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Pantheon.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 3 posts
Mon 2 Sep 2024
at 16:20
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Pantheon

THE GODS

There are three main gods, detailed below.  One is good, one nuetral and one evil.  They came to the world before the races of men existed in their current forms. They set about molding the world and it's intelligent life into a form that would be interesting to observe, one that would also serve them.  And so they infused the people of the world with some of their essence: Althea gave them hope, strength and love; Illiath bestowed an unquenchable curiosity, to always strive for more knowledge and understanding; Eloth gave them fear, under the auspices of self preservation.  As Men grew in knowledge and advanced in civilization the Gods brought forth some of their lesser kin for Men to serve and worship.  And to broaden their power.  These demigods would go on to develop followings of their own.






ALTHEA, The All-Mother


Althea, sometimes also called the Lifebringer, is the Goddess of good.  One of the three main gods, her faith is the oldest.  Since the days when language was born she has been worshipped.  


During the First Age her servants and champions were responsible for holding back the dread creations of her brother, Eloth.


In the Second Age she was overjoyed at the heights civilization attained.  Though Illiath had a more direct hand in this, she was blinded by her pride for her success against Eloth in the Age prior.  This lead to her entering the conflict known as the War of Reason later than she might have otherwise.


It was Althea who devised the Worldquake as the final great attack on Eloth's forces.  The dark continent of Lorath would be cast asunder and the evil hordes scattered.  In the centuries since the War of Reason she has seen her faith diminished the most.  Though her temples appear in every major settlement, those capable of channeling her divinity are fewer than they have ever been.

Appearance:

Althea appears as a tall, beautiful woman with long golden brown hair.  She wears a simple flowing dress of white with aqua accents and traces of silver trim.  Glowing with holy light, a delicate circlet of silver sits atop her head.


Priesthood:

The Church of Althea is far and away the largest organized faith on Thera.  Her churches and temples are found in almost every town and city.  Her houses of worship dwarf the temples of the other gods.  Though with each passing century since the War of Reason their number shrinks a little.


Gameplay Notes:

Altheas's Priests function exactly as Clerics from the PHB




ILLIATH, The Keeper


Illiath, also known as the All-Seeing, is the God of Knowledge, Truth and Balance.  Historically, Illiath was the last of the three to develop a following.  When, in the days before recorded history, keepers of oral tradition and wisemen began rising in prominence, Illiath would appear to them offering insight and inspiration.  Indeed, it was in these times that he worked to align the belief structures of the races of the world enough so that they would unite to balance the growing might of Eloth.  His gift of the written word was the culmination of this work.


But he had one more gift for man.  Early in the Second Age Illiath gave the world access to the energies that gave he and his siblings life, in the form of magic.  Almost two millennia later this gift enabled men to piece together some of the truth about their gods.  This lead to Illiath withdrawing from his brethren and the business of the pantheon.  Without the Keeper's steadying hand, it wasn't long before the gods arrayed their earthly forces against each other.

At the early centuries of the Third Age Illiath is still withdrawn and has left much of the matters of Truth and Balance to his children.


Appearance

Illiath is usually portrayed as an adult man hooded and cloaked in rich, thick blue robes.  He carries a tall shepherd's crook from which is suspended a lantern.  This symbolizes his tending to the flock while illuminating the mysteries of the world.


Priesthood

Illiath's followers are much smaller in number than his siblings.  Most large libraries will have one or two priests affiliated with them, usually operating out of a small adjoining temple.  In the largest libraries, those of royalty, the temple is often incorporated into the library itself.  As such, their cloisters tend to be located in larger settlements only, though rural monasteries dot the countrysides of many kingdoms as well.


Gameplay Notes:

Weapons & Armor:  Illiath's priests can use all bows, daggers, staves, spears and short swords.  They may wear any non-metal armor and use shields and get d6 hit dice.

Spheres:  Primacy sphere is Divination.  Major Access to All, Astral, Guardian, Protection and Summoning.  Minor access to Combat, Necromantic, Sun and Weather.

Powers:  +2 to all Enchantment/Charm saving throws, gets +1 language per level at levels 2-8 (must be a sentient species), can cast Commune (as the Priest Spell) once per month regardless of char level.




ELOTH, The Void


Also known as the Devourer, Eloth represents the End, Entropy and Destruction.  Having been known and worshipped nearly as long as Althea, Eloth's followers were far fewer right from the beginning.  As the peoples of the world grew stronger and more numerous, Eloth was not content.  So he and his children created the races of monsters to build their flocks.  Over the course of the First Age, as Althea and Eloth's earthly might grew, conflict between them became commonplace.  These conflicts grew in size and intensity until the gods themselves became involved.  The Great War ended that Age and Illiath stepped in to check his siblings before the destruction engulfed the world.

During the early centuries of the Second Age Illiath was ever watchful for his siblings' power at work in the world and Eloth was forced to leave his creations to their own devices.  But as men became versed in the ways of magic their arsenal against Eloth's forces grew and he watched his followers dwindle and decline.  So he began brooding and formulating ways in which he could strike back at his sister and her followers while eluding Illiath's vigilant eye.

In secret and in shadows he pulled the strings of the evil creatures of the world, and began to poison the hearts and minds of men.  Doubt and uncertainty were his instruments and, through them, he caused men to question their very gods.  Using the fruits born of the magic Illiath gave them, men came to discover that their gods were not what they thought and did not create the world.  Eloth fomented every doubt, resentment and ire that arose in this time and the War of Reason began.

Smitten and reeling after Althea's vengeance, Eloth now continues to undermine Althea's earthly works through his servants.  Feeling emboldened by Illiath's conspicuous absence, Eloths efforts grow more brazen by the decade.


Appearance

To the men of the world Eloth was never ascribed a definitive appearance.  He is portrayed as a formless malevolent blackness, owing to his nature being considered unfathomable.  Various monster races describe him in different forms, from a shadowy figure to a full on towering demon.


Priesthood

Among men Eloth is worshipped only in secret, for obvious reasons.  As a result there are no grand temples to his name, only shrines in basement rooms or warehouses.  Among the monsters of the world, such creature who are disposed to building cities and fortresses have also erected temples to Eloth.


Gameplay Notes:

Weapons & Armor:  Eloth's priests may use any crossbow, daggers, polearms, one-handed swords or whips and scourges.  They can use any armor up to and including chain and any type of shield.  They get the standard d8 hit dice.

Spheres:  Primacy is Necromantic (reverse).  Major Access to All, Healing (rev), Charm.  Minor access to Animal, Guardian, Protection and Sun.

Granted Powers:  Detect Good (3x/day), Inspire Fear (once/day), and Control Undead (as evil cleric ability)




THE DIETIES

Brought into the workd by the Gods in the early parts of the First Age, their followers have until relatively recently have always been fewer than the Gods', though just as devoted.  They tend to focus on narrow areas of their parents' purviews.  Some among them are worshipped almost as equals to the Gods, and some are more heavily favored by certain races.  Their prominence has increased dramatically as Men have laid a lot of blame for the War of Reason at the Gods' feet.

The Dieties are as follows:

Althea (Good)
- Aerithel
- Cyglea
- Talas
- Turunen

Illiath (Nuetral)
- Dramorleg
- Labris
- Thystos
- Hess

Eloth (Evil)
- Nost
- Saradon
- Korlan
- Helidar



AERITHEL

Daughter of Althea, Aerithel is the Goddess of Healing, Compassion and Mercy.  Considered a minor diety for much of history, her popularity has soared in the centuries that followed the Worldquake.  Her Priests are held in high regard wherever they are found, as the world now nurses many hurts for her to soothe.


Appearance

Aerithel appears as a young maiden of average build and looks that radiates a powerful aura of peace and healing.  She has long blond hair and blue eyes and wears a long flowing dress of palest blue with white accents.  Her overall look is somewhat similar to her mother's only younger and kinder.


Priesthood

Aerithel's Priests tend to work hand-in-hand with Althea's, often out of the same temples.  Her servants also have begun forming their own temples, usually smaller and simpler.  In these dark times her Priests and Priestesses are also found wandering the kingdoms of Thera, as their services are more in demand than ever.


Gameplay Notes:

Weapons & Armor:  May only use a staff.  Only allowed to wear non-metal armor and no shield use.  Gets the standard d8 hit dice

Spheres:  Primacy in Healing.  Major Access to All, Creation, Necromantic, Protection and Summoning.  Minor access to Animal, Charm, Divination, Guardian, Plant, Sun and Weather.

Granted Powers:  +2 to saving throws vs poison and disease, Laying on hands (as Paladin), Turn Undead (as Cleric), Soothing Word (as in TCPH, pg27) once/day.



CYGLEA

The Sky Lord, Cyglea is the God of the Sun, Air and Weather.  He is revered by farmers all over Thera, for without his blessings crops would not grow.  Cyglea has enjoyed a devoted following since ancient times, and as a result his followers tend to operate independently of Althea's church.  They can sometimes be found working in conjunction with Talas's servants.


Appearance

Cyglea is most often portrayed as a tall, shirtless, athletic male with short, cloud-like white hair.  His eyes are golden and glowing.


Priesthood

In the First and Second Ages Cyglea enjoyed a following that would build large temples to him in the most prominent cities.  Many of these were destroyed at the ends of those two eras and never rebuilt, though a few remain.  In recent centuries many smaller temples to him have appeared in agrarian communities, some sharing space with Talas' followers.


Gameplay Notes:

Weapons & Armor:  Any ranged weapons, daggers and staves are allowed.  Any armor is allowed, but no shields.  Standard d8 hit dice.

Spheres:  Primacy Sphere is Sun.  Major access is to All, Elemental (Wind/Air), Protection and Weather.  Minor access to Astral, Combat, Divination, Guardian and Plant.

Granted Powers:  Turn Undead, Infravision, at 8th level can cast Aerial Servant once/day





TALAS

Talas, Goddess of Nature and Fertility, has been worshipped almost as long as her mother, Althea.  Her purview being what it is, she has never had many grand temples devoted to her, save in the largest of cities.  The exception being the elves, who have constructed beautiful temples to her in every settlement, often out of living things.  Many disillusioned followers of Althea have turned their faith to Talas instead in the wake of the War of Reason.


Appearance

Talas appears as an adult woman, draped in a flowing dress of the lightest green.  Her eyes and hair are also green, her hair being medium length and wavy.  She is almost always depicted surrounded by an array of small creatures basking in her aura.


Priesthood

Servants of Talas have been known to work with the servants of Cyglea, Turunen and even Hess on occasion.  More often, however, they operate in solitary fashion or small cloisters.  They can sometimes be found working alongside Rangers in more dangerous areas.


Gameplay Notes:

Priests of Talas operate exactly as Druids, described in the PHB.





TURUNEN

Turunen, Lord of the Waters, is the God of Water, Oceans and Rivers.  As one of the four elemental Gods, Turunen has enjoyed a very long tradition of worship.  But his faith really cemented itself with the advent of boats and ships.  His followers, outside of coastal cities, never really erected many grand temples to him.  He does have churches in every port and harbor in Thera.


Appearance

Turunen appears as a well built middle aged man, shirtless like his brother, with long wavy blue hair and blue eyes.  He is often pictured with a spear, javelin, or a fishing net.


Priesthood

Virtually all of Turunen's followers live on the coast, or the banks of rivers and streams.  Often they work with followers of Talas and Cyglea, and their services are sought by sailors and travellers throughout the lands.


Gameplay Notes

Weapons & Armor:  Turunen's priests may use harpoons, javelins, spears, tridents and swords (cutlass).  They may wear any non-metal armor and use shields.  They get the standard d8 hit dice.

Spheres:  Primacy is Elemental (Water).  Major Access to All, Animal (aquatic), Divination and Weather.  Minor access to Charm, Combat, Plant and Protection.  (Can also cast Earthquake, Transmute Rock to Mud and Conjure Elemental, Water at the appropriate levels).

Granted Powers:  Water Breathing on himself (as the spell) once/day, at 8th level Water Breathing duration becomes 24 hours and can be cast on others (as per spell), this cannot be dispelled and renews at end of 24 hours if Priest is unconcious, Determine depth on 1-4 on 1d6, Infravision (underwater), at levels 5-8 Priest gets +1 language (aquatic), at 8th level gains Shapeshifting (aquatic).

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DRAMORLEG

Dramorleg is the God of War and Courage, worshipped in different forms by different species.  As a Nuetral Diety he has worshippers across alignments.  His Good followers view him as a warrior God of Valor and might, and as a champion of Justice, while his evil followers prioritize his dominion over War above all else.  Dramorleg's is the second oldest faith of Illiath's children, behind only Hess.


Appearance

Drammorleg appears as a large, muscled warrior with short, curly black hair.  His weapons and armor vary by race.  Humans and elves depict him in plate armor, wielding a sword.  Dwarves imagine him in either banded or plate mail armor, brandishing either a great hammer or axe.  Monster races portray him in black or grey armor of varying types, armed with whatever weapons are appropriate for that race.


Priesthood

Dramorleg's priests tend to operate in the largest cities, primarily capitol cities.  They serve as advisors and assistants to the military leaders of many kingdoms and are dispatched to areas of conflict as needed.  There numbers, like all of Illiath's other aspects are rather low.  The exception being the Dwarves.  In their underground kingdoms, Dramorleg is worshipped nearly as widely as Hess, owing largely to the near constant state of warfare in the Underdark.


Gameplay Notes:

Weapons & Armor:  Draorleg's priests may use any weapons or armor, and get the standard d8 hit dice

Spheres:  Primacy is Combat.  Major Access to Healing and Necromantic.  Minor access to Guardian and Protection.

Granted Powers:  Incite Berserker Rage (as per TCPH pg 24)



LABRIS

Labris is the God of the Mind, Language and dreams.  Most closely tied to his father Illiath of his four children, Labris is ironically the last to develop a following.  In fact, he is the last of all the dieties to develop a following, with his first shrines and temples not appearing until halfway through the First Age.  Like his father, Labris' reputation and standing have taken a significant hit in the wake of the War of Reason.


Appearance

Labris appears as a middle-aged, bespectacled man searing purple.  Around his shoulders is draped a long grey cape of luxurious materials.  He is usually depicted carrying a great tome in one hand.


Priesthood

Labris' servants a few and far between.  They can be found at the largest universities on Thera, working as scholar sages or professors.  Sometimes they wander the backroads, philosophers on sojourns of knowledge and insight.  There are also a few monasteries, where monk/priests probe the deepest recesses of the mind and the far reaches of the astral plane.


Gameplay Notes:

Weapons & Armor:  Only allowed bows (all) and daggers.  No armor or shields may be used.  They get d6 hit dice.

Spheres:  Primacy is Astral.  Major Access to All, Charm, Creation, Divination, Protection, Summoning and Sun.  Minor access to Animal, Elemental, Guardian, Healing and Plant.

Granted Powers:  Charm/Fascination (as 3rd level wizard spell Suggestion) 3x/day, +1 language at levels 1-8, Soothing Word (pg 27 TCPH) 3x/day




THYSTOS

Thystos is the Goddess of Fate and Luck.  Viewed almost as a saint-like figure, Thystos never had an organized church.  While many people include Thystos in their faith, her devoted servants have always been rather uncommon and few.  The other Gods, while heeding her counsel, tend to give her a wide berth.  She is respected, but also a little feared by them, as on occasion she seems to know even their fates.


Appearance

Thystos appears as a young girl, clad in a long nightgown.  She is often portrayed holding a doll or stuffed animal, representing the fact that people and living things are no more than playthings in her games and designs.


Priesthood

Her Priests tend to be solitary and often live at the periphery of society.  Gamblers, oracles and fortune tellers comprise the bulk of her servants on Thera.  In villages and towns they function as seers and wise men, and in the cities and capitols of the world they serve as court oracles and advisors to royalty.


Gameplay Notes:

Weapons & Armor:  May use daggers, staves and slings.  May wear any non-metal armor and use shields and get the standard d8 hit dice.

Spheres:  Primacy is Divination.  Major access to All, Charm, Guardian, Protection and Summoning.  Minor access to Astral, Combat, Creation, Healing, Necromantic and Weather.

Granted Powers:  Charm/Fascination (as per TCPH), at 5th level Commune as the spell once per month.




HESS

Hess is the God of Earth and Strength.  As an elemental Diety, Hess has been worshipped from the earliest days of Man.  Though, outside of the Dwarves, never really built a large or organized following.  It was during the War of Reason that Althea was able to convince Hess to forego his Nuetrality and channel her power to drive the terrible Worldquake.  This created a schism with Hess' father, Illiath that has not yet healed.


Appearance

Hess is usually depicted as a short, very broad and muscular middle aged man with short curly gray hair.  Typically shirtless and sometimes carrying a pick, he bears no weapons or armor, signifying his reliance on his own strength and steadfastness.


Priesthood

Temples to Hess are typically only found above ground in the mountains or in mining communities.  Underground they are found in every settlement.  The Dwarves have a long and undiminished relationship with Hess.  In their beliefs Hess was more of a creator figure, and after the War of Reason he is viewed as a Guardian of the race.  Their unshakable faith in Hess is one of the reasons the drarves were only marginally involved in the War.


Gameplay Notes:

Weapons & Armor:  Any bludgeoning weapon may be used.  All armor and shields are usable, with standard d8 hit dice

Spheres:  Primacy sphere is Elemental (Earth).  Major access to All, Creation, Plant and Summoning.  Minor access to Animal, Divination, Healing and Protection.

Granted Powers:  Detect Grade/Slope on 1-5 on d6, Detect approx Depth 1-3 on d6 (Dwarf priests get auto success on Slope and succeed on 1-5 on Depth), At 5th level cast Dig (as the 4th lvl wizard spell) once/day, At 7th level cast Soneshape (as the 5th level wizard spell) once/day.
This message was last edited by the GM at 23:12, Thu 12 Sept.
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