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 Post subject: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:07 pm 
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I finally found and grabbed, moments before the power supply (or SOMETHING) on the old machine gave up the ghost, my Caligo documents (these were backed up onto an external hard drive that stopped working about a year ago).

Each post in this will be a different deity. This post will list and summarize.

Elemental Gods:
Arrissa (NE, Water), Caelum (CG, Air), Stenden (N, Earth), Virin (LN, Fire)

Other Close Gods:
Buranon (CE, Dark), Erinth (LG, Light), Jaenca (NG, Peace), Miryanna (NE, Passion), Nod (N, Logic), Urran (LE, Strife)

Misc Gods:
Fedahar (LG, dead), Kuromeran Collective (LN), Nameless One (CE, imprisoned), Sirrax (LE, dead)

Distant Gods:
Henaro (N), Kulah (CG), Kysum (NG), Latukefu (CN), Zem (CN)



Quote:
Deities:

Technically, there are no gods on Caligo: all of the “deities” described here are simply very advanced people, who were born mortal and raised themselves up to a level of power where they could make their very thoughts manifest on reality. The “close gods” are tied to Caligo and the forces that were designed to preserve it against hostile, external entities, and the improbably but possible spontaneous dissolution of the entire reality. “Distant gods” are powerful characters, gods from other places, who have, for whatever reason, taken up residence in Caligo. They interact much less frequently and do not contribute to the infighting of the others.

(The proper term is not “god” but is “almost immortal- but not quite” (AIBNQ, pronounced, in my games, as “Amby-que” for reasons lost to history), but the characters tend to believe that if it looks like a god and grants spells like a god, well, the details aren't really important)

Other options for clerics and channelers: Clerics and Channelers can simply follow an alignment or an element instead of a deity, pulling their powers from the world itself rather than being granted them. You may choose to follow good, evil, law, chaos, air, water, earth, or fire. If you follow an alignment, you must be of that alignment and have that alignment domain as one of your domains (and may have no other alignment domains). If you follow and element, you must have that elemental domain as one of your domains (and may have no other elemental domains).

Channeler marks for channelers with no deities:
Good- Stripe of silver hair.
Evil- Glimmer of red visible behind eyes in bright light.
Law- Grey hair
Chaos- Scar on back of dominant hand
Fire- Under moonlight, red runes visible on face, tell broken stories related to fire.
Water- Under moonlight, red runes visible on face, are poetic quips related to the sea.
Earth- Under moonlight, green runes visible on face, are tales of oaths fulfilled.
Air- Under moonlight, yellow runes visible on face, tell broken stories related to air.

Close gods / Distant gods

The two terms do not refer to physical distance. A close god will appear in visions and interact with the world, actively make plans through his clerics, and attempt to better himself in the divine hierarchy as best he can so that his vision of the way the world should be becomes more accurate. Close gods are tied to a “thread” that preserves reality and keeps them involved. Close gods have active temples, distant gods have small groups of faithful, or large groups of people following his name- but again, not usually him. Close gods will not tolerate breaches of behaviors in their clerics (about standard for a D&D game) whereas a distant god might not notice a break of their moral code.



Quote:
New domains:

Domains:

Charm Domain
Deities: Miryanna
Granted Power: You can perform a feat of personal magnetism as a supernatural ability. You gain an enhancement bonus to Charisma equal to your cleric level. Activating this power is a free action, the power lasts one minute, and it is usable once per day.
Add +2 to all Diplomacy checks.

Charm Domain Spells
1 Hypnotism
2 Charm Person
3 Suggestion
4 Deep Slumber
5 Charm Monster
6 Dominate Person
7 Mass Suggestion
8 Mass Charm
9 Dominate Monster

Darkness Domain
Deities: Buranon, Kulah
Granted Power: You gain low light vision or darkvision (60 feet). Anytime a spell or spell like ability of yours generates darkness in a radius, that radius is doubled (for instance, Darkness effects an object, but radiates a negative illumination to 20 feet: with this power, that radius extends to 40 feet).

Darkness Domain Spells
1 Obscuring Mist
2 Darkness
3 Deeper Darkness
4 Solid Fog
5 Shadow Evocation
6 Shadow Walk
7 Greater Shadow Conjuration
8 Greater Shadow Evocation
9 Shades


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:08 pm 
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Arrissa (Ar-riss-a)
“Transmutability of the body and mind”
Alignment: Neutral (with evil tendencies)
Cleric / Channeler Alignment: Neutral, Neutral Evil
Domains: Water, Protection, Healing, Destruction
Favored Weapon: Varies
Symbol: Drop of water
Thread: Water
Nature: Close god

Clerical / Channeler Additional Powers: Clerics and Channelers of Arrissa may, once a day, reroll a failed saving throw. When they reroll it they have a +2 bonus to the roll.
Channeler Mark: Rounder face than normal, softer features, blue eyes.

Arrissa is of indeterminate race. She is envisioned as a female deity made entirely out of water and as such her form changes with her mood and whim. Who or what she was or resembled in the past is not mentioned: her church claims her to be a primordial part of nature, and none of the cannon of the deities explicitly disagrees with this claim.

Her clerics are usually human, elven, or half-elven. Some gnomes also follow her teachings. What her teaching are, exactly, however, is up for some debate. Arrissa seems to teach a brand of “animal neutrality” generally, one with a dash of a selfish slant. Her few recorded actions among the gods seem to follow along with this, with the few confrontations that she was unfortunate enough to be involved in generally resolving with her taking the side that was best equipped to help her out or result in her being left alone.

She never espouses a path of chaos, however: to her, the ability to change one's nature to match the oncoming challenges of life is simply a thing that all things do, and one should be able to do it as best one can.

Among some cultist humans, however, her ideals have a far more libertine slant, and their actions range from orgies to cleverly planned thefts. The Aquatic Cultists do not, according to her mainstream clerics, represent her beliefs- but if this were completely true, surely the goddess would punish the guilty... or at least not grant them spells?


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:09 pm 
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Buranon (boo-rah-non)
“Omnipotence through Omniscience”
Alignment: Chaotic Evil
Cleric / Channeler Alignment: Chaotic Neutral, Chaotic Evil, Neutral Evil
Domains: Darkness, Evil, Knowledge, Magic
Favored Weapon: Bladed Gauntlet
Nature: Close god
Symbol: Droplet of Blood
Thread: Dark

Clerical / Channeler Additional Powers: Once per day when casting a spell that requires a saving through, the spell can instead be cast as a “bale spell”. The bale spell requires any saving throws made to resist the spells to be made twice, with the worse result counting. If another effect triggers that allows a character to roll twice and take the better of the two rolls (a luck roll), then the first two rolls are made and the worst selected, followed by a single luck roll, and that is compared to the worst of the previous two and the highest of those selected.
Channeler Mark: Black hair and black eyes.

Buranon Avence was a very ambitious wizard in life, devoted to none except himself. He was the fourth god to raise himself up in the young world of Caligo (330 AC), and Buranon is the very soul of ambition and intelligence. He often appears exactly as he did in life, as a thirty-ish becloaked man with light brown hair (his channeler's mark is a personal choice of his, not indicative of his own physical history) and dark almond shaped eyes, with a light beard. His features are angular and threatening, something he has always been fond of. He is not as slight as many expect a wizard to be, and neither was he in his less powerful days, where he spent many days practicing the art of his bladed gauntlets (Which he called Diress and Selected, names which bladed gauntlet users often name their blades, to the point of cliché)- a favorite trick of his, once he had the ability, was to prepare several still spells (and a contingency, just in case) and wade into a community of demihumans that he wasn't fond of, and attempt to kill them all. He would attempt to kill as many with his weapons as possible, only using spells when the situation absolutely demanded. Usually successful, if a reasonably defense was mounted he would just use his contingent teleportation to leave.

Great power has not saked his thirst for innocent blood, but it has given him the patience and the power to plot his malice on a much larger, and long term, scale. As a deity he is famous for knowing the weaknesses of any foes or potential foes. His clerics claim he knows the weakness to all of the other gods, and that they fear him for this. This is possible, assuming that all of the deities have weaknesses.

Buranon considers himself an artist, and every few decades will drop off a sculpture whose only magical property is that it is effectively indestructible by normal means. His understanding of comfort and how to eliminate it is never in doubt: while his early pieces were disturbing pictures of people in pain and in moments of loss (a person on a rack being tortured, the face larger than life to show the pain and fear in the eyes; a battlefield scene focused on a crying woman who has clearly lost someone), the centuries have given him the ability to put the disturbing into innocent packages: a small boy sitting down, eyes clearly indicative of unspeakable abuse; a knight in armor walking, visage so indicative of malevolence that it scares even those who are prepared for it: the ages long labors of a mind never sane even in the distant past. His art is copied carefully, and is popular among intelligentsia: however, it's disturbing and soulless nature results in it being banned virtually everywhere where civilization holds. His temples are rare and frequently secret, though in some areas they perform community service so vigilantly that the poor village around them has no choice but to allow them to exist- and in some major cities where there are “religion neutrality” laws, there is always at least one temple to Buranon, though their practices are still regulated.

Buranon does not count many among the commoners in his fold: his mix of evil and elitism does not sit well with many. Evil wizards revere him, and even neutral and good wizards offer him a grudging respect: his insight into magic, after all, allowed him to Ascend without anyone helping him in any way.

Buranon's clerics and channelers may only channel negative energy (rebuke undead, exchange spells for inflict wounds).


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:11 pm 
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Caelum (ki-lum)
“Freedom of the Sky”
Alignment: Chaotic Good
Cleric / Channeler Alignment: Chaotic Good, Neutral Good, Chaotic Neutral
Domains: Air, Travel, Magic, Good
Favored Weapon: Quarterstaff
Nature: Close god
Symbol: Yellow triangle, yellow tetrahedron
Thread: Air

Clerical / Channeler Additional Powers: Once per day at first level, and then an additional time per day for every five levels after, a cleric or channeler of Caelum can (as a free action) will themselves to move gracefully: for the remainder of the round, they provoke no attacks of opportunity by moving or casting spells, (if they cast a spell, treat it as if they had succeeded at a check to cast defensively). Additionally, his clerics and channelers have the “Caelum's chosen” ability, though this is not entirely a boon (see below).
Channeler Mark: Triangular birthmark on palm of one hand.

Caelum's history and, in fact, form, are shrouded in mystery. His clerics preach that a world of free cooperation is achievable, that enlightened behavior is possible, and, in fact simple, and that this is the fate of the world. Caelum's temples freely accept the wandering philosophical clerics whose beliefs are similar to theirs (though they usually attempt to convert them), and it is thought that Caelum does not reveal much to them, instead merely stating his own philosophy. His clerics and channelers are often wonderfully adept at arcane magic, making available the “Archmage of Caelum” prestige class (mechanically about the same as the 3.5 DMG “Mystic Theurge”, it allows simultaneous advancement in both clerical and arcane abilities), though a difficult quest is usually requisite for this.

The “Caelum's chosen” ability is debateably the most active and unique thing the deity does: if a cleric or channeler is about to die, he instead disappears in a golden flash of yellow light, transported directly to an open field where he is free to associate with other faithful- a paradise made solely of people who, if the world were full of them, would immediately turn it into a paradise of sort- at least, one as they see it. This area of the Unbound is reserved for them, and the members of it report occasional visits from Caelum and other deities friendly with him. If they have unfinished business (if they would like to return), they might be able to- any cleric or channeler who escapes death in this manner may attempt to return at dawn of the next day, materializing in a brisk breeze near a temple of Caelum or among friends who sincerely want him back and are themselves free and unfettered at the time- however, the chances of this happening are only 25%. If he fails this roll, he cannot return in this way. Because he is not dead, a raise dead spell or a reincarnate spell have no chance of bringing him back (nothing less than seventh level clerical magic or ninth level arcane magic has a chance). Resurrection and wish have only a 75% chance of bringing him back (with the abrupt translation resulting in a level loss or constitution loss, as per the normal rules), and if this roll is failed that method (resurrection or wish) will not return him to Caligo. A true resurrection spell always functions for this purpose, however (however he returns, if he “dies” again, he still gets his 25% chance of coming back the next morning, and even if a wish or resurrection failed to return him in the past, they have their chances “reset”).

Caelum is usually pictured in a very light gray or yellow hoodless robe, and appears as a man aged, but not old, and slender. However, his depiction is not ironclad: sometimes he is drawn in an outdoorsman's outfit. In any case, he is rumored to be very ancient, and known to be a friend of Kulah and Kysum. His temples are usually small and popular, but they usually do not challenge the larger faiths in terms of numbers.

Caelum's holy day is the Grand Day Of Air, a free spirited day where primitive balloons and flying twirl sticks are enjoyed by the children, and the rest gather around to dance and listen to the best bards that they were able to afford. The Grand Day of Air is in the spring time, and is usually a pleasant day.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:12 pm 
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Erinth (Ay-rinth)
"Shining Sword"
Alignment: Lawful Good
Cleric / Channeler Alignment: Lawful Good, Lawful Neutral, Neutral Good
Domains: Good, Law, Sun, War
Favored Weapon: Longsword
Nature: Close god
Symbol: Stylized Burst of Light
Thread: Light
Clerical / Channeler Additional Powers: Clerics and channelers of Erinth have an extra range of 5 hitpoints before they go unconscious (range below zero at which they are only able to take a standard action each round), and an extra 10 hitpoints until their death. At 10th level, clerics and channelers of Erinth benefit from the effects of the Diehard feat (this is the only way to possess this feat on Caligo).

Channeler Mark: Steel gray eyes.

Erinth is a young and impulsive god, restricted by his own values more than anything else. He routinely appears in gold or silver armor, and always has his sword with him, and sometimes his shield. Erinth was a paladin in the service of Fedahar in the Spear Crusades (1022 AC), and a mighty one for one so young: before his thirtieth birthday, he was scraping at the limits of human achievement in Caligo, and had many plans for a unified Arcata under Fedahar. The Spear Crusades were an attempt to thwart Sirrax's plans of domination: he had called creatures from the dark lands, and his host was growing very strong above the Firehold realm. Zeugeira was locked in a battle with Kuromera, and saw their doom coming from the north- but an Arcatan coalition, composed of skilled soldiers from every region – even dwarves, elves, and gnomes- secured imperial permission from the Zeugeiran emperor, and passed through their land to attack the force head on. The battles were fought in nothing resembling an ordered fashion, with the monsters (and worse) being largely disorganized, but it raged for days, with soldiers having to rest or risk collapsing from sheer fatigue. At the end of the ninth day, the tide had turned, and the wretched creatures of darkness were breaking ranks and retreating- when Sirrax himself manifested in a ball of fire. No sooner had this happened than Fedahar appeared. It was later noted that they appeared as if they had been arguing for some time, and were just now coming to blows. The struck each other with weapons, but it was clear that the real fight was taking place in some manner unseen. At first they were two figures, one cloaked in red, black, and trying to find a weakness with his katana and his wakizashi, one with flowing white hair over a grey cloak, each bent on the destruction of the other, but soon they were on the ground- perhaps, chided the historians, this was simply a nod to the ego of each of them, a desire to be observed. In any case, the battle among the mortals nearly stopped, with all eyes focused on the energetic spectacle. It lasted several minutes, with Fedahar's greatsword initially being effortlessly deflected by the twin weapons of Sirrax- but as time went on, it got through to effect. The climatic moment in the fight was when Sirrax, greatly injured, attempted to flee- a mental action for someone with his powers- but Fedahar squinted his eyes and prevented the escape entirely. This distraction, however, gave Sirrax an opening that Fedahar did not suspect- he was struck quickly with Sirrax's smaller sword, and darkness spread over him. Attomarei, his greatsword, fell from his grasp, and he fell. Historians note that if one has the advantages of immortality and discorporation, that there is no reason to die from any blade, but the lesson was lost on Fedahar, who fell and was erased from existence. His death stunned everyone, as they looked on, unbelieving.

Except for one man, who came charging at Sirrax, his holy avenger ablaze in brilliant light. Sirrax responded, but too late- he had assumed that he was dealing with a man with normal limits, but Erinth had already seized upon the strand of power Fedahar had released in dying, and Sirrax, weakened, was struck down.

Unopposed, Erinth began to glow- searing beams of light that passed through his allies without harm, but cut down the opposing forces as surely as a scythe- the battle was decisively over.

Erinth later found that the seemingly rash appearance of Sirrax was, in actuality, a clever ploy devised by Buranon to rid the world of the influence of the wise Fedahar, though the emergence of another lawful good deity at precisely the wrong moment was assuredly not a desired result. Erinth assigns Buranon and his followers the most dire of fates- and Erinth believes that justice will be done at some point, no matter how long it may take.

His outfit is very similar to what he wore as a paladin in the service of Fedahar: silver and gold armor, a shield, and a longsword. All that has changed is the holy symbol, from the Gray Oak Tree of Fedahar to the stylized burst of light that is his symbol.

Erinth's holy day is Jova, a relatively somber affair of honoring those who have passed away during the day which blooms into a merry night to celebrate the living.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:13 pm 
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Fedahar (Fey-da-har)
"Strength through Wisdom"
Alignment: Lawful Good
Cleric: Lawful Good, Lawful Neutral, Neutral Good
Domains: Law, Sun, War, Knowledge
Favored Weapon: Greatsword
Nature: Dead god
Symbol: Grey Oak Tree
Thread: Formerly Light
Clerical / Channeler Additional Powers: None (dead)

Near the birth of Caligo, Fedahar embodied the wisdom that allowed the young, desolate planet to cooperate and survive. Fedahar was more lawful than good, and was worshiped for years as a source of wisdom and strength. In fact, even after his death at the hands of Sirrax, he still maintains a small group of followers who follow after his spirit (many of whom maintain that Erinth is an impetuous youth, even after over a thousand years of experience). Ironically, it was a lapse of wisdom and patience that resulted in his death: Buranon, forever stymied by Fedahar's great wisdom and power, had devised a plan with Sirrax, another dark god. Sirrax was much closer to Fedahar's power, and had visions of tyranny and domination dangled in front of him by Buranon. Buranon's solution was to lure Fedahar into combat on the surface of Caligo, whereupon Sirrax could fight, and, should the fight go sour (as it was almost bound to), attempt to escape by retreating magically back to the heavens. The idea was that Fedahar's sense of justice would overcome his sound judgment, and he would mentally reach out to block him from leaving- an action that would preclude his attempting to do the same thing at that moment. In that brief time, Sirrax could strike him with a special magical formula that Buranon had obtained from his clerics- one that would muddle his mind just long enough for Sirrax to finish him.

This plan worked all too well, and though the sudden emergence of Erinth destroyed Sirrax, Buranon was still better off without an opposed deity who was as wise and powerful as Fedahar.

Fedahar was never in favor of one monolithic government, and so attempted to preserve any harmless cultural values that were manifest in any of his churches- for this reason, he is worshiped very differently in some areas than others, though in all cases his status as a dead deity keeps his numbers of followers low- most would rather follow a leader, not the memory of one.

Fedahar, in life, appeared as an old to middle aged man (sometimes a dwarf), dressed in a light gray outfit, and always wielding his greatsword, Attomarei (which he had crafted himself when only fifteen). Attomarei was taken after he fell, and surfaced many times over the years, usually in the hands of knights who achieved great things and became overconfident- some view the sword as cursed, or simply not meant for mortal hands. It was last seen over Voriph, and has been feared lost for three hundred years. Fedahar was a close god before his death, frequently appearing to political leaders in dreams and attempting to alleviate needless conflicts, such as fights over land. His current clerics tend to dislike Erinth, who they view more as a brash warrior with a good heart than a righteous leader of men, and tend to discuss his ascension with derision. Erinth's clerics officially respect Fedahar's clerics, but their mutual dislike is no great secret.

Fedahar's clerics tend to attack Buranon's clerics wherever they can be found, and if anything can get turn them from making wise sagacious statements to incoherent anger and rage, it is mention of Buranon.

Fedahar has no channelers, as he is dead.

Fedahar's holy day was Jova, but this is now a day to glorify Erinth. His few followers make a point of only giving a small show of faith to Erinth on Jova, reserving their true devotions for Fedahar.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:14 pm 
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Henaro (Hen-are-oh)
“Master of Winds”
Alignment: Neutral
Cleric / Channeler Alignment: Neutral
Domains: Air, Earth, Destruction, Sun, Travel, Water
Favored Weapon: Sickle
Symbol: Symbol of the four winds, four sickles interlocked
Nature: Distant god

Clerical / Channeler Additional Powers: Clerics and channelers of Henaro may rage as a barbarian: if they already have this ability (or if they have this ability first, then gain that ability later), they instead may rage more effectively, receiving an additional +2 bonus to strength and constitution, and an additional +1 bonus to Will saves. Clerics of Henaro have Control Weather, Storm of Vengeance, and Call Lighting on their spell lists as if they were druids, and channelers of Henaro know them as additional spells. Clerics and channelers of Henaro cannot cast, memorize, or know any spell that wards against or damages creatures based on alignment. Clerics and channelers of Henaro have a special magic of movement that triggers after their special rites at noon on Tempest, their holy day, a magic that functions close to greater teleport (though it only works on themselves and their gear).
Channeler Mark: Darker skin than normal and / or pure green eyes, and / or white hair.

Henaro hails from another world, claim his clerics: they say his mighty, four armed figure is responsible for wind, and rain, sunshine and earthquakes, and by keeping the water moving across the face of Caligo, by breathing storms into being, by shaking the foundations of the world, he serves as the heart of the world, necessary for it to remain alive. They are more closed mouthed when asked for more detail on this red skinned, wild haired, round faced, black eyed deity, refusing to comment on when and how he arrived in Caligo.

Historians note that there is evidence of Henaro's presence from the beginning of Caligan history, though it took five hundred years before his clerics gained all of their powers and channelers are documented anywhere. The clerics have an explanation for this, saying that at the dawn of time he had to fight the Nameless One for the world to exist, and the battle wearied him greatly. The oldest images of Henaro all have him with green eyes and dark brown skin, but shortly after that all of the artwork and stories depict him with red skin and black eyes. In all portrayals, his hair is white, and his expression is intense.

For a distant god, Henaro is actually quite active, often giving seemingly random instructions to his followers, clerics, and channelers. Disobedience is tolerated but disapproved of, and carrying out his desires is always rewarded- but it is said that inaction angers him, and that his followers should never waste time- though this does not preclude rest, meditation, or simply communing with nature (something that is popular with druids and rangers, who hold him in some regard).

The best know legend of Henaro is that, at the dawn of the world, he fought the Nameless One and won, though it cost him dearly- some say Henaro crafted the Proditial regions as a way to imprison the Nameless One... Though many doubt this and ask why so many were necessary, if that was the case? Those that doubt this but want to put truth to the legend believe that Henaro simply used the mysterious area to weaken his foe.

Henaro is never portrayed in armor. His sickles are known as the Sickles of the Winds, and the claim has been made that mortals have been seen with them in the past. Some wonder if Henaro is the patron (spell granter) of druids and rangers. Druids and Rangers by and large deny this, instead claiming that nature itself gives them their powers.

Henaro's holy day is Tempest, a day dead in the middle of summer. It is constantly beset by storms (the days around it are usually stormy as well). His clerics have rites that must be attended to in private on that day- rites than no others are permitted to see, rites that are said to provide the clerics with instantly sunburnt skin and secrets beyond their normal ability to divine.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:15 pm 
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Jaenca (jayn-sha)
“Voice of Calm”
Alignment: Neutral Good
Cleric / Channeler Alignment: Lawful Good, Neutral Good, Chaotic Good
Domains: Good, Healing, Knowledge, Protection
Favored Weapon: Heavy Mace
Symbol: Blue Rose
Thread: Peace
Nature: Close goddess

Clerical / Channeler Additional Powers: Clerics and channelers of Jaenca receive a +2 bonus to all Diplomacy checks, and whenever they cast a spell that heals hitpoints, they add their Charisma bonus to the number of points healed. A group of clerics and / or channelers of Jaenca can perform a “ritual of sealing” that causes the true and irrevocable death of a dead creature whose body they have: this requires no less than 10 clerics and / or channelers with at least 30 levels of cleric and / or channeler between them, and a consecrated temple of Jaenca.
Channeler Mark: Tips of ears pointier than normal for race, smooth features

Jaenca served as a cleric devoted to the cause of good for her adventuring career. A beautiful elf maiden from Telin-Arn, her travels took her all across the face of Caligo, from the unspoiled wildlands that still make up her homeland of Telin-Arn today, to the bustle of Kele, to the shadow realm above the Firehold Realms... even to the massive and distant continent of Queris. Jaenca adventured in the early 1700s, reaching a very old age before she found her place in the pantheon. Immediately upon doing so, of course, her youth poured back into her, and her great wisdom was immediately put to the test, as power and youth had been laid before her. She remained true to her good heart, however, and the only youthful, impulsive action she has marked up to this day is her love of Erinth. Erinth is bold and idealistic, and in some ways a poor match for the practical and wise soul of Jaenca, though seen together (as they often are portrayed in art), no one would doubt their match.

Jaenca despises Miryanna, a fact known widely across the face of Caligo, and a subject of jokes (both among mortals and among the gods). Many see the two as two sides of the same coin, both stunningly beautiful, charismatic, and skilled with words and language. This analysis misses that Miryanna reached her position through force of will, while Jaenca took a longer, more thorough path, and should legitimately be famous for her incredible wisdom, not her undoubtable force of personality. Cat fight jokes aside, Jaenca dislikes that Miryanna often speaks for the group to mortals, and would much rather a neutral deity, such as Nod, perform the task. Where Jaenca takes pride in her beauty, Miryanna is vain: when Jaenca (and her clerics) use their diplomatic skills to resolve conflicts (sometimes to mutual benefits), Miryanna uses hers only for her own ends. The only deity Jaenca dislikes more than Miryanna is Urran, but for simpler reasons. Urran stands for unrelenting strife and death under his command, and is a master of the strategy and tactics of war. His knowledge of politics barely stretches beyond what is necessary to goad heads of state into war. This leads to a healthy dislike of immature emotions on the part of Jaenca: she dislikes rigid codes of honor, as well as strict hierarchies that force people to make unjust decisions. This gets her in the occasional argument with Erinth, who holds some of those values so high as to be necessary for life to have a purpose: Jaenca believes that life is it's own purpose.

Jaenca and Erinth are often pictured together to symbolize marriage- in fact, it has been customary in Arcata for years to celebrate marriage with a sapphire ring to symbolize the blue roses and blue-leafed trees Jaenca cultivated upon first achieving her powers- a trend that has recently spread to Voriph.

The Book of Jaenca is generally regarded throughout Arcata as the definitive guide to morals. The Book of Jaenca is written by her mortal priests over the years, and she comments and adds sections occasionally. The entire book is taken as cannon by her church, but even in areas where her influence is thin her book is taken to heart.

It is not very popular in Pallia, as both Kuromera and Zeugeira have state religions that prescribe, at the very least, utter loyalty to country: Jaenca's humanist works are not popular under such a climate.

Channelers of Jaenca are usually females, and sometimes even elven.

Jaenca's holy day is Pallip, a summer day where families picnic together.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:15 pm 
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Kulah (Kool-ah)
“Speaker of Silence”
Alignment: Chaotic Good
Cleric / Channeler Alignment: Neutral Good, Chaotic Good, Chaotic Neutral
Domains: Darkness, Luck, Travel, Trickery
Favored Weapon: Bazzak
Symbol: Stylized Bazzak hitting ray of darkness / foreign rune
Nature: Distant god

Clerical / Channeler Additional Powers: A cleric or channeler of Kulah knows all the languages he hears on a common basis. He can learn any language, permanently, that he hears off and on for a few hours (about one hundred sentences is enough to trigger this supernatural ability).
Channeler Mark: Newborn channelers occasionally say whole words, out of context. They begin speaking coherently far before other children.

Kulah is the master of ninjas, and his presence is rarely felt directly. He grants spells to those who follow him and have the capability, but he thinks those that worship him somewhat foolish. A traveler of worlds, Kulah and his mate Kysum have a habit of placing themselves temporarily in mortal bodies and living mundane lives for a time, the bored actions of those long immortal who have seen too much of life. There aren't many stories of Kulah, but his few priests claim he's real enough, though they never get around to claiming that he's doing much of anything. The only one that speaks of his potential importance is secondhand, gotten from a vision a cleric of Miryanna had: in it, she attempts to seduce him and use some of his power to help her weaken the hold that Nod has over the minds of men, but, the myth goes, Kulah is instead distracted by monsters entering Caligo, and he leaves her to go and defeat them. The fable is not favorable to Miryanna, which historians grant, gives some credence to it being a genuine vision. By all accounts, much of his time is spent in an area of the Unbound of his own creation, where he spends time with Kysum and Caelum, his mate and an old friend.

Rogues, ninjas, and sometimes bards turn to Kulah for help. He is famous for his encyclopedic and instantaneous knowledge of languages. Ninjas often try to emulate him by learning as many languages as possible, and rogues sometimes claim that Kulah aided them after a particularly hoary translation.

Channelers of Kulah are virtually nonexistent outside of Voriph (not atypical for channelers), but a few exist in Pallia- those few usually feel drawn to revolutionary groups and ninja clans. Even in Voriph, the numbers are rare: Kulah probably has the fewest channelers of any god, save one.

Kulah does not have a holy day, or, if he does, it is not well known.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:19 pm 
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Kuromeran Collective (Koo-roe-meer-an)
“Countless Voices”
Alignment: Neutral
Cleric / Channeler Alignment: Any Lawful, True Neutral
Domains: Magic, Plant, Protection, Healing, Sun, Travel, War
Favored Weapon: Varies
Symbol: Three surigraphs (stylized downward pointing arrowheads) arranged vertically, descending in size.
Nature: Spirit Collective

Shaman Additional Powers: A shaman of the Kuromeran Collective can select a third domain. At each spell level, a shaman of the Kuromeran Collective can memorize one additional domain spell (the +1 becomes +2, and at higher levels when it would be a +2, it becomes a +3).

Worshiping localized spirits in Pallia dates back to the earliest settlers. As competing philosophies fought for the minds of men, this practice was frowned upon by those versed in Isai, who claimed that such spirits were false impressions manifested in the world by the expectations of those doing the acknowledging- and that one partial non-life was created by the actions of the other. Isai being more common in Zeugeira, spirit worship and the general belief in holy locations fell out of use.

Suri makes almost the opposite claim. Some places in the world are sacred, and recognition of those places honors them. Manifestation of a spirit is the essence of that place finding a way to communicate with sentient material beings.

In 880, spirit worship was officially codified as the state religion in Kuromera by Emperor Krenisha. The passing of time saw the creation of a state church devoted to the worship of all the spirits in Kuromera, thus in some fashion tying the limited interest of the spirit world to the location of the Kuroshiran line and the land possessed by the country. The emperor's efforts were to create, in essence, a state god, a manifestation of his nation that had the interests of Kuromera as its own. To a large extent, he was successful- the Kuromeran Collectivists are usually shown scenes by spirits that result in the betterment of Kuromera, and often given divine hints that go along with the state's interest. The Kuromeran Collective is poorly understood by theologists, as it does not have a strand of power, only rarely manifests in times of need (and then as a collection of smaller things, such as insects, trees, or boulders)- it's assumed to be the common will of the spirits of Kuromera, who are debated endlessly to be the summarized result of belief and residual magic, the natural manifestation of Caligo as perceived by common mortals, or simply the leftover essence of Emperor Krenisha (and possibly later Kuromeran rulers). What is known is that this collective deity has never been seen in discussion with any of the other deities.

Shaman of the Kuromeran Collective convert spells to cure spells.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:25 pm 
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Kysum (Kice-um)
“Joyous and Verdant”
Alignment: Neutral Good
Cleric / Channeler Alignment: Neutral Good, Neutral
Domains: Animal, Healing, Plant, Protection
Favored Weapon: Quarterstaff
Symbol: Mistletoe
Nature: Distant goddess

Clerical / Channeler Additional Powers: A cleric or channeler of Kysum can use mistletoe to aid her in casting spells: if he chooses to do this, a small amount of it glows green and disappears. A spell cast in this way can either be cast without a verbal component, or it can be cast as if the spell itself were one level higher. This ability only applies to spells that are gained through levels of Cleric of Kysum or Channeler of Kysum.
Channeler Mark: Channelers of Kysum have green hair in direct sunlight, though it appears normal in other lightning conditions.

Little is known of Kulah, Kysum's mate: less than that is known of this reclusive nature goddess. Neutral and Neutral Good druids tend to be quite fond of her, but others view her as more of a hindrance to their view of nature. The common view of Kysum is that she is nonviolent, more a fertility goddess than anything else, but her clerics maintain that, in the distant past, she walked the land commanding the power of nature to do her bidding. In any event, she is more revered as a force than worshiped as a goddess: only rarely has she appeared to her small clergy, and she seems to do nothing to enlist them- her view is as indifferent as her mate's.

The Book of Jaenca mentions a conversation between Kysum and Miryanna that is not very favorable to Miryanna: but as nothing in the Book of Jaenca favors Miryanna, the accuracy of the conversation is dubious.

The closest thing to a holy day for Kysum is Sowday, a day celebrating the beginning of planting.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:26 pm 
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Latukefu (La-too-kee-foo)
“Keeper of All Secrets”
Alignment: Chaotic Neutral
Cleric / Channeler Alignment: Chaotic Good, Chaotic Neutral, Chaotic Evil
Domains: Chaos, Knowledge, Luck, Trickery
Favored Weapon: Rapier, Elven thinblade, or Elven lightblade
Symbol: Infinite series of embedded triangles
Nature: Distant god

Clerical / Channeler Additional Powers: Clerics and channelers of Latukefu always have a +1 dodge bonus to their AC at first level: this bonus increases by +1 for each five full combined levels they have of channeler and cleric. Latukefu grants an additional boon to clerics and channelers who never have levels in any class except those two: when unarmored, they add their wisdom bonus to their armor class (as a monk).
Channeler Mark: Latukefu would never dream of marking his servants.

Latukefu is an ancient elven deity. Is is said he is older than Caligo itself, and his clerics (almost exclusively elven, though some humans and half elves are among their number) don't say much besides that. In areas where he is revered for his serene power and knowledge, the saying “What Buranon eagerly researches, Latukefu has long forgotten as worthless” is a common one. When he is portrayed in art, Latukefu is a remarkably handsome elf, holding either a rapier, an elven thinblade, or two elven lightblades. The elven thinblade and elven lightblade are clearly works based upon the rapier, though they are in many ways simply better, a product of superior (and possibly magical) metallurgy. It is widely held (both by clerics and historians) that Latukefu invented these and left them, complete with instructions for their use and manufacture, at his Archtemple in Telin-arn.

His passion for knowledge and power spreads to his clerics, a rare few of whom are reckless and heedless, cruel and callous. His clerics are called upon to discover as much about their world as is possible, and to find the hidden truth in all things. Sometimes their lust to experience the world fully leads them to charge, heedless, into battle: because of these situations, Latukefu grants his chosen followers an extraordinary ability to dodge incoming attacks, even when wearing armor.

Latukefu is regarded well even among elven monks, whose lawful nature would normally dictate otherwise: but his passion for individual development speaks well to the soul of the monk. Latukefu is followed in Telin-arn, and natives elves from that region have names that are incongruous with most other elven naming conventions (notably, they sound more like his name, instead of the more traditional, flowing sounds that populate most of the elvish language: the dialect of elvish that they speak is equivalently accented compared to elves the rest of the world over. Most from Pallia or Arcata would simply dismiss it as “more Voriphan oddness”.

All of Latukefu's rare channelers are elves.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:27 pm 
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Miryanna (Meer-yawn-nah)
“Voice of Silk”
Alignment: Neutral Evil
Cleric / Channeler Alignment: Neutral Evil, True Neutral
Domains: Charm, Knowledge, Luck, Trickery
Favored Weapon: Short Sword
Symbol: Red Windflower*
Thread: Passion
Nature: Close goddess

Clerical / Channeler Additional Powers: When negotiating for his life, a cleric or channeler of Miryanna receives an additional +2 on the Diplomacy check, and, if successful, manifests itself as a supernatural mind affecting compulsion prohibiting the group negotiated with from killing him, though other actions (turning him into the authorities) are not prohibited. If a negotiation fails, he may not try again with that group over that incident.
Channeler Mark: Silver crescent shaped birth mark on cheek.

Miryanna is an old goddess, dating back to the forming of the world. In her mortal life, she was a sorceress, pureblooded, whose presence could be felt when she entered a room- and eventually, when she merely set foot in a town. She went through a myriad of styles of hair, eyes, and dress over her adventuring career, but she is best remembered either for a black and silver formal Arcatan formal dress, elegant and simple (think formal evening gown with more flair), or the much more noticeable red and dark grey designs of Voriphan nobles, complete with barely possible and never practical silk trailers that hover in the air when she stops moving. Miryanna is not famed for her humility, and insists on always presenting a slightly different picture whenever she is sighted. She was born with a birthmark that resembles a silver crescent moon on her left cheek, a couple inches below the eye. She wears it still, and has made it the mark of her chosen channelers.

As a close goddess, Miryanna appears frequently to her followers in dreams- and sometimes in the flesh, as she tends to appear at a grand ball at least on a yearly basis. Her presence is viewed as a powerful statement to one's skills as a host and is a great boon to one's social standing, but woe upon the family that does not properly impress this temperamental and vain goddess.

Miryanna is not a maliciously evil deity on a global level, but her scheming, lack of compassion, and dark alliances mark her as evil. She is ruthless in her personal dealings, and is always certain to get the upper hand- attitudes she encourages in her followers. Miryanna does not encourage associations with the undead, but does grant her clerics the ability to rebuke them. A cleric or channeler of Miryanna leading an undead army would be lucky if all they found themselves stripped of was their powers.

Miryanna is the Voice of the Gods: throughout history, whenever a proclamation must issue from them collectively, she speaks. Whenever a group gathers that she is among, she speaks first. Her followers are said to be granted amazing persuasive powers, and her clerics are famous for getting out of logically impossible situations.

Miryanna is one of the more prolific writers among the deities: before gaining her powers, she wrote some books on magic, but these are not terribly inspired (indeed, some of her clergy will deny that she wrote them)- but her later works, on a myriad of subjects, ranging from the understandable (How To Influence Even Those That Despise You, The Fundamentals Of Language, Thoughts Unattainable Through Logic), to the confusing (The Only Eighty Three Syllables That Matter, Swordplay As Mathematics, The Hidden Spiritual Effects Of Mirrored Writing), to the distinctly disturbed (Blood Sculptures And The Souls Of Flowers, Powdered Agony And Shattered Innocence As A Seasoning For Pork And Poultry, The Cries Of Children And Methods Of Rope Tying). Her books appear on the altar of her most sacred temple in Al-Naen. Her temples are exclusively urban affairs.

She is often worshiped by bards and anyone high in society, and rogues and even some dark knights are counted among her followers.

Miryanna's clerics and channelers may only channel negative energy (rebuke undead, exchange spells for inflict wounds). Her holy day is Ruby, a day where lovers exchange rubies (usually not very expensive ones) and shirk responsibilities: it is very popular among any with leisure time, and in some locales serves as an excepted excuse for infidelity.

*The Windflower's proper name is the “Anemone”. It is a real world flower.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:27 pm 
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Nameless One
“”
Alignment: Chaotic Evil
Cleric / Channeler Alignment: Chaotic Evil
Domains: Chaos, Death, Destruction, Evil
Symbol: Circle missing the top quarter
Nature: Imprisoned god

Clerical Additional Powers: None (imprisoned)
Channeler Additional Powers: The Channeler of the Nameless One gains XP at twice the normal rate, and is also granted darkvision at a 60 foot radius.
Channeler Mark: The mark of the Nameless One is distinctive and accidental: his eyes have a distinctive red tinge at night, a result of darkvision being added imperfectly to a human eye.

Not much is known about the Nameless One. The stories claim that it was a powerful dark god in a different reality, a regular world where light and dark fought- and dark found a way to emerge victorious. Through some magic or deception, the Nameless One led to the destruction of the world it had contested rule over, breaking it so that none could have it.

Its story on Caligo is a brief one: near the birth of the world, the Nameless One attempted to destroy it in the same fashion, and was prevented by the gods of the world. Who participated in unknown: most of the credit is given to Henaro in his stories. Many of the other deities are too young to have participated, but the clerics of Fedahar vehemently claim that he participated in the battle.

It is said to be imprisoned in a proditial region (a magic restricted region where even the powers of gods are weakened), buried somewhere in the dark realms- its tomb put together so tightly that none could break the seal.

His existence was debated until 1597, when Jaencan priests famously caught and executed the channeler of Nameless One- apparently it is capable of only one channeler at a time, to whom it grants a greatly increased rate of power acquisition, in hopes that one might one day free it from its seal.

The Nameless One has at most one channeler at a time, as it is imprisoned.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:28 pm 
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Nod (nod)
“Breath of Reason”
Alignment: Neutral
Cleric / Channeler Alignment: Neutral
Domains: Animal, Plant, Knowledge, Magic
Favored Weapon: Quarterstaff
Symbol: Pine tree
Thread: Logic
Nature: Close god

Clerical / Channeler Additional Powers: Clerics and Channelers of Nod receive a +2 to any Knowledge roll that uses a knowledge skill that they have ranks in, and they gain a +1 to any roll made to dispel another spell.
Channeler Mark: Nod does not mark his channelers.

Nod was a master of druidic magic and a dabbler in the arcane before he discovered his place as a master of natural forces. He has been in the pantheon since the dawn of Caligo's history. While druids tend to stand in awe of his might and willingness to not take sides in the myriad conflicts in the world, they do not necessarily like his lack of wholism, as several famous (possibly true) stories involve Nod solving problems facing him by picking up on subtle clues and working his way backwards to the correct and only cause of those clues.

Nod usually keeps quiet, and his temples are boring affairs that usually feature a magically grown pine tree in the middle as the most interesting feature. He attempts to keep the peace between the other close gods when they discuss or debate, but often finds himself having to argue with Miryanna, who is an expert at the art, if not the science.

Nod appears as an aged half-elf or human in a brown or green druids cloak. Usually he holds a powerful staff that he used in his mortal life- it is said that with the staff, he can undo the magical workings of anything, man or god. The name of the staff is not known.

His clerics manufacture and sell “Talismans of Nod”, a common magical item (counts as a necklace) sold many places that, it is said, helps to favorably protect the wearer against magic, if Nod is called upon. They are also renowned among the practitioners of magic at reducing the magic sapping effects of the “Proditial” regions.

The “Archmage of Nod” is an available prestige class for clerics and channelers of Nod (basically the Mystic Theurge from the 3.5 DMG), though this usually requires a difficult quest.

His holy day is Olvren's day, named after a famed mathematician whose discoveries are taught across Caligo, known to both the small number who use them in mundane ways and the more populous number who use his techniques for magical research.

Nod is the patron deity of scientists, engineers, and mathematicians- though pure scientists are rare on Caligo, and usually have to spend their efforts on their daily lives and their families.

Nod doesn't appear in dreams so much as he appears in the flesh- or, at least it looks that way. If Nod wishes to instruct a follower, he is as like as not to simply meet him in the woods one day and tell him what he wants to tell him, in terms that leave as little uncertain as possible.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:31 pm 
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Sirrax (sear-axe)
“Center the circle”
Alignment: Lawful Evil
Cleric / Channeler Alignment: Lawful Evil, Neutral Evil, Lawful Neutral
Domains: War, Destruction, Death, Knowledge
Favored Weapon: Katana and Wakizashi
Symbol: Circle with a dot in the center
Thread: Formerly Strife
Nature: Dead god

Clerical / Channeler Additional Powers: Clerics and Channelers of Sirrax receive no additional powers, as he is dead.
Channeler Mark: Sirrax has no channelers, as he is dead.

Felled by Erinth after slaying Fedahar, Sirrax is not remembered fondly- in fact, among most, he is not remembered at all. Most of this is because a cleric seeking to recruit followers is faced with “Seer-axe... yea... Oh, right, he's the god that Erinth killed, right?”, and this isn't all that effective for a lawful evil war god who emphasizes strength.

Though very small in numbers, he does have his devotees. Some of his clerics claim that he invented enshindo, the martial technique of the monks. Besides this and appearance in a few old stories, the average Caligan knows very little of Sirrax- being dead, he has passed out of the collective mind.

If his clerics select war as a domain, they receive martial weapon proficiency (wakizashi), exotic weapon proficiency (katana), weapon focus (wakizashi), and weapon focus (katana). His few clerics are more common in Queris and Pallia than anywhere else.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:32 pm 
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Stenden (Sten-den)
“Consistency In All Things”
Alignment: Neutral
Cleric / Channeler Alignment: Neutral
Domains: Earth, Animal, Protection, Healing
Favored Weapon: Double bladed sword
Symbol: Door
Thread: Earth
Nature: Close god

Clerical / Channeler Additional Powers: Clerics and Channelers of Stenden roll d12s instead of d8s for their hit dice gained from levels in cleric or channeler of Stenden.
Channeler Mark: Square jaw, black eyes

Stenden is of indeterminate race. In human lands, he is drawn as a half elf, usually holding Confusion, his two bladed sword. In dwarven lands, he is usually drawn as a dwarf, and he often has is sword strapped to his back. In any event, he is universally portrayed as handsome, strong, and mysterious. His clerics preach of the merits of moderation, and the perils of extremism. To discuss this issue with a cleric (or avid follower) of Stenden is to invite a historical discourse on the perils of extremism, and how they all put a set of false ideals in front of life, and name the ideals the purpose of that life. His detractors attack him for endorsing “neutrality for neutrality's sake”.

He is followed by the dwarves of Voriph and druids (especially those on the Path Of Stone) often revere him (and those with his view on neutrality are often pleased to find a divine patron of their beliefs). Additionally, he is worshiped in most human lands, though rarely does he draw the attention of Jaenca or Erinth.
He is said to have a “steadfast” personality, though the details often depend on whether you seek a dwarf or a human for guidance (the dwarven clerics tend to subtlety ridicule the half elven form, while acknowledging that, for a god, all things are possible, even two contradictory and concurrent forms).

In the Book Of Jaenca, he is mentioned at one point as a judge (it is an illustration of how cold reason alone cannot be counted on to resolve conflicts, and that mercy is sometimes needed): A town is passing judgment on a mischievous youth who has been terrorizing livestock, and the penalty (lashes) is given out. Then his young pixie friend is introduced with the same charges, and they are demonstrated against her as well. However, for her, the lashes could likely be fatal. Stenden is portrayed as weighing the issues and whispering the conclusion to the judge: Jaenca interrupts this scene to plead mercy.
Stenden himself has no holy script: the closest is a small book of poems on nature.
Among elves, he has some quiet worshipers among the Ilyan, and all elven communities do revere him to some degree.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:33 pm 
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Urran (Oo-ran)
“All Conquering”
Alignment: Lawful Evil
Cleric / Channeler Alignment: Lawful Evil, Lawful Neutral, Neutral Evil
Domains: Death, Destruction, War, Law
Favored Weapon: Greataxe
Symbol: Stylized Axe
Thread: Strife
Nature: Close god


Clerical / Channeler Additional Powers: Clerics and Channelers of Urran can preform a Feat of Strength, (as per the strength domain ability), except that the +1 / cleric or channeler level lasts for two rounds, not just one. A group of clerics and / or channelers of Urran can perform a “ritual of sealing” that causes the true and irrevocable death of a dead creature whose body they have: this requires no less than 10 clerics and / or channelers with at least 30 levels of cleric and / or channeler between them, and a desecrated temple of Urran.
Channeler Mark: Lower part of left ear missing.

Urran is the youngest god, gaining his powers in 1921 AC. He appears as either a human, half orc, or orc- and in truth, historians have nothing to go on as regards his origin. His lawful nature, some claim, make it doubtful that he is an orc- most orcs tend toward a chaotic and evil spiritualism, excepting recent activity, where many worship Urran. He claims to be from Queris, and given the savage nature of the expansive continent, it is certainly possible.

Urran keeps to himself when he is not manipulating a battle into beginning, or enjoying the sights and sounds of the weak being crushed by their betters. Like his predecessor (by quite some time) Sirrax, Urran is patient in building his power and obtaining what he desires. Compared to most of the other deities, he is weak: he lacks the power of Erinth, the subtlety of Miryanna and Buranon (who he refuses to trust), the wisdom and intelligence of many others... but he is patient and ruthless. Additionally, his churches are accepted in most lands, as they provide helpful community service and sound advice to those who display Urran's favorite trait, ambition. In his role as a war god he competes with Erinth for followers, and has been having more success than Erinth in more primitive lands.

In his role as a death god, he is more lawful than evil, and his clerics are burdened with the funeral tasks wherever his temples are found. In this role, he is prayed to often by people asking for nothing more than good treatment of their loved ones after death.

His holy day is the Day Of Victory. It is a common day for battles, and considered a fortunate day for them.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:33 pm 
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Virin (Veer-In)
“Fiery Heart”
Alignment: Lawful Neutral
Cleric / Channeler Alignment: Lawful Good, Lawful Neutral, Lawful Evil
Domains: Law, Earth, Fire, War
Favored Weapon: Dwarven Waraxe
Symbol: Mountain Range
Thread: Fire
Nature: Close god

Clerical / Channeler Additional Powers: Clerics and Channelers of Virin may call upon Virin to grant them a +4 to any attack roll, saving throw, damage roll, or skill check. If used for damage, the extra damage is in the form of a plume of fire. This granted power is usable once per day at 1st level, and then an additional time per day for every five levels (2 times at 5th level, 3 times at 10th level, 4 times at 14th level, and 5 times at 20th level).
Channeler Mark: Red rune on back of dominant hand (or on both hands).

Before he came to his powers, most assume that Virin was a grim fighter or a dark knight. Virin is quiet for a close god, keeping his instructions mostly to his priesthood and not being very involved in many of the stories of the other deities. He gives advice for living a loyal, happy life and for improving one's society- but mostly he gives this advice to his clerics in Firehold. On dwarven matters, he is a strict traditionalist, and this means that among some dwarves, he is not worshiped. As a philosophical deity for all to embrace, he does not make much of an effort. His clerics are rare among non-dwarves, and tend to be ambitious fire cultists, bent on getting ahead through focused practice and dedication.

Virin is sometimes revered by fighters and dark knights for his lawful nature and his “get the job done at any cost” attitude. A believer in Virin is looking for orderly advancement in his life, a way to improve himself without unduly harming those around him- he is seeking a path. Virin provides a path, a set of rules that must be closely followed to be in good standing with the god- mostly these are meditative exercises, but some of them (the “meal of soot”) are visible differences that mark one of Virin's believers.


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 Post subject: Re: Choose-a-god
PostPosted: Fri Apr 01, 2011 12:34 pm 
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Zem (Zem)
“The Eternal Jester”
Alignment: Chaotic Neutral
Cleric / Channeler Alignment: Chaotic Neutral, Chaotic Good
Domains: Chaos, Magic, Travel, Trickery
Favored Weapon: Dagger
Symbol: Two daggers, crossed
Nature: Distant god

Clerical / Channeler Additional Powers: +2 to saves against spells and spell like abilities of the enchantment school, 75% chance that any insanity generating effects do not effect the cleric (magical or otherwise). No cleric or channeler of Zem is able to cast Geas/Quest or Lesser Geas, regardless of how they obtained the spell.
Channeler Mark: One blue eye, one white eye.

Zem arrived in Caligo in 1733 AC, both of his churches agree. A lanky jester who appeared in armor made of crafted emerald, skinny, tall, and with mismatched eyes (one blue, one white), Zem was quite a sight. At first he traveled around and was indistinguishable from an adventurer, but for his power: he had abilities like none before in Caligo. He had became quite famous from his short amount of adventuring in the kingdom of Perral, when he underwent something of a change: he decided that he would make the world a better place for everyone, and that nothing could stand in his way.

Both churches agree on this fact, and historians back them up.

He began performing acts of great magic, at first aimed at destroying any overt threats to the people of Perral. This took about a week. Then he announced plans to get to “that dark area”, after he had made sure that everyone was taken care of. Carving canals while preserving forests, enchanting crops so that they would grow every year without fail- whatever he had been when he arrived in Caligo, he had now the powers of a native deity. There are many quotes in both of the “Book Zem”s (one for each church), where he preaches to people about how they need to “stop being such assholes” and other equivalent religious instructions. After a couple weeks of near-miracles, the authorities stepped in. The reasons for this are up for debate: according to the Orthodox Church Of Zem, it was because “Buranon had seized control of their minds”, but according to their competing branch, it was because “People in authority are inevitably clueless cocks”. In any case, Zem refused to stop helping people and refused to bow down to the Perral King, though any of the forces sent to apprehend him were not harmed- in fact, many were converted to his cause. A couple more weeks of amelioration for all went by until he Ascended. What actually happened is the matter of the debate that splits the two churches. He was standing in Emel, demonstrating to a group of wizards how to make stone grow food quickly and endlessly, when thunder split the sky. The sun became a black dot on a red sky and Buranon, Miryanna, Erinth, Jaenca, and Nod appeared in a flash of light. Erinth glared at Buranon, shifting as if to draw his sword. Jaenca, hair aglitter, put her hand on his shoulder to calm him, and Nod stepped casually between Buranon and Erinth. Nod had opened his mouth as if to speak when Miryanna stepped forward and spoke, her voice like honey- but the language she spoke was new to mortal ears. It was the language of the gods, and no mortal present understood what she said, even with the aid of magic. Zem became angry, spoke something, and disappeared in a green flash. Some say Buranon smiled and disappeared, melting into a blackness that swept into the floor- others say that his expression was unreadable, and that he left via the same flash of light that brought him. Miryanna, and Nod left immediately afterwords, and Erinth, still with a scowl, departed with Jaenca following behind. What is debatable is what Miryanna said. It was plainly obvious to some of the wizards standing there that she had invited Zem to join the gods, and Zem, ever humble, was angry at the idea that he should stand with them, and departed to a place of solitude, where he has been much of the time since. The loudest spokesman was Alexis Huramen, who claims that Zem spoke telepathically to him. This claim was backed up by five of the other wizards there. Of the remaining seven wizards that were present, three claimed that Zem had been ordered to leave, or at least go to where the gods were, instead of walking Caligo, and he was angry that his time on Caligo was past. The last four wizards, being very smart, saw a religious debate coming and fled the continent immediately, via whatever magic they could avail themselves of.

Alexis Huramen, claiming to be the divinely inspired spokesman of Zem, claimed that peace would never be upon Perral until it was united under the beneficial forces of magic, just as Zem had been intending. Trev Prennis, leader of the opposition, disagreed, pointing out that Zem merely wanted to help out, and had no plans of conquest. Alexis's side was by far more popular, and after a brief civil war, Perral was merely a region (albeit the only one at the time) of the Zemnian Empire. The town of Emel was renamed to Emerald, close enough to the original and designed to honor Zem, and Alexis became the spiritual and defacto leader of the Orthodox Church of Zem. That left Trev with only one option: flee the empire and form the Unorthodox Church of Zem. While there has never been a holy war between the two, tempers do flare from time to time, and the conflict between Kelestris and Zemnia has at times reflected the dislike these two faction have for each other.

Zem is a distant god, and has only been seen a few times since his flash of a departure in 1741 AC. Zem's clerics and channelers may not be chaotic evil, and may only channel positive energy (turn undead, exchange spells for healing).


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 Post subject: Re: Choose-a-god
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 Post subject: Re: Choose-a-god
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 Post subject: Re: Choose-a-god
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 Post subject: Re: Choose-a-god
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