Enchanted Realms Rulebook
At the risk of violating the separation of system and game-world, below are listed several religions and deities in the Enchanted Realms world. GMs are free to incorporate these or use their own. Part of the reason for the inclusion is to show the balance of incantations and abilities granted by the gods. Even in some cases, different pantheons offer very different spells and grant special abilities. If creating custom pantheon lists for available incantation, it is recommended to have a total of 200 to 220 total points, distributed reasonably between point ranges.
However, religion is more than a spell list. It is more than good or evil, following dogma or being free from societal rules. Religion is a practice and a belief in an ideology and philosophy. When a character makes a divine accordance to serve a deity, this is a serious pact. Power is given from the god(s) in trade of service. Should there be a lack of adherence to the deity's interests over several and severe incidents, there will be consequences. Typically, this comes in the form of admonition from peer-priest or church authority but becomes harsher if the service does not align properly. However, the gods are not timeless and omniscient; therefore, it could be months maybe even years before the retribution occurs. This judgment is left to the GM.
On the flip side, the priesthood offers many opportunities to gain role-playing karma from the GM for performing properly as a holy one in the service of a deity. Destroying symbols and icons of a religion that is opposite of the priest's philosophy might earn a few points of karma. Interacting and influencing political figures to implement plans and goals that further the work of the church could yield even more. While often thought of as the healer in the dungeon, the priest character can become so much more.Dyadikí
Dyadiki is a human religion of universal forces of good versus evil. Then manifestation of each come in various forms. Below is a list of deities and their provinces. Temples and churches are rarely dedicated to a single form, but rather a representation of goodness, where any of the good powers may be worshiped. Certain wings or areas may be dedicated for specific followers and priests of a specific god. The evil powers, however, are the exception - as they rarely have public places of worship. Usually a sect of one particular evil deity will build a secret shrine where only followers of that god know its location.
Each god is specialized of watching over certain influences; however, the greater ideology is that the gods are more like a hive-mind or faces of a cosmic and nearly omnipotent entity. For this reason, all worshipers of a goodly-aligned deities are welcome at any temple building. That said, each sect dedicated to one of the aspects of the gods does organize into more detailed ideology and hierarchal orders of authority.
|Deity||Morality and Ethics||Influence||Province|
|Arariel||Good||Water, Sky and Truth||Sea/Water, Sky|
|Jhudiel||Good, Order||Responsibility and Honor||Community, Nature|
|Sachiel||Good, Individualism||Charity and Wealth||Earth, Life|
|Uriel||Good||Light, Weather||Fire, Nature, Sky|
|Zuriel||Good, Order||Judgment and Wisdom||Knowledge, War|
|Azrael||Evil, Change||Death, Night and Vengeance||Death, War|
|Baale||Evil||Chaos, Destruction and Evil||Calamity, Deception, Sea|
|Maalik||Evil, Order||Fire and the Netherworld||Death, Fire|
|Tamiel||Evil, Opportunism||Secrets and Stealth||Deception, War|
Universal priests, referred to as Dyadikian priests, are those who do not specialize but rather worship the holistic form of all the Dyadiki deities. They are often the bureaucrats and officials over temples that are shared among the disciplines.
Culturally, universalists fall into two categories. Most are scholars who have an obsession with church dogma, history and development. These cloistered priests are the ones who seek the secrets of the cosmos, studying a single detail for years. Universalists tend to be the ones who perform magical research and similar skills.
However, in the other category, there are a few who are undecided about the church specialties and choose to worship the wider aspects of the religion. The universalists who become adventurers are in this smaller group, often tending to make use of the church to aid their own goals. Because of this, the universalists have been given a bad reputation by specific Deity worshipers, and in response to this notoriety, there exists a Board of Inquisitioners to manage rogue universalists acting in ways that tarnish the image of the churches.
These priests have access to every incantation of the twelve provinces; however, they are not able to cast any power above that which costs three Spirit points. Further, if the incantation is considered a specialty, as only one or two provinces grant it, then it is not available to universal priests either. While it is possible for a Dyadikian to later become dedicated to a specific face of the gods, the ceremony for a universalist to enter one comes at the cost of retraining the divine accord; thus losing the ability to cast all incantations; plus, the process sacrifices two Faith points; thus, afterwards if the total Spirit score is below 10 points, then all divine abilities, including those depending upon divine accord are lost.
Arariel, the deity of Sky and Sea in the Dyadiki religion, who is artistically represented as a young, spry guardian with golden weapons, which are sometimes declared to be made from orichalcum. He is seen as lord of rivers and seas, who sends rain and refreshment from the sky. Arariel is said to wet the pastures with dew and rain abounding in heavenly water. His celestial abode is depicted with streams that flow honey. Those who oppose him are stricken with disease. In religious texts, Arariel is said to be the maintainer of truth and punish those who lie.
Priests of Arariel are typical men, although a few priestesses are permitted, and must be well trained in melee weapons. From a game perspective, this means the ability to use two dice on an attack. The holy symbol of Arariel is a hand with an eye in the palm. This is commonly viewed in temples, shrines and places dedicated this god. While not the judges of the religion, the clergy of Arariel often work with Zuriel priests during discovery of urban crime and punishment, including being part of the judicial court process to ensure veracity of the testimony presented. Depending on one's view, Arariel has no holy days -- or everyday is one. A common phrase among Arariel's devout is "Everyday is due the truth."
As a bonus ability, those who gain divine accord with this god slowly gain a passive +1 to AC against lightning for each bonus of Resilience. In other words, an Arariel with with a 4 Resilience would have a +1 AC against lightning, but one with a 9 Resilience would be +3 AC versus lightning.
The ranking structure among the ordained are as follows:
• Initiate: trainee in the church not yet completing divine accord
• Hakham: the rank and title of most in the priesthood
• Savora: this is the leader of a group, usually a temple but it could be other organizations
• Godol: there is only one Godol, who is the highest title in the sect
The Mother of Grace is another name by which the winged goddess Barachiel is known. She appears as a tall and gaunt, middle-aged woman wearing long robes, who has an enlarged belly suggesting that the goddess is in the early stages of pregnancy. Despite being round in the belly, many of her other features might be mistaken as Fey for someone unfamiliar with the sect, as images of Barachiel also have large butterfly wings sprouting from her back.
The Church of Barachiel is generally symbiotic to other churches. While there are a few smaller shrines, to date there is not a temple that is exclusively designed for the worship and business of Barachiel. The clergy, who are mostly women, settle in where other structures of worship have been built. Further, everyone shares the same title once gaining divine accord, which is Sister (or Brother in the rare case of a male cleric). Because this is a female-dominated worship, traditions in culture of Dyadiki worship results in blessings and endowments from heritage being passed down by the matriarchs of the families. Often the culture still tends to be patriarchal, but there are clear traditions and governances that belong to women, legal inheritance being among them.
Upon reaching a Faith score of 6, priests of Barachiel gain a special skill of diagnosis that can be used once per day. The cleric can gain an instant knowledge of what ails a subject with a quick examination requiring only a standard action. At the start of the priest’s following turn, with no checks required, the healer automatically knows the nature of any wounds, diseases or curses from which the subject suffers.
Music and Art are the things of importance to those who worship Israfel. This goddess takes on many forms when referenced in the religious writings, appearing as animated sculptures or characters of a painting. She once sent word to her followers in lyrics to a symphony that only they could hear. Thus, her physical form is rarely described, although she is always designated as female and beautiful.
Her church consists of musicians and artists, and her holy ground rarely joins with classic temple structures. Instead, her priests and priestesses form cultural centers for learning and art. Rather than temples, these places are called Lyceums. It is here that the philosophy of beautification is professed, along with other ideologies. Skills of music, poetry, writing, painting, sculpting and many other arts can be learned at a Lyceum. Politics, governance and debate often occur in theaters housed on a campus; however, traditional training in law is not part of any curriculum, as ideological topics tend to be discussed by theories and ideals rather than in practice. However, this goddess grants a special bonus for her priests who have a Faith score of 5 or higher; they can use karma to learn a language faster than 14 days. This is based on the formula of 14 minus Faith; thus, a priest with Faith 7 could learn a new language in only 7 days by using karma for this skill.
Because the organization is closer to an institution of learning than that of a church, the titles of the priesthood as likewise similar:
• Isrhymist: a follower of Israfel; someone without divine accord
• Advisor: the title of someone newly ordained
• Orator: the title of someone who routinely has direct students or disciples
• Ideologean: a non-teaching priest who is involved in research, on sabbatical, or performing missionary work
• Meister: (Meisterin for women) this is a church leader who is in charge of the organization of a specific disciple of art, such as the Meister of Poetry
• Lehnsherr: this is the title of the high priest who holds the highest title in a Lyceum
Similar to Israfel, Jhudiel holds a more conceptual province than many deities. The god, however, is far more pragmatic than theoretical. Jhudiel is the personification of Honor and Responsibility. In the local language his name in lowercase means order and brotherhood. He is symbolized as an invisible spirit, wandering through society correcting the chaos caused by inattentiveness, procrastination and apathy. His holy symbol is a pentagon formed by the shape of five people.
Jhudiel's church has two distinct orders, one of community and one of nature. While they are technically co-mingled and share holy grounds, these two orders have different methods of achieving and restoring order. In urban and populated areas, the church of Jhudiel is an active group of community organizers. Priests, typically known as "Brothers," (or "Sisters" for women), organize projects for members of the community to join, build local centers, create mentor programs, offer services for boarding animals, cleaning up trash and other various helpful things for the community. Those belonging to the nature order often work to preserve the niches of animals, plant trees, clean rivers from human dumping and even fight fires.
Any priest of Jhudiel can use a standard action to touch an ally and remove one negative condition affecting the ally and transfer it to oneself. This transfer lasts a number of rounds equal points of Faith of the priest, but it can be ended at the will of the priest, without an action, upon his or her turn. At the end of the transfer duration, the condition reverts to the original creature, unless it has ended or is removed by another effect. This can be performed once per day.
Sachiel is the god of charity and wealth. Often depicted as a well-dressed rotund man, this deity appears in religious parables. Some tales discuss how he appears to those in need and provides in a material way, while in other stories the god gives advice on business and investments. The moral of most parables is that a person must be faithful and prosperous to himself so that he can help others. "A poor person rarely gives aid of value" is one of the adages of his church. Another proverb states "Intention is good, but coin is better."
Many merchants and business owners worship Sachiel routinely. Wealthier ones keep priestly advisors on retainer for financial advice. Priests of Sachiel have a unique ability to commune with market, which requires the rector to spend half an hour to investigate the economic hub of the area, chat to shop keepers and get “a feel” for the place. At the end of this time the cleric gains a powerful supernatural insight into the economy, and strong ideas of how to make money in this town. He or she will learn the main imports and exports of the economic hub, what are the more rare and the abundant commodities, what the ares needs as well as what it actually wants. This divine insight lasts for roughly one month.
“Light either reveals to show or glares to obscure” is one of the idioms of the Church of Uriel. Being the god of light, Uriel is the keeper and revealer of secrets. In paintings and sculptures, Uriel is often depicted as a very tall, thin man of middle age, having clumps of yellowish hair. Additionally, the personification of Uriel commonly wears goggles or a magnifying loupe; this is to accentuate the concept of the deity's sharp and penetrating eyes.
The Church often fills the role of detective, investigator and scientists, especially in smaller villages when such roles are not easily filled by the community. As such, the Uriel Church has ties into several secret society memberships and hordes covert knowledge which may not fit well into polite society. It is not uncommon for one of the regional churches to be investigating otherworldly escapades, performing monster autopsies, or training secret sorcery classes to apprentices -- not that the public at large would be appear of this.
Upon reaching a Faith score of 4, a priest of Uriel will gain special resistances against the weather. Rain, snow and fog will not penalize Perception checks. These holy worshipers can move through snow-covered and icy terrain at normal movement. Wind effects, whether natural or magical, affect a priest as if he or she had 2 points more of Strength or one Size Category higher, depending on the description of the effect.
Titles in the Uriel Church are designated as follows:
• Aspirant: the title of someone newly ordained
• Deacon: the title of a priest having served for three or more years
• Investigator: the title of a priest who performs discovery for the Church
• Archimandrite: the title of a priest in charge of a Cathedral
• Archdeacon or Bishop: the title of a priest in charge of a geographical region of churches
• Archbishop: the papal title of a priest over all the Uriel Churches
Often Zuriel is viewed as the god of war; however, his province more properly aligns with Order, Wisdom and Justice. It is becomes of these characteristics he is the deity consulted for matters of war; in turn, many of the artistic representations of Zuriel is as a general or a strategist examining a map or surveying a battle field. However, there are a few portrayals of him as scholarly judge, disciplining the delinquents of society, often represented in paintings as worshipers of Maalik.
Many of this deific sect become political Magistrates or lesser judges of the courts. While a judgeship may occur for a person not of the Church, it is rare. However, in addition to being the law of the land in many ways, this church also employs a private church army to enforce and dispense justice should it become necessary.
Priests of Zuriel have a special ability when gaining the fourth point of Faith. One can bestow resolve upon willing targets, who will receive divine boldness, which adds 2 temporary Body points that last for 1 minute (6 rounds). This special ability can be performed the number of times per day equal to the priest’s Faith bonus value; thus, once at score 4, but twice at 6.
Titles of the Church of Zuriel are as follows:
• Novice: the title of someone newly ordained
• Myrmidon: the title of the conscription troops serving the Church
• Commander: the title of someone leading a group
• Reverend: the title of a priest in a leadership position over Commanders or in charge of a project or association
• Crusader: the title of a layman or priest who leads a church militia of troops
• Champion: the title of the most renowned Crusader
• Justice: the title of a priest who holds the highest title in a Temple
• High Justice: the papal title of a priest over all the Zuriel Churches
Azrael’s worshipers revel in the night and admire all things nocturnal. The followers of Azrael do not worship in hope of favors but instead honored and placated in hopes to keep evil away. Religious cautionary tales talk of this god not being appeased and releasing his minions. While attempting to push this philosophy, his priests do not necessarily hide their allegiance, but often they do not function well in society as their methods are less than moral. As a result, many priests of Azrael attempt to not have a public face as a worshiper. This does create risk with the god who enjoys having his ego assuaged.
Lower-ranked priests, who have not had time to get dirty yet, act as open missionaries who warn doom if proper homage is not given. Meanwhile higher-rank priests will establish hidden temples where the real work is done. The church does have one day of reasonable popularity mostly due to the unique festivities surrounding Azrael’s holy day. September 13th is the date of celebration which is similar to the holiday of Halloween on Earth. People on all rungs of society dress up in costume, and it is said that Azrael’s minions come out this night to blend with the revelers. Those not “in disguise” may make a tasty treat for her undead.
Finally, the church of Azrael loves the state of war and battle. Followers are almost always trying to perform clandestine acts that will promote a fight, even if it is merely a bar brawl. For many of his followers, witnessing violence is arousing, erotic, lewd and seductive. Better skilled members perform this on a grander scale to actually disrupt politics and misrepresent things to goad states and nations into going to war. Often the targets are based upon vengeance; however, the timing may continue over generations just to continue the lust of it.
When gaining a score of 4 Faith, priests of Azrael can cast the sorcery spell appropriation as a divine power requiring only 1 point of Spirit as a cost. At Faith 6, one can cast transmogrify as a divine power requiring only 2 Spirit cost. Finally, upon reaching the eight point of Faith, the dark priest can polymorph with a casting cost of 3 Spirit points.
Details for deity
Details for deity
Tamiel is at times called the Shadow Queen. She has few temples or shrines. Those that exist are difficult to recognize as such, as these are often hidden, appearing as something else, or left abandoned. However, for special nights the followers of the church gather to lead the people in paying their respects to things that are far worse than death. Vile rituals have been reported, but few know what truly occurs.
Despite existing in a dualistic pantheon where most of the culture views things as good vs. evil, Tamiel relies on worshipers of the religion. That does not necessarily mean they worship her, but rather that there is a healthy fear of her presence. This fear feeds her power, even if those exuding it are not her followers. As such, should there be a holy war, church members act a spies and assassins. Their contributions to such wars is rarely recognized, which is also by Tamiel’s design.
The true identity of church members is rarely known, as the church operates much like a secret society, members often appear as having whole others lives, perhaps even members of another church. Followers are taught to strike from dark places and take little wherever they go. They loathe the blunt-force war tactics of Zuriel to be pointless. Instead, worshipers of the Shadow Queen believe that people are terrorized when leaders are taken from them and a terrorized leaderless people are easily conquered and controlled. In the chaos and cruelty of war and hopelessness, the priests find refugees ripe for conversion.
Ordained members of the Tamiel Church gain a special power when earning 6 points of Faith. An evil cleric can whisper a hypnotizing litany of empty promises. Each enemy within 30-foot that can hear must succeed a Will save (DC:12 plus Faith bonus) or become fascinated, effectively under the stunned restriction until the end of the victim’s next turn. Every round this is used forces a new save even if continued as consecutive actions. The cleric can use this power a number of rounds per day equal to one’s Faith bonus, but these rounds do not need to be consecutive. This is a mind-affecting effect.Lacerta
Lacerta is the belief system of the lizardfolk. However, religion to this species is very different from how most view religion. For most races, religion deals with their relationship with the gods; theology and religious inquiry are generally encouraged, as is meditation and reflection. For the lizardfolk, religion is all about ritual and ceremony; deeper meaning is rare, and introspection is almost unheard of in most temples. Specifically, everything is cast in terms of gain or loss, survival or perishing. Love of the gods is unknown, but rather a sort of fear is a stronger motivation for worship. One might argue that Hrauk and Threenkt could be exceptions to this view; however, due to the many cults and sects throughout all the lizardfolk population, not to mention the cultural differences between the sub-races, even this argument does not hold up well. To most lizardfolk, religion is seen as a method of bringing material benefits for the tribe. Shaman insist that the religious ceremonies of the tribe be respected, not because they are pious, but because they fear that the deity they worship will punish them for their lack of homage.
When any shaman or priest of the Lacerta religion gains a Faith score of 4 or higher, he or she gains an immunity to insect-transmitted diseases common to swamps, such as malaria. Further, those of this ranking gain a +2 bonus on saves when exposed to any other diseases. Additionally, Lacerta priests gain special “social” interactions with beings in swamps (or deserts in the case of squamata). When a GM rules a hostile/indifferent/friendly check on a d20, these shaman gain a 1 point towards a more favorable roll. Thus, the chance to avoid a hostile encounter with a crocodile is better with a worshiper of one of the lizardfolk gods.
Upon reaching a Faith score of 6 or higher, someone with divine accord to a deity of the Lacerta faith gains a free flora lore skill. Moreover, the duration of either charm desert creatures or charm marsh creatures gain a duration of 10 minutes. As for special abilities, a Lacerta priest gains wildshape, water (or wildshape, land for squamata) when his or her Faith reaches 9 or higher.
|Deity||Morality and Ethics||Influence||Province|
|Egasski||Neutral||Sun and Sand||Earth, Fire/Sun|
|Hrauk||Neutral||War and Culture||Community, War|
|Semgoonja||Neutral||Survival and Procreation||Nature|
|Ssess'nik||Evil||Death and Hate||Special|
|Threenkt||Individualism||Change, Hope and Sorcery||Knowledge, Sky/Light|
Details to come.
Hrauk is the war god of the lizardfolk - every variant of the species. His interpretation is a bit different between the cayma to the yaunti; however, the sphere of war is absolutely under his control. That said, his bloodlust for battle is view divergent between the many tribes of the lizardfolk. He is not always seen as a conquerer. In fact, his priests explain that he is more of an integrator. When encountering other tribes, Hrauk (by way of his priests, determine what benefit the outsiders offer. If they are beneficial to the priests’ tribe, then effort to establish trade, exchange culture and build mutually beneficial relationship is conducted by the war shamans. From this point, there will be an effort to win a silent war of hearts and minds of the other tribe by trying establish more of local traditions and rituals into the other tribe and incorporate them into one tribe by subversion and manipulation. However, if the new outsiders are weak or too divert from local traditions, then a method of battle and conquer are chosen to obtain resources. Often tribes overpowered by war are integrated into one society but are considered second-class citizens in the caste.
The most popular of deities among the cayma is Semgoonja. Most shaman of this sub-race are devoted to this lizard god. These tribal priests tend to be unorganized, acting as general caretakers for the tribe. However, one of expected rituals for the preists of this deity is that they are required to breed every annual season; thus, few females become shaman under this worshiped power. Culturally, priests who routinely fail to provide fertile eggs generally commit suicide to avoid bringing shame upon the tribe. As such, older shamans make way for the younger generation.
The general philosophy of Semgoonja is simple - survival and propagation, nothing else. Good, evil, order, and individualism are all means to an end for survival of the tribe. Semgoonja would be seen by outsiders as amoral and unsympathetic. He rarely even cares much for the personal struggles of his own lizardfolk worshipers; these are irrelevant unless they interfere with the good of the tribe. A common cliché among the priests is “Fa mat drulan geh enkuray arrazon” -- meaning for the tribe or moot. The shamans encourage members of the tribe to reproduce, to live long lives, and to guarantee the safety of themselves and of their race. Semgoonja's priests distinguish themselves with kilts of blue-green hide.
The depth of the faith of Semgoonja is the concept of an afterlife. In every lizardfolk culture the concept of what happens after death is reincarnation, based on how loyal and devoted one has been to the teachings and tribe. Those well rewarded might return as a spirit being to oversee and protect the tribe, while those punished would be live the next life as a lower form.
Symbolized by green claw, Ssess'nik is an evil deity in the Lacerta pantheon. This former demon lord transcended into a worship entity nearly two millennia ago when it sewed seeds of restlessness among the lizardfolk and promoted racism between the khaasta and the other races. It was also this evil god who aided in the creation of the yaunti sub-race, as sacrificed mutations of the cayma by the new priests of Ssess'nik. Over multiple generations of inbreeding by the slave-class mutations, they became their own race, albeit phenotypically diverse.
Of course the khaasta and yaunti, who worship Ssess'nik almost exclusively, do not view themselves as evil. From their perspective, the worship of this deity is in the best interest of all lizardfolk. The khaasta and yaunti believe there will be a powerful mutated version of a lizardman who rises to power to unite all lizardkind. The cayma and squamata worship deities and perform actions that prevent the coming of this savior-warrior. As a result, the follower of Ssess'nik are duty-bound to ruin plans of the unwitting lesser lizardfolk. Further, the priests attempt to consort with guàimó demons to help them in the creation of the proper mutation who will sire the lineage of the savior.
If there is any philosophy and reflection, it would be found among the priests of Threenkt. He is the god of change, ambition and sorcery. As a result, in lizardfolk culture, almost all who study the skills of sorcery learn it in the teaching shrines of Threenkt.
However, this god plays a larger role in its cult-like belief, as he is known as the Architect of Change and the Lord of Fate. While the belief promoted is called cult-like, the irony is most lizardfolk accepted it. Threenkt has promised the return of the one-true king, a messianic being who will ruler who will re-unite the tribes and sub-races to live in a utopian society. The priests divine prophecies awaiting the day, but until then Threenkt helps individuals seeking more than survival; the shrines promote that Threenkt is change, said to embody every mortal creature's recognition of, and desire, to change, to grow, to move, to seek more -- more knowledge, more wealth, more power. In some of the rare art among the lizardfolk, Threenkt is depicted to have an ever-shifting face and form.
Threenkt’s shamans hold the idea of predestination. Everyone is a pawn of the Lord of Fate. The difference between laymen and the priests is the followers of Threenkt accept their role as pawns of this god’s greater purpose, which is to shape events to bring the arrival of the one-true king.Selquerine
The deities of the elves are known as the fellowship of brothers and sisters of the wood and are worshiped by many fey creatures as well as the elves. The fellowship is led by Edhelindae Te', First of the Selquerine. In elven theology there are close relationships between the fey, magic, and the natural world. Most of elven faiths emphasize elven unity with life and nature, and the ideology blends the distinction between elves and their environment. The belief is that elves have spirits which reincarnate as animals, plants, faerie folk, or even elves once again.
With few exceptions, most of the Selquerine can be categorized as wild and impulsive gods who are subject only to their own whims. In many ways they are not really personified by fey worshipers but rather viewed an intelligent forces of the very nature they represent. Prayer with the fey deities is through what is known as the waking dream, a place believed to be a physical plane of existence that can be reached mentally and spiritually where supplication is imagined to be left floating on the winds. These requests are believed to reach the gods because the gods are part of the existence of the dreamland. The deities may respond to non-clergy when meditating; however, the clarity and directness of this communication varies wildly.
The Selquerine have certain incantations from the province list they will not grant. These are assemble armor, astral blood, blood lust, crown of the grave, death throes, desecrated glow, extract poison, smear and suggestive fear. A priest worshiping one of the Selquerine is simply short these spells. Human sailing priests have been known to connect with Shaetumba, and as such are not granted desecrated glow or others found in the normal Sky/Sea list. However, if the race of priest has fey origins in its lineage, as elves do, then a special list of spells is granted to them, regardless of the deity worshiped. Those incantations can be found in the Divine Powers section. The exception to this is Lilyth, who has a special list of incantations she grants to her followers.
|Deity||Morality and Ethics||Influence||Province|
|Good||Pixies, Brownies, Flying Creatures||Earth/Fire, Sea/Sky|
|Good||Beauty, Love, Romance||Community, Life|
|Neutral||History, Philosophy, Time||Knowledge|
|Good||Elves, Poetry, Warfare||Knowledge, Sea/Sky, War|
|Neutral||Dreams, Mysticism, Moon||Deception, Sea/Sky|
|Evil||Spiders, Dark Elves, Darkness||Special|
|Individualism||Aquatic Elves, Oceans||Knowledge, Sky/Sea|
|Individualism||Archery, Hunting||Life, Nature|
Aripaii Yassen is the elven goddess of air, pixies, and birds. In artistic representations, she appears to be a tall, elf-like woman with feathered hair and eyebrows. Her back has a pair of large bird-like wings which are are constantly changing color. The lower half of her body vanishes into a misty whirling cloud, so that she never appears to touch the ground. In addition to elves, Aripaii Yassen is loved by many fey beings, especially those who fly, and also some of the genie beings from the elemental plane of air. Even the non-devout pray to her for good weather and gentle breezes of air from the Winged Mother.
The church of Aripaii Yassen is small, with little organization and only a few scattered temples, which are built with a nest-like structure in large trees. The clergy is primarily concerned with exploration and maintaining good relations with other sentient avian and nature-loving races. Despite the smallness of the church, there are two distinct philosophies for those who follow the Winged Mother. Both, however, are rooted in the preservation of nature. Her devout brownies form a group who protect nature on the ground. It is common for priests of this ilk to have a brownie fey-bound to him or her as an assistant. The other ideology sees weather and winds as a cleansing method to rid corruption from the natural order. When the environmental priests from both sides meet or plan together, they do so in the tree temples, as trees represent growth from the earth but are also the home for the winged.
Salka Aripaii Suli, the Dance of Swirling Winds, is held semiannually on the vernal and autumnal equinoxes and celebrates the changing of the seasons in honor of the goddess. The strong winds blowing on such days when followers gathered was viewed as a good omen. Celebrants offer beautiful feathers and perform an aerial ballet, and dance to the music of wind instruments played by others.
Çaen Frumela is a being of timeless beauty and benign nature. She always forgives minor transgressions and delights in rewarding her followers with the joy of unexpected love and affection. She embodies romance, beauty, love, and joy in elven spirits, but non-sylven people remark about her vanity and a flighty nature.
Çaen Frumela's clerics are flighty and somewhat vain, given to dancing and wild celebrations. Church hierarchy is loosely organized, and priests are free to join or leave a temple's ranks as they wished. However, her priests preside over marriages and rites of passage ceremonies for young elves. Of course, elves are not morally required to marry, as dogma promotes love, not necessarily marriage. Elven beliefs around romance and couplehood is that ending such relationships is expected, but the importance is a continued respect and brotherly love once it is over. Members of the temple spend their days cultivating beauty and love in all their myriad forms, tending fine gardens and amassing collections of gems, crystal sculptures and other fine works of art for the community enjoyment. While things of gold and crystal, particularly jewelry and statues, are favored. Beautiful art in any form is admired, collected, and displayed.
Coiasiran Sintos is the elven deity who governs the orderly passage of time and guards against those who would alter the path of history. In elvish art and stories, he is seen as a philosopher, a patient teacher and instructor, who gives wisdom and knowledge to young and old alike. He is often praised but rarely invoked. Those who worship him are those with an interest in ideas and knowledge, and the changes wrought by the passage of time - sages, historians, philosophers, and librarians.
The god and his church have good working relationships with all others in the Selquerine, although there is strife at times with Lamfrisa Hoth. However, that impatience is minimal to the grudge held between Coiasiran Sintos and the dwarven battle god Slagsagrheir. In the early days of elves and dwarves, Coiasiran Sintos intervened with a resurrection ritual performed by the church of Slagsagrheir to restore one of the great generals who had recently been killed by forest giants. The elvish justification was the preservation of history as the death was essentially unknown to the dwarven soldiers, whose morale at the time heavily relied upon the militant leader. Coiasiran Sintos saw blocking the return to life as a duty and assumed it would be a mere annoyance to the Skabronrhirs. However, the elven god did not count on Slagsagrheir's stubborn, grudge-holding attitude. The grudge is still held today, although few even know why the two are at odds; the priests of Coiasiran Sintos can recite the story quite clearly nonetheless.
Edhelindae Te' is said to have originated as the formless but sentient existence of the Feywild, who over time chose various forms of embodiment for interaction with other cosmic beings. According to the Selquerine creation story, Edhelindae Te' was harmed by the Dokruja, who was at that time a Demon Lord seeking to corrupt the Feywild. After the battle between the between the two, Edhelindae Te' mixed his essence, described in tales as his blood and tears, with dryads of the Feywild to create the race of elves. As a result the five types of elves came into being which are more detailed in the sacred writ involving the types of trees with which certain dryads were linked. However, the key being that the dark elves were said to have more of blood from Edhelindae Te' which happened to also be blended with the blood of Dokruja, seeding a corruption and anger with in them. This is not only the origin the elves as a race but also the explanation of why the dark elves are now enemies of the surface elves.
Among worshipers of Edhelindae Te' are elves, other fey, as well as a few human artists. His clerics typically wear silver circlets and gossamer robes of the brightest azure. The elf god has proclaimed the standing death sentence to all orcs and morally approves of their slaying. One of his most frequent holy days is the quarter of the larger moon, Gayna (often called Ithalle by the elves). As the waxing moon rises at midday, the festival of Edhelindae Te' is typically held at sunset, where his followers worship and celebrate at natural geological formations, sacrificing beautiful objects to the god. Further, there is a loosely structured fellowship made of elven knights or elven warriors dedicated to the recovery of several lost elven relics. When found, the relics are given to the care of the priests of Edhelindae Te'. This organization is called Demadunne Crema Purg which translates to Fellowship of the Forgotten Flower.
Ithalle Kaimeleron plays an interesting role in elven theology. In the early times, prior to the creation of elves, she was the consort, sometimes referenced as wife, to Edhelindae Te'. However, in the the classic tale of the battle between the elven god-king and the Demon Lord, Dokruja, Ithalle Kaimeleron was kidnapped and raped by the fiend. This spawned what is now called Crisaien en' Dokruja (the storming of Dokruja), where Edhelindae Te' plucks out the eye of the Demon Lord. As a result of this, Ithalle Kaimeleron gave birth to the first orcs, whom she still has compassion for despite her understanding that her children have evolved to become a civilization driven by a hatred and despise of all elves. Her priests often argue that the outright moral slaying decree of Edhelindae Te' is too generalized and that specific crimes and acts of individuals should be used to judge orcs. Although Edhelindae Te' loved her, the First of the Selquerine became jealous and suspicious that his wife might have not been kidnapped but rather gone willingly and enjoyed the actions of adultery. This fear, combined with the empathy she held towards her unwanted children, forced Edhelindae Te' to end their matrimony.
The morals of Ithalle Kaimeleron can seem confusing to some due to her kindliness towards orcs; however, there is no doubt to her clergy that the goddess has a first love for all things fey and especially elves. Her church has a hatred for undead and has attempted to subvert the intolerance of orcs and transfer it to societal goals of destroying all undead instead. This method has had mixed results in different elvish civilizations. The methods of influence of her church tend to be more subtle, behind the scenes, rather than direct argument or public action. Ithalle Kaimeleron is considered the most powerful of the female elven deities but her power is not stable. To be more precise, it fluctuated with the phase of the moon. She is at her most powerful under full moon, and as such, on that day (once every 59-days) her priests can add dream to the available incantations for that evening, from moon rise until moonset.
Lamfrisa Hoth is the elven deity of mischief and change. Lamfrisa is a fickle, utterly unpredictable god who can change his appearance at will, even in presentation to other gods. He is a master at celestial politics, always having something to gain for his scheming. As such, Lamfrisa has been ally and enemy to all members of the pantheon, but none trust this deity much at all.
This is the god who is ultimately responsible for the myth of the fey changeling. Lamfrisa's court is filled with numerous fayettes, who steal the children humans and other races to replace them with a deformed or imbecilic look-alike child. Occasionally, the changeling may possess uncanny insight or soothsaying abilities. The stolen infant are kept by the fayettes for a duration as a sympathy, but when parents are unaware or unable to switch the children back, these child souls are used by Lamfrisa Hoth.
The church of Lamfrisa Hoth is informal. Worshipers dress in black leather armor with leather caps, and never worship or perform rituals in the same place twice. Holy days are on the eclipses of either moon when the faithful sacrifice stolen treasures. Further, each full moon of Gayna, the followers host a celebration at midnight. Though the location of each festival is secret, it is always held in a sylvan glade. The precise location of the event is something followers of Lamfrisa passed around by word of mouth leading up to the event, but anyone, faithful or otherwise, who learned of the event using their own wits were welcomed to join in on the festivities. Activities included dancing, storytelling, drinking wine, playing pranks, and sacrificing beautiful objects.
An elven phrase, “caela amin optim coiatta”, which translates to living my very best experience is the mantra of this creed.
Details for deity
The stories of ancient writ tell of the heartbrokeness of Edhelindae Te' after dismissing Ithalle Kaimeleron. Therefore, the First of the Selquerine met with Çaen Frumela who gave him a blessed ruby. He then requested a feather from Aripaii Yassen. Finally the elvin god-king removed the remaining love for Ithalle Kaimeleron from his own heart. Forging these three things together, Edhelindae Te' called into being a new consort, incapable of betrayal, who he named Neldette.
Prior to this it was believed that elves lived forever; however, Edhelindae Te' charged Neldette with making the elves mortal and overseeing them in the afterlife. While the goddess did faithfully comply with the request to force mortality upon the elves, her compassion further implemented their spirits to be reincarnated into nature and the Feywild, allowing elves to live an endless number of lives.
Although becoming a figure of godly status, her lack of complete freewill prevents her from acting as more than a minor deity. In terms of the game, this means she does not grant incantations over 8 points. That said, the clergy of Neldette are the most powerful when performing the Return to Life ritual, as those dedicated to her gain a +2 on the individual body preservation saves when they occur during the ceremony. This significantly reduces the risk to the priests performing the rite.
As for her church, the dogma is primarily built upon the concepts of duty and loyalty, keeping one's personal word and the reward of the next life for remaining faithful.
Ohtrise Dispunis is the goddess of war and grief. However, she is not usually worshiped on a routine or regular basis. The attention to her comes only when the elves go to war en masse, typically reserved for defensive actions against orcs and goblins, do they turn to her for help and guidance. She is also thanked and honored in times following a battle and a war.
Because of her station of only being called upon in the time of need, she has no direct church or a following of priests. Instead, when the elves declare a war against another, priests of other elven deities can be granted additional powers to the ordinary incantations. Ohtrise will grant to following to priests who are not ordinarily permitted access to these incantation: bane, blind, blood lust, compelled duel, damage ward, death throes, deluge, downpour, fog of war, infusion of lightning, showers and stone bones. However, these are not free; every morning of war time, an elven priest must choose to release the use of one of his or her ordinary incantations of equivalent cost to receive these special blessings from Ohtrise.
Peydur Auraon is the elven god of nature, and patron deity of wood elves. Elven art and imagery depict Peydur as a green-skinned elf clad in bark armor. It was through his church that Peydur granted to the elves the knowledge of arbor-forging. In some stories, this god disguises himself as a giant tree among other in the forest and has been said to take on the appearance of a treant. On occasion, he is referred to as the Leaflord known for his protection of the woodlands and nature.
The followers of Peydur Auraon understand that no civilization can exist without disturbing nature to at least a small degree. However, in this vein, the Children of Peydur make every effort to ensure that structures and urbanization has a minimal impact upon the natural order. This order has strict rules for when trees can be cut, how they must be replanted, seasons for hunting, and even the management of wildfire. They fight any council or leaders who would destroy a tree before its time. They argue that elven architecture is superior to other races for incorporating housing and other structures that complement and become part of the trees. Peydur Auraon's church members are bridge-builders, architects and managers of elven infrastructure who design and construct the way elves build up their communities.
Shaetumba is the patron goddess of the aquatic elves. She is also associated with knowledge, beauty, and oceans. Shaetumba is called the Mistress of Dolphins in several elven texts. Her holy symbol an image of a dolphin.
Shaetumba is most popular among aquatic elves, though land-dwelling elves do recognize her as a member of the Selquerine. Her clerics wear sea green vestments and shell mail. Her sacred animal is the dolphin, and her favored weapon is the trident, although rarely used as her following are considered pacifists. They are not unable to fight, but they only do so to safeguard their protected. The priests of Shaetumba devote themselves to protecting the young of any race or animal they encountered and deem worthy of saving. The guarded young defined by the school of priests in an area as by church decree, but more often it is a personal choice of just one cleric. Shaetumba is worshiped in undersea coral temples at low tide on the changing of the seasons.
Su'lamya is the elven deity of music and magic, but is only a minor god. This god promotes the ideology that music is an inherent part of the patterns of the multiverse, so magic and music together can create something superior to either one alone. The incantations granted by Su'lamya never exceed a cost of 4 points. However, the advantage from having a divine devotion to Su'lamya isn't exactly due to incantation granted. The skills encouraging verse and inspiration gain an addition +1 bonus, while song of rest have five minutes lessened from the requirements.
Vitir Arculos is the god of hunting, archery, and survival in wild and harsh places. He teaches his followers the arts of hunting; including archery, moving unseen and hiding in wild places. He watches over the borders of wilderness and farmed land and seeks to maintain the balance between them. His church often works with the followers of Peydur Auraon to this end. The belief for hunting is not to kill for killings sake but to maintain the balance of nature and to destroy evil. Most of his clergy will seek to gain mastery with the long bow.
The dogma of Vitir is walking in harmony with nature and opposing the efforts of those who would disturb her delicate balance. The disorganized church preaches in the preservation of the wild places from excessive encroachment and calls to work with those who would settle the land to preserve the beauty that first attracted them. Hunting is a measure of one's worth, but one should hunt only for sustenance, culling the old and the weak from the herd so that all species may prosper. Fables of Vitir compare the consequences of action to that of an arrow in flight: it is difficult to arrest. Thus, life is like a hunt where one should choose targets carefully, be they friends, partners, allies or whatnot, for an ill-considered action can have a long-reaching impact.Skabronrhirs
Skabronrhirs is pantheon of the terrac races. This primarily encompasses dwarves. While often seen as a brotherhood of gods, the individual deities work very independently of one another. Dwarves worship and pray in appropriate places, not just the churches and shrines built for the god. However, those structures are very specific to the worship and work of a specific deity, and as such are not viewed as a common holy place for all believers.
Personalities of the Skabronrhirs gods are so separate that some of the deities have been expelled from the brotherhood, Rahdji, for example. While banishment plays a political role in the pantheon and among the dwarven churches, it does not remove the cosmic entity from the seat of power. What holds a deity in the state of godhood has more to do with collective worship, fear and respect.
As for the worshippers of the Skabronrhirs, most of the granted incantations come from the a common group known as Terrac Incantations, which are granted to any priest of the pantheon. These are useful for dwarves and other terrac races; however, even if humans or halflings were to become ordained to one of the Skabronrhirs, then the non-terrac priest would also cast from this list. The individual gods grant minor spells within the province of their control; however, only incantations that cost 4 or fewer priestly points can be manifested. Moreover, each deity grants special abilities and skills based on the god's sphere of control. Such details are listed below in each of the descriptions.
|Deity||Morality and Ethics||Influence||Province|
|Good, Order||Home, Safety, Truth||Community, Nature|
|Individualism||Alcohol, Carousing, Travel||Deception, War|
|Neutral||Gemstones, Hills, Mountains||Earth/Fire|
|Neutral||Mining, Underground Exploration||Death, Earth/Fire, Knowledge|
|Good||Invention, Scholarship||Community, Knowledge|
|Individualism||Luck, Wealth||Deception, Knowledge|
|Neutral||Protection, Travel||Knowledge, Life, Nature|
|Good||Dwarves, Leadership||Community, Earth/Fire, Life|
|Good, Order||Battle||Life, War|
As with most of the Skabronrhirs, Ekktjemyrkk has a distinct personified form. This goddess is a female dwarf with a light beard braided into four short rows, wearing chain mail and a silver helm. She is the wife of Skarfurag but despite this, she is not seen as a ruling queen. Ekktjemyrkk has a more humble attitude than drawing attention to herself. She is often viewed as doing good and legitimate works behind the seat of power and supporting those in charge. Likewise, her priest play a similar role in dwarven communities, practicing the idea of servant leadership. Due to her calm and attention to need, traditionalists have claimed that the Skabronrhirs and perhaps even the entire dwarven race might not have survived.
Her station as wife of Skarfurag reinforces the importance of traditional marriage and family among dwarves. Love is a factor of family but duty is an equal responsibility, and Ekktjemyrkk, sometimes called the Mother of Safety, is an important symbol of this cultural norm. Her priests are known as distavhejemyrkk, which translated roughly as "those of the home".
Distavhejemyrkk serve as the guardians and protectors of dwarven clans. They archive the lore, traditions, and family histories of the dwarves. By acting as teachers and healers, they aim to further the good health and good character of the dwarven race. Serving as the moral compass of the dwarves, they are very conservative and they do not tolerate foolhardiness and controversial ideas in young dwarves. In the rigid church structure, every cleric knew his or her place, and every clan's church is built to look alike. This has been done so visitors from other clans knew exactly where they fit in. Ekktjemyrkk runs her church like a strict, but loving mother.
When a follower of Ekktjemyrkk has gained 5 points of Faith, the incantations glorify and weapon return are added to the list of available spells if they were not before. After acquiring 10 Faith points, regenerate and restore will be added to the list of incantations a priest can cast.
Gaforbrukk is a dwarven deity of carousing, alcohol and travel. Known as the Bearded One, as artistic representations of him show this god to have thick hair that obscures most of his face. He represents the festive side of dwarven culture. Brewers hold him in high regard, as does any dwarf who charges headlong into battle heedless of the odds. Gaforbrukk and his followers believe in high risk leads to high reward. However, as Gaforbrukk is not a regularly worshiped being, his status remains that of a minor deity, and as such, he does not grant incantations over 5 points of cost. This means commune with earth, meld with rock, renew deposit, spike stones, and stone talk never become available to his priests. However, upon acquiring divine accord, basically when one becomes officially ordained, whatever that means for this deity, the priest is granted a free skill of brewing. When one of his priests gains 5 points of Faith, that follower gains the free skill of poison resistance, which conveys a +4 to any preservation saves involving poison. Further, if damage occurs as a result, whether to body, mind or spirit, then that damage is halved per incident, rounding down, just as any other form of damage resistance. Don't forget that most dwarves are already rolling saves against poison with advantage.
Gimhæd is the goddess of hills, mountains, and gemstones. Her holy symbol is a mountain with a ruby heart; she places rubies in the earth as gifts to miners. She is personified as a dwarven woman; however, she is also depicted as having an exaggeratedly long nose with which she is able to smell out precious veins of gems. This preternatural sense of smell makes up for the depiction that Gimhæd is also blind.
The followers of Gimhæd believed that the spark of magic lies within all gems, and they worked relentlessly to summon forth the dormant magic in stones and gems, commonly using rune magic in conjunction with their incantations. Another common practice of her followers is craftsmanship of various types, whether lapidary, weaponsmith or even artifcing gems to enhanced socketed weapons. This flock seek to enhance things from the weapons wielded by dwarven warriors to the mighty walls of a dwarven citadel.
When obtaining the 5th Faith point, Gimhæd graciously grants animate dirt and detect metals and minerals the possibility to be cast for free. To cast, the priest must still have 1 remaining Spirit point for use; however, if rolling a Faith feat (DC:10) successfully, the incantation does not cost any points. When reaching 10 Faith points, she grants the ability to construct a stone golem once every ten years.
Grafinnenkk is the patron of mountain dwarves, and the dwarf deity of mining and underground exploration. He is also the protector of the dwarven dead. Grafinnenkk is one of the few Skabronrhirs who do not have a bipedal personification. Instead the mountain god is imagined as the deep rocks themselves in the underneath, intelligent, sentient but unspeaking. This god is sometimes referenced as the Keeper of Secrets.
Grafinnenkk's clerics, known as the jemmendrál ("hidden gifts"), protect mines from disrespectful profiteers as well as seek out new veins and gem deposits. They also supervise all mining activities to ensure that the proper respect was paid to the mountain and produce new stratagem and combat techniques for fighting the many underneath creatures exhumed during excavation. Their activity and service to the dwarven society are primarily outside the community proper.
Upon acquiring one's 4th Faith point, the jemmendrál is blessed by Grafinnenkk with an underground sense skill which grants +2 to all underground navigation spirit feats. Moreover, this skill grants one to navigate back to a known passageway when making a successful spirit feat against a DC 7. One can knows the types of edible fungi to live for a week in unfamiliar caverns by a body feat against a DC 5; for each 3 points above that (8, 11, 14, 17) an additional person can be fed as well. This special skill also permits the jemmendrál act like a tracker for the underneath, relying on sense of smell, heat and subtle dust changes. The base for tracking is a mind feat against a DC 14, which can be modified by the GM. Conditions for modification can be found in the tracker skill. Following those signs of passage can be performed for half an hour, at which point a new feat is required.
At 8 Faith, Grafinnenkk allows his followers to select two specific creature types, e.g., minotaur and trolls, for which the priest will always be at advantage against. This includes combat and any incantations that can apply advantage. Further, this advantage will permit the dice to exceed 5d20. However, the selected enemies must be of the atavistoid, giantkin, humanish or mutant kingdoms.
Scholarship, discovery, and invention are the domains of dwarven god Guddjen. The artistic renderings of him are that of an elderly dwarf with sparkling blue eyes, typically hunched over and wearuing the bright blue cloak that is his namesake. Religious texts of his involvement with mortals tells of his distraction and forgetfulness, as in the tales his is known for wandering away from his projects before completing them or before he finds a use for the knowledge he has collected. The moral is that knowledge for its pure sake is most important. Application is nice when it happens, but knowledge has value even without such a thing.
In addition to dwarven worship, Guddjen is a patron of many gnomes. Clockwork engineering was an invention from the gnomish culture and discovered in the churches of Guddjen. Regardless of race, most of the clergy of Guddjen draw from the most creative tinkers and free thinkers. They follow a doctrine of knowledge for knowledge’s sake, seeing equal value in learning a once-lost recipe for toasted zygom stalk and discovering the crucial flaw in an enemy's defensive fortifications. In fact, since the clergy strongly favor creation over destruction, there's a good chance many of them would have preferred the recipe. His temples can be found both above and below the surface; however, the orderliness is less than desired by those outside the sect. The inner clutter of these edifices hold scattered detritus and many open books, as this is a common sight within the holy ground.
When one of Guddjen's order reaches 3 points of Faith, which is likely at the start, that priest is granted the free skill of phrenology. However, upon a Faith score of 8, the priest gains the special share your talent ability. When working on a project such as crafting armor, constructing a building, creating runes or even artificing, the priest can gain up to three assistants, who may or may not be skilled in the project. The priest radiates his knowledge and skill onto these assistants, so long as they are working on the same project, are within half-a-mile and are of terrac origin. As with the rules of project work, the total number of labor hours increases 10% per additional laborer; however, under this ability, those three only add 5%. Further, unskilled persons act as 1.2 persons towards the project, while skilled ones count 1.5 times their normal rate. Therefore, with three unskilled assistants and a 100-labor-hour project, the total labor hours would increase to 115 hours, but then be divided by 4.6 persons, allowing the project to be complete in only 25 hours.
Horlok is the dwarven deity of luck and wealth; however, his influences blend into other fields such as trade, negotiation, trickery, and chance. Many a parable speak of his dedication to the mercantile art of bargaining, but also share nuances of an aspect that is on the less-honorable side of dwarven culture. As such, Horlok also watches over those dwarves who use less-than-legal means to gain wealth. His flock often discuss the ends of acquisition justifying the means of obtaining it, so long as no physical harm is done along the way. Those who are swindled merely should have known better or been smarter negotiators.
Few openly admit to following Horlok in knowledgeable society, but those who do are identified as the bronrhipti, or "those who trade". The bronrhipti are dedicated to furthering dwarven commerce and are willing travel great distances to establish it. To those outside terrac societies, a whole migrant church might easily be mistaken for a caravan of merchants. However, the bigger point here is the bronrhipti build very few structures dedicated to Horlok and their brotherhood work like traveling merchants, perhaps with a reputation similar to that of gypsies; however, this is often not known until after a swindle. Due to the nature of mission of this brethren, members of the bronrhipti will be required to acquire the bartering skill.
Upon reaching one's 4th Faith point, that member of the bronrhipti gains an additional +3 to all rolls when using bartering, including roles to gain a better price as well as competitions. Further, if the better price is established by the spirit feat, the improvement is by 12% rather than just 10%. Once the priest obtains the 9-Faith mark, he or she freely gains two skills without the need of their prerequisites: Tell-Tale and Silver Tongue.
Hoyhiferndonct is the dwarven deity of travel and protection. He is also known as the Finder of Trails, the Watcher over Wanderers, the Watchful Eye, and the Wanderer. He is the patron of dwarves who have left the clanholds to explore the world. As such, there are few formal structures built to Hoyhiferndonct; although, his disciples often construct rock markers as expedient shrines when they stop during their explorations. These temporary builds are used for prayer and meditation by those dedicated to Hoyhiferndonct. It is not uncommon for the dwarven priests to leave way-caches of food and supplies along their trails, sometimes as self-serving strategy for a retreat point but also as a sacrifice for other travelers to discover, trusting that Hoyhiferndonct would have such things be delivered to the ones who needed it. These nomads might find great adventure; however, many others were satisfied to patrol trade routes and game trails between human and dwarven enclaves, where they would heal the injured and clear the areas of dangerous predators.
The the point of obtaining the score of 5 Faith, the adventuring priest gains his or her choice of one free skill from the following: alertness, communication, foul-play, marathon or stealth. When acquiring a Faith of 9 points, the priest can perform a special wildshape ability that allows him or her to transform into any form of land, flight or water. Moreover the form chosen is not limited by matching body points but rather the selected animal cannot have more body points than the priest's Spirit attribute score. This ability also has the restriction of requiring a short rest before performing this ability again.
Rahdji is the dwarven deity of greed. He is often symbolized in art as a very large dwarf, fat and piggy-eyed, holding a jeweled dagger. He is the only evil power in the dwarven pantheon of Skabronrhirs and has been repeatedly banished over long and short periods. However, others of the Skabronrhirs find it valuable to keep him around as a fearful example of the consequences of greed. Rahdji obviously does not adhere to this type of thinking as he constantly argues the importance of greed as a driving force and motivation. Some of the pantheon, like Gimhæd and Horlok, have even agreed with his arguments but often point out that the extremism of Rahdji is what leads some to sloth and obsession.
This methods are all about personal accumulation at any cost, making him and his followers envious of others' riches. This selfishness makes good organization difficult in his churches, which again are constructed as monuments of warning by good-intentioned dwarves. Because of this, donations to Rahdji given as a personal sacrifice to avoid becoming greedy; however, the clergy of these shrines plot to steal the offerings, even from one another in plots to take the funds. The lawful dwarves of the community consider this as a way to appease and identify the greedy worshipers of the god, keeping them busy fighting among themselves rather than stealing honestly earned property.
However, the petty crimes of shrine thievery are mainly for the less experienced priests. Eventually, those aligned with Rahdji overcome the short game of theft and become practiced at conning, deception and other methods less identifiable as larceny. Many stronger priests travel alone and do not operate with the poor organization of the church. However, a visit to a shrine once in a while to demonstrate prowess does still occur.
Once achieving 6 Faith points, a follower of Rahdji is granted a special form of appropriation similar to the sorcery axiom. It can be performed up to one hour per day and costs no priestly points. However, in addition to speaking patterns, gestures and body language, the priest can alter his or her form to appear as another person or race within one foot height difference. Like the original spell, this does not grant speaking or understanding an unknown language; however, this ability is virtually undetectable unless someone explicitly examines the priest under suspicion, by which fault may be detected by a mind feat (DC:18). Once acquiring the 8th Faith point, a priest of Rahdji can polymorph twice per day into any atavistoid or humanish being. Additionally at Faith 8, priests of Rahdji gain access to the ritual-skill known as greed sacrifice.
Sometimes called the Dwarffather, Skarfurag is the chief deity in the dwarven pantheon. His domains are dwarves and leadership; however, many also see as the Creator and influencing earth, law, and protection. Skarfurag is seen as a strongly personified form of a large dwarf, who also is married to Ekktjemyrkk, the goddess of the Home. This god is seen as king of the pantheon, a harsh but fair judge, and the embodiment of strength and force.
Those who enter the priesthood of Skarfurag are typically chosen from family lines. Family and clan are important to dwarves and the ideology of Skarfurag reinforces that value wherever possible. Those in this church have a quiet commission of destroying the kingdoms of orcs. The church of Skarfurag has an active role in guiding the morals of dwarven communities; they emphasized his hand in everyday dwarven activities such as mining, smithing, and engineering, and invoke his blessing when these tasks began. They lead the push to found new dwarven kingdoms and increase their status among surface communities.
The center of the shrines and temples of Skarfurag is always a great ever-burning hearth and forge. When petitioning for the god's intervention, followers bring sacrifices, some sort of common or precious metal, which are melted down at the forge and reformed into shapes usable by the clergy of Skarfurag.
After his or her obtaining a 4 Faith score, a cleric of Skarfurag is granted a special skill based on the chosen province. Those following Community gain animal breeding for two creatures of choice so long as those animals have benefit for the society in which the priest lives. Priests of the Earth/Fire province gain free armoring and weaponsmith skills. If those are already acquired, then no extra skills are gained. Lastly, those serving Life gain the skill of field medicine.
Once a priest obtains his or her 10th Faith point, Skarfurag gives the earthen hand ability. Twice per day, the cleric can manifest a great hand of earth and stone to emerge from any earthen surface, floor, wall, or ceiling. Once created, the hand performs the bidding of the caster for a duration of two minutes (12 rounds) or until it is dismissed by the priest. The base of the hand is rooted to the spot chosen by the summoner, and cannot move from that spot. The hand does, however, have a reach of 10 feet (2 hexes) in any direction. The hand possesses 10 body points. The hand could be used to uproot a small tree, lift a boulder, or help support a structure threatening to collapse. The hand is too slow and awkward to grab any object that can move faster than 40 feet of movement, but if the hand grasps a living creature (grapple rules), it inflicts effectively starts asphyxiating a medium or smaller target. The hand can also punch (3d20) an opponent, attacking on a 2 initiative, because it is so slow. It can also hurl stones (2d20) to a range of 60 feet. The hand has a 16 AC.
Nearly every dwarf prays to Slagsagrheir when preparing for battle. However, only a few actually come dedicated priests of the god. Slagsagrheir is the god of battle and honor in warfare. He was known as the Father of Battle. The morals of this god are a delight and yearning for battle; however, Slagsagrheir despises treachery or deceit, and he expects his followers to do the same. Further, the deity holds a hated for giants and bestowed blessings upon the devoted when engaging them in combat.
In many ways the dwarven military is the church of Slagsagrheir. Not every soldier is a priest, but those who are placed as commanders, whether it be a platoon or brigade, will have a divine accordance with Slagsagrheir. The word for military officer is "slagrheir" which is synonymous with "priest of Slagsagrheir." Perhaps, more accurately, the officers are not viewed as priests but more like dwarven paladins. This is because the slagrheir often act as police and agents of justice for any legal matters as well.
The one of the slagrheir obtains 5 Faith points, that member gains a free combat skill of choice up to a 200-point cost. However, any prerequisites must exist to select the skill. When obtaining the 10th Faith point, the slagrheir gains a +2 bonus to the Faith feat saves involved in the Return to Life Ritual. This is an explicit exception to the "no other magical or divine bonuses" clause in the description of that ritual. However, this +2 bonus can only be added once, regardless of the number of priests involved with the ceremony who have this ability.The Celestrashire
The Celestrashire is a pantheon of deities primarily worshiped by the halflings; however, other woodland and fey beings have been known to follow these gods as well. It is a hierarchal structure with the god ruling over the others being Yabobe, who acts much like the sagacious grandmother over all. She does not take an active role in lording over the other gods or even her mortal subjects, but rather is seen as the who is the glue and the wisdom that hold the nature of things together, physically and emotionally. While Yabobe is the central figure of the religion, she does not define the ethics of in on her own; this is due to the strong theme of free will that runs throughout the teachings of the theology.
Of course, the idea of free will lends itself to the acceptance of corruption, even if it is not desired by the gods. However, blame fall on the individual for immoral behavior according to the dogma of the Celestrashire, as those allowing themselves to fall are doing so by free will but will profess that it was determinism which caused the behavior and outcome. There in lies the cosmic reward and consequences idea, which in this religion is enforced by the concept of an afterlife that can be rewarded in a heavenly way. However, the possibility of numerous horrid afterlife scenarios also exist. The dogma does not press only one eternal place of punishment, but several possibilities, from becoming a cursed undead creature, to living in one of the Nine Hells, to being am aimless spiritual wanderer, to even the lack of existence. All of these outcomes are based on the principle of free will.
|Deity||Morality and Ethics||Influence||Province|
|Frayft||Good||Teamwork, Trust||Community, Sky/Light|
|Gerekt||Lawful||Justice, Defense||Community, War|
|Shaynae||Good||Agriculture and the Wild||Earth, Nature|
|Toyt||Neutral, Evil-Leaning||Fate, Graveyards||Death, Fire|
|Yabobe||Good||Fertility, Provision||Community, Knowledge, Life|
Frayft is the halfling deity of teamwork, trust, and the home. He is often portrayed in green fields often having a humble-looking appearance of a man, even to a point of being homely. He wears brown peasant's garb matching his hair.
The church of Frayft are primarily farmers who provide for the community. The shrines of Frayft are used as grain storage as well as places of worship. These clergy appreciate the balance between untamed and settled lands, but focus mostly on using the gifts of the god to share with the members of the society. However, the priests of Frayft are likely to be the least conceited of all the Celestrashire priests. They keep a humble appearance and try not to draw attention to themselves. Frayft’s holy symbol is a simple circle, usually crafted from copper, unless better metals are required by a spell or a ritual.
Gerekt is the deity of Law, Justice and Protection. His ethics are similar to those of Frayft in the sense that the church quite community-minded; however, the significant difference between the two creeds is that Gerekt acts more in line with law enforcement and ensuring justice. The Church of Gerekt govern the policing forces through the halfling communities. The Church also play a significant role in the court tribunals when needed; however, no one organization runs a tribunal, but the Church of Gerekt has a strong influence when one is required.
Further, his followers are the ones who host the combat training occurs in halfling society. It is not uncommon for a temple to acts as a training ground as well as a weapon cache. All priest of Gerekt must be trained in either melee fighting or ranged fighting at a minimum. Better combat skills are viewed as the path to promotion within the church organization. The clergy have uniforms, which are blue overcoat garment with the priest’s ranking embroidered in bands around the left sleeve. The holy symbol for Gerekt is small image of a shield about the size of one’s hand with the image of a dagger embossed on it. The overcoat’s are made with a socket-type pocket on the right shoulder to store the icon, making it appear like a small pauldron or spaulder on that side.
The ranking structure among the ordained are as follows:
• Trainee: these are acolytes who have not yet become ordained
• Field Guard: the typical patrolman of the streets and fields
• Guardian: usually acts as the tactical leader of a squad
• Combat Master: often a trainer for the Church; must have be forte in combat
• Warrant Officer: a specialized member of the church with unique skills, such as a cavalier or glider
• Myrmidon: the title requires forte in combat and casting 5-point invocations
• Chief Sheriff: this title indicates the Head of the local Church. It may be skill-based, politically-based or both
It should also be noted these ranks are both skill and politically based; thus, just because one has the skills, it does not guarantee a church-member will become that rank.
Shaynae is the goddess of nature, agriculture, beauty, and romantic love. She is sometimes called the Green lady. She and her worshipers are concerned with balancing the wild and the cultivated. They preserve nature’s beauty and wild, untamed lands while also promoting the bounty of tended, cultivated areas so that the social races can be fed and prosper. She and her followers also sponsor feasts and parties, as well as encouraging romance and general revelry.
The church of Shaynae is widely revered, nearly as much as that of Yabobe herself. While not all followers are farmers, most share the Green Lady's reverence for growing things and appreciate the balance she works to maintain between untamed and settled lands. It is not uncommon for dwarves, gnomes and wood elves to work with the church of the Shaynae.
Her priests favor simple green robes festooned with garlands of vibrant hue and embroidered with flowers. In their hair they wear only flowers, and their feet are left bare so as to feel the earth from which Shaynae's bounty flows. The holy symbol of the faith is an image of mistletoe.
The ranking structure among the ordained are as follows:
• Seedlings: trainee in the church not yet completing divine accord
• Green Child: the rank and title of most in the priesthood
• Watchful: this is the leader of a group, usually a temple but it could be other organizations
• Greenfoster: there is only one of this rank, who is the highest title in the sect