5. Pantheons of Ashfar.   Posted by Aenarion.Group: 0
 GM, 9 posts
Mon 24 Dec 2018
at 15:01
4. Pantheons of Ashfar
If the Ashfar campaign background is being used, religious characters may choose from the following deities.


The Avillon pantheon is worshiped in Chillhame. It was also worshiped in Caldraza before that kingdom officially adopted the church of Marius as the state religion. Humans, halflings and dwarves are most likely to be followers of these deities.


Aranu is the high God of the pantheon, a personification of the Sun who bears a spear of golden fire. He is the Lawmaker of the Gods, setting limits on what even the divine beings may do. Aranu is the special patron deity of kings and tribal chiefs.

Domains: Sun, Law, War, Protection
Alignment: Lawful Neutral
Favored Weapon: Spear


Blediwesse is the flower-maiden of spring rain. She is the special patron goddess of unmarried maidens. She brings life to the earth after the ravages of winter, blessing the earth with the waters that cause plants to ripen. She is also a goddess of wells and rivers, who sends the waters of the natural springs for the good of men. Priestesses of Blediwesse must be virginal and often go crowned with flowers as part of their regalia.

Domains: Good, Healing, Earth, Water
Alignment: Neutral Good
Favored Weapon: Sickle


Scarlet-haired Firinna is the quick-tempered goddess of the hearth and of battle. She is compared to the sudden spark that shoots from the fire and burns down your house when you are not looking. She represents the stubborn, selfish side of humanity and is a goddess of envy, resentment and grudges, though she is also the fiery spirit that inspires you to fight to your last breath.

Domains: Fire, War, Chaos, Trickery
Alignment: Chaotic Neutral
Favored Weapon: Longsword


Gahaira is the goddess of the north wind, the goddess of hunger, leanness, want and desolation. She is portrayed as an old woman with a lean face and straggly hair. She is mostly propitiated rather than worshiped, with offerings left for her as the evenings begin to grow dark, so that she will not blow too fiercely in the winter months. Men do not like to speak of her by name and refer to her instead by her title ‘the witch of November’.

Domains: Air, Evil, Destruction, Death
Alignment: Neutral Evil
Favored Weapon: Flail


Hernun is the god of the hunt, who is eternally locked in the chase to bring down his brother Wohoon. Sometimes one brother will win, sometimes the other, but the hunt always begins afresh. Hernun represents man at his most basic contending with the wild. Druids often revere him, though the more chaotic ones favor Wohoon. He is represented as a powerfully built man with antlers atop his head in honor of the beasts he hunts.

Domains: Animal, Protection, Travel, Strength
Alignment: Neutral
Favored Weapon: Bow

Old Heakun

This god is also called ‘the walker of the plains’. He is muddy brown in color and is the grandfather of the gods. Unlike them, he did not stay in the heavens and instead chose to wander the earth continually, examining this strange creation that he had made. It is said that Heakun placed megaliths along his path to mark where he had been, giving rise to the legend of invisible lines of force that crisscross the countryside.

Domains: Travel, Earth, Magic, Protection
Alignment: Neutral
Favored Weapon: Club


Hombel is the innkeeper, the storesman, the god of preserving things. He is the one who gives you your due; as such, he is a god of justice, especially of the kind that is often called ‘karma’ in which you get what you give out. He is represented as a fat, jolly man with a sack over his shoulder. In the abstract, he is symbolized by a set of scales.

Domains: Good, Law, Protection, Strength
Alignment: Lawful Good
Favored Weapon: Mace


The bearded Merrithrawn is the God of bards, sometimes called the charmsinger. In legends, he is so persuasive that he can change the very machinery of the universe to suit himself, simply by talking it around. Rogues often favor Merrithrawn, as he embodies the charm and panache that lets you talk your way out of a sticky situation.

Domains: Knowledge, Luck, Magic, Trickery
Alignment: Neutral Good
Favored Weapon: Short sword


Wandul is the holly-crowned god of the winter months, the god of the cold and the dark. He comes when the darkness begins to grow greater than the light. As with many of the darker gods of the pantheon, the only time when he is worshiped is when people want him to stay away. Worshipers of Wandul are few and are usually fighters or barbarians who revere him as a challenging, grim deity of strength. Some humans believe that Wandul was originally a god of the giants, left behind from an earlier time.

Domains: Death, Destruction, Plant, Strength
Alignment: Lawful Evil
Favored Weapon: Heavy mace


Wohoon is the god of the wild things, brother to Hernun. He is not fully human and has the ears and teeth of a wolf. There is nothing of civilization about him at all. The only worshipers of Wohoon are druids and those who live their lives in the outdoors. Everyone else is content to honor him for what he is – the wild, animal nature that they have left behind.

Domains: Animal, Trickery, Chaos, Strength
Alignment: Chaotic Neutral
Favored Weapon: Greatclub


Yosa charm-weaver is the Goddess of all crafters and makers, from the blacksmith and woodcarver to the seamstress and even the stonemason. She is depicted as a statuesque woman with long scarlet hair, bearing the wheel that is her sacred symbol. The wheel represents all crafts, being simultaneously the potter’s wheel, the spinner’s treadle and the wagoner’s cartwheel. Hers is the knowledge that is passed down within the home; not just the simple business of managing a house but the crafter’s art, vitally important in a cottage industry in which each home is also a place of business. As the Goddess who manipulates matter into new patterns, she is also a Goddess of magic and of weaving the threads of invisible force. Clerics of Yosa favor the magic of the hearth and home above the more convoluted rituals of high magic. Images of Yosa in clay are often kept above the hearth beside those of Hombul, to protect the house.

Alignment: Lawful Good
Domains: Law, Magic, Knowledge, Protection
Favored Weapon: Sling

This message was last edited by the GM at 16:21, Tue 25 Dec 2018.

 GM, 10 posts
Mon 24 Dec 2018
at 15:17
4. Pantheons of Ashfar

The Callistan pantheon, named after the now-destroyed holy elven city of Callista where all of the gods of elvenkind were worshiped together, includes all of the deities described below. However, many of them are revered only by the elves or by the drow, not by both. Only two deities, Arosi and Jubb, have followers on both sides of the divide.


Arosi is the pale Goddess of intoxication. As such, she is both honored and feared by elven society; honored for the rapture her gifts bring and feared for the dangerous rage that can result. Her image is placed upon chalices and drinking vessels in order to secure her blessing and remind her that she is not forgotten. Among the elves, it is customary (when drinking at a formal occasion) to pour at least one bottle of wine on the ground in honor of fair Arosi, as a libation. Her patronage extends to all things that appear enticing and yet conceal peril for the unwise, such as flowers that are beautiful but secrete poisons. She is not evil, but she is dangerous. She takes the form of a beautiful, slender elven woman with ice-blonde hair and a deceptively innocent smile. The drow honor Arosi both as the Goddess of drug-induced debauchery and of the poisons they rely upon so much (like alcohol itself, Arosi is not a force for evil, though evil beings are among her most fervent worshipers). Only vegetable poisons are under the dominion of Arosi. Poisons of animal origin, especially those of spiders, are under the direct dominion of She.

Alignment: Chaotic Neutral
Dominions: Chaos, Luck, Plant, Trickery
Favored Weapon: Dagger


When the star goddess Nuith first attempted to create a light for her children on earth to see by, she gave birth to the goddess Lumiya, the moon. Although the elves saw well enough by the silver light of Lumiya, it was too changeable and faint for the other creatures and so Nuith focused her will and created the brilliant light of Brith, the sun. Brith is the sun god of the Callistan pantheon and the chief deity of all. With the exception of the insane god Jubb and the two principal drow deities, Arkady and ‘She’, the other gods acknowledge his authority and obey his commands. He appears as a powerfully built male elf, armoured with golden chainmail and bearing a double-handed sword that shines like the sun. In place of his original left hand is a mechanical one made from mithral. The reason for this is given below, in the description of ‘She’. Brith is worshipped by all, but especially by warriors and nobles.

Alignment: Lawful Neutral
Dominions: Good, Law, Fire, Sun
Favored Weapon: Greatsword


The fearsome Jubb is pale as a corpse and has eyes of dull red. He is utterly insane. To the elves, he symbolizes the battle-madness that can take over a warrior’s mind. He was the first male child of Nuith but was found unfit to rule, because of his madness. He represents the wildness that the civilized elves are proud to have outgrown. Wild elves often revere Jubb, seeing in his madness a spontaneity and joy in life that is to be emulated. Jubb dresses in spiked Armour whose pieces seem to have come from several different sources. It is chaotic and ill matched, covered with chains and hooks, decorated with checkerboard patterns in one place and grinning demon faces in other.

Alignment: Chaotic Evil
Dominions: Animal, Chaos, Destruction, War
Favored Weapon: The dire flail, the many spikes of the head representing the star of chaos.

Kyros Threadcutter

Kyros is the elven god of law, reason and exactitude. He clears away illusion and reveals truth. Those who ensure that the Law is kept, such as city officials, lawyers and guardsmen, worship him. Despite his intellectual prowess, he is a very popular God among warriors, as he also stands for honesty and plain speaking. His title of ‘threadcutter’ refers to a legend in which he severs the tangled nets of spider-thread spun by She that were holding his fellow deities immobile. Priests of Kyros, who pride themselves on their ability to come straight to the point and not waste time blowing hot air, often recall this legend. In a party of adventurers, a priest of Kyros will insist on action over debate. Kyros is depicted as a grave young man in dark clothing, wearing ornaments of office and carrying a lamp. His symbolic weapon is the rapier, adopted by the priests because of its piercing directness.

Alignment: Lawful Neutral
Domains: Law, Knowledge, Strength, Sun
Favored Weapon: Rapier


Lumiya is the elven goddess of the moon. She rules the night as Brith rules the day. She was the first of the gods to emerge from the starry body of Nuith and carries more of her mother’s wisdom than any of the other children. She is the goddess of those who prophesy the future and has a special dominion over the hours of rest, when elves enter trance. This means she is also goddess of dreams, which often bring visions of what is to come and of healing, which is greatly aided by sleep. The light of Lumiya is also that by which night creatures hunt. She is both the protector of animals and the patroness of hunting. If an animal escapes the chase, then it is said that Lumiya has blessed it; if the hunting party brings home meat, then thanks are given to Lumiya. Finally, as the changing moon, she is patroness of the tides of the sea.

Alignment: Neutral Good
Domains: Animal, Healing, Knowledge, Water
Favored Weapon: The sickle, representative of the crescent moon.


Gaunt, saturnine Melmoth, sometimes called ‘the king of shreds and patches’, takes the form of a male elf with black hair in straggly tangles. His features are hollow, as if he had gone hungry for many days. His clothes are tattered and torn and he wears a long, hooded cloak. Melmoth never rests, moving on from place to place eternally. As a God who exemplifies both magic and ceaseless wandering, he is thus the God of all those elven mages who take their magic from town to town, looking for employment. He personifies the need that many elves feel for solitude and distance from the claustrophobic nature of cities, as well as the wanderlust that draws so many of them to roam far from their homes. Followers of Melmoth generally enjoy good relations with druids, as they share their respect for wild spaces. Many bards also worship him, because of their wandering ways.

Alignment: Chaotic Good
Domains: Chaos, Magic, Knowledge, Travel
Favored Weapon: The quarterstaff, which is both the staff of the traveler and the characteristic weapon of the wizard.


The goddess Nuith is more of a primal force than a deity. She is the starry heaven itself, from which all else emerged. The elves believe her to be the mother of all earthly life, whether evil or good. That which is ‘of Nuith’ is necessary to existence. Alien forces, such as the drow, magical aberrations or demons from other planes, are not ‘of Nuith’. They are to be feared and guarded against. Nuith does not have clerics. She is too distant and universal to be worshiped at all. According to legend, she only intervenes in the lives of mortals through her other children, the Starborn. These are avatars of individual stars, whose destiny it is to protect
the world against the forces from outside that threaten it.

Domains: Nuith does not have domains, as she is not worshiped and has no priesthood.


Valkazz the Childfree is the goddess of warrior women. She is called ‘the Childfree’ not because she is virginal, but because she stands for a way of life that does not involve bringing up the young. In the elven religions, women who choose a path other than that of child-rearing and home-making are respected for it. Although males may enter her service, her clerics are always female. Priestesses of Valkazz often worship her with riotous celebration that would put any men’s feast to shame. While a cleric of Valkazz is engaged in active temple service, she may take as many husbands as she wishes, but may not become a mother. Should she become pregnant, she must retire from temple service until the child is born, in which event it is either given over to be adopted or the priestess retires altogether, a much rarer event. Valkazz is depicted as a female elf dressed in leather armor, with broad shoulders and braided waist-length hair. In addition to being a goddess of war, she is also a bringer of favorable winds, so it is customary for an image of Valkazz to be placed at the prow of a ship.

Alignment: Neutral
Domains: Air, Destruction, Strength, War
Favored Weapon: Battleaxe


The voluptuous Vendyss is the Goddess of the volcano’s heart. In the Callistan pantheon, she has presidency over all things of fire, metal and searing heat. She is depicted as a woman wreathed in fire, with hair the color of metals in a forge. Legends relate that when she lay down to rest in the aftermath of creation, her flaming hair spread through the cooling mantle of the earth, in strands of silver and gold and glimmering copper. These then became the filigree threads of ore that trail through the rock and can be restored back to metal once again with the application of her own fire.

Clerics of Vendyss are typically weapon smiths, armorers and jewelers. Those who make their living working with metal rely on her blessings to prosper at their trade. As she is the Goddess of precious metals and of fortunes found under the earth, she is also considered to be the Goddess of wealth itself, bringing good luck at the time when it is most needed. Her weapon is the trident, which resembles a flaming torch cast in metal. Clerics of Vendyss have a great respect for non-evil dragons, will always assist them if they are in need and will never assault one except in self-defense.

Alignment: Neutral Good
Dominions: Earth, Good, Fire, Luck
Favored Weapon: Warhammer


The true name of this Goddess is never spoken aloud. Only her priestesses and priests may name her and then only when worshiping her with secret rites. She is the Queen of Spiders and the ultimate sovereign of all drow. All drow honor ‘She’ as their mother and protector. She is their inspiration and the reason that spiders are sacred to them. The legend of her creation is paralleled by the way the drow themselves were cut off from the main body of the elven race and exiled beneath the earth. She has other names that the races of Ashfar use to refer to her, but the drow only ever use the term ‘She’. They know well enough who they are talking about.

Alignment: Neutral Evil
Dominions: Destruction, Death, Evil, Magic, Protection, War
Favored Weapon: The sacred weapon of She is the net, symbolic of the webs that entrap her foes.


When She began to bring forth children, she produced a litter of six strange beings, resembling Brith in body (for She still bore his elven flesh, having been cut from it) but rich with the darkness that She had absorbed. They were so steeped in darkness that they were more shadow than flesh. Only their bones were wholly solid. One child, wilier than the rest, crept away unseen. The rest began to tear and devour each other. When the victor finally killed the last of his siblings, it fell asleep in the pile of picked bones – and that is when the lurking one killed and ate it. This child, the last born and the only survivor, was Arkady. Arkady is the grand vizier of the drow deities, second only in rank to She. She stands for intelligence, without which power is only unenlightened force. As such, she is the Goddess of all drow archivists, scholars, researchers, alchemists and wizards.

Arkady acts as adviser to She, whispering counsels in her ear, telling the secrets that others believe are safely concealed. The drow, a people who cherish their own secrets, do not like other people to keep secrets from them. The presidency of Arkady thus extends to spies, interrogators and torturers, as she also has dominion over darkness and the fear of darkness. In truth, Arkady is almost more feared than the primary Goddess of the drow. The head of the Secret Police is always more terrifying than the monarch. Her form is that of a drow woman whose dark flesh is as translucent as thin smoke. Her pale skeleton can clearly be seen beneath. Her teeth are filed to sharp points. Her symbolic weapon is the scythe and her symbol a mirror of obsidian glass. The drow create statues of Arkady by encasing sculpted silver bones in molten dark glass, which creates an effect as macabre as it is beautiful. Violet flames burn continually before these statues in offertory shrines.

Alignment: Lawful Evil
Dominions: Evil, Death, Knowledge, Magic, Trickery
Favored Weapon: Dagger

This message was last edited by the GM at 16:23, Tue 25 Dec 2018.