased), The Universe (Deceased), Zenora
  27.  
  28. The Reman Valley Cults
  29. These gods were worshipped by the humans of the Reman Valley several hundred years ago. In this day and age, only Glycon remains. Several of the gods were monsters and abominations, crossbreeds of deity and monster, or the result of a god forcing himself on a goddess and the resulting birth being cursed. Some were experiments in artificially creating gods via concentrated worship. In the end, the most successful and only remaining god was Glycon, snake-god of magic.
  30. The exact origin behind Glycon is shrouded in mystery, with some claiming him to be the stolen “essence” (-_^) of Tsesserus given life. Others suggest he was a powerful serpent demon that was elevated to godhood by terrorized worship. No matter the case, Glycon’s influence reached both up and down the river, forcing orc and human villages in each direction to bring offerings. When the Northern Gods razed the Reman Valley, Glycon’s many underground temples largely escaped destruction. In the ages since, most if not all have fallen into disrepair, though long dead worshippers may still kneel in silent praise of the serpent-god of magic in forgotten chambers deep beneath the Reman river…
  31. Members: Glycon, many others (Deceased)
  32.  
  33. The Men from the West
  34. These gods are worshipped by the humans and dwarves of the western lands, chiefly the Great Hall of Kra-Gakh and the tribes of the White Mountains. Lore states the world is, in fact, merely a fruit on the vast tree of the universe. The Men from the West are the caretakers of this fruit, which may someday seed into a new universe-tree. The Men from the West, lore states, were mortal men and women, already powerful enough to draw the attention of the caretakers of the Tree, unknowable over-gods who need no worship, only the Tree. The mortal men were granted access to the alcohol of the tree’s fruit, a powerful concoction that grants godhood to those who quaff it.
  35. The Men from the West are tasked with preventing the frost giants, creatures spawned from somewhere outside the universe, from freezing the fruit of the world and destroying it. It is prophesized by the decapitated head of Normir, god of wisdom, that the world-fruit shall fall from the tree of the universe and travel into the darkness beyond. In this time, the frost giants shall move against the Men from the West, and the resulting battle will kill all but a few. Then, when the age of darkness passes, the world-fruit will become the seed of a new universe-tree, and the surviving gods shall become the caretakers of the Tree.
  36. Members: Rurik, Njarna, Folkin, Normir
  37.  
  38. The Sun-Gods
  39. These gods are worshipped by the humans, elves, and dwarves of the deserts south of the Sands of Fire. Lore states the spirit of the dry desert air fell in love with the spirit of the moist river air and bore several children, who themselves intermarried and bred, a pantheon that became known as the Sun-Gods, after Rao-Horakh, the god of the sun and stars (the worshippers of this pantheon believing the sun and stars to be the same kinds of objects, the sun merely being closer than the others). It’s from Rao-Horakh that the word “ray” comes, describing the “fingers of the sun”.
  40. The Sun-Gods often struggle with the Souls of the Land, Rao-Horakh being in chief competition with Dargeth and often making both look childish. Once, Rao-Horakh (sacrificing the Staff of the Sun in the process) kept the sun from rising for three days, until Dargeth commanded his people and servants to leave the lands south of the Sands of Fire. The Sands of Fire now serve as a “natural” barrier between the pantheons. The souls of those who die in between are claimed by neither, and are doomed to wander eternally until they reach either end of the desert (a journey longer than mere distance would lead you to believe).
  41. Members: Rao-Horakh, Vutra, Esis, Sirus
  42.  
  43. The Old Ones
  44. These gods are worshipped by small cults all across the world, by demons within the hells and secretive angels in the heavens, by beggars and wizards, by humans and elves and orcs and dwarves alike. Whatever they are, they’re from before any of this began and from further away than any god has ever ventured. The Frost Giants of the Men from the West are the mutated remains of normal ice giants who ventured to close to them; the dead god that nearly destroyed the Northern Gods and spawned Virathel was an Old One. Some scholars believe Glycon was a serpent that was in the presence, however shortly, of an Old One.
  45. What is known is that merely reading their names can cause madness in mortals, spoken aloud they can kill and cause other effects (the Power Word spells are based partially on the names of the Old Ones; many, many wizards died crafting those dread spells). Speaking the Man in the Yellow Mask’s name has been known to summon him, a horrible prospect indeed. Few mortals have ever set eyes on the true forms of these beast, those who do die insane, the madness poisoning their soul and rendering it unable to be resurrected (short of a wish or miracle spell). More commonly, they wear aspects and disguises that allow them to enter this universe briefly for whatever unfathomable reasons. Some are actually trapped in their disguises, kept prisoner in this universe via the combined efforts of many gods.
  46. Members: The Madness from Beyond the Gates of Twilight, The Man in the Yellow Mask, The Night Priest, The Master of Masks, The Dread Father, The Spawner of Stars
  47.  
  48. Gods:
  49.  
  50. Name: Sozor, the Dawnlord
  51. Symbol: A golden sun with swirly rays, smiley face optional
  52. Appears as: Glowing bronze-skinned human
  53. Alignment: Lawful Good
  54. Portfolio: Sun, fire, dawn, martial arts
  55. Domains: Sun, Healing, Good, Fire
  56. Spell Time: Dawn
  57. Pantheon: The Northern Gods
  58. Favored Weapon: Unarmed Strike
  59. Common Temple Design: Large monastery
  60. Common Temple Services: Free lodging, morning exercise routine, spells up to level 5
  61. Common Clergy: Monks, paladins, and clerics
  62. Misc: Currently in conflict with Mezerothoth, due to the latter’s “Embracing Angels” program. Husband of Losira. Puzzled and embarrassed by the affections of Krossar.
  63.  
  64. Name: Krossar, the Unfraggable
  65. Symbol: The letter “K” in steel.
  66. Appears as: Muscular and grizzled yet jovial orc
  67. Alignment: Chaotic Neutral
  68. Portfolio: War, destruction, chaos, glory, parties
  69. Domains: War, Luck, Chaos, Destruction
  70. Spell Time: 8:30 AM, breakfast time
  71. Pantheon: Orcs of the Great Forest
  72. Favored Weapon: Greatsword
  73. Common Temple Design: Longhouse
  74. Common Temple Services: Potluck feasts, martial training, mercenaries (Up to level 5 fighter, barbarian, swashbuckler, or ranger), spells up to level 4.
  75. Common Clergy: Clerics, barbarians, druids, fighters, and rangers.
  76. Misc: Looks unkindly on wanton pointless destruction that hurts innocents. Encourages making peace with one’s enemies after vanquishing them in honorable battle. Vast respect for Sozor, having helped him banish Virathel to the hells.
  77.  
  78. Name: Norian, the Spirit of the Skies
  79. Symbol: A twig wrapped in blue fabric
  80. Appears as: Ancient woman in a blue cloak, holding the Staff of the Winds
  81. Alignment: Chaotic Good
  82. Portfolio: The skies, travel, magic,
  83. Domains: Wind, Travel, Magic, Good
  84. Spell Time: Noon
  85. Pantheon: The Northern Gods
  86. Favored Weapon: Dagger
  87. Common Temple Design: Open-air temple, usually near a major port or harbor or road.
  88. Common Temple Services: Goods for sale, ships and vehicles for rent, spells up to level 5.
  89. Common Clergy: Clerics, wizards, and favored souls
  90. Misc: Temples sometimes double as markets or places of business. Created the Staff of the Winds artifact. Sister of Sozor. Supposedly has a floating temple complex in the sky somewhere.
  91.  
  92. Name: Glycon, the Snake-God
  93. Symbol: A three-fanged snake, “throwing up the sixes” works as a somatic component
  94. Appears as: Coiled black serpent
  95. Alignment: Neutral Evil
  96. Portfolio: Magic, snakes, poison, darkness
  97. Domains: Magic, Madness, Evil, Darkness
  98. Spell Time: Midnight
  99. Pantheon: The Reman Valley Cults (extinct)
  100. Favored Weapon: Dagger
  101. Common Temple Design: Ruined underground labyrinth (unique)
  102. Common Temple Services: Poisons, arcane and divine spells up to level 3, Evil spells up to level 5.
  103. Common Clergy: Clerics, wizards, and adepts
  104. Misc: Only remaining god of the many cults that used to dot the Reman Valley. How he maintains a working cult this long after the demise of his contemporaries remains a mystery. Once captured and tortured an angel. Used the angel’s ichor to craft a new poison: Hemora.
  105.  
  106. Name: Ronmidal, the Law
  107. Symbol: An iron scale
  108. Appears as: Pale gray human with no eyes and holding the artifact the Scale of Justice
  109. Alignment: Lawful Neutral
  110. Portfolio: Magic, law, words, knowledge, communication
  111. Domains: Magic, Rune, Law, Knowledge, Protection
  112. Spell Time: 9 AM, which is also when Courts of Ronmidal open
  113. Pantheon: The Spirits of the Hills
  114. Favored Weapon: Unarmed Strike
  115. Common Temple Design: Elegant stone building with many offices
  116. Common Temple Services: distant communication, provides lawyers, spells up to level 6.
  117. Common Clergy: Clerics and wizards
  118. Misc: Many courthouses are temples of Ronmidal. Ronmidal’s champion is traditionally the protector of the Dronia University of Law. Owns the artifact the Scale of Justice.
  119.  
  120. Name: Mezerothoth, the Giver
  121. Symbol: A heart
  122. Appears as: Various, though sometimes a young elf in a green traveler’s cloak
  123. Alignment: Chaotic Good
  124. Portfolio: Love, trickery, chaos, lust, charity
  125. Domains: Healing, Community, Trickery, Liberation
  126. Spell Time: 3:30 PM, which is about when he gets up every day
  127. Pantheon: The Spirits of the Hills
  128. Favored Weapon: Unarmed Strike
  129. Common Temple Design: A hotspring or bathhouse surrounded by gardens.
  130. Common Temple Services: Matchmaking, marriage ceremonies, spells up to level 5
  131. Common Clergy: Favored souls, sorcerers, and bards
  132. Misc: Mezerothoth has come up with a plan to horn in on the territory of devil lords: Offer celestial providers of intimate comfort. This hugely controversial move has made him enemies in many pantheons, from gods of all alignments: Sozor and Virathel chiefly.
  133.  
  134. Name: Virathel, the Lord of Fear
  135. Symbol: A golden V on a black disk, tracing the letter “V” in the air works as a somatic component (making the peace sign will not)
  136. Appears as: Black human with short golden hair and robes of spun gold
  137. Alignment: Neutral Evil
  138. Portfolio: Fear, control, death
  139. Domains: Evil, Death, Domination, Summoning
  140. Spell Time: Noon, same as Rashavu
  141. Pantheon: The Northern Gods
  142. Favored Weapon: Whip
  143. Common Temple Design: Underground den of sin and villainy
  144. Common Temple Services: Fully stocked dungeons, incubi and succubi
  145. Common Clergy: Clerics, favored souls, bards, and sorcerers
  146. Misc: Was originally a weapon created by a long dead evil god who opposed the Northern Gods, Virathel stole the body of Rashavu, the king of the Northern Gods. The remaining gods managed to steal his power and break his soul, casting him into the hells, from which he now rules on a throne of gold. Seeks to kill Mezerothoth because of his “Embracing Angels” program.
  147.  
  148. Name: Rurik, the Chief of the West
  149. Symbol: A silver tree, making the peace sign works as a somatic component
  150. Appears as: Ancient man in heavy armor riding the 7-legged horse Selvir
  151. Alignment: True Neutral
  152. Portfolio: Magic, war, poetry, knowledge
  153. Domains: War, Glory, Magic, Oracle
  154. Spell Time: 8 AM
  155. Pantheon: The Men from the West
  156. Favored Weapon: Greataxe
  157. Common Temple Design: Longhouse
  158. Common Temple Services: Mercenaries (Up to level 8 fighter, barbarian or ranger), spells up to level 6.
  159. Common Clergy: Clerics, barbarians, druids, and warmages
  160. Misc: Created the artifact greathammer Tordenhammer for his daughter Njarna. Sits at the head of the Table of the Endless Feast in his realm.
  161.  
  162. Name: Lorisa, the General
  163. Symbol: A steel longsword, though any steel bladed weapon will work in a pinch
  164. Appears as: A pale human woman in blue armor, wielding Piercing Light and Breath of Angels
  165. Alignment: Lawful Good
  166. Portfolio: War, discipline, underdogs
  167. Domains: War, Glory, Law, Nobility
  168. Spell Time: Dawn, time for morning exercises (same as her hubby too)
  169. Pantheon: The Northern Gods
  170. Favored Weapon: Longsword
  171. Common Temple Design: Small shrines, usually in her husband’s temples
  172. Common Temple Services: Masterwork swords, masterwork shields, spells up to level 3
  173. Common Clergy: Paladins and clerics
  174. Misc: The founder of the Blackwind Pass Academy. Refuses to allow large complex temples, insisting the Academy is the only such church she could ever need. Refuses to become directly involved in the wars of mortals, insisting her paladins figure out how to perform for themselves. Owner of the artifact longsword Piercing Light and the artifact tower shield Breath of Angels.
  175.  
  176. Name: Njarna, the Storm-Maiden
  177. Symbol: A hammer
  178. Appears as: A beautiful blonde pale woman wielding the artifact greathammer Tordenhammer
  179. Alignment: Neutral Good
  180. Portfolio: Storms, thunder, hammers
  181. Domains: Good, Air, Weather, Destruction
  182. Spell Time: Dusk
  183. Pantheon: The Men from the West
  184. Favored Weapon: Greathammer
  185. Common Temple Design: Wooden lodge built around an old oak tree
  186. Common Temple Services: Sauna, feasts, weather reports, spells up to level 4
  187. Common Clergy: Clerics, barbarians, fighters, rangers, and druids
  188. Misc: Owner of artifact greathammer Tordenhammer, replicas of which are commonly held as talismans by worshippers of the Men from the West in general and Njarna in particular.
  189.  
  190. Name: N’daurus, the Hospitable Lord
  191. Symbol: A precious gem (glass in the shape of one works fine)
  192. Appears as: Pale blue drow with black hair and black robes
  193. Alignment: True Neutral
  194. Portfolio: Death, metals, gems, winter
  195. Domains: Darkness, Earth, Repose, Cold
  196. Spell Time: Noon, same as his brother
  197. Pantheon: The Elves of the Blue Sea
  198. Favored Weapon: Longsword
  199. Common Temple Design: Church with a graveyard
  200. Common Temple Services: Burial and funerals, spells up to level 4
  201. Common Clergy: Clerics and wizards
  202. Misc: Absolutely despises the undead and resurrection. Husband of Zenora. Resides in Noth’lien, the Underworld. Also known as “The Lord of Riches” because all the precious stones and metals belong to the deep earth, and thus to him. When his wife lives at his side, winter comes.
  203.  
  204. Name: Rovan, the Thunder King
  205. Symbol: A brass lightning bolt
  206. Appears as: Tall muscular bearded elf wielding a lightning bolt in one hand
  207. Alignment: Lawful Good
  208. Portfolio: Thunder, lust, law
  209. Domains: Glory, Air, Weather, Destruction
  210. Spell Time: Noon, same as his brother
  211. Pantheon: The Elves of the Blue Sea
  212. Favored Weapon: Javelin
  213. Common Temple Design: Marble church
  214. Common Temple Services: Meals, free lodging, spells up to level 6
  215. Common Clergy: Clerics and favored souls
  216. Misc: Likes the smell of cooking meat, so he encourages the sacrifice of livestock in his honor. Human sacrifice will be met with severe punishment. Engages in affairs with mortal women with startling regularity; elves preferred but has been known to go for humans and half-orcs on occasion. Has many illegitimate children as a result.
  217.  
  218. Name: Dargeth, the Lion
  219. Symbol: A golden lion’s head, writing “>:3” on a piece of paper or in the dirt works as a somatic component
  220. Appears as: Golden-furred dire lion
  221. Alignment: Neutral Good
  222. Portfolio: Sun, lions, dawn, protection
  223. Domains: Protection, Good, Nobility, Sun
  224. Spell Time: Noon
  225. Pantheon: The Souls of the Land
  226. Favored Weapon: Bastard Sword
  227. Common Temple Design: Open-air stone structure
  228. Common Temple Services: Midwives, communication with animals, spells up to level 7
  229. Common Clergy: Druids, clerics, and favored souls
  230. Misc: Was attacked by Nodor, and the burning blood created the Sands of Fire. When the Orcs of Tukbar laid siege to the city of Nevara in Ur-Takesh, a lion stood at the gates and prevented the general from approaching. Whether the lion was the god Dargeth or merely sent by him, his presence was felt on the battlefield, and vastly improved the morale of the Nevarans, who fought off the siege expertly.
  231.  
  232. Name: Darfin, the Swordsman
  233. Symbol: A rapier wreathed in silk
  234. Appears as: Elf in light armor, wielding the artifact rapier Quickstrike
  235. Alignment: Chaotic Good
  236. Portfolio: Swashbuckling, trickery, performance, speed, war
  237. Domains: War, Glory, Celerity, Good
  238. Spell Time: 11 PM
  239. Pantheon: The Spirits of the Hills
  240. Favored Weapon: Rapier
  241. Common Temple Design: Dojo made of local lumber
  242. Common Temple Services: Mercenaries (up to level 6, swashbucklers, fighters, rogues, rangers)
  243. Common Clergy: Swashbucklers, favored souls, clerics, fighters, rangers
  244. Misc: Owns the artifact rapier Quickstrike. Worshippers of Darfin are not allowed admission to the Blackwind Pass Academy, due to an unclear event sometime after Lorisa ascended to godhood but before she married Sozor. Alcohol is believed to have been involved.
  245.  
  246. Name: Tsesserus, the Snake
  247. Symbol: A coiled snake, tracing “S” in the air works as a somatic component
  248. Appears as: Emerald-scaled serpent
  249. Alignment: Neutral Evil
  250. Portfolio: Knowledge, deception, advice
  251. Domains: Trickery, Pestilence, Dream, Knowledge
  252. Spell Time: Dawn
  253. Pantheon: The Souls of the Land
  254. Favored Weapon: Dagger
  255. Common Temple Design: Quickly built and easily dismantled huts, dark caves where no sunlight is shed
  256. Common Temple Services: Poisons, hiding, spells up to level 5 (divination spells up to level 7)
  257. Common Clergy: Clerics, favored souls, druids
  258. Misc: Gave the gift of knowledge to the sapient races, in an attempt to usurp the other gods. When the entire pantheon is called on, acts as adviser to Dargeth.
  259.  
  260. Name: Pha’thene, the Wise
  261. Symbol: A shield, medusa head optional
  262. Appears as: Silver-haired elven woman wielding the artifact longsword The Insight of the Ages and the artifact towershield The Wisdom of the Universe
  263. Alignment: Lawful Good
  264. Portfolio: Wisdom, war, discipline
  265. Domains: Knowledge, War, Good, Protection
  266. Spell Time: 10 PM, just before bed/night watch
  267. Pantheon: The Elves of the Blue Sea
  268. Favored Weapon: Longsword
  269. Common Temple Design: Marble temple, preferably on a hillside
  270. Common Temple Services: Mercenaries (up to level 7, paladins, clerics, fighters, swashbucklers, swordsages), spells up to level 4 (divination spells up to level 5)
  271. Common Clergy: Paladins, clerics, rangers
  272. Misc: Beheaded the Queen of the Medusas, and has built her skull into The Wisdom of the Universe, giving it the power to petrify her opponents. Pha’thene briefly quarreled with Aqualis over who would be patron of the city of Pathres. Aqualis took all the fish from the sea around the city in an attempt to starve the people out, but Pa’thene gave them fruits and freshly killed animals, feeding the city and winning their worship.
  273.  
  274. Name: Folkin, the Trickster
  275. Symbol: A dagger wreathed in flame
  276. Appears as: Redhaired human woman wearing a black cloak
  277. Alignment: Chaotic Evil
  278. Portfolio: Trickery, fire, deception, lust
  279. Domains: Fire, Trickery, Chaos, Destruction
  280. Spell Time: Midnight
  281. Pantheon: The Men from the West
  282. Favored Weapon: Dagger
  283. Common Temple Design: Stone building, set into a hillside if possible
  284. Common Temple Services: Always warm, hirelings (up to level 6 rogues, beguilers, bards) spells up to level 5
  285. Common Clergy: Beguilers, favored souls, rangers
  286. Misc: “Distracted” the 7-legged stallion Selvir while Njarna stole the Chalice of Immortality from her father Rurik. Afterwards, gave birth to the monster wolf Kenris, who shall devour the moon on the eve of the world-fruit falling into darkness.
  287.  
  288. Name: Normir, the Advisor to the Gods
  289. Symbol: A disk of silver, face optional
  290. Appears as: A worried human face on the moon
  291. Alignment: True Neutral
  292. Portfolio: Wisdom, advice, the moon
  293. Domains: Knowledge, Magic, Rune, Oracle
  294. Spell Time: Moonrise
  295. Pantheon: The Men from the West
  296. Favored Weapon: Hand-axe
  297. Common Temple Design: Small sweat-lodges in the forests
  298. Common Temple Services: Oracular services, spells up to level 7
  299. Common Clergy: Clerics, wizards
  300. Misc: Was beheaded by the frost giants, his body torn apart to make the artifact weapons The Dexterous Hand of the Advisor (Rapier, right arm), The Sinister Hand of the Advisor (Scimitar, left arm), The Right Foot Forward (Greatclub, right leg), The Axe of those Left Behind (Greataxe, left leg), The Manhood of the Wise (Dagger, self-explanatory) and the artifact towershield The Trunk of the Root of the Universe (Torso). The head of Normir was buried in the tangled roots of the Universe-Tree, far outside the reach of the Men from the West. Appearing on the face of the moon is the only way for Normir to communicate with the gods now. When the wolf-beast Kenris devours the moon, the Men from the West, and indeed, all the world, will be forced to go without Normir’s sage counsel.
  301.  
  302. Name: Sharinz, the Brave
  303. Symbol: A blazing red sword, thumping your shoulder with your fist works as a somatic component
  304. Appears as: Flame-haired wild elf in flaming golden armor wielding the artifact katana Heartstrike
  305. Alignment: Chaotic Neutral
  306. Portfolio: War, bravery, chaos
  307. Domains: War, Glory, Destruction, Fire
  308. Spell Time: 10 AM
  309. Pantheon: The Elves of the Blue Sea
  310. Favored Weapon: Bastard Sword
  311. Common Temple Design: Shrines soaked in the blood of severed heads and mortal wounds
  312. Common Temple Services: Masterwork swords, mercenaries (Up to level 8 fighter, swordsage, crusader, warblade, ranger, barbarian, swashbuckler), spells up to level 3
  313. Common Clergy: Clerics, favored souls, rangers, barbarians, crusaders
  314. Misc: Spent many years on the Backside of the world after Rovan threw him there for starting a series of destructive and costly wars. Returned bearing Heartstrike and a slightly calmer temperament.
  315.  
  316. Name: Aqualis, the King of the Sea
  317. Symbol: Golden trident reaching up from the waves
  318. Appears as: Cobalt-skinned sea elf wielding the artifact trident The Trident of Aqualis
  319. Alignment: Lawful Neutral
  320. Portfolio: The seas, sea-creatures, boats, earthquakes, tidal waves
  321. Domains: Water, Blackwater, Ocean, Storm
  322. Spell Time: High tide
  323. Pantheon: The Elves of the Blue Sea
  324. Favored Weapon: Trident
  325. Common Temple Design: Ships flying the flag of Sapphire
  326. Common Temple Services: Transportation across the seas, calm waters, breeze, marriage, spells up to level 3
  327. Common Clergy: Clerics, druids, swashbucklers
  328. Misc: Souls lost at sea are gathered by Aqualis’s ferryman and brought into the underworld by way of the Lost River. Wields the Trident of Aqualis, uses it to control the tides. Quick to anger.
  329.  
  330. Name: The Madness from Beyond the Gates of Twilight
  331. Symbol: The Symbol of Insanity, though a cold iron star will work instead just fine
  332. Appears as: A shimmering field of stars similar to what you see when you close your eyes and rub them hard
  333. Alignment: Chaotic Neutral
  334. Portfolio: Insanity, the stars, the universe, color
  335. Domains: Madness, Force, Chaos, Travel
  336. Spell Time: Twilight
  337. Pantheon: The Old Ones
  338. Favored Weapon: Slam Attack
  339. Common Temple Design: Observatories
  340. Common Temple Services: Vague glimpses of future events (often those detailing death, madness, and objects falling from the sky ranging from meteors and comets to giant severed heads), star reading, spells up to level 4 (all domain spells up to level 6)
  341. Common Clergy: Clerics, favored souls, sorcerers, alienists
  342. Misc: The Madness is one of the more unknowable of the Old Ones, its presence was first discovered when astrologers noticed deviations in their star charts, deviations eventually discovered to be due to a vast object in space: The Madness. Note the unusual Favored Weapon; The Madness is not worshipped commonly by humans and elves and such. The Warforged Foundries of Kalak-Tul are laid out in a shape unnervingly similar to the sign of the Madness (but not similar enough to trigger the sign’s effects; the sign of the Madness is what the Symbol of Insanity looks like), despite having been constructed under the direct supervision of the Priests of Vutra.
  343.  
  344. Name: Vutra, the Astrologer
  345. Symbol: A silver star with a sapphire inside
  346. Appears as: A human female in starry blue robes
  347. Alignment: Lawful Neutral
  348. Portfolio: Knowledge, the stars, the universe, magic
  349. Domains: Knowledge, Oracle, Law, Magic
  350. Spell Time: Dawn, when the brightest star in the sky rises
  351. Pantheon: The Sun-Gods
  352. Favored Weapon: Dagger
  353. Common Temple Design: Observatories
  354. Common Temple Services: Star reading, spells up to level 5 (Oracle spells up to level 6)
  355. Common Clergy: Clerics, wizards, cloistered clerics, archivists
  356. Misc: Vutra granted godhood of the stars to her son Rao-Horakh, but maintains her temples and responds to her worshippers just as she always did. Her priests often undertake large construction projects, as they must look good from the sky and she would totally know about that sort of thing, right? However, some have pointed out her Warforged Foundries look disturbingly like the sign of the Madness; according to Vutra, her priests’ designs often reflect the heavens.
  357.  
  358. Name: The Man in the Yellow Mask
  359. Symbol: A sunburst with three rays
  360. Appears as: A thin humanoid(?) wrapped in a ragged yellow robe, wearing a silken yellow mask over its face
  361. Alignment: Lawful Evil
  362. Portfolio: Insanity, cities, operas, evil
  363. Domains: Magic, Rune, Evil, Madness
  364. Spell Time: 3 AM
  365. Pantheon: The Old Ones
  366. Favored Weapon: Scimitar
  367. Common Temple Design: A vault containing an altar with channels running from it to seven wells spaced evenly around the room
  368. Common Temple Services: Blindsight, spells up to level 5
  369. Common Clergy: Clerics, favored souls
  370. Misc: It’s possible the Man in the Yellow Mask is actually a guise of the Master of Masks, though it’s impossible to know for sure. The symbol of the Man in the Yellow Mask is, oddly enough, commonly found on golden coins across the world, a three-pronged sun. Lore states that his true name is inscribed on a stone tablet in a still and quiet tundra somewhere in the north. By speaking this name three times, the Man in the Yellow Mask may possibly be summoned, though he will most likely not be in the mood to aid his summoner.
  371.  
  372. Name: The Master of Masks
  373. Symbol: A pair of masks held together with silk rope
  374. Appears as: This is a trick question
  375. Alignment: Chaotic Evil
  376. Portfolio: Knowledge, deception, trickery, chaos, technology
  377. Domains: Trickery, Chaos, Evil, Knowledge
  378. Spell Time: Mid-morning, when most gods grant spells
  379. Pantheon: The Old Ones
  380. Favored Weapon: Dagger
  381. Common Temple Design: May be disguised as shrines of other gods, may be places of great study and invention, may be places of former bloodshed and mass suicide
  382. Common Temple Services: There is no “common”, not even in spells
  383. Common Clergy: Clerics, favored souls, beguilers, wizards, artificers, and many who don’t even know who it is they truly worship
  384. Misc: The most knowable of the Old Ones is still a cipher, a creature that can never be tracked or truly understood, a thing with indecipherable goals and strange methods; yet sometimes in its actions can be glimpsed the maliciousness and mischief that the sapient races embody so well. The Master of Masks is suspected by those who study such things (a dangerous job, no kidding) to take on disguises far beyond the few that are known. Many suspect the Man in the Yellow Mask to be somehow connected to the Master of Masks, while others believe that Virathel is a disguise he dons at times. Even Tsesserus and Folkin are not beyond question. The Master of Masks has been proven to have masqueraded as N’daurus for a time, and may have had a hand in the many wars seemingly started by Sharinz “just ‘cause.” The Master of Masks often appears as a dark skinned humanoid selling magical and wondrous creations, often at prices that seem questionably low. He sometimes appears as a dark pharaoh, long lost from history, returned to bring mayhem and wrath upon the land. At other times, the Master of Masks doesn’t even seem all that mysterious or dark, appearing as a well-known friend or enemy, masquerading as priests and politicians, setting in motion events that help his dark agenda, or perhaps merely starting chaos for the sake of chaos. The only warning of his presence, especially in situations where he appears as a normal mortal soul, is the presence of the number 9 in his locale, and the seeming trouble he sometimes has changing his facial expression. If he’s a he.
  385.  
  386. Name: The Dread Father
  387. Symbol: A squid with a heavy brow
  388. Appears as: Mountain-sized hulking dragon-like creature of writhing tentacles
  389. Alignment: Lawful Evil
  390. Portfolio: Insanity, dreams, the seas, art
  391. Domains: Madness, Dreams, Blackwater, Magic
  392. Spell Time: Low tide
  393. Pantheon: The Old Ones
  394. Favored Weapon: Cutlass
  395. Common Temple Design: An altar near a source of water
  396. Common Temple Services: Can make water burn, causes nightmares, spells up to level 5
  397. Common Clergy: Favored souls, rogues
  398. Misc: In his realm in the sea, the Dread Father lies dead, dreaming. Yet he shall rise, and his kingdom shall cover the world. Esis and Aqualis worked together to sink the Dread Father’s realm, a distorted and horrible to look at island that fell from the stars, into the deepest part of the ocean. Only when the stars are in alignment can he affect the world above, mostly by filling the dreams of those he selects with nightmares, compelling them to free him. The last time this alignment occurred, a sailor bought a statue stolen from elven cultists in the far, far mountains of the north into the waters of the Dread Father’s realm, causing the realm to rise from the ocean floor. Only the quick thinking of the captain prevented disaster: he rammed his ship into the bloated floating corpse of a vast beast, causing the monstrosity to explode in a cloud of noxious gas. He pressed through and took the statue out of the cursed waters, causing the dread realm to sink again beneath the waves until the stars were again in alignment. Which, if this calendar is correct, should be any day now…
  399.  
  400. Name: The Spawner of Stars
  401. Symbol: A tangle of rope, string, wire, or other similar objects
  402. Appears as: A writhing amorphous tentacled form several lightyears long
  403. Alignment: True Neutral
  404. Portfolio: Creation, insanity, the stars, the universe
  405. Domains: Madness, Dream, Magic, Creation
  406. Spell Time: Midnight
  407. Pantheon: The Old Ones
  408. Favored Weapon: Unarmed Strike
  409. Common Temple Design: Observatories, libraries
  410. Common Temple Services: Spells up to level 6
  411. Common Clergy: Clerics, wizards, cloistered clerics
  412. Misc: This creature regularly sweeps through the universe, devouring stars and creating new ones. Astrologers say that whenever the Spawner of Stars passes through the universe, the effects can be felt all around. Meteors stop falling, star-metal becomes less potent, navigation at sea can become measurably more difficult, gods related to stars and the universe become caught up trying to figure out what’s going on and how to fix it. Some druids insist the new stars it leaves behind somehow feel colder, paler. In addition to stars, this god also births… things. Creatures, servants, objects, these creations are usually birthed into the ethereal and shadow planes. One such creature, a being that calls itself the Black Young, handles most of the actual passing out of spells and such. The Black Young is usually found by those not seeking him.
  413.  
  414. Name: The Night Priest
  415. Symbol: A seven-pointed iron star
  416. Appears as: A humanoid in black robes standing on something tall and looking to the sky, or down at the earth
  417. Alignment: True Neutral
  418. Portfolio: Insanity, winter, twilight, night, darkness, wisdom
  419. Domains: Madness, Darkness, Mind, Cold
  420. Spell Time: Twilight
  421. Pantheon: The Old Ones
  422. Favored Weapon: Sap
  423. Common Temple Design: Tall cathedrals with flying buttresses
  424. Common Temple Services: Weddings, spells up to level 3
  425. Common Clergy: Clerics, favored souls, cloistered clerics
  426. Misc: Lore states that whenever the Night Priest wishes to visit this universe, he does so by impregnating a female so he may be birthed into the universe, wearing a skin shell that protects him from the strange warmth of this realm. He is the most traditionally god-like of the Old Ones, having regular temples (though rarely are they in normal, urban locales), having fairly well-adjusted priests, maintaining generally normal enough services and rituals, but the Night Priest’s strange and unnerving origin ever permeates the world around him. He wears the skin of a humanoid to keep the cold in, and is always somewhere high up, looking at the sky. Or worse, he’s looking down at you. The Night Priest does not go on crusades or deal with gods outside his pantheon, or really do much of anything that other gods do with such flare and abandon, preferring instead to merely maintain a generous following and, perhaps, bide his time.
  427.  
  428. Name: Rashavu, the Blue Man
  429. Symbol: A snowflake, no two talismans of Rashavu are identical and each is crafted by the worshipper when he decides to follow the god
  430. Appears as: A well built blue-skinned human with black hair and a thick beard
  431. Alignment: Neutral Good
  432. Portfolio: Winter, cold, mountains, the air, the forests
  433. Domains: Dead gods hold no domains
  434. Spell Time: Dead gods grant no spells
  435. Pantheon: The Northern Gods
  436. Favored Weapon: Dead gods favor no weapon
  437. Common Temple Design: Well built stone temples
  438. Common Temple Services: Most temples which still stand in his honor are staffed by clerics of Sozor and common arcane spellcasters, thus they offer a variety of services depending on the location
  439. Common Clergy: Clerics and paladins of Sozor, some wizards and sorcerers
  440. Misc: Rashavu was the King of the Northern Gods, until the living weapon Virathel killed him and inhabited his corpse. During this time, many temples of Rashavu were desecrated by the followers of Virathel and much of his clergy wiped out in massive battles. Rashavu’s corpse is currently chained in Virathel’s palace in Pandemonium, keeping the aberrant god-killer trapped there.
  441.  
  442. Name: Rao-Horakh, the Sun-God
  443. Symbol: An eye with a sun in place of the iris
  444. Appears as: A tall and extremely handsome human male dressed as a pharaoh
  445. Alignment: Neutral Good
  446. Portfolio: The sun, the stars, heat, light, life
  447. Domains: Sun, Fire, Good, Glory
  448. Spell Time: Dawn
  449. Pantheon: The Sun-Gods
  450. Favored Weapon: Kopesh
  451. Common Temple Design: Marble temple, preferably a pyramid
  452. Common Temple Services: Blessing crops, always bright, spells up to level 5
  453. Common Clergy: Clerics, favored souls, wizards
  454. Misc: Rao-Horakh’s name grants us the word “ray”, meaning “fingers of the sun”. He took over the godly duties of his mother, and yet she still maintains worshippers and grants spells and such and such. But he’s not bitter, oh no, she can go right on ahead constantly overshadowing him and looking over his shoulder for the rest of eternity, go right ahead mom.
  455.  
  456. Name: Nodor, the Jaguar
  457. Symbol: A snarling jaguar’s head
  458. Appears as: A brass-furred jaguar
  459. Alignment: Chaotic Neutral
  460. Portfolio: Speed, action, impetuousness, combat
  461. Domains: Celerity, Chaos, Liberation, Competition
  462. Spell Time: 11 AM, one hour before Dargeth
  463. Pantheon: The Souls of the Land
  464. Favored Weapon: Sickle
  465. Common Temple Design: Open air huts
  466. Common Temple Services: Races, discount trinkets, “Nodor is better than (INSERT GOD HERE) because…” stories, spells up to level 2
  467. Common Clergy: Favored souls, scouts
  468. Misc: Nodor once was tricked by Tsesserus into taking a swipe at Dargeth. The blood from the great lion splashed across the world and the Sands of Fire were created. Nodor thinks Mezerothoth’s whole “Embracing Angels” program rocks.
  469.  
  470. Name: Zenora, the Winter-Maiden
  471. Symbol: A piece of fruit, commonly a pomegranate, which has a bite taken from it
  472. Appears as: A pale high elf female in a black wedding gown
  473. Alignment: Neutral Good
  474. Portfolio: The seasons, marriage
  475. Domains: Cold, Repose, Community, Plant
  476. Spell Time: Noon, same as her husband
  477. Pantheon: The Elves of the Blue Sea
  478. Favored Weapon: Quarterstaff
  479. Common Temple Design: Altars in temples of her husband and mother
  480. Common Temple Services: Blessing crops, spells up to level 3
  481. Common Clergy: Clerics, favored souls, druids
  482. Misc: Zenora was stolen away from her mother, Liatra, by N’daurus when she was young to become his wife. Her mother, naturally, pitched the mother of all fits and flew into a rage, the ensuing winter wiping out many crops in the Blue Sea region. Zenora convinced N’daurus to let her return to her mother half the year and stay with him the other half. When she’s with N’daurus, her mother is free to concentrate on the important business of the weather, and spring and summer occur. When she’s with her mother, she becomes enraptured by her daughter’s presence and neglects her duties, allowing fall and winter to come.
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