Demigods

Afflux

Title: Bloodfather, The Unsatisfied Questioner, The Bloodspiller
Home Plane: Carceri
Alignment: Neutral Evil
Portfolio: Inquiry, Necromancy, Death
Domains: Knowledge, Evil, Deathbound, Undeath
Worshipers: Necromancers, Evil Wizards, Inquisitors, Torturers
Cleric Alignment: N, LE, NE, CE
Superior: None
Favored Weapon: Short Sword
Symbol: Scarlet Droplet

The unquenchable Afflux seeks knowledge of blood, body, and mind. Afflux never flinches from sacrificing the living to understand what made them once alive. He is the lord of interrogation, torture, and execution, as well as the knowledge gained thereby. He appears as a hairless, blood-soaked man of pale flesh and supernaturally bloodshot eyes. He wears a great coat of blood that constantly drips and flows but never runs dry.

All followers of Afflux see members of good0aligned faiths, especially those that claim to offer knowledge, as their enemies. Among the evil deities, Afflux has no special foes, and his followers may sometimes enter alliances of convenience with other evil churches when their goals intersect. Afflux is primarily allied with the Xammux.

Afflux teaches that every creature has a secret, no matter how mundane, and the best way to spill that secret is along with the creature’s blood. To search eternally for knowledge is a noble quest, but the best place to search is in the tissue of living, dead, and undead, since the secrets of sentience and animation mask the real secret of ultimate understanding.

Aurifar

Title: The Caliph in the Sky
Home Plane:
Alignment: Neutral
Portfolio: Midday Sun
Domains: Fire, Luck, Summer, Sun, Travel
Worshipers: Fire giants, efreet, other fire creatures.
Cleric Alignment: NG, LN, N, CN, NE
Superior: None, perhaps Pelor
Favored Weapon: Whip
Symbol: Golden Disc polished to a mirrorlike sheen

Worshipped mostly in the Sandstorm region; stern, unyielding Aurifar rules the skies during the hottest part of the day, passing judgement on all in his sight, deciding who lives or dies. Aurifar typically appears as a glowing ball of light and unbearable heat. He can also take the form of a mute giant who carries this ball of light and heat (from which his divine voice speaks). Aurifar and his servants are implacable enemies of undead.

Bralm

Title: The Flying Queen, The Hive Goddess, The Tolling Lady
Home Plane: Internal Battlefield of Acheron
Alignment: Neutral Evil (Lawful Neutral/ Lawful Evil tendencies)
Portfolio: Insects, Industrioulness
Domains: Animal, Community, Law, Pact, Strength
Worshipers: Construction workers, farmers, miners, Slave Drivers, Slaves
Cleric Alignment:
Superior: None
Favored Weapon: Magic Staff (Quarterstaff)
Symbol: Giant wasp in front of an insect swarm)

Bralm is prayed to for aid and blessings in various sorts of labor, especially those kinds that involve large numbers of people such as construction, farming, and mining. She is worshipped both by slave drivers and by slaves who hope to be rewarded for their service in the afterlife. Bralm is popular with farmers both because of her patronage of labor and her control over harmful insects. Some of Bralm’s churches worship insects or keep giant insects as pets.

Bralm’s priests dress in robes of dull brown or yellow, decorated with insect designs. Jewelry of gold, black, or green metal is common on ceremonial occasions. They act as overseers in complex tasks: in the military, in farms and mines, as slave drivers and so on.

Clerics never use fire-related spells.

Celestian

Title: The Far Wanderer
Home Plane: Astral Plane
Alignment: Neutral Good (Neutral)
Portfolio: Stars, Space, Knowledge
Domains: Knowledge, Protection, Travel, Night, Oracle
Worshipers: Astromancers, Astrologers, Navigators, Philosophers, Dreamers.
Cleric Alignment: Any alignment of goood
Superior: None
Favored Weapon: Short Spear
Symbol: Black circle set with seven stars

Celestian encourages his followers to wander far from home, just as the stars do. Astrology is as much a part of Celestian’s faith as astronomy is, and his worshippers are encouraged to discover the secrets within the patterns of the stars and other celestial bodies.

Though Celestians must pledge to wander, they may remain in one place for decades without receiving more than a gentle chiding from Celestian priests. Priests are expected to take their oaths much more seriously.

Members of nocturnal races who have been banished from their kin, perhaps for crimes such as mercy or love for humans, often take to the worship of the Far Wanderer because though the sunlight hurts their eyes, the gentle light of the stars offer acceptance.

Celestian’s priesthood is divided into seven ranks of ascending power and knowledge, each differing from the last in its number and the placement of the gems in its holy symbol. They search the world, the sky, and other planes for magical meteorites, artifacts, and lore relating to Celestian’s spheres of influence. They are adept at divinations. They are very studious and meditative, secretive, and detached from day-to-day existence. They will not use their expertise with stars and space to pilot warships or slave ships, and they will not aid unjust conquerors. Their favored weapon is the shortspear.

The First Order wears light blue robes. Their symbol is the ruby. The Second Order wears robes of light gray. Their symbol is the jacinth. The Third Order wears robes of violet. Their symbol is the topaz. The Fourth Order wears blue-gray robes. Their gem is the emerald. The Fifth Order wears dark blue robes. Their gem is the sapphire. The Sixth Order wears robes of the deepest purple hue. They use the amethyst as their symbol. The Seventh Order is the most potent. They wear robes of black, and their gem is the diamond.

Cyndor

Title: Keeper of Infinity, The Illimitable One
Home Plane: Mechanus (Paths of Time), Mount Celestia (the city of Rempha, known as the City of the Sands of Time), Demiplane of Time (Tempus Cidatus)
Alignment: Lawful Neutral
Portfolio: Time, Infinity, Continuity
Domains: Law, Oracle, Protection, Travel
Worshipers:
Cleric Alignment:
Superior: Esper
Favored Weapon:
Symbol: Rounded hourglass set of its side, much like the symbol for infinity.

Cyndor is depicted as a towering, featureless humanoid with powerful block-like limbs. This form symbolizes the inevitability of time itself.

Cyndor’s faithful believe in predestination. All time, for them, is a path along a lifeline that Cyndor has already foreseen.

Cyndor directs a small group of mortal chronomancers known as the Guardians of Infinity. Their duty is to defend Tandros’ timestreams from interference or damage by outside forces. Cyndor is also served by temporal dogs, time dimensionals, and more exotic beings.

It is assumed by some that Cyndor’s priests were ordained in order to act as counselors for a world which would, without them, be nothing more than a meaningless struggle of survival. In this position, they act as counselors to kings and sages, offering these few insight into destiny.

Services to Cyndor include the playing of airy wind instruments and the casting of spells through magical items such as mirrors, hourglasses, and looms.

Delleb

Title: The Scholar, the Scribe, The God Scholar, Sage of the Gods, the Good Savant
Home Plane: Mount Celestia (the Great Library, on the fourth Heaven, Solania)
Alignment: Lawful Good
Portfolio: Reason, Intellect, Study
Domains: Good, Knowledge, Law, Magic
Worshipers:
Cleric Alignment:
Superior: Gadelica
Favored Weapon: Sabre (Scimitar)
Symbol: Phoenix-feather quill, or an open book

He is always accompanied by a large black war dog called Shadow.

Delleb’s order teaches that the purpose of existence is the accumulation of knowledge, although they are careful to remind others that this does not supersede the sanctity of life. Ideally, this is knowledge that must be passed from teacher to student. What cannot be learned from teachers may be learned in personal research through books. What cannot be learned from books may be learned through experimentation.

Delleb warns of the dangers in letting emotion cloud one’s reason. He teaches the importance of educating others. Secrets that contain true knowledge are seen as blasphemous, for knowledge belongs to everyone. Even evil knowledge is sacred to the church, though they try to keep it out of the hands of those who would use it for evil ends. This may seem to be a double standard, but goes hand in hand with Delleb’s desire to preserve life first. Debates about the nature of good and evil, and what constitutes “evil knowledge,” are frequent among all of Delleb’s sects.

Delleb’s clerics (sometimes known as Tomesages) are devoted to learning and to using their knowledge to help and teach others. They ask questions of bards and sages, pore over old books, help engineers plan and invent, and travel in search of forgotten lore.

Clergy of Delleb’s church generally wear the black robes of a scholar. On ceremonial occasions they wear black mortarboards with tassels of gold, silver, or white. The tassels denote scholars, librarians, or members of the Silver Savants respectively.

The scholars of Delleb are the largest group and contain among them the best thinkiers, philosophers, mathematicians, scholars, historians, and sages in the church. They are divided into learners and teachers. The learners revere learning for its own sake; some are inventors. A scholar of Delleb is credited with the invention of the crossbow. Teachers are a smaller sect, running the various church schools and spreading knowledge as widely as possible. Teachers are divided into assistance, acolytes, mentors, and savants. The librarians of Delleb are dedicated to repairing, copying, illuminating, and indexing the books in the libraries of the temples. The lower-ranking librarians are called scripters, while the higher ranking ones are called bookkeepers. The bookkeepers answer to the Chief Librarian. The knights of Delleb are an order of warriors dedicated to defending the church and spreading knowledge as far as possible. The church is also known for its doctors and healers. A few temples of Delleb are dedicated solely to knowledge of the healing arts.

The Knights of the Book are paladins dedicated to Delleb. They protect temples, serve as military advisors and leaders of troops levied to protect the church and the lands around it. They also act as teachers of military strategy and history.

Estanna

Title: The Hearthtender, the Virgin
Home Plane: Peaceful Kingdoms of Arcadia
Alignment: Neutral Good
Portfolio: Family, Community, Home
Domains: Community, Good, Protection
Worshipers: Humans
Cleric Alignment: LG, NG, CG, N
Superior: None
Favored Weapon: Dagger
Symbol: Hearth

Estanna is depicted as a young woman dressed in commoner’s garb, often cooking. Her faith teaches the simple virtues of home and family life. She is revered in many good households, honored at the lighting of the hearthfire even by people who are otherwise entirely devoted to a single deity or none at all.

Estanna has very few clerics, and needs no more than that. People worships her without any need for intermediaries, and she has no overarching agendas that require a large force of mortal agents doing her work on the Material Plane. A very few amount of clerics serve her exclusively, ministering to commoners in their homes and offering services from curing to midwifery, rather than any actual priestly function. there are no temples devoted to Estanna, since she is properly worshiped only in the home.

Evening Glory

Title: The Deathless Beauty, the Eternal Lover
Home Plane: Outlands
Alignment: Neutral
Portfolio: Love, Beauty, Immortality
Domains: Charm, Magic, Protection
Worshipers: Immortality seekers, lovers, and undead
Cleric Alignment: NG, LN, N, CN, NE
Superior: None
Favored Weapon: Dagger
Symbol: An open hand, pierced through the palm with a heart-shaped hole

Evening Glory teaches that love need not ever die. Instead, love may go on indefinitely, if the body’s remains are properly preserved. The deity of love at any price, Evening Glory appears as an exquisitely preserved woman with ice-white (almost translucent) flesh and platinum-white neck length hair. She has eyes of baby blue with lips, fingernails, and toenails the same color. She is flawless, despite (or because of) her necromantic chill. Disdaining simple nudity, the Deathless beauty prefers extravagant backless gowns. A heart shaped, oddly alluring hole completely pierces the palm of each of her bloodless hands.

Anyone who has loved and lost, or knows love and fears its end, is a potential worshiper of the Evening Glory. Most who worship her are undead, or soon become undead after worshiping her for a time. Many of her followers would rather welcome the followers of other faiths, but it is hard to welcome members of faith that believe undeath must be eradicated.

Evening Glory teaches that desire is all that matters, and the desire for the love of another should never be allowed to fail through the depredations of age. Those whose love transcends life should seek life everlasting through the grave of undeath. The perfect preservation may freeze love forever. While the resurrection of tragically slain lovers may do for some, nothing can stay old age’s imperious final call – nothing but the embrace of undeath.

Faydren Adoran

Title:
Home Plane: The Outlands
Alignment: NG
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Hleid

Title:
Home Plane:
Alignment: Neutral Good
Portfolio: Frotfell animals, cold magic
Domains: Animal, Good, Healing, Winter
Worshipers: Druids, Rangers, Sorcerers, Wizards, Rimefire Witches, Uldra
Cleric Alignment: LG, NG, CG, N
Superior: None, presumably Nerevar
Favored Weapon: Trident
Symbol: Jagged Triangle surrounding a vortex of blue fire

A deity of the frostfell regions, Hleid was once the primary deity of the uldras, but some tribal humans worshiped her as well. Many centuries ago she was struck down by her cruel and sadistic half-brother, Iborighu. She appears as a ghostly, matronly uldra woman who wears simple rustic clothing and carries an upraised trident on which several birds roost. Traditionally, she was the patron of the animals of the frostfell and the guardian of cold magic, but Iborighu’s betrayel left her scarred and embittered. The new Hleid still rewards her followers with kindness, but it is no longer as slow to react to cruelty and wickedness with the same.

Iborighu

Title: The Frozen King
Home Plane:
Alignment: Chaotic Evil
Portfolio: Frostell, Endless Winter
Domains: Chaos, Cold, Death, War
Worshipers: Evil frostfell creatures and people
Cleric Alignment: CN, NE, CE
Superior: None
Favored Weapon: Scythe
Symbol: Icy Scythe rising from a bloodstained snowdrift.

Iborighu is a dangerous and sinister deity of the frostfell. His worshippers range from bitter thugs and obsessed killers to despotic warlords and powerful wizards. Iborighu is depicted as a huge fiendish uldra with eye sockets filled with blood, a mouth filled with sharklike teeth, and an emanciated blue body covered with evil runes and symbols; his lower body is draconic, complete with a long forked tail. Iborighu stole the power of ice magic from his half-sister Hleid ages ago, and has since used its secrets as rewards to the necromancers and vile cultists that venerate him. His ultimate goal is to sheathe the world in an enless ice age.

Istus(?)

Title: The Lady of Our Fate, the Colorless and All-Colored
Home Plane: Outlands (Web of Fate)
Alignment: Neutral
Portfolio: Fate, Destiny, Divination, Future, Honesty
Domains: Chaos, Knowledge, Law, Luck, Oracle
Worshipers: Cynics
Cleric Alignment: Any neutral
Superior: Esper
Favored Weapon:
Symbol: Golden spindle with three strands

She is depicted in three different ways. The first is as an old crone, the second as a mature and haughty noble dame, and the third as a cold and unfeeling young maiden. She carries a golden spindle (her holy symbol), with which she spins the future into the present, thus weaving the web of fate.

In the strange metaphysics of the worshippers of Istus, the multiverse is conceived of as an intricate mesh of interconnected threads, with everything connected to everything else. They are believers in predestination, although the threads of fate are sometimes slack enough that destiny can be altered in some small way. Because the future is for the most part foreordained, it can be permitted by those with the skills to perceive how the threads are linked. Clerics of Istus teach that acceptance of one’s fate is the only honest approach; those who strive too hard against Fate will only meet their own foreordained ruins.

Because Fate is callous and often unkind, only cynical and unfeeling people tend to make Istus their patron.

Istus has few true followers and her clerics tend to be stoic and cynical, having seen all the extremes of mortal destinies. They use divinations to discern what fate will bring, and are called upon by nobles and other important people to make predictions about the future. They hold honesty as a virtue, and teach the importance of accepting one’s destiny and role in the world. Eighty percent of them are female.

Clerics of Istus wear gray or black robes. Higher ranking clerics have formal vestments with weblike patterns. They must wear their holy symbols openly and allow their hair to grow at least six inches in length.

Kikanuti (Move to monster or demihuman deities)

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Lastai

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Lirr

Title: Lady Poet, the Lorekeeper
Home Plane: Arborea (Polykeptolon, on the realm of Olympus)
Alignment: Chaotic Good
Portfolio: Prose, Poetry, Literature, Art
Domains: Chaos, Good, Knowledge, Magic, Travel
Worshipers:
Cleric Alignment:
Superior: Gadelica and Selah
Favored Weapon: Rapier and shortspear
Symbol: Illustrated Book

Lirr’s priests wander Tandros searching for knowledge, news, lore, poetry, historical tales, magic, and works of art. They sneak into lands controlled by oppressive rulers seeking to rescue items of interest that are in danger of being destroyed out of either ignorance or malice. Many Lirrian priests train as bards, telling stories and creating works of art rather than singing. Such clerics often find work as scribes, tutors, and artists. Novice priests spend months creating copies of the local temple’s archives of scrolls, books, and artwork, which are then distributed among the masses so that others may enjoy them.

Llerg

Title: Great Bear, Animal Fang, Strongest Serpent, God of Force
Home Plane: Limbo
Alignment: Chaotic Neutral
Portfolio: Beasts, Strength
Domains: Animal, Chaos, Strength
Worshipers:
Cleric Alignment:
Superior: None
Favored Weapon:
Symbol:

Llerg is depicted as a powerful, bearded, shaggy-haired man dressed in furs and a fighting girdle, or as a huge bear, snake, or alligator. These three animals are sacred to him, and their representations are his holy symbols.

Osprem

Title: The Sea Princess, Lady of the Waves
Home Plane:
Alignment: Lawful Neutral
Portfolio: Sea Voyages, Ships, Sailors
Domains: Law, Protection, Travel, Water
Worshipers:
Cleric Alignment: LG, LN, N, LE
Superior:
Favored Weapon:
Symbol:

The goddess of sea travel, Osprem hears a lot of prayer from sailors caught in heavy storm. Osprem is often depicted as a beautiful woman in a flowing gown, or as a dolphin, barracuda, or sperm whale. In human form, she wears a ring carved from a whale’s tooth, a gift from the grandfather of all whales. Some of her Clerics are navigators and doctors aboard galleys, while others tend to the needs of seafaring communities near the coast. Osprem’s priests teach respect for the sea and caution on the water.

Procan

Title: The Storm Lord, the Sailor of Sea and Sky
Home Plane: Limbo (Seasedge)
Alignment: Chaotic Neutral
Portfolio: Seas, Sea life, Salt, Sea Weather, Navigation
Domains: Animal, Chaos, Luck, Storm, Travel, Water, Weather
Worshipers: Fishermen, Sailors
Cleric Alignment: CG, CN, N, CE
Superior: None
Favored Weapon: Longspear
Symbol: Gold and coral trident above or piercing a cresting wave

Procan is an ancient, primal god. He is wild and tempestuous; he can be benevolent or malevolent at turns, but generally cares nothing for humanity unless carefully propitiated – and perhaps not even then. He’s the embodiment of mercurial winds and uncertain fate. He is greedy and possessive of the wealth that comes to his domain, whether from deliberate offerings or sunken ships. He’s an elder god, almost like a titan, though he roams the cosmos freely.

Procan is portrayed as a muscular man with blue-green skin and hair. His eyes are golden, glinting like sunken treasure. He carries a large spear dripping with seaweed.

Priests of Procan stress the protean and changeable nature of the seas and skies. They portray nature as a harsh, treacherous mistress that Procan can hope to avail against. While Procan can protect his worshippers against doom, they also note that he can help them reap the bounty of the seas. The ocean—and, by extension, Procan—is seen as the origin and destination of all life.

Clerics of Procan normally live on or near the sea, ministering to fishermen and sailors. Their holy water is made from salt water, but their create water cantrips may call either fresh or salt water into being.

Pyremius

Title: The Blazing Killer, the Demon of Venom, the Hideous Assassin, the Murdering Flame
Home Plane: Hades (the Black Volcano, located in Niflheim)
Alignment: Neutral Evil
Portfolio: Assassins, Fire, Poison, Murder
Domains: Destruction, Evil, Fire
Worshipers: Assassins, Pyromaniacs
Cleric Alignment:
Superior: None
Favored Weapon: Longsword, Whip
Symbol: Demonic face with ears like a bat’s wings

Pyremius is depicted as a hideous human with a bald, jermlaine-like head. He wears large bracers of brass. He wields a sword, the Red Light of Hades, and a whip called the Viper of Hades. Pyremius speaks through open flames, and occasionally causes them to assume his visage.

Pyremius teaches that destruction by fire is the destiny of the world, and that those who are foolish enough to be poisoned or otherewise murdered by stealth deserve their fate. Pyremius urges his followers to burn those who threaten them and to murder those who keep them from getting what they want.

Clerics of Pyremius are never granted spells related to cold. The lowest-ranking priests are known as “deathseekers;” those higher up in the hierarchy are known as vipers, and those who rule them all are called firelords. Many elect not to use these titles, however, knowing they will only incite jealousy from their murderous inferiors. Many clergymembers are assassins.

Priests of the god work to create poisons, explore places of great heat, practice stealth, and observe people to ascertain their weaknesses.

Clerics wear orange silk with red silk over that, slitted to reveal the inner layer. Male and female clerics both shave their heads. They wear brass bracers in imitation of their deity.

Rao

Title: The Mediator, the Calm God
Home Plane: Mount Celestia
Alignment: Lawful Good
Portfolio: Peace, Reason, Serenity
Domains: Community, Good, Knowledge, Law, Purification
Worshipers: Rulers, Diplomats, Sages, Scholars, and Philosophers
Cleric Alignment:
Superior: Gadelica
Favored Weapon: Shepherd’s Crook (Light Mace)
Symbol: Heart-shaped mask with a calm expression, or a simple white heart crafted of metal or wood.

Rao is often depicted as an old man with bushy white hair, dark skin, slender hands, and a peaceful smile. Any time an offering of peace is made, Rao grows a day younger. With a mere glance, he can cause any being to fall into agreeable calmness; even Rhalcor is not immune to this. Rao is rarely seen without his Serene Staff, an undersized shepherd’s crook that he wields as a light mace.

Rao teaches that the greatest gift is reason, which leads to discourse, which leads to peace, which leads to serenity. For those who refuse to see reason and resort to violence first, action—governed by reason and wisdom—is required to restore the peace. Sometimes this action is violent, regrettably.

Rao’s priesthood urges their followers to reject strong emotion for the calm and serenity of inner peace. Only when the foundations of law and good are threatened should they take to the battlements. When Raoans are stirred to battle, however, their foes find them a difficult challenge: calm, implacable, and utterly convinced through the power of reason of the righteousness of their cause. Though slow to act, Rao’s followers act surely, carefully, and with great force.

Set

Title:
Home Plane:
Alignment: Chaotic Evil
Portfolio: Darkness, Evil, Night, Desert Storm, Drought
Domains: Air, Chaos, Darkness, Destruction, Evil, Strength
Worshipers: Evil creatures, assassins, blackguards
Cleric Alignment: CN, NE, CE
Superior: None
Favored Weapon: Shortspear, Halfspear
Symbol: Coiled Cobra

Set is a jealous and evil deity. A being of pure chaos and evil, Set appears as a powerful man with a bestial head resembling a donkey, with a curved snout and upright, square-tipped ears. He also has a long, forked tail. He sometimes appears in animal form as a hunting dog, a
hippopotamus, or a wild boar. Set opposes everything the good deities of the waste represent. Power hungry and bitter at his lack of recognition by most waste-dwellers, Set instructs his followers to bide their time. Most lurk in hidden temples, plotting mischief against any waste-dweller that catches their eye. Followers of Set frequently try to cause pain and anguish for other temples, or any settlements with a strong religious foundation.

Solanil

Title:
Home Plane:
Alignment: Neutral Good
Portfolio:
Domains: Animal, Good, Healing, Protection, Summer, Travel, Water
Worshipers:
Cleric Alignment: Any non-evil
Superior:
Favored Weapon: Quarterstaff
Symbol:

Solanil is the deity responsible for the existence of oases. She protects those who survive the rigors of the wastes by journeying from oasis to oasis, and her worshipers propitiate her by burying the seeds of fruit-bearing plants and trees in her oases. Druids and rangers pay homage to Solanil, as do groups of monks and most janni. Her symbol is a pool of water at the base of a date tree. When she shows herself to mortals, she appears as a beautiful woman of middle years with a warm smile and either a basket of fresh fruit or a jug of cool water. Her most devout worshipers make pilgrimages across the waste, ensuring that those who enjoy her hospitality are not squandering her gifts by taking more than they can use. Although they are generally a peaceful lot, clerics of Solanil have been known to stir up the people who rely on her oases to punish thosewho misuse such gifts.

Syreth

Title: the Guardian
Home Plane: Peaceful Kingdom of Arcadia
Alignment: Neutral Good
Portfolio: Community and Protection
Domains: Good, Healing, Protection
Worshipers:
Cleric Alignment: LG, NG, CG, N
Superior: Gadelica & Helm
Favored Weapon: Heavy Mace
Symbol: The Moon depicted in an upside down triangle

Syreth protects those in need. Her worshipers include good fighters and rangers, as well as anyone dedicated to guarding others. She grants spells to her clerics at dusk – the better to protect the community through the long, dark night.

Often found in cities of Gadelica and is often the unifying forces between the Gadelicans and the Helmites.

The Xammux

Title: The Xammux
Home Plane: Carceri
Alignment: Neutral Evil
Portfolio: Forbidden Knowledge,
Domains: Darkness, Evil, Knowledge
Worshipers: Seekers of Forbidden Knowledge. Evil scientists and wizards
Cleric Alignment: N, LE, NE, CE
Superior: None
Favored Weapon: Long Knife (Short Sword)
Symbol: Pair of glistening, razor-sharp steel calipers

Not a single god, but an entity of at least six seperate beings, the Xammux represents cold, analytical thinking taken to the extreme. The Xammuc serves as the patron of utter indifference and of delving into forbidden knowledge through exploration and experimentation. Clerics of the Xammux are cold, uncaring beings who are fascinated by knowledge. The think nothing of dissecing living creatures simply to learn more about their biology. They place creatures in torture chambers to see how long they can withstand terrible pain before their psyches crumble.

The temples of the Xammux are stark stone edifices filled with traps and ingenious locks. White plaster often covers the interior walls. Altars dedicated to the Xammux are always made of polished steel.

Torog

Title: The King that Crawls
Home Plane: Prime Material
Alignment: NE
Portfolio: Underdark, Pain, Suffering
Domains:
Worshipers: Jailors, Torturers
Cleric Alignment: LE, NE, CE
Superior: None, Presumably Tharizdun
Favored Weapon:
Symbol:

Torog is the evil God of the Underdark, and the patron of jailors and torturers. He is a malicious deity who revels in the pain and suffering of others. His bitterness and contempt for life stems from eons of imprisonment in the Underdark, a realm he resentfully claims as his own. He has no allies among the gods- only Asmodeus and Thanatos deal with him, and then only for the souls of those who have died in the Underdark. Correlon and Tritherion (who seeks to free all Torog would imprison) and Lolth (who wishes dominion over the Underdark for the drow) are his greatest enemies.

Torog, the King that Crawls, lurks in the mortal world, capable and willing to directly impact current events. His assaults on the surface world are legendary and serve as a lasting reminder that he can reach up at any time to smash an unsuspecting city to dust.

Trithereon

Title: The Summoner
Home Plane: Arborea
Alignment: Chaotic Good
Portfolio: Individuality, Liberty, Retribution, Self-Defense
Domains: Chaos, Good, Liberation, Summoner
Worshipers: Liberty Seekers
Cleric Alignment: NG, CG, CN
Superior: None
Favored Weapon: Spear
Symbol: Rune of Pursuit, which resembles the triskelion (a symbol resembling a three-armed fylfot/swastika)

Trithereon is depicted as a young man with red-gold hair, tall and well-built, wearing a chainmail shirt with clothes of blue or violet. He is armed with three magic weapons: a sword named Freedom’s Tongue; a spear called Krelestro, the Harbinger of Doom; and a scepter known as the Baton of Retribution.

Trithereon is a foe of evil and oppression. His love of freedom sometimes causes him to come into conflict with other good deities, such as Palatine. Bralm hates Trithereon for his promotion of individualism. He is allied with Gadelica and Pelor as well.

Trithereon often appears with three summoned animals which serve him without question: Nemoud the Hound, Harrus the Falcon, and Carolk the Sea Lizard

Those who venerate Tritherion strive for liberty for themselves and others, His clerics work fervently to end tyrannical regimes or free those in slavery. Followers of Trithereon, must often travel in secrecy to avoid harassment from those in positions of power. It is said by some that no rules ever feels entirely secure when a shrine to Trithereon lies within his borders.

Vatun

Title: Great God of the North
Home Plane: Prime Material
Alignment: CN
Portfolio: Northern Barbarians, Cold, Winter, and Arctic Beasts
Domains: Animal, Cold, Winter
Worshipers: Northern Barbarians
Cleric Alignment: CG, N, CN
Superior: None, Presumably Hleid
Favored Weapon: Battleaxe (Winter’s Bite)
Symbol: Sun setting on a snowy landscape

Vatun teaches that winter is an opportunity to cull the weak from the strong, and that cowards should be covered by snow and forgotten. The Great God of the North also speaks of a “Great Winter” which will cover the land, allowing the northern barbarians to inherit the world.

Vatun’s priests are charged with aiding their tribe in battle, helping their people survive winter, and healing the injured members of their community. Vatun’s priests preach that cowardice is to be despised, and that Iborighu’s faith is to always be opposed, preferably with violence. They are also foes of devils and those who serve them.

Vatun’s imprisonment has made it more difficult for his priests to use their magic. In order to prepare and cast spells, they need to be within ten feet of a burning flame, no smaller than a torch.

Vatun’s only allies are Hleid, and Llerg. His enemies include Iborighu, Iuz, and the archdevil Belial.

Xan Yae

Title: Lady of Perfection, the Perfect Mistress
Home Plane: Outlands, Tower of Iron Will
Alignment: Neutral
Portfolio: Twilight, Shadows, Stealth, Mental and Physical Mastery of Mind over Matter
Domains: Celerity, Knowledge, Trickery, War
Worshipers: Monks, Psions, Rogues
Cleric Alignment: NG, LN, N, CN, NE
Superior: None, presumably Drendari or as some scholars believe Io
Favored Weapon: Falchion
Symbol: Black Lotus Blossom

Xan Yae appears as a human of any age or sex, slender and graceful, wielding a pair of magical falchions that she can shrink to magically conceal. She is usually dressed in cloth of dove gray, dusty rose, or golden orange.

Xan Yae’s highest ideal is the mastery of the unseen. Anything that achieves true balance attains invisible perfection. The greatest mysteries are hard to find. In Xan Yae’s philosophy, there are three great universal principles:
The Universal Mind. This is the creator and sustainer of the universe. One mind is all minds.
Perpetual Harmony. Symmetry and balance between Good and Evil and all things. When the individual achieves a similar state of balance, harmony with nature can be attained.
Internal Peace. The mastery of the mental and martial arts can be combined to attain a higher level of existence. Worshipers include rogues and monks, thieves and less savory sorts, young lovers, and those of cautious nature. Xan Yae’s worshippers seek out dungeons and labyrinths full of hidden lore.

Xan Yae’s clerics wear cloaks of gray and typically carry falchions or those weapons associated with monks. They are agents of harmony and discipline, seeking out extreme alignments and factions and bringing them toward balance. They train others in the martial and mental arts, study with gurus, and seek out evidence of the Universal Mind. They are active in seeking to change the world. They pray at dusk.

Because she teaches mastery of the unseen, Xan Yae’s temples and monasteries are usually very hard to find, typically in secluded settings. In urban areas they tend to be large but disguised as some other form of building. The most famous temple is known as the Twilight Monastery.

Worshipers of Xan Yae celebrate the Autumnal Equinox, marking the day of balance between darkness and light. Two ceremonies are held on this day, one at dawn and another at dusk, and during these ceremonies neophytes are initiated into the greater body of the church.

Xan Yae is served by Zuoken and is allied with Drendari. Opposes Pyremius.

Zarus

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Zuoken

Title: Master of Da’Shon and Edel, Servant of the Lady, the Survivor
Home Plane: Prime Material
Alignment: Neutral
Portfolio: Mental Powers, Monks, Physical and Mental Mastery
Domains: Celerity, Knowledge, Mind, Strength, War
Worshipers: Monks, Psions
Cleric Alignment: Any neutral
Superior: Xan Yae
Favored Weapon: Unarmed Strike
Symbol: Striking Fist

Zuoken appears as a Eonaran man of unremarkable appearance. He speaks very little. He is a servant power of the goddess Xan Yae and is allied with Delleb.

Zuoken encourages his followers to be disciplined and serene masters of both their bodies and minds. Zuoken’s faithful are instructed to become adept in unarmed martial arts before graduating to weapons, as weapons are seen as an unwelcome distraction for beginning students. Zuoken’s followers contemplate both sides of an issue before coming to a harmonious conclusion, for harmony is a prerequisite to perfection.

Zuoken’s followers are almost always monks or psionicists, and the most powerful are both. The god sends his followers into the world to improve themselves and advance the cause of psionics (known as Edel, the Gift of Fate, in the Eonaran tongue). They may rescue psionic families from their superstitious neighbors, hunt down illithids, or search for psionic artifacts such as the Orb of Gerendelik.

Zuoken sends a thought slayer as his herald. His planar allies are rasts, couatls, and huge elementals of any type.

Zuoken’s clerics watch over psionic creatures, keeping them safe and offering mental training to those who show aptitude. Their favored weapon is the nunchaku. They study at the feet of a master, with their training consisting of long dialogues between the master and students punctuated by intense physical training and martial arts practice.

A typical cleric of Zuoken wears light, plain-colored clothing decorated only with a simple sash bearing Zuoken’s striking fist symbol. They spend their days practicing their arts, meditating, and spreading the word about the value of perfection, although they may do this while completing quests for their deity.

Zuoken’s temples are typically far from civilization, but are commonly known of by those who seek training in psionics. They are often guarded by an order of monks known as the Fists of Zuoken.

Prayers to Zuoken are short and poetic, often using a strange sentence structure that tends to confuse noninitiates. A common beginning to a prayer is “Zuoken, me to the pinnacle take…”

Zuoken’s followers meditate every full moon.

Demigods

Tandros Scidion