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Pantheons.

Posted by DMFor group 0
DM
GM, 53 posts
Mon 29 Mar 2021
at 22:01
  • msg #10

Uric

Uric (The Pure; The Just) – god of pureness, fairness, kindness, and justice
Alignment of worshipers:  any except Evil
Alignment of clerics: normally Lawful Good
Colors: gray-green and silver
Symbol: a Rod of Knowing or representative of this rod worked in jade
Symbols: a Gem of True Seeing, jade jewelry
Patronage: any character class, judges, people who do kind acts, cleaning work, or who make vows
Major Access (7):  All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun
Minor Access (3):  Elemental
No Access:  Animal, Plant, Weather
Appearance:  An old man with gray eyes, a long white beard and stern demeanor.  His robes are gray-green with silver trim and he carries a Rod of Knowing and a band of jade on his right arm

Uric believes that pure intentions and kind acts are essential to the welfare of god and man.  He is also the deity of baths and cleanliness, which symbolize pure thoughts and intentions, as does jade.  A staunch believer in justice and truth, he is the patron of judges and all who arbitrate disputes.  His judgement is tempered with mercy unless the crime was committed with malice aforethought.

Clerics are expected to serve as judges and arbiters of disputes, and their standards have become codified into the laws of Trozan.  Although one does not need to be a cleric, temple-training is required to be named a Justice in the land.  Ethics and behavior are expected to be above reproach (most are Lawful Good).  Clerics also share the concern with cleanliness as a symbol of purity, and this extends to the combat of disease and healing of the ill, though this is less of a driving concern compared to the followers of Melios.  The holy symbol is a Rod of Knowing which is an ebony rod with a gem set in the end but at higher levels (10 and up), the gem is a Gem of True Seeing.  This rod may be used as a weapon (like a bo stick) or magically.  Clerics fight with the Rod of Knowing or a flail as their preference.

Uric's temples are mostly found in cities.  They are spacious and well-endowed and commonly have a bath house adjoining.  The baths are used for ritual purposes and are also open to the public most of the time.  Uric is worshiped monthly with an offering of good intentions (a vow about something to be accomplished or done in the upcoming month).  Coins or other valuables may be offered on special occasions.  Major holidays are Holy Day (3rd of Winter) which marks the end of a conflict between the gods, and on this day the poor are fed and criminals may be pardoned.  Wash Day (22nd of Snow) is a time of ritual purification and actual housecleaning, and accompanied by vows or resolutions to be fulfilled before the next Wash Day.
DM
GM, 54 posts
Mon 29 Mar 2021
at 22:02
  • msg #11

Brelig

Brelig – god of mischief and discord
Alignment of worshipers: any but Lawful Good
Alignment of clerics: normally Chaotic Evil
Colors:  Violet and black
Holy Symbol: Obsidian mask with smiling face (medallion or actual mask)
Symbols: smiling mask, broken stick, broken harp
Patronage:  any non-good, especially thieves and illusionists
Major Access (7):  All, Charm, Combat, Creation, Healing, Necromantic, Summoning, Sun
Minor Access (3):  Divination, Elemental, Guardian, Protection
No Access:  Animal, Astral, Plant, Weather
Appearance:  young, handsome, smirking man with green eyes, straight brown hair, and high-arched brows.  He is dressed in clothing of a dandyish cut, skin-tight hose and narrow-waisted doublet

There is an especial rivalry between Brelig and brother deity Coram.  In a famous encounter, Brelig as a practical joke tampered with Coram's stool and harp strings before a lore-telling event for other gods. At an inopportune moment, the stool leg broke and harp strings snapped; this marked a final falling out between the two deities.  Brelig is considered the god of mischief and discord.

Brelig's clerics are either shunned due to the havoc that follows in their wake or welcomed by those who hope to benefit from that havoc.

Preferred weapon is a wire whip, a 15' whip of leather braided with wire and studded with metal.

Brelig has few temples—only those dedicated to the Death Crone are fewer in the land; some are obvious and public built in communities that dare not oppose Brelig's presence or in gnomish communities where the trickster nature is more welcome.  Most, however are hidden, and the main temple is the best hidden of all.

Worship takes place every thirteen days, starting with the 13th of New Month with offerings up to the whim of the worshiper, although more valuable and original offerings are preferred.  Holy days include Harp Day (12th of Mid Month, the anniversary of the above event, highlighted by the burning of a finely-made harp), Day of Impulse (1st of Summer)
DM
GM, 55 posts
Mon 29 Mar 2021
at 22:03
  • msg #12

Coram

Coram – god of wisdom, knowledge, and lore
Alignment of worshipers: any non-Chaotic
Alignment of clerics: normally Lawful Neutral
Colors:  Yellow and Purple
Holy Symbol: Gold medallion in the shape of a feather quill
Symbols: scroll, harp, runestones
Patronage: bards, mages, scribes, sages, scholars, learned advisors, musicians and chiefs
Major Access (7):  All, Creation, Divination, Guardian, Healing, Necromantic, Protection, Sun
Minor Access (3):  Charm, Combat, Elemental, Summoning
No Access:  Animal, Astral, Plant, Weather
Appearance:  Scholarly young man in robes with unkempt long blond hair, ink-stained fingers, and piercing gray eyes.

Coram is considered the god of story-lore, especially epic tales.  He is considered to have invented the script used for both common Trozanese and the magic script.

Clerics of Coram are respected for their wise councils and learned advice.  Their temples frequently double as centers of education or libraries, and few of the clerics are moved to adventure.

Clerics will fight with either a quarterstaff or a sling and rune-engraved stones.

These temples are popular in the communities in which they have been built.  Ceremonies are held on the first day of the month, featuring story-telling or offerings of written works (which become part of the temple's library thereafter).  Additionally, the best known holiday is Council Day on the 20th of Summer, which began with presentation of prickly problems and has developed into a fair-like atmosphere with  riddling sessions, puzzle-solving competitions, and much revelry.
DM
GM, 56 posts
Mon 29 Mar 2021
at 22:03
  • msg #13

Dhuris

Dhuris (The Tempter) – god(dess) of temptation and self-indulgence
Alignment of worshipers:  all but Good
Alignment of clerics: normally Neutral Evil
Colors:  Rose and dark violet
Holy Symbol: medallion in the shape of a goblet, carved from dark rose quartz or ruby
Symbols: grapes, wine goblet
Patronage: thieves, prostitutes, alcoholics, and other drug users
Major Access (7):  All, Charm, Guardian, Healing, Necromantic, Protection, Summoning, Sun
Minor Access (3):  Combat, Creation, Divination, Elemental
No Access:  Animal, Astral, Plant, Weather
Appearance: Either a striking virile man or stunningly beautiful woman of indeterminate age with curly blond hair and violet eyes, refined clothing

Dhuris delights in undermining the morals, ethics, determination and self-respect of mortals.  Clerics are able to indulge in the delights without suffering the price for their excesses (at least in the mortal life—the afterlife is something else), and frequently find opposition from the clerics of all the other deities.

These clerics fight with a whip, flail, or blowgun.

Temples to Dhuris are usually found in cities, especially in the heart of drinking and entertainment districts.

The deity is worshiped monthly in ceremonies that frequently end in drunken orgies and other merrymaking.  The greatest holiday is on the night of the full moon in the middle of summer when elaborate sacrifices and carousing continue until dawn.
DM
GM, 57 posts
Mon 29 Mar 2021
at 22:04
  • msg #14

Lovianis

Lovianis (The Ice Queen) – goddess of power and vengeance
Alignment of worshipers:  any evil
Alignment of clerics: normally Lawful Evil
Colors:  white, powder blue, silver
Holy Symbol:  silver or crystal dagger made to resemble the ice dagger of the goddess
Symbols: ice dagger, snow falcon
Patronage: assassins, fighters, magic-users, executioners, poisoners, and the insane or cruelly perverse
Major Access (7):  All, Combat, Guardian, Healing, Necromantic, Protection, Summoning, Weather
Minor Access (3):  Charm, Creation, Divination, Elemental
No Access:  Animal, Astral, Plant, Sun
Appearance: Coldly attractive woman with pale skin, light blue eyes, bloodless lips and long, straight black hair.  She wears a white gown with an ice dagger at her belt

Lovianis has a great amount of pride, an iron will, and a prickly temper.  She is easily affronted and will concentrate on revenge when provoked into rage.  She is a clever megalomaniac, intriguing to try to gain power among the gods and mortals.  She is orderly in her approach, but with few scruples, and takes a perverse delight in hurting others.  She rules Evinaz, the frozen wastelands of hell in Mahrendi (the home sphere of the gods), where she created ice devils as her minions and took the ice dagger as her symbol and weapon.  The ice dagger is a blade of jagged hell-ice set in a silver hilt which can only be used by those who are of evil alignment without suffering harm from the cold.

Her clerics are frequently trained as assassins, and are involved in political or commercial intrigues.  Clerics and extremely devout followers are marked with the sign of the ice dagger on the back of their left hand, magically imprinted in a clerical ceremony, and appears as white, bleached skin in the shape of a cross-hilted dagger.  It is generally kept hidden due to suspicion aroused  by the mark.  Clerics usually fight with the dagger as a weapon of choice and frequently make use of poison.

Temples are found in cities, closely watched by authorities to ensure that sacrifices do not take place within them (though secret ceremonies still take place)  Lovianis enjoys the torture of her sacrifices, the death of living beings is essential to her worship (though animals will do).  Her major holiday is the Day of Dedication (1st of Snow) when vows regarding revenge or intrigue to be carried out in the next year are made.
DM
GM, 58 posts
Mon 29 Mar 2021
at 22:05
  • msg #15

Nalagar

Nalagar (The Bright One) – god of sun, music, prophecy, and generosity
Alignment of worshipers: any non-evil
Alignment of clerics: normally Chaotic Good
Colors:  blue and yellow
Holy Symbol: small wheel of gold worn as a medallion
Symbols: lute, golden sky chariot
Patronage: fighters, bards, musicians, diviners, those free-handed with their wealth
Major Access (7):  All, Creation, Divination, Guardian, Healing, Necromantic, Protection, Sun
Minor Access (3):  Charm, Combat, Elemental, Summoning
No Access:  Animal, Astral, Plant, Weather
Appearance:  An athletic and handsome dark-skinned young man with short, curling red-blond hair and sleepy green eyes.  He carries a lute and a long sword and wears golden-hued chain mail

Nalagar is an impulsive god, given to music and introspection, and likes to travel via a golden sky chariot (the holy symbol is said to look like the wheel of this chariot).  This chariot is pulled by two gold dragons, but does not affect the path of the sun (though he often chooses to travel that same path, it is more that he follows it than that he controls it).  He does have some influence with Ardruna who actually does control the path of the sun.

Nalagar enjoys fighting and takes pleasure in contests of skills. When not engaged in fighting, he entertains himself and the other gods with his lute or spending time gazing into the future.  A cheerful and honorable deity, he is also known for an impulsive generosity.

Clerics are known to seek out fights just for the joy of the endeavor.  They are also required to have the NWP singing.  They often do good works and volunteer for major quests, and are known for extravagant gestures.  They prefer to fight with either a long sword or a mace.

Temples to Nalagar may be found almost anywhere.  They seem to be either quite wealthy or quite poor with very little in the middle, though Nalagar has never allowed his clergy to go hungry after giving away everything of the temple.  He is worshiped monthly and accepts offerings of valuable items (preferably coin, magic items, or jewelry) which go into the temple coffers for later use or given away later.  Ceremonies are long and accompanied by much song and music.  The greatest holiday is The Gifting (7th of the month of Bear) when worthy persons are thanked for their good works with a Gifting from the temple.  Another popular holiday is the Day of Song (15th of Spring) when bards and minstrels compete for prizes and musical instruments given by the temple.
DM
GM, 59 posts
Mon 29 Mar 2021
at 22:05
  • msg #16

Peren

Peren – god of altruism and clan leadership
Alignment of worshipers: any non-evil
Alignment of clerics: normally Neutral Good
Colors: white and purple
Holy Symbol: white leather headband, embroidered with gold and purple
Symbols: white leather headband, war dog, spear
Patronage: clan chiefs, leaders, highly-ranked professionals
Major Access (7):  All, Creation, Divination, Guardian, Healing, Necromantic, Protection, Sun
Minor Access (3):  Charm, Combat, Elemental, Summoning
No Access:  Animal, Astral, Plant, Weather
Appearance:  Peren appears as a husky, mature man with a long mustache, long wavy brown hair and amber eyes.  He has a patch over his left eye (lost in a fight with his brother Gambros).  He dresses in a white shirt, white leather trousers trimmed with purple embroidery and a white leather headband worked in a pattern of gold and purple (a traditional ornament worn by clan chiefs when acting in official capacity).  He carries a spear and is accompanied by his war dog, Delos.

Peren has always paid close attention to the activities of the clansmen of Trozan.  He was once more involved with the warring nomad clans rather than the settled farming ones, but today is a role model for those in leadership positions even in more settled areas.  His cult is currently gaining in popularity due to the unsettled times and desire for altruistic leadership which is fair-minded to friends and harsh to enemies.

Clerics are willing fighters, and the temples are often maintained by acolytes and novices as the clerics actively participate in worldly events.  Their council is frequently sought by those in leadership positions, and they are skilled in negotiation.  Many also have war dogs as companions, and the temples are often guarded by such war dogs, mastiffs, or wolfhounds.  A spear or staff are the weapons of choice.

Temples are found in cities and clanholds.  He is worshiped weekly with verbal prayers and a small ceremony and monthly with a large ceremony and offering of a valuable item (coin, weaponry, or armor).

His most famous day is the Day of Elevation (1st of Earth), the traditional date for promotion in rank or start of a term of a new position of responsibility.
DM
GM, 60 posts
Mon 29 Mar 2021
at 22:06
  • msg #17

Seidrun

Seidrun – goddess of weather, winter, water, and the hunt
Alignment of worshipers:  any
Alignment of clerics: normally Chaotic Neutral
Colors: turquoise and white
Holy Symbol: bronze trident medallion
Symbols: waterlily, trident, snowflake, short bow
Patronage: magic-users, explorers, hunters, fishermen, sailors, swimmers
Major Access (7):  All, Animal, Creation, Elemental, Healing, Protection, Sun, Weather
Minor Access (3): Combat, Divination, Guardian, Necromantic, Plant
No Access:  Astral, Charm, Summoning
Appearance:  a nymph-like young woman with long, white flowing hair and turquoise eyes, her lips in a perpetual half-smile.  Her robes are rainbow-colored and she sometimes carries a trident or a short bow

She controls the winds, storms, rainfall and clouds that sweep across the land, and is the deity of inland bodies of water.  She especially enjoys natural springs and the streams, rivers, and lakes that result from these springs.  She taught the people how to use the trident, bow fish, and build boats.  While Ardruna has control over the weather in the growing seasons, Seidrun is the goddess of the winter season and its weather.  She takes special interest in those who have difficulty surviving the winter, and has a reputation for helping hunters in difficult situations.

Clerics tend to be as temperamental as the weather their goddess controls.  While they will help others, they expect gratitude in a tangible form in exchange for their good works.  They are skilled survivors and generally only interested in the service of their temple.  They will fight with a trident or quarterstaff as weapons of preference.

Temples are found by lakes, rivers, or springs.  They may be as simple as a cave or grotto and she is worshiped there once a month with the sacrifice of a small water animal or the offering of a natural treasure of some kind, such as a gemstone, rare wood, or the like.  Her greatest day is Holy Day on 3rd of Winter, shared with Uric.
DM
GM, 61 posts
Mon 29 Mar 2021
at 22:07
  • msg #18

Barcus Silvertongue

Barcus Silvertongue – god of lies and deceit
Alignment of worshipers: true neutrals, chaotics and/or evil
Alignment of clerics: normally Chaotic Evil
Colors:  Purple and black
Holy Symbol: Stoppered glass vial hung around neck
Symbols: vial, poisons, curved line representing a smile
Patronage:  thieves, assassins, illusionists, liars, any plotting deception
Major Access (5):  All, Charm, Healing, Necromantic, Summoning, Sun
Minor Access (3):  Combat, Creation, Divination, Elemental, Guardian, Protection
No Access:  Animal, Astral, Plant, Weather
Appearance:  slim, graceful man of late middle age, dressed in stylish velvets and silks, long wavy black hair under a rakish velvet cap, moustache neatly trimmed and waxed

Barcus Silvertongue was once a thief and devout follower of Brelig.  He defrauded the main temple of Coram, giving the proceeds to the church of Brelig, and later killed the high priest of Coram.  He was killed before he was able to make his escape, but Brelig blessed him with the status of demigod for his efforts.

Clerics of Barcus Silvertongue are typically at least partially thief or were a thief before taking up the clerical role.  They are suave and charming, although often hide their religious affiliation due to others finding them automatically suspicious.

Preferred weapon:  daggers, especially throwing daggers

The church of Barcus Silvertongue has close ties with a number of criminal persons and organizations.  The main temple is hidden, although commonly believed to be near the also-hidden temple of Brelig. Informal and secret meeting places are the normal choice.  Worship takes place on the 23rd of each month with offerings of coins and valuables.  Contribution Day (20th of Snow) is another major holiday commemorating the date of the  defrauding of the temple of Coram and Barcus' donation to Brelig.
DM
GM, 62 posts
Mon 29 Mar 2021
at 22:12
  • msg #19

Derius the Archer

Derius the Archer – god of hunting and archery
Alignment of worshipers:  any Good or Neutral
Alignment of clerics: normally Neutral Good
Colors: Russet and blue
Holy Symbol: Medallion carved of yew wood in the form of a long bow
Symbols: long bow, white stag
Patronage: rangers, archers, fighters, hunters, woodsmen, hunted animals
Major Access (5):  All, Animal, Elemental, Healing, Plant, Weather
Minor Access (3):  Divination
No Access: Astral, Charm, Combat, Creation, Guardian, Necromantic, Protection, Summoning, Sun
Appearance:  Handsome, deeply tanned half-elf with short, graying beard and curly brown hair with practical clothing and a long bow with blue-fletched arrows

Derius was once an elf ranger-cleric devoted to Lenoris and is credited with developing the long bow.  He was slain by a white stag on a hunt and elevated to demi-god status in honor of his lifetime of service.  His clerics do not favor hunting for sport, but only for food and abhor waste of the animal slain.

The weapon of choice is a long bow, although if forced into melee a mace or quarterstaff may be used.

His holy day is Archer's Day on the 1st of Hunter's Month, and feature archery contests with enchanted bows or hunting horns as prizes.
DM
GM, 63 posts
Mon 29 Mar 2021
at 22:13
  • msg #20

Erin the Dark Hunter

Erin the Dark Hunter – god of death
Alignment of worshipers:  any, especially Neutral or Evil
Alignment of clerics: normally Neutral Evil
Colors: black and silver
Holy Symbol:  small silver horn hung around neck
Symbols: stag hounds, hunting horn, war chariot pulled by two nightmares
Patronage: rangers, archers, fighters, hunters, woodsmen, hunted animals
Major Access (5):  All, Combat, Elemental, Healing, Necromantic, Protection
Minor Access (3):  Divination
No Access: Animal, Astral, Charm, Creation, Guardian, Plant, Summoning, Sun, Weather
Appearance:  Wiry, lithe fighter dressed in metal and leathers with a bastard sword and silver hunting horn

Erin had lived a life of a champion devoted to Bragla, and his dying request was to continue service to his goddess.  She elevated him to the status of demi-god.  His task now is finding souls to take to the underworld, and he frequents battlefields and other scenes of violence.  Over the centuries, he has become bored with his task and sometimes for sport pursues a living person to hunt the soul out of that person.  A victim pursued by the Dark Hunter is warned by the close baying of hounds (invisible to normal sight), and the distinctive, blood-curdling sound of the god's horn.  Barring heroic act of evasion or divine intervention, the victim will be chased to the point of collapse and death.

The Dark Hunter is not a popular deity, though he does have clerics (many are dual-classed as assassins) who invoke their deity only by the reference “The Dark Hunter” as the name is considered unlucky (resulting in a penalty of 2 to any saving throws that day).

Clerics have a barbed, hooked net as a preferred weapon, as they prefer to entangle and capture an opponent rather than kill outright.

Temples are secretive, sometimes sharing the grounds with those dedicated to the Death Crone or hidden in ruins and remote places.  He is honored monthly with a blood sacrifice on the night of the new moon, and once a year this must be a human (or demi-human) sacrifice.

His only holiday is The Long Run (30th of Hunter's Month), coinciding with the Great Sacrifice required.  Forbidden and highly illegal, this is celebrated by his clerics and followers who enact a Hunt with a live victim in the wilderness.  While the victim has a chance to escape, the attempt is to harry the victim to death before that escape is achieved.
DM
GM, 64 posts
Mon 29 Mar 2021
at 22:14
  • msg #21

Gadnor (The Bear)

Gadnor (The Bear) – god of berserkers, personal combat, and werebears
Alignment of worshipers:  any Chaotic or True Neutral
Alignment of clerics: normally Chaotic Neutral
Colors: brown and red
Holy Symbol:  Necklace of bear claws on a leather thong
Symbols: standing bear, bear paw print, bear spear
Patronage: berserkers, druids, werebears, fighters, woodsmen
Major Access (5):  All, Animal, Combat, Elemental, Healing, Protection, Weather
Minor Access (3):  Divination
No Access: Astral, Charm, Creation, Guardian, Necromantic, Plant, Summoning, Sun
Appearance:  Burly red-headed man in leather or a bear

Boric Gadnor had been a warrior and follower of Riegin.  A maddened bear felled him in a hunting mishap and his prayer to live was answered by being turned into a werebear. In gratitude, he continued fighting to save the wilderness from intruders.  When he finally died, four companions—Juros, Dorn, Rudic, and Lim—sacrificed themselves to attend him in the afterlife.  This impressed his goddess who elevated him to demigod status.

Clerics are usually referred to as Gadnorian Druids (but are not true druids), and are a powerful force for woodland justice with great affinity for bears.  They tend to fight as beserkers and favor the use of the bear spear (modeled after the one Boric Gadnor used—an 8' haft, a 1' blade).

There is a large temple located in the Fenmoot, and other shrines are typically raised within the territory staked out by a given cleric.  Offerings accepted are of the bounty of the wilderness:  berries, fish, or small game.  Major holiday is the Awakening (6th of Spring) which is the celebration of the end of winter and resumption of regular patrols by the clerics.
DM
GM, 65 posts
Mon 29 Mar 2021
at 22:15
  • msg #22

Shau Lin

Shau Lin (The Golden One) – god of heroic deeds
Alignment of worshipers:  any Good or Lawful Neutral
Alignment of clerics:  normally Lawful Good
Colors:  orange, gold, blue
Holy Symbol: talisman in the shape of a miniature wingless gold dragon
Symbols: gold dragon
Patronage: all fighters, magic-users, monks, adventurers, and gamblers
Major Access (5):  All, Animal, Combat, Guardian, Healing, Protection, Sun
Minor Access (3):  Divination
No Access: Astral, Charm, Creation, Elemental, Necromantic, Plant, Summoning, Weather
Appearance:  A half-elf monk now appearing only as a wingless gold dragon

Shau Lin had lived his life bravely and honorably, and had a reputation for heroic deeds.  During one adventure where he had been acting without concern for his personal welfare and accidentally ascended to the status of demi-god due to an encounter with an artifact.  He has maintained an interest in heroic ventures.

Many of his followers are monks, as there was a group of hermit monks saved in that last venture.  Whether a monk or traditional clergy, the clerics of Shau Lin consider it their duty to aid adventurers and undertake challenging missions.  They fight with a long sword as a weapon of choice unless they are a monk (who will use a staff only).

There are few temples dedicated to Shau Lin.  Although he has a growing popular following, the nature of his clerics' calling keeps them moving about, so there are small shrines often found in odd and unexpected place and only one large temple located in the capital and staffed by monks.  Shau Lin is worshiped once a month with offerings of magical items or (magical or non-magical well-crafted) weapons which are destroyed in the ceremony of offering.  His only holiday is Transformation Day (24th of Hunter's Month) during Wizards' Week, which marks the day of that accidental ascent to demi-godhood.
DM
GM, 66 posts
Mon 29 Mar 2021
at 22:16
  • msg #23

Vikkar Tornor

Vikkar Tornor (the Oathkeeper) – god of oaths and justice
Alignment of worshipers:  any except Chaotic Evil
Alignment of Clerics:  normally Lawful Neutral
Colors: gray-green and black
Holy Symbol: medallion of a miniature silver-and-gold flaming sword
Symbols: flaming sword, war helm, ghost-horse
Patronage: all fighter classes; anyone who makes and keeps an oath/vow
Major Access (5):  All, Animal, Combat, Guardian, Healing, Protection, Sun
Minor Access (3):  Divination
No Access: Astral, Charm, Creation, Elemental, Necromantic, Plant, Summoning, Weather
Appearance:  A rugged, sandy-haired fighter equipped with leather armor, a helm, and a bastard sword surrounded with a golden flame, mounted on a ghostly warhorse.

Vikkar Tornor was a righteous and dedicated follower of Uric (thus the echo of Uric's colors in his own), and during the time of the war between the gods made several vows to Uric to accomplish seemingly impossible military missions and succeeded with a fair-mindedness and lack of bloodshed that was unusual for his time.  When he was slain on the battlefield along with his faithful horse, he was elevated to demigodhood.  He punishes those who break solemn oaths and aids those who swear an oath on his own name.  Pure intent and fairness is intended of those whom he aids.

Clerics are frequently adventurers, making an oath only if they are willing to die in the attempt of fulfilling the oath.  Single-classed clerics prefer the use of a war hammer, avantars generally prefer the use of a bastard sword.

Temples to Vikkar Tornor are most common in clan territories where honor and vows are held in high regard.  He is worshiped in monthly ceremonies and neither wants nor expects physical objects offered in sacrifice.  His holidays are Holy Day (3rd of Winter) and Wash Day (22nd of Snow), as with Uric.
DM
GM, 67 posts
Mon 29 Mar 2021
at 22:24
  • msg #24

Dwarven Pantheon

DeityShort descriptionLink
Zeredin the HammerGreater god of creation, law, order, and the craftslink to a message in this game
Berronar TruesilverLesser goddess of hearth and homelink to a message in this game
Nebel OrefinderLesser god of mining, gems, and underground explorationlink to a message in this game
SharindlarLesser goddess of fertility, romantic love, healinglink to a message in this game
Clangeddin SilverbeardGreater god of battle, valor, honor in combatlink to a message in this game
VergadainLesser god of trade, wealth, negotiation, luck, trickery, chancelink to a message in this game
Dugmaren BrightmantleLesser god of scholarship, discovery, inventionlink to a message in this game
Gorm GulthynLesser god of vigilance, defense, protectionlink to a message in this game
Haela BrightaxeDemi-goddess of luck and battlelink to a message in this game
Marthammor DuinLesser god of warriorslink to a message in this game
Thard HarrLesser god of wandererslink to a message in this game
AbbathorLesser god of greedlink to a message in this game
HanseathDemi-god of war, carousing, alcohollink to a message in this game
Klanred ForgemasterDemi-god of the forge and molten rocklink to a message in this game
ThantamLesser god of magic, secrets, and mysterieslink to a message in this game
LaduguerLesser god of weapons-craftinglink to a message in this game
DuerraDemi-goddess of conquest and expansionlink to a message in this game

This message was last edited by the GM at 13:57, Fri 02 Apr 2021.
DM
GM, 68 posts
Mon 29 Mar 2021
at 22:51
  • msg #25

Zeredin the Hammer

Zeredin the Hammer – greater god of creation, law, order, and crafts
Alignment of worshipers: lawful good, neutral good, chaotic good, lawful neutral, true neutral, chaotic neutral
Alignment of clerics: normally lawful good
Colors: electrum, silver, brown
Holy Symbol: hammer and anvil
Symbols: white radiance
Patronage: creation, smithing, craftsmanship, war, protection, metalcraft, stonework, engineering, protection
Major Access (7): All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromancy, Protection, Summoning, Sun
Minor Access (3): Elemental
No Access: Plant, Animal, Weather
Appearance: a stern male dwarf with black hair and a beard flowing to his knees; he dresses in plain clothing with fur and the leather leggings and apron of a smith and gold bracers on his forearms
DM
GM, 69 posts
Mon 29 Mar 2021
at 22:51
  • msg #26

Berronar Truesilver

Berronar Truesilver – lesser goddess of hearth and home
Alignment of worshipers: lawful good, neutral good, lawful neutral
Alignment of clerics: normally lawful good
Colors: silver, white
Holy Symbol: two intertwined silver rings
Symbols:silver aura
Patronage: safety, honesty, home, healing, records, marriage, faithfulness, loyalty, oaths
Major Access (6): All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromancy, Protection, Summoning, Sun
Minor Access (3): Elemental
No Access: Plant, Animal, Weather
Appearance: a red-headed dwarven woman clad in gray/silver
DM
GM, 70 posts
Mon 29 Mar 2021
at 22:52
  • msg #27

Nebel Orefinder

Nebel Orefinder – lesser god of mining, gems, and underground exploration
Alignment of worshipers: neutral good, lawful neutral, true neutral, chaotic neutral, neutral evil
Alignment of clerics: normally neutral (true)
Colors: brown
Holy Symbol: cut, faceted gem inside a silhouetted mountain
Symbols:  faceted gemstone
Patronage: mining, gems, exploration, the dead, buried secrets and wealth
Major Access (6): All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromancy, Protection, Summoning, Sun
Minor Access (3): Elemental
No Access: Plant, Animal, Weather
Appearance: a silver-haired dwarf garbed in red and wielding a great warhammer
DM
GM, 71 posts
Mon 29 Mar 2021
at 22:53
  • msg #28

Sharindlar

Sharindlar – lesser goddess of fertility, romantic love, healing
Alignment of worshipers: neutral good, chaotic good, chaotic neutral
Alignment of clerics: normally chaotic good
Colors: blue, silver, yellow
Holy Symbol: flame ring rising from a steel needle
Symbols: blue scarf
Patronage: courtship, dancing, fertility, healing, mercy, the moon, romantic love
Major Access (6): All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromancy, Protection, Summoning, Sun
Minor Access (3): Elemental
No Access: Plant, Animal, Weather
Appearance: a young dwarven maiden with brown hair, wearing a blue kerchief and a red gown
DM
GM, 72 posts
Mon 29 Mar 2021
at 22:54
  • msg #29

Clangeddin Silverbeard

Clangeddin Silverbeard – lesser god of battle, valor, honor in combat
Alignment of worshipers: lawful good, lawful neutral, neutral good
Alignment of clerics: normally lawful good
Colors: amber, red, white
Holy Symbol: two crossed battle axes
Symbols: battle axe, rockfall
Patronage: barbarians, dwarven defenders, strategists, tacticians, warriors
Major Access (6): All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromancy, Protection, Summoning, Sun
Minor Access (3): Elemental
No Access: Plant, Animal, Weather
Appearance: silver-haired dwarf in scalemail and holding a battleaxe
DM
GM, 73 posts
Mon 29 Mar 2021
at 22:55
  • msg #30

Vergadain

Vergadain – lesser god of trade, wealth, negotiation, luck, trickery, chance
Alignment of worshipers:
Alignment of clerics: normally true neutral
Colors: deep purple, gold
Holy Symbol: golden coin
Symbols: animated gold coin endlessly rolling, rope
Patronage: wealth, luck, chance, thieves, trickery, negotiations
Major Access (6): All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromancy, Protection, Summoning, Sun
Minor Access (3): Elemental
No Access: Plant, Animal, Weather
Appearance: a brown haired dwarf with a belt filled with tools, gems clasping his purple cloak, and a broad-brimmed hat with a large feather
DM
GM, 74 posts
Mon 29 Mar 2021
at 22:55
  • msg #31

Dugmaren Brightmantle

Dugmaren Brightmantle – lesser god of scholarship, discovery, and invention
Alignment of worshipers: neutral good, chaotic neutral, true neutral, chaotic neutral
Alignment of clerics: normally chaotic good
Colors: silver, white
Holy Symbol: an open book
Symbols: a blue aura, puzzles
Patronage: engineers, inventors, scholars, tinkers
Major Access (6): All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromancy, Protection, Summoning, Sun
Minor Access (3): Elemental
No Access: Plant, Animal, Weather
Appearance: a silver-haired dwarf smoking a long pipe with a quill in hand
DM
GM, 75 posts
Mon 29 Mar 2021
at 22:56
  • msg #32

Gorm Gulthyn

Gorm Gulthyn – lesser god of vigilance, defense, and protection
Alignment of worshipers: lawful good, neutral good, chaotic good, lawful neutral, true neutral
Alignment of clerics: normally lawful good
Colors: black, bronze, red
Holy Symbol: glittering bronze mask with flaming eyeholes
Symbols: metal, glowing gauntlet
Patronage: dwarven guardians, defense, duty, vigilance, watchfulness
Major Access (6): All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromancy, Protection, Summoning, Sun
Minor Access (3): Elemental
No Access: Plant, Animal, Weather
Appearance: red haired dwarf in bronze-colored armor
DM
GM, 76 posts
Mon 29 Mar 2021
at 22:57
  • msg #33

Haela Brightaxe

Haela Brightaxe – demi-goddess of luck and battle
Alignment of worshipers: neutral good, chaotic good, true neutral, chaotic neutral
Alignment of clerics: normally chaotic good
Colors: crimson, scarlet, steel-gray
Holy Symbol: unsheathed sword encircled by a two-ended spiral of flame
Symbols: aura of silver flames with blue-white and amber sparks
Patronage: dwarven fighters, love of battle, luck in battle
Major Access (5): All, Combat, Creation, Guardian, Healing, Necromantic, Protection, Sun
Minor Access (3): Charm, Divination, Summoning
No Access: Astral, Plant, Animal, Weather
Appearance: a heavily muscled female dwarf with silver hair and blued-scalemail
DM
GM, 77 posts
Mon 29 Mar 2021
at 22:57
  • msg #34

Marthammor Duin

Marthammor Duin – lesser god of wanderers
Alignment of worshipers: any good
Alignment of clerics: normally neutral good
Colors: green
Holy Symbol: upright mace over a single tall, fur-trimmed boot
Symbols: mace in gauntlets
Patronage: adventurers, explorers, expatriates, travelers, wanderers, lightning
Major Access (6): All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromancy, Protection, Summoning, Sun
Minor Access (3): Elemental
No Access: Plant, Animal, Weather
Appearance: thin dwarf with dark hair/beard, wearing leather armor and fur, with a green cloak
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