Saturday, August 27, 2016

Notable Locations

Eveningstar is rooted in a tradition of farming. The lands around it are all orchards and cultivated fields, and the doings of Evenor folk are determined by the demands of weather, seasons, and crops. They produce wool, wine, milk, cheese, eggs, poultry, mutton, carrots, beans, parsnips, and parchment.

The orchards of Eveningstar are limited to apple trees (clingapple and redsides; winters are too cold for other fruit trees to do well). Evenor produce is a staple of the common northern diets, from the fanciest nobles, banquet to a farmer's bread, cheese, and beer lunch.

Evenor farmers grow food crops for trade, keep dairy cattle, and raise the shaggy-furred, long-horned sharrada (small, hardy beef cattle that can survive colder winters than men). Evenors ride ponies and mules, but few are bred locally. Evenors also keep sheep in the commonly-held, stonewalled High Pasture on the edge of the Stonelands.

Evenors gather every six days for a market, bringing produce that is often snapped up by passing caravans. The village is a favorite stopover for overland caravans, most of which are led by men who are good friends of the owner of The Lonesome Tankard Inn, who keeps one of the best inns found anywhere. On many soft, summer evenings, dozens of caravan masters can be seen fishing from the Starwater bridge and enjoying a pipe or two. Their men usually bathe in one of the Starwater's swimming holes to drive off the dust and sweat of the road, put on their best, and slip out to The Low Lantern for some latenight fun.

Friday, August 26, 2016

Character Prep Time!

The Saturday Knights Crew
August 26th, 2016 - Character Prep Time!

Monday, August 22, 2016

The Local Color of Eveningstar
Aside from its pastoral beauty, Eveningstar is unremarkable among prosperous farming settlements in the Heartlands of the Realms.

A typical Evenor home is constructed of fieldstone with a thatched or slate roof and a dirt cellar. An upper floor, if any (there is rarely more than one), is built of rock, stone or timber, covered with stucco against the weather. Farmhouses rarely have upper floors. Instead, they are dug into the earth to escape the worst of the winter winds. These living spaces sprawl over a larger area, with rooms tunnelled into the earth like a giant rabbit warren.

An Evenor shop is constructed like a house, except that its lower floor has large windows with wooden shutters, and the upper floor is divided into smaller, rented rooms, which share a wooden balcony (and outside stairs, roofed against winter snows) to the rear.

Eveningstar is known for it's peacefulness & tranquility and is world renowned as a restful place for adventurers to retire and start a family.

The Companions
Fane of the Drow Roll20 Adventure
Character stats were increased some to give the characters a little more survivability due to the module being a pretty tough adventure for a party of only 4 characters.

Player: Robert Daniels
Name: Elrick Ellestrae
Class: Warrior
Race: Human
Alignment: Chaotic Good
Hit Points: 14
Height & Weight: 5'11", 210lbs
Level: 1
XP: 0

STR 18/52 INT 11 DEX 18 CON 18 WIS 9
CHA 16 CMS 14

Languages: Human, Common, Chaotic Good, Dwarf Common, Grey Elf

Weapon Proficiency: (Specialized) Longsword, Shield, Dagger
Secondary Skills: Alertness, Danger Sense, Fishing, Weaponsmith

Player: Amy Smith
Name: Farrah Ellyrian
Class: Ranger
Race: Wood Elf
Alignment: Neutral Good
Hit Points: 24
Height & Weight: 4'8", 82 lbs
Level: 1
XP: 0

STR 16 (+2) INT 11 DEX 18 CON 18 WIS 12 CHA 15 CMS 15

Languages: Common, Human, Goblin, Neutral Good, Dwarf

Weapon Proficiency: (Specialized) Two Handed Sword, Dagger, Longbow
Secondary Skills: Navigator, Forester, Fishing, Armorer

Player: James Fullard
Name: Cyric Stormguard
Class: Warrior
Race: Human
Alignment: Chaotic Good
Hit Points: 14
Height & Weight: 5'11", 214 lbs
Level: 1
XP: 0

STR 18/00 INT 10 DEX 18 CON 18 WIS 9 CHA 13 CMS 13

Languages: Human, Grey Elf, Common, Chaotic Good, Halfling

Weapon Proficiency: (Specialized) Longsword, Shield, Dagger
Secondary Skills: Danger Sensing, Sailor, Hunter, Alertness

Player: Cindy Hoyte
Name: Crystal Dawnshroud
Class: Cleric
Race: Human
Alignment: Chaotic Good
Hit Points: 10
Height & Weight: 5'8", 125 lbs
Level: 1
XP: 0

STR 12 INT 12 DEX 18 CON 16 WIS 18 CHA 13 CMS 15

Languages: Common, Grey Elf, Human, Chaotic Good, Gnome

Weapon Proficiency: Quarterstaff
Secondary Skills: Ceremony, Chanting

Saturday, August 20, 2016

The Adventure Begins Soon!
Founded December 29th, 2015
It's been a long stretch of downtime but we are finally getting everything back together once again.
We have been running an alternate timeline in the Dragonlance setting for several months and we had such a horrible time with members dropping and join to the point where we simply shut it down due to lack of consistency. it wasn't the adventure or the game itself, mostly it was real life issues getting in the way and players were forced to drop. We would then gain one or two new players to replace those we had lost and the same thing would happen all over again. It was quite frustrating to say the least.

In a way I am kind of glad this all happened because it let me dive head first into my own homebrew setting and so far it is coming along great. The map can be located here. Using the links located above you can navigate through this blog and see all the exciting things we have done so far. I still plan to do a ton of new things with the setting, it just takes a lot of time. I now have a new adventure set up, along with the location as well. The plan is to do the following ..... Start the group out in a small intro adventure I put together named The Lost Tomb of Zenopus which can be found here.

From there the players will move into the Village of Hommlet & then the Temple of Elemental Evil. If they survive through all this then they have the Ginats trilogy, the Drow Elf trilogy followed finally by Queen of the Demonweb Pits. If the group of heroes somehow finishes this epic campaign, it should provide many years of adventuring fun for all of us. We hope you will stick with us as we embark on an epic adventure that should produce many hours of written journals for all of you to read and enjoy. Thanks for being a fan!

Name: Mirabella "Mira" Shortwick
Class: Ranger
Race: Lightfoot Halfling
Race: Ehlonna
Alignment: Chaotic Good
Hit Points: 37
Height & Weight: 3'0", 31 lbs
Level: 3
Armor Class: 2
Base Walking: 25
STR 11 (-2) INT 11 DEX 20 (+2) CON 18 WIS 13 CHA 12 CMS 16

Magic Resistance: +1 Racial Bonus on all Saving Throws, +2 Additional Bonus vs Fear

Languages: Common, Elf Common, Lightfoot Halfling, Human, Dwarf, Gnome

Weapon Proficiency: Double Specialized Dagger, Proficient Short Bow
Attacks Round: Dagger: 3/2 (+1 Attack +1 Damage), Short Bow: 2/1 (+4 Attack)
Non-Weapon Proficiency: Alertness, Danger Sense, Foraging
Secondary Skill: Hunter/Gatherer

Spell Bonus: (1)1st
Spells: N/A

Weapons & Equipment: Leather Gloves, Soft Riding Boots, 2x Change of Clothes, Belt, 2x Weeks Food/Drink, Backpack, 2x Small Belt Pouch, Flint & Steel, 2x Quiver, Short Bow (Custom Made), 48x Arrows

Magical Items: +1 Leather Armor, (2) +1 Dagger's, +1 Ring of Protection

Racial Abilities: +2 racial bonus on Move Silently checks, 60ft infravision, +2 racial bonus on listen checks, +1 racial bonus on attack rolls with thrown weapons, slings & "small" Bows.

Mount: Bit & Bridle, Riding Saddle, Small Saddle Bags(2), Saddle Blanket
Information: Pony Named "Chiggles", Long Black Hair

Friday, August 19, 2016

Lightfoot Halfings

The Lightfoot Halfling (Hin) is commonly known among the folk of Realms. They are a widely travelled and numerous race of short folk. Lightfoot Halflings are the native Halflings of the Realms, as they no longer have an actual homeland due to the events of the Sundering "War among the Gods". When the gods fought amongst themselves the Lightfoot Halflings homeland was destroyed when the realms were divided. Now the "Hin" are wanderers of the Realms which has in turn turned them into light hearted explorers always seeking out an adventure.

Most Lightfoot Hin family ancestry can no longer be traced back to it's roots when their race claimed one of the largest cities in the Realms. Following the events of the Sundering the majority of the Lightfoot Hin departed and scattered to all corners of the Realms. The Lightfoot Halflings are around 3 feet in height and weigh around 30-35 pounds on average. The skin tends to be ruddy but the tone complexion can reach from pale into dark brown color. Their eyes are usually brown and their hair usually consists of either brown and black colors. Blue and green eyes are known to occur among the Hin and same can be said about blond or red hair. A Hin child born with a mane of red is believed to be Blessed by Yondalla, though these tend to be more uncommon cases as with the brown eyes and dark hair. The Lightfoot tend to prefer simplistic, comfortable and practical outfits over anything fancy. They reach adulthood at the age of 50 and generally can live up to 150 years.

Describing the typical individual Hin is close to impossible, like Humans in their personality and outlook. Parts of the Hin scattered across the world might have adopted the views and beliefs of the world which are very close or identical to that of the Human community they dwell within, others keep a more distinctive view which separates them from other races. They tend to be over curious about everything which tends to get them into trouble. They have learned over the years to live each day to its fullest and enjoy each experience as it happens.

Racial Features

Ability Adjustment: +2 Dexterity, -2 Strength.

Size: Small

Special Traits:

  • Skill Affinity (Move Silently): +2 racial bonus on move silently checks.
  • Skill Affinity (Listen): +2 racial bonus on listen checks.
  • Lucky: +1 racial bonus on all saving throws.
  • Fearless: +2 morale bonus on saving throws against fear (this bonus stacks with the halfling's +1 racial bonus on all saving throws).
  • Good Aim: +1 racial bonus on attack rolls with thrown weapons, slings & "small" Bows.
  • Dark Vision: Accustomed to the darkness of twilight, they have superior vision in the dark and dim conditions. Hin can see in dim light within 60 of them as if it were bright light, and in darkness as if it were dim light. They can't discern color in darkness, only shades of gray.
  • Speed: Base walking speed is 25 feet.
  • Imitation: Can imitate the sounds of nature such as a bird's call or a cricket's chirping, additionally Lightfoot have advantage when impersonating someone's voice.

The Lightfoot Hin has spread widely into every corner of the Realms and thus can be found almost anywhere. One can almost certainly expect to meet a Hin at some point in their travels in the world as the Lightfoot Hin often turn to the life of an adventurer or a wanderer. Many of them keep the tradition of the ancestors, where they continue to move from region to region, wandering into new regions of the world they've never seen before.

Hins tend to exist in various professions and classes. The favored class of a Lightfoot Halfling is Rogue and they make exceedingly good thieves and spies as their small stature helps them go unnoticed. They tend to make extremely good light-armoured and sneaky characters so some of them might choose the path of a, Swashbuckler, Ranger or Scout. Still, not all among the shortfolk are the sneaky type. Many of the Hins tend to be fascinated by magic (and magical items) and some of them might choose the path of a Sorcerer however a Wizard tends to be more of a uncommon choice as most of them don't have the discipline needed for such studies. However, in some cases these Hins stick to their militant tradition and become Fighters, though that is perhaps not the most practical option as their size and strength tends be a hindrance in many cases. Others take the path of a Cleric mostly following the teachings of Yondalla, although more uncommonly some of them choose to praise a non-halfling deity. Very few Halflings will ever become a Paladin.

Lightfoot Halfling Class Limits

  • Warrior: 5*
  • Barbarian: 10**
  • Ranger: 18
  • Thief: 18
  • Thief/Acrobat: 18
  • Cleric: 6
  • Druid: 10
  • Paladin: 11
  • Wizard: 6***

Lightfoot Halfling Multi-Class Limits

  • Fighter/Thief: (Fighter Max Level 5) / (Thief Max Level Unlimited)
  • Mage/Thief: (Mage Max Level 6) / (Thief Max Level Unlimited)
  • Fighter/Cleric: (Fighter Max Level 5) / (Cleric Max Level 6)

* Lightfoot Halflings who somehow gain 17 strength can reach 6th level; those who manage to get 18 strength can become 8th level Warriors.
** Lightfoot Halflings who somehow gain 17 strength can reach 11th level; those who manage to get 18 strength can become 13th level Barbarians.
*** Lightfoot Halflings who somehow gain 17 intelligence can reach 7th level; those who manage to get 18 intelligence can become 9th level Wizards.

Unique Races of the Lost Realms

Lightfoot Halflings

Name: Aeryn Silverheart
Class: Paladin "Knight of the Heart"
Title: The Lady of the Heart
Level: 18
Race: Human
Alignment: Lawful Good
Hit Points: 123

STR 15 (18/00 Gauntlets of Ogre Power) INT 14 DEX 18 CON 18 WIS 12 CHA 15 (18 Full Plate of Command) CMS 15

Mount: Heavy War Horse - Full Plate Barding

Magical Items: +5 Full Plate of Command, +5 Holy Avenger, +3 Vorpal Longsword, Gauntlets of Ogre Power, Bag of Holding, Ring of Feather Fall, Ring of Regeneration, Holy Symbol of the Heart

Holy Symbol of the Heart: The symbol grants the wearer the combined effects of the Bless & Protection from Evil spells, which can be called on once per day

Paladin Spells: Light, Remove Fear, x2 Cure Light Wounds, Speak With Animals, Silence 15' Radius, Know Alignment, Resist Fire, Dispel Magic, Prayer, Cure Blindness, Continual Light, Detect Lie, x2 Cure Serious Wounds, Raise Dead, x2 Cure Critical Wounds

Aeryn Silverheart is the current leader of the Knights of the Heart. She is formerly a member of the Knights of Mythos. Aeryn became disillusioned with the Knights of Mythos. She felt that there should be more attention paid to aiding those who were victims to the forces of darkness, but she got caught up in politics and was unable to lend aid.

Aeryn soon left the Knights of Mythos, searching for the answers to the questions in her heart. Her Goddess visited Aeryn in a dream, in which Aeryn saw a new knighthood – one that was not so much a military organization, but more so a group of guardians and protectors, who were sworn to bring the power of healing to the world.

Aeryn dedicated herself to this vision, and soon the Knights of the Heart were born. Aeryn brought the basic ideals of honor to the Knights of the Heart, while tempering those ideals with compassion.

Thursday, August 18, 2016

Character Information
Live Table Top Campaign

Read all of our Session Journals in Order Here!

Player: Jennifer Rhoden
Name: Shadowmoon Briava
Class: Ranger/Cleric
Race: Half Elf
God: Corellon Larethian
Alignment: Chaotic Good
Hit Points: 16
Height & Weight: 5'0", 89 lbs
Level: 1/1

STR 16 INT 11 DEX 19 (+1) CON 16 (-1) WIS 18 CHA 11 CMS 16

Magic Resistance: Saving Throws: +5 vs Rod, Staff & Wands, +5 vs Poison

Languages: Common, High Elf, Dwarf, Orc, Troll

Weapon Proficiency: Double Specialized Longsword (+3 +3), Shortsword
Attacks Round: 3/2
Non-Weapon Proficiency: Alertness, Danger Sense, Foraging
Secondary Skill: Hunter/Gatherer

Racial Abilities: 30% Resist Sleep & Charm, Infravision 60ft, Detect Secret Door (Roll 1,2 or 3 on 1d6)

Player: Joseph Rhoden
Name: Hordus Blackforge
Class: Fighter
Race: Hill Dwarf
God: Moradin
Alignment: Chaotic Good
Hit Points: 15
Height & Weight: 4'0", 139 lbs
Level: 1

STR 18/00 INT 9 DEX 13 CON 19 (+1) WIS 13 CHA 10 (-1) CMS 9

Magic Resistance:Saving Throws: +5 vs Rod, Staff & Wands, +5 vs Poison

Languages: Common, Dwarf, High Elf, Goblin, Ogre

Weapon Proficiency: Double Specialized Battle Axe
Attacks Round: 3/2
Non-Weapon Proficiency: Wood Carving
Secondary Skill: Miner

Racial/Class Abilities: +1 Att to Orcs, Half Orcs, Goblins, Hobgoblins - Titans, Giants, Ogres, Trolls, Ogre Magi all get -4 to Hit Dwarves, Infravision 60ft, Detect Slope/Grade 75%, Detect New Construction 75%, Detect Unsafe Passage/Walls 66 2/3%, Determine Underground Depth 50%

See the Entire Pantheon Here!

Core Woshippers: Halflings
Rank: Greater God
Gender: Female
Alignment: Good
Title: The Protector and Provider
Power Skills: Family, Good, Halfling, Law, Protection
Areas of Concern/Portfolio: Protection Bounty Halflings Children Security Leadership Wisdom Creation Family Tradition
Holy Symbol: Fruit Basket

"Those who seek to live in accordance with the way of the Provider will be blessed with a cornucopia of riches. Seek peace and comfort, for a life lived with both is true wealth. Although violence should never be welcomed, the Protector's aegis will extend to those willing to fiercely defend their home and community. Lead through example, and know the activities of those you lead so that you can help shoulder their burdens when need be. Treasure your family, for your parents gave you life and your children are your future. Care for the aged and the weak, for you never know when you may be one of the strong laid low."

Yondalla (pronounced yon-dah-lah) was the creator of the halfling race and matriarch of not only the halfling pantheon, but the whole race itself. With her charming personality and friendly demeanor she was an example to all halflings; who almost all shared her curiosity, loyalty and sense of mischief.

Despite her widespread worship among halflings and her central role in their society; her temples were unusually rare, those that did exist were designed to look like a well-hidden halfling burrow-home and were filled with weapons and food so that the communities that surrounded them could hold out against possible invaders. Her clergy were afforded a lot of respect by the followers of other gods for their defensive capabilities in spite of their small stature.

Garl Glittergold
See the Entire Pantheon Here!

Core Woshippers: Gnomes
Rank: Greater God
Gender: Male
Alignment: Good
Title: The Watchful Protector
Power Skills: Creation, Trickery
Areas of Concern/Portfolio: Humor Gemcutting Gnomes Protection Trickery
Holy Symbol: Sparkling Gem

"While life may sometimes be hard, it is important to keep a sense of humor and always welcome opportunities for laughter and delight. Communities are forged through the cooperation and communal spirit of a group of individuals who work and play together. The strength of a community is the cooperation that binds individuals into more than the sum of their contributions. A great prank can help to lighten hard times and make good ones shine. Those who are in authority should never take themselves too seriously, or they lose touch with those they direct and care for. Teach and preserve the tales and traditions of the Forgotten Folk, so that they are never forgotten among their own kind. Do not fear change or the unorthodox, for therein lies the future. Finally, in all things, do what works"

Garl Glittergold, also known as The Watchful Protector, was a Lawful good Greater deity. He was said to have discovered the first gnomes while exploring a cavern before telling them a joke and leading them into the world. Garl is known as the deity of luck, protection and trickery.

Garl was the most popular of the gnomish deities, and honored, in one way or another, by nearly all gnomes. His clerics, known as Glitterbrights, wore war helms and gold belts. On the 13th day of each month, the Forgotten Folk held the Communion of Laughter in his honour. It consisted of joke telling contests, communal meals, dancing, prayers, and storytelling, and donations of Gold, which Garl's Church used to the benefit of the entire community.

According to legend, Garl collapsed the cave-system hall of Kurtulmak, while the kobold was hosting Asmodeus. The circumstances of this were debated, but most gnomish legends said that Kurtulmak had ambushed and bound Garl, while Garl only pretended to be bound securely in order to play his prank. Nevertheless, after the collapse of the mines, Kurtulmak ascended to godhood with his hate for all gnomes still intact

See the Entire Pantheon Here!

Core Woshippers: Dwarves
Rank: Greater God
Gender: Male
Alignment: Good
Title: The All Father
Power Skills: Creation, Earth, Protection
Areas of Concern/Portfolio: Creation Metalcraft Protection Smithing Stonework
Holy Symbol: Bronze War Hammer

"Moradin is the father and creator of the dwarven race. Honor him by emulating his principles and workmanship in smithing, stoneworking, and other tasks. Wisdom is derived from life and tempered with experience. Advance the dwarven race in all areas of life. Innovate with new processes and skills. Found new kingdoms and clan lands, defending the existing ones from all threats. Lead the dwarves in the traditions laid down by the Soul Forger. Honor your clan leaders as you honor Moradin."

Moradin, pronounced (mor-uh-din), was the lawful good god of the dwarves and the chief deity in their pantheon. A harsh but fair judge, he was strength and force of will embodied. Moradin inspired dwarven inventions and constantly sought to improve that race, encouraging their good nature, intelligence, and harmonious existence with other good races while battling their pride and isolationist tendencies. Moradin's holy day was on the crescent moon and he was worshipped at forges and hearths.

Moradin's clerics, known as Sonnlinor, were usually drawn from family lines, like most dwarven occupations; they wore earthy colors, with plate armor and silvered helms. Moradin charged his followers with the task of removing the kingdoms of orcs and wiping out the followers of Gruumsh. The church of Moradin had an active role in guiding the morals of dwarven communities; they emphasized his hand in everyday dwarven activities such as mining, smithing, and engineering, and invoked his blessing when these tasks began.

Moradin was held in dwarven myths to have been incarnated from rock, stone, and metal, and that his soul an ember of fire. It was said he forged the first dwarves from metals and gems and breathed souls into them when he blew on his creations to cool them. Moradin was responsible for banishing the evil gods of the derro and duergar from the surface.

Rillifane Rallathil
See the Entire Pantheon Here!

Core Woshippers: Wood Elves
Rank: Intermediate God
Gender: Male
Alignment: Good
Title: The Leaf Lord
Power Skills: Chaos, Elf, Good, Plant, Protection
Areas of Concern/Portfolio: Woodlands, Nature, Wild Elves, Wood Elves, Druids
Holy Symbol: Acorn Enclosed in Amber

"The Great Oak draws energy from all the living creatures of the world and nourishes, sustains and protects them from outside threats. Live in harmony with the natural world, allowing each living being the opportunity to serve out its natural purpose in life. As the Leaflord's countless branches, his faithful are to serve as mortal agents in the natural world. Defend the great forests from those who seek to ravage their riches, leaving only destruction in their path. Contest the quick and slow death of Rillifane's bounty and hold strong like the great oaks in the face of those who can see only their own immediate needs."

Rillifane Ralathil is said to be a very old deity, older even than most of the gods, for the great tree would endlessly continue its life without need for eventual death. The church of the Leaflord is generally isolationist, extending itself only to help fellow elves or other sylvan beings. The heirarchy is organized regionally and split into branches, with different types of priest serving different roles. Druids make up the largest numbers of the clergy and tend to the health of the forests and their inhabitants, fiercely fighting against any attempt to further diminish the woodlands. Clerics often serve as representatives of the faith, working away from there forest communities to educate other races, including other elves, on how to better dwell in harmony with nature. In times of war, however, the leaders of each region unite the branches of the faith with Wood Elven warriors, into a single force.

Novices of Rillifane are known as Acorns. Full priests as known as Oakhearts. In ascending order of rank, the titles used by priests of the Leaflord are Felsul, Silverbark, Laspar, Hiexal, Blueleaf, Phandar, Duskwood, Shadowtop and Weirwood. High-ranking priests have individual titles, while druids also have a title which reflects their position within that branch of the faith. Certain kinds of druids who have elected to follow a particular path of Rillifane are known as Skinwalkers.

The vernal and autumnal equinoxes hold special meaning for the followers of the Wild One and they gather together at these times to hold wild dances in large groves of oak trees in the hearts of their forests. The spring celebration is known as The Budding, and honours the Leaflord's bounty. The period of fasting which leads up to this day is broken by a ritual hunt of an elderly and noble hart, marking the breaking of the fast. This is then followed by dance and song and reminds Rillifane's followers of the natural cycle of life beneath his all encompassing boughs. The autumn celebration is known as The Transformation, and is particularly important to those who seek a change to the lives or spiritual rebirth. Marking the arrival of autumn and the change of colors in the leaves of the forest, it is a celebration of Rillifane's promise that the trees will bloom again and that life is eternally renewed.

The ceremonial garb of the Great Oak's clergy includes a laurel wreath worn on the head and armor fashioned from tree bark. The latter is rubbed with green dyes, the hue showing rank within the church and the darkest being reserved for the most senior. When in non-ceremonial situations, priests prefer armor and weapons made from natural materials such as wood or animals. The holy symbol of Rillifane is an acorn enclosed in amber.

The priests of Rillifane pray for their spells at dawn, when the first light of the life giving sun spring over the horizon to nourish the woodlands. Rangers do not serve as part of the hierarchy of the church, but many do form loose fellowships affiliated with the druidic circles and act as the militant arm of the faith. The various bands have their own local names, but are known collectively as the Order of the Oakstaff.

Deep Sashelas
See the Entire Pantheon Here!

Core Woshippers: Aquatic Elves
Rank: Intermediate God
Gender: Female
Alignment: Good
Title: Ruler of the Sea Elves
Power Skills: Chaos, Elf, Good, Knowledge, Ocean, Water
Areas of Concern/Portfolio: Oceans Sea Elves Knowledge Creation
Holy Symbol: Trident

"Swim the great currents and the shallow seas. Exult in the everchanging beauty and life of the bounteous Undersea. Revel in the joy of creation and increase its myriad aspects. Seek not to hold that which is everchanging, but instead love the change itself. Seek out fellow swimmers who honor the ways of the Lord of the Undersea, and ally with them against those who see only the darkness of the deeps. Follow the way of the dolphin. Promote knowledge and use of the sea by reasonable folk, and fight those who would taint or deplete its beauty and bounty."

Deep Sashelas was an elven deity who makes her home in the Oceans. She was heavily involved with the lives of the sea peoples and spent most of her time with deities from that realm. She gave one group of Corellon's creations the ability to breathe and live underwater, wishing to see the wisdom and goodness of the elves prevail in the deeper and wilder realms of the sea. She was heavily involved in the constant reshaping of the ocean depths, creating reefs and islands, tinkering with undersea volcanoes and the like. Deep Sashelas was a political deity; she is on good terms with non-evil human sea and water deities. Deep Sashelas' priests had many responsibilities. They acted as mediators and befrienders of non evil aquatic races and protectors of dolphins. All priests had to take a dolphin companion to progress through the ranks of priesthood. They also had to make some effort to establish and maintain contacts with land-dwelling elves if this was feasible. Finally the priests were responsible for creating and maintaining airy caverns below the sea and finding locations which could be used in this way.

Corellon Larethian
See the Entire Pantheon Here!

Core Woshippers: All Elves
Rank: Greater God
Gender: Male
Alignment: Good
Title: Ruler of All Elves
Power Skills: Arcana, Skill, Wilderness
Areas of Concern/Portfolio: Arts, Bards, Crafts, Elven High Magic, Elven Magic, Magic, Music, Poetry, Poets, War, Warriors
Holy Symbol: Golden Bow

"The elves are sculptors and wardens of magic's endless mysteries. Bring forth the beauty that envelops and lets the spirit gambol unfettered. Seek out new experiences and new ways. Ward against those that would destroy what they cannot create. Commune with the natural and mystical world. Be ever vigilant against the return of the banished darkness, and be strong in heart against the corruption of the Spider Queen."

Corellon or more fully Corellon Larethian, whose titles included Creator of the Elves and the Protector, was the patron god of all fey. He is the creator and preserver of the Elves, governing those things held in the highest esteem among fey and elves, such as magic, music, arts, crafts, poetry, and warfare. Corellon lives in the realm of Arvandor. He approved of those who killed orcs and followers of Lolth, blessed those who aided others and became angered at those who defiled the dead, or fled from their foes.

See the Entire Pantheon Here!

Core Woshippers: Rogues, Bards, Beggars, Thieves, and all Lovers of Life
Rank: Intermediate God
Gender: Male
Alignment: Neutral
Title: The Laughing Rogue
Power Skills: Music, Chaos, Luck, Trickery
Areas of Concern/Portfolio: Music, Revels, Wine, Rogues, Humor, Tricks
Holy Symbol: Laughing Mask, the Kantele

Olidammara commonly appears as a slender young man with olive skin, merry green eyes, chestnut hair, and a rakish beard. His magical mask allows him to take any form, however. His favored musical instrument, the Kantele of the Oldest, can conjure illusions and real matter and shape the emotions of those who listen to its sounds as if they were moist clay. Olidammara is an exceedingly old deity. His worship is thought to have originated among nomads and travelers of no particular race, but it soon spread to settled communities and cities.

Olidammara teaches his followers to avoid predictability and routine, to delight in wine, to learn music, to seek out happiness, joy, entertainment, and the company of others. Olidammara advises his faithful to appreciate both the jokes they play and the jokes played on them. He also teaches that misery, temperance, and solemnity are the greatest poisons to the soul.

Olidammara is worshiped by rogues, bards, beggars, thieves, and all lovers of life.

See the Entire Pantheon Here!

Core Woshippers: Evil Humans, Nonhuman Aberrations such as Aboleths, Neogi, and Grell.
Rank: Intermediate God
Gender: Male
Alignment: Evil
Title: The Dark God
Power Skills: Chaos, Destruction, Dream, Evil, Force, Knowledge, Madness, Rune, Trickery
Areas of Concern/Portfolio: Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, Cold
Holy Symbol: Black Sun with Variegated Rays

Tharizdun is described as a pitch-black, roiling, amorphous form. As the Dark God, he is described as an incorporeal wraithform, black and faceless. he has also been described as a "primordial deity, that of matter at rest and decay of energy, viz. entropy." It has also been said Tharizdun assumes forms of gigantic tentacle like creatures as well.

Tharizdun is sometimes worshiped as an entity called the Elder Elemental God, but few of these worshipers recognize this entity. The Elder Elemental God is described as a huge, mottled, tentacled being, or as a pillar of vast elemental force with a body of burning magma, radiating steam. It is believed that Tharizdun has no allies, given his desire to destroy the entire universe. Tharizdun's doctrine is to destroy all and everything encountered.

Tharizdun has been imprisoned by the Gods themselves simply because he had become too powerful and was on the verge of destroying the world. Currently he lies imprisoned in the ocean between the two major continents in what has been named "Heavens Maelstrom". Should he ever escape from his prison, it is thought that even the most evil of deities would work with their good counterparts to return Tharizdun to his prison. However, the Dark God has been known to work his will secretly by employing various demons (with or without their knowledge) to do his bidding. Examples of fiends so used include Iuz and Zuggtmoy, and the Princes of Elemental Evil.

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Core Woshippers: Any Evil
Rank: Intermediate God
Gender: Male
Alignment: Evil
Title: The Herald of Hell, The Scourge of Battle
Power Skills: Destruction, Domination, Evil, Law, War
Areas of Concern/Portfolio: War, Discord, Massacres, Conflict, Fitness, Tyranny
Holy Symbol: A Black, Spiked Gauntlet Holding Spiked Arrows

Hextor is depicted as an Evil appearing Knight wearing black plate armor with red trim, wielding a sword and shield. Hextor's realm is the citadel of Scourgehold on the plane of Acheron. There, Hextor presides over his legions as they train in the Great Coliseum. The church of Hextor teaches that the world is a harsh, unforgiving place. The strong rule the weak, and power is the only reward worth having. Cruelty and mercilessness are necessary tools. Order must be forged from Chaos and law from anarchy, but order is meaningless without the will to enforce it. Tyrants are to be obeyed, and dissenters are to be oppressed or killed. Slaves must obey their masters.

Congregations of Hextorians can be found throughout the Realms, where Hextor's church is the official state religion. Non-evil worshipers of Hextor embrace the security and order that the Scourge of Battle brings. They believe that only the harshness of Hextor's order can create perfect justice for all, and that these ends justify the means they use to attain them. However, they prefer educating nonbelievers first, and using force only when other means fail. They believe slavery is a necessary evil, the rock upon which civilization is built. They believe in properly caring for their slaves, but insist that slaves obey the will of their master without hesitation or question.

Wee Jas
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Core Woshippers: Wizards, Necromancers
Rank: Greater God
Gender: Female
Alignment: Neutral
Title: The Witch Goddess
Power Skills: Death, Domination, Inquisition, Law, Magic, Mind, Repose
Areas of Concern/Portfolio: Death, Magic, Vanity (Love), Law
Holy Symbol: Red Skull

Wee Jas always appears as a highly attractive human female; other than that, details of her appearance vary wildly. It has been suggested that she could appear as another humanoid race if she wanted to, and that her appearance varies by what her followers in the area would consider most attractive. Wee Jas normally wears her holy symbol as a piece of jewelry. Wee Jas has two realms in Acheron, in Tintibulus (called the Patterned Web) and in Ocanthus (called the Cabal Macabre).

Wee Jas thinks of herself as a steward of the dead. Though she is a relatively benign death goddess, she has no problem with undead being created - as long as they are not reanimated against their will, and their remains are procured in a lawful manner. Wee Jas is unconcerned with questions of morality; if it can be done within the confines of the law, she will allow it. Jasidan priests teach that magic is the key to all things. Jasidan are expected to show respect towards their predecessors and the departed. Scriptures The Abominable Devastation. This is a short text considered heretical by most of the Jasidin church. The White book. This tome, over a hundred pages long, explains in a detailed manner the funerary customs of her followers. Its rites and prayers, which differ according to a corpse's former status in life, can be used to prevent a spirit from rising as one of the undead.

Followers of Wee Jas are known as Jasidin. Wee Jas is especially popular with Suel wizards and sorcerers, and many necromancers revere her. As a death goddess, more people look to her for safe passage into the afterlife than harsher deities like Nerull. She is also honored by those involved with upholding and interpreting laws (judges, magistrates, justicars, etcetera), and is sometimes even revered as a love goddess.

Monday, August 15, 2016

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Core Woshippers: Knights, Warriors of Good
Rank: Greater God
Gender: Male
Alignment: Good
Title: The Summoner
Power Skills: Chaos, Good, Liberation, Summoner, War
Areas of Concern/Portfolio: Individuality, Liberty, Retribution, Self-Defense
Holy Symbol: Triskelion

"All deserve life and the ability to choose their own place in the world, and those who would place others in shackles or control them with oppressive laws must be toppled. Train the common fold to defend themselves and their property should another wish to take their freedoms. If you are wronged, you have the right to exact vengeance yourself, especially if none will help you."

Trithereon is depicted as a middle aged man with red-gold hair, tall and well-built, wearing Full Plate armor. He is armed with a broadsword called Krelestro, the Harbinger of Doom. Trithereon often appears with three summoned animals which serve him without question: Nemoud the Hound, Harrus the Falcon, and Carolk the Sea Lizard. He is able to call upon a magical Griffin named "Talon" at will as his mount who also serves him without question as well.

Trithereon is a foe of evil and oppression. His love of freedom sometimes causes him to come into conflict with other good deities, such as Pholtus and Heironeous. Trithereon's realm in the first layer of Arborea is called the Forking Road - it exists as part of every road on the layer, granting visitors a glimpse of the major paths in their lives.

Trithereon's clerics are rugged individualists, never afraid to question authority. Those in cities instruct commoners in self-defense and recruit like-minded rogues and rangers for the cause of individual liberty. Those in rural areas act as scouts or spies against despotic lords or murderous nonhumans. Both sorts keep close watch on Lawful religions lest they become too powerful. The Summoner's clerics travel far and wide in search of those in need of their help.

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

The Knights of the Heart are closely linked with the church of Trithereon.

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Core Woshippers: Rangers, Druids
Rank: Intermediate God
Gender: Female
Alignment: Good
Title: Ehlonna of the Forests
Power Skills: Animal, Celerity, Good, Plant, Purification, Sun
Areas of Concern/Portfolio: Forests, Woodlands, Flora, Fauna, Fertility
Holy Symbol: Unicorn Horn

Ehlonna is variously depicted as an elven or human woman, and often associates with unicorns and other sylvan creatures. When in human form, Ehlonna appears as a dark-haired human woman, but as Ehlenestra the elf maiden, she appears as a brown-haired elven maiden. Her eyes are deep blue or startling violet. Her garments may be the practical garb of a ranger or the rich gown of an elven princess. She carries a longbow that always hits its target. Her human aspect has special powers over horses, while as Ehlenestra she has similar command over unicorns.

Deep within the Beastlands layer of Krigala is the Grove of the Unicorns, a realm she calls home. The grove sits at the base of a cluster of great sequoias that form a natural cathedral for those beneath the canopy. The lowest branches of the trees are hundreds of feet in the air, such that those with wings can fly through Ehlonna's cathedral without difficulty.

Those who reside within the borders of Ehlonna's realm live in peace with the trees and animals, and they are similarly left alone by the wild creatures. The thinking creatures of the Beastlands adore Ehlonna, ensuring that she is often aware of occurrences that happen far from her domain. True to its name, the grove attracts groups of unicorns. In addition, there are herds of bariaurs in Ehlonna's service.

All spells cast by rangers within the Grove of the Unicorns are enhanced, and all spells that create food or water are exceptionally bountiful. Ehlonna and Mielikki have the power to make other alterations to magic within their realm, if they so desire.

Ehlonna teaches that the animals and plants of the forests are gifts, and are not to be stolen. She is often the goddess of rangers and druids and opposes hunters and those who would rape the land for fun or profit. Ehlonna is the patron of all good-aligned folk who love the forests. She is worshipped by hunters, trappers, foresters, rangers, woodcutters, and more. Brownies, elves, gnomes, and halflings are especially attuned to Ehlonna of the Forests, and will willingly aid her.

For clerics of Ehlonna/Ehlenestra, her domains include Animal, Celerity, Good, Plant, Purification, and Sun. Her favored weapon is the longbow. Clerics of Ehlonna wear pale green robes. Each cleric of Ehlonna chooses a species of plant as their special ward. They must see to it that their species flourishes and that its properties are respected by common folk. Clerics of Ehlonna often carry the seeds of their chosen plant with them on journeys. Temples to Ehlonna are usually camouflaged lodges in sylvan settings, although small shrines often exist in villages. Ehlonna's services involve vessels of horn and wood, the playing of pipes and flutes, and various herbs. Typical prayers to Ehlonna feature at least two references to positive aspects of the forest. Her ceremonies take place in the forest where possible and involve the various aspects of fertility. Children take part in the more innocent ones.

Sunday, August 14, 2016

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Core Woshippers: Evil
Rank: Intermediate God
Gender: Male
Alignment: Evil
Title: The Unlooked For
Power Skills: Flux, Force, Illusion, Mind, Spiritual
Areas of Concern/Portfolio: Chaos, Destruction, Luck
Holy Symbol: Three Sticks of Bone

The prophet of chance and madness, a warning that striving can go wrong but also a temptation to find the grain of truth in madness. He has no mosques and few shrines.

Ralishaz (RAL-ih-shaz) is ever-changing (hideous to beautiful, female to male), but he usually appears as an oddly dressed beggar. He carries nothing but his wooden staff; his holy symbol is three sticks of bone, derived from divination and gambling tools, He rewards or punishes those that rely on chance or take great risks, seemingly at random. He is the god of insanity; many debate whether his appearance and whims are truly random or just madness. He shuns other gods, although he does not seem to be hateful of them.

Order does not exist, only randomness and chance, and the odds are stacked against you. While you may have a good run against the odds, eventually the universe will balance itself out against you. Randomness and insanity go hand in hand, and sometimes those who are the most insane are the ones who are closest to the true nature of the universe. Kindness and prosperity are illusions, as misfortune comes to all sooner or later.

Clerics of Ralishaz are a curious combination of fatalism and recklessness, stoicism and wild endeavor, depending upon how they feel their place is in the world at that moment. They live charmed lives, although when misfortune hits them it hits hard. They preside over places of gambling, although most patrons are unsure if their presence wards off bad luck or draws it. They travel when their divinations indicate they should, or at the roll of a die. They are often mean-minded or cruel, not seeing the point of friendliness to someone who will eventually be cursed by bad luck.

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Core Woshippers: Evil
Rank: Greater God
Gender: Male
Alignment: Evil
Title: The Nightmare God
Power Skills: Disease, Illusions, Mind Control
Areas of Concern/Portfolio: Plagues, Sickness, Famine, Nightmares, Drought, and Disasters
Holy Symbol: Green Eye with Red Diamond

Incabulos is the god of plagues, sickness, famine, nightmares, drought, and disasters. His unholy symbol is the magic icon called the "Eye of Possession," a green eye in a red diamond.

Incabulos's appearance is said to be absolutely terrifying: appearing to be some form of undead knight, having skeletal hands, and a face from the worst nightmare. His skin is tinged a diseased blue. His midnight black full plate armor is lined with sickly orange and trimmed in moss green. He rides a nightmare and is accompanied by night hags, likewise mounted, or hordlings (but not both). Any who meet his eyes are stricken by nightmares, and he carries a staff that causes seeping wounds and withers flesh.

Incabulos hates all other gods except for Nerull, the death-god who finishes the work Incabulos starts. Incabulos regards him with total indifference. Since he is the bringer of plagues, famine, and drought, and because of the immense joy he gets from the suffering these things bring, he is feared by even the Demon Princes of the Abyss and the ArchDevils of Baator themselves.

Incabulos's realm, known as Charnelhouse, is located on the first layer of the Gray Waste, Oinos. The whole realm stinks of corpses, and those who enter it find their deepest fears coming to life. Incabulos delights in and feeds on suffering, gaining power from illness, famine, nightmares, and other evils and woes. While some attempt to placate the Evilsent with prayers, this only delays the inevitable.

Incabulos has only a small following, but common folk throughout the realms give him offerings, usually foul-smelling, guttering black candles, in a vain attempt to appease him or avoid his wrath. More vile individuals will venerate the Black Rider for his power and evil. Clerics of Incabulos are secretive and paranoid, fearing persecution by those who value their health and well-being. If they reveal themselves, it is only to strike greater fear in those already suffering. They enjoy torturing others and spreading disease and blight. They travel to lands to discover new diseases or to spread them. They wear garb of black and orange.

Services to Incabulos feature weird humming and droning chants in near darkness lit only by fat, black, smoky candles. Followers celebrate various iniquities with their clerics and pray for more evils to enter the world. All vessels used in their unholy rituals are made of bloodstone, carnelian, or old bronze. Temples of the Evilsent are hidden underground or in isolated, desolate regions.

Long ago, Incabulos cursed a tribe of hill giants, created the diseased, pestilent race of rot giants.

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Core Woshippers: All
Rank: Greater God
Gender: Female
Alignment: Neutral
Title: Lady of Our Fate, The Colorless and All-Colored
Power Skills: Fate, Destiny, Divination, Future, Honesty
Areas of Concern/Portfolio: Celerity, Chaos, Destiny, Knowledge, Law, Luck, Mind, Oracle
Holy Symbol: Golden Spindle

Istus (IS-tus) is the most powerful of the deities. She appears as a young attractive woman, always carrying her mystical gold spindle (her holy symbol) with which she creates the strands of fate. She is aloof from all other gods, even those of her own pantheon, as she concerns herself solely with the fate of the universe and its inhabitants. Her occasional companion is a cloudlike being believed to be a prince from the Plane of Time.

“Everything is connected to every other by invisible strands that push and pull over time. The choices a person makes in life affect the pull of some strands, allowing one to alter fate in a small way, but some of these webs of fate have a strong and inevitable pull that cannot be escaped. The perceptive can come to understand these strands and watch them to predict the future. Accepting your destiny is the greatest service you can make to yourself, for dishonesty about your role in the world leads to ruin and disaster.”

Clerics of Istus have seen the extremes of fate, from innocents dying horrible deaths and sadists controlling kingdoms to children recovering from mortal illness and despots felled by simple accidents. Because of this, most of her clerics are cynical or stoic, but some kinder individuals serve her because when they fell, they were rewarded by fate. They are called upon to make predictions and divinations for important personage all over the world.

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Core Woshippers: Humans
Rank: Demigod
Gender: Male
Alignment: Evil
Title: The Evil, The Wicked
Power Skills: Evil
Areas of Concern/Portfolio: Chaos, Evil, Mind, Trickery
Holy Symbol: Grinning Skull

Iuz is the half-fiend or cambion demigod son of Grazz'zt, a demon lord of the Abyss, and the human witch Iggwilv. Originally described as very handsome, Iuz now appears undead, a charred black demonic creature often taking on the appearance of an Undead Warrior. His weapon of choice is the whip and greatsword with can use any weapon. He is referred to as "The Old One" or Iuz the Evil, and worshiped as the God of Deceit, Pain, Oppression and Evil. He is considered the enemy of every sane and free person in the realms and every religion, except his own and holds a particular hatred for Vecna and St. Cuthbert. Iuz was deceived and imprisoned years ago by a powerful riven, Vecna. Absorbed into the powerful lich, Iuz served to fuel Vecna's ascension into a Greater Deity. Vecna was eventually thwarted by a group of adventurers, freeing Iuz in the process and allowing the Prince of Pain to renew his warring on the Realms. Iuz holds a deep hatred for Vecna as a result of his humiliation.

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Core Woshippers: Humans, Dwarf
Rank: Greater God
Gender: Male
Alignment: Good
Title: The Serene God
Power Skills: Dominate, Fate, Life
Areas of Concern/Portfolio: God of Peace, Reason & Serenity
Holy Symbol: White Heart of Wood or Metal

The serene god, Rao is a human god, the son of Pelor. He is the god of reason, peace, and law. He is the first medicine-man and the oft-ignored adviser of Obad-Hai. Dwarfs name him Dumathoin the lord of secrets. His sponsored godlings pursue different aspects of his portfolio – the most famous is Vecna, the lord of evil secrets. As Delleb he is the god of intellect and study. As Pholus he is the god of law and by extension of rulership, a strict disciplinarian.

Rao (RAH-oh) is shown as an old man with dark skin, white hair, slender hands, and a serene smile. Any time an offering of peace is made, Rao grows a day younger. Although he never intervenes directly with mortals, Rao is the creator of several artifacts of good, particularly the Crook of Rao. He is a dedicated foe of Iuz, and is otherwise friendly with all other beings. He can cause any aggressive being to relax into an agreeable calmness with a glance, having thwarted even Nerull with this power in the past. His holy symbol is a white heart of wood or metal, or a heart-shaped mask with a calm expression.

Reason is the greatest gift. It leads to discourse, which leads to peace, which leads to serenity. If all could be convinced to reason with each other, the world would enjoy the harmony of benign order. Some refuse to use reason and instead resort to violence, at which time action—governed by reason and wisdom—is required to counteract their deeds and restore peace.

His clerics pursue knowledge, paths of logical thought, theology, and introspective meditation. They prefer peaceful means over violence, but are not above using force when their arguments are ignored or the bastions of reason are threatened. They search for new schools of thinking, fabled locales of calmness and quietude, powerful magic to use in the cause of Law and Good.

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Core Woshippers: Humans, Good Aligned, Good Priests
Rank: Greater God
Gender: Male
Alignment: Good
Title: The Sun God
Power Skills: Element (Fire), Fate (Luck and Give Luck Trappings and Fortune and Shared Destiny Stunts), Life
Areas of Concern/Portfolio: Sun, Light, Strength, and Healing
Holy Symbol: A Face in the Sun

Pelor is the god of the Sun, Light, Strength, and Healing. He is known as the Shining One, and the Sun Father. He is known as the creator of much that is good. His holy symbol is a face in a sun. Pelor is worshiped throughout the Realms. He rides a mighty ki-rin (an aerial creatures that dwell amongst the clouds, of the highest intelligence and completely lawful and good) named Star Thought, summoning eagles and destroying evil with bolts of light. He is depicted as an older man with wild golden hair and well groomed beard, dressed in Golden Blinding Full Plate.

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Core Woshippers: Humans, Lawful
Rank: Demigod
Gender: Female
Alignment: Good
Title: The Shieldmaiden
Power Skills: Warding, War
Areas of Concern/Portfolio: Protection, Justice, Valor
Holy Symbol: Holy Shield

“Fortitude within and valor without.”

Mayaheine is a servant and paladin of Pelor, and her faith serves as a more strongly martial complement to Pelor’s church. Her relationship with Heironeous is more uncertain, but most of their respective clergy sees their roles as complementary, Mayaheine as protector and Heironeous as the one who marshals the hosts to battle.

Mayaheine dwells in Arvenna, the Chanting Grounds on Mount Celestia, on the warlike layer of Mertion. This is a place for the training of archons, primarily, but she is not the only deity to make it her home.

Mayaheine’s faith is still a young one, still organizing itself and still very much tied to the church of Pelor. Her worshipers see her as a savior come to rescue them from the darkness that threatens the world in these grim times. Priests of Mayaheine are often guided by and always defer to priests of Pelor. Her clerics are often relatively young. They train for combat and help organize the defense of communities.

Paladins of Mayaheine are known as Valiants. Their motto is “Fortitude within and valor without.” They are few, as their order has only existed for a short time. Most of them have emerged from existing Pelorian knighthoods. As many as three in five of them are female. The Valiants dedicate themselves to the protection of the innocent, downtrodden, and good. They typically wear flowing tabards cinched with a golden cord or girdle at the waist, usually with the symbol of Mayaheine emblazoned on them. They favor light blues, greens, and tans.

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Core Woshippers: Humans
Rank: Intermediate God
Gender: Male
Alignment: Good
Title: The Invincible, The Valorous Knight, The Archpaladin
Power Skills: Life, War
Areas of Concern/Portfolio: Chivalry, Justice, Honor, War, Daring, Valor
Holy Symbol: Fist holding a silver lightning bolt

“The Creed of the Shield: “The world is a dangerous place that poses a never-ending series of challenges to those who fight for justice and protection of the weak and innocent. One must act honorably at all times, and uphold the virtues of justice and chivalry in word and deed. Danger must be faced with certainty and calm, and glory is the reward for defeating evil, while virtue is the reward for upholding the tenets of Heironeous.”

Heironeous (hi-ROE-nee-us) is the Oeridian battlefield champion. He is the champion of rightful combat and chivalrous deeds. Likewise, he is the deity of those who fight for honor and strive for order and justice. Heironeous often leaves the Seven Heavens in order to move around the Prime Material Plane, aiding heroic causes and championing Chivalric causes. He wages war against evildoers, criminals, rogue nations, humanoids, and especially against his half-brother and nemesis, Hextor.

He is tall, with coppery skin, auburn hair, and amber eyes, and wears fine chain. At his birth, Heironeous’ mother, Stern Alia, imbued his skin with a secret solution called Meersalm that protects him from all but the most powerful weapons.

Known for his great magic battleaxe, which shrinks to one-twentieth of its normal five-foot length, or back to full size, upon Heironeous’ willing such. Thus, in another guise, his weapon is not noticeable. In addition to his physical attacks, Heironeous can loose a bolt of energy drawn from the Positive Material Plane.

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Core Woshippers: Humans, Halfling, Gnome, Dwarf
Rank: Intermediate God
Gender: Male
Alignment: Neutral
Title: The Shalm
Power Skills: Creatures, Nature
Areas of Concern/Portfolio: Nature, Woodlands, Freedom, Hunting, Beasts
Holy Symbol: A mask of oak leaves and acorns

“One must live in harmony with nature, as no thing can exist without its opposite. Those who destroy indiscriminately deserve indiscriminate destruction. Those who judge will be judged. Those who are one with nature fear not death, nor anything else.”

“The Shalm,” is an archaic deity of deific idea of nature and wildlands. It has some of the oldest associations in the Flanaess and is one of the most ancient beings worshipped by the Flan prior to the arrival of invading Aerdi. According to the Druids of the Old Faith, Shalm is actually a word for the presence and existence of cyclical eternity, rather than the deific persona Obad Hai (OH-bahd HI) has become, as the god of nature. Indeed, the ancient stone circles that are scattered about the Flanaess are often referred to as “Shalm stones,” even though even the highest druids and clerics of Obad-Hai? cannot explain their existence; only recognize their significance and power.

While many of Obad Hai’s followers refer to him as “The Shalm,” the Druids of the Old Faith insist that the true idea of the Shalm is above even the gods, above even Obad Hai. This sore point has split the druidic organization.

Obad Hai can appear in human form as a lean, weathered man of indeterminate but considerable age. He is usually clad in brown or russet, carrying a hornwood staff, looking as if he were a pilgrim, hermit, or merely a rustic. In the legends of the demi-humans, he has also appeared as dwarf, gnome, or Halfling, and does not seem to favor humanity. Obad Hai is also able to assume the form and characteristics of any natural animals. He can take any new form instantaneously. It is not uncommon for The him to roam about in the guise of any of these creatures.

Obad Hai’s symbol is an oak leaf and acorn. Because of their difference in perspective, Ehlonna and Obad-Hai? are unfriendly rivals. He also counts Phyton as his enemy.

Clerics of Obad Hai tend get along very well with rangers and druids. They serve as protectors of nature, agents of retribution when their protection is insufficient, and preachers of conservationist methods of cultivation and hunting. Obad Hai’s adherents learn to become one with the Shalm in isolation, surrounded by wilderness.

Only at the beginning and end of a new cleric’s training does he receive guidance from a senior member of Obad Hai’s clergy. The rest of the time is spent living off the land and developing an instinctive connection to Obad Hai’s will. Not surprisingly, Obad Hai counts more druids among his followers than clerics. Quests that protect a forest from woodcutters, cleanse the corrupted heart of a swamp, or prevent a dwarf mine from unleashing a volcanic eruption are smiled upon by the Shalm. Obad Hai’s prayers and psalms often start with a reference to birth or growth and end with a reference to death or ending. One common prayer for guidance begins, “Shalm my thirst for knowledge grows/Lend me your wisdom and bury my doubts.” Groves of oak trees deep in the wilderness mark Obad Hai’s shrines. These temples are defended by dozens of guardian animals and other denizens of the wilderness, many of whom are content to observe visitors from a distance.

Obad Hai’s rites are seasonal and are triggered by a real-world event. The first songbird of spring and the first snowflake of winter, for example. While Obad Hai’s Druids are hierarchical, almost pack-like in the way rank is ascended, the clerics of Obad Hai have no formal hierarchy. They treat all those of their order as equals. They wear russet-colored clothing and maintain hidden woodland shrines that are usually located far from civilization.

Churches or chapels of Obad Hai are always in rustic settings and made of rough timber. Services are brief and not particularly ritualized. Living flowers, earth, water, and fire are typical service adornments.