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Pantheon 

 

The most common deities of the Flanaess are listed below, with those commonly worshiped by adventurers outlined in detail.  Priest characters must choose an appropriate deity to worship based on their alignment and race.  Other character classes are permitted to worship a deity or not, as they choose. 

 

Note: An asterisk denotes spheres with minor access only. 

 

Human Powers: 

 

Beory (The Oerth Mother) 

 

Boccob (The Uncaring, Archmage of the Gods) 

 

Priests of Boccob are a sombre lot that take the pursuit of knowledge and arcana very seriously.  They rarely meddle in public or political affairs, preferring to keep to their own private agendas. However, they adventure to recover lost magical treasures, tomes of lore, and the like.

 

Alignment:           Neutral

Spheres:                Astral, Charm, Creation*, Divination, Elemental* (all), Guardian*, Summoning*

Req'd Abilites:     Int 14 or Wis 16

Weapons:              dagger, flail, knife, mace, sling, staff, staff-sling

Armour:                any non-metal

Raiment:               purple robes with gold trim

Powers:                 1st - cast all divination spells as if two levels higher; 7th - commune; 10th - able to use magical items normally usable only by wizards

Turn Ability:        none

Lay Worship:       Wizards, sages

 

Celestian (The Far Wanderer)

 

Ehlonna (of the Forests)

 

Priests of Elhonna are hearty woodsfolk and seek to uphold their patron's role as Goddess of the Woodlands, protecting all good people who live and work in the forest.

 

Alignment:           any good

Spheres:                Animal, Charm, Combat*, Creation*, Elemental* (air, earth, water), Guardian*, Healing, Necromantic*, Plant, Protection*, Sun, Weather

Req'd Abilites:     Wis 13 or Dex 13 or Cha 13

Weapons:              dagger, knife, long bow (and arrows), long sword, spear, staff, staff-sling, sling

Armour:                leather, padded leather, or elven chain

Raiment:               pale green robes

Powers:                 1st - Tracking proficiency; 5th - move silently as ranger of same level; 7th - hide in woodland (as per hiding in shadows) as ranger of same level

Turn Ability:        turn at - 3 levels

Lay Worship:       Rangers, druids, foresters, elves, gnomes, half-elves, halflings

 

Erythnul (The Many)

 

Fharlanghn (Dweller on the Horizon)

 

Priests of Fharlanghn are wanderers at heart, and seek to aid travellers.  They maintain roadside shrines all across the Flanaess.

 

Alignment:           Neutral, Neutral Good

Spheres:                Combat*, Creation*, Elemental (air, earth), Healing*, Protection*, Summoning, Weather

Req'd Abilites:     Wis 9+

Weapons:              any non-edged weapon (staff 1st)

Armour:                any non-metal

Raiment:               brown or green robes, very plain and ordinary

Powers:                 1st - all movement rates increased by 25%; 3rd - all ability checks for jogging/running made with +3 bonus; 5th - dimension door; 9th - wind walk

Turn Ability:        none

Lay Worship:       Bards, adventurers, merchants

 

Heironeous (The Invincible)

 

Priests of Heironeous fight against evil threatening the land, and in particular against those devoted to the evil Hextor.  They extoll the virtues of justice, honour and valour.

 

Alignment:           Lawful Good

Spheres:                Combat, Guardian, Healing, Necromantic, Protection, Summoning*, Sun*

Req'd Abilities:    Str 16 or Dex 16 or Con 16

Weapons:              any (battle axe 1st)

Armour:                chain or plate only

Raiment:               dark blue robes with silver trim (senior priests have more ornate silvering)

Powers:                 1st - +2 to all saves versus fear; 4th - cloak of bravery; 6th - immune to strength-reducing magic (ray of enfeeblement, etc.); 11th - power word stun

Turn Ability:        turn at -2 levels.

 

Hextor (Champion of Evil, Scourge of Battle)

Incabulos (God of Evil Sendings)

Istus (Lady of Our Fate)

Iuz (The Old)

 

Kord (The Brawler)

 

As followers of the God of Strength, Kord's priests value strength and athletic prowess.  Not widely worshipped, Kord's faithful are mainly found amongst the northern barbarian tribes.

 

Alignment:           Chaotic Good, Chaotic Neutral

Spheres:                Astral, Combat, Creation*, Healing*, Summoning, Weather*

Req'd Abilities:    Str 16, Con 15

Weapons:              any

Armour:                any metal

Raiment:               red with white trappings

Powers:                 1st - +2 to saves vs. fear; 4th - strength; 7th - +2 to saving throws versus spells cast by lawful-aligned enemies; 9th - may use Elemental (earth) spells

Turn Ability:        none

Lay Worship:       Fighters, barbarians, rogues, athletes

 

Lendor (Prince of Time and Tedium)

Mayaheine (Demipower of Protection)

Nerull (The Reaper)

 

Obad-Hai (The Shalm)

 

Followers of the God of nature and the wilderness are friends to all who live in harmony with the land.  Due to their calling, priests of Obad-Hai rarely get involved in affairs of civilized society.

 

Alignment:           Neutral

Spheres:                Animal, Charm*, Divination*, Elemental (all), Healing, Necromantic*, Plant, Summoning*, Sun, Weather

Req'd Abilities:    Wis 14

Weapons:              as druids (staff 1st)

Armour:                as druids

Raiment:               simple russet garments

Powers:                 as druids

Turn Ability:        none

Lay Worship:       Druids, barbarians, rangers

 

Olidammara (The Laughing Rogue)

 

Priests of the God of Rogues attempt to bring enjoyment and humour to those they encounter, either in the cities or wandering the countryside.  Priests are often jack-of-all-trades and can be found anywhere.

 

Alignment:           Chaotic Neutral

Spheres:                Charm, Creation, Divination*, Healing, Protection

Req'd Abilities:    Dex 13 or Cha 13

Weapons:              as thieves

Raiment:               robes of green, brown, green and brown, or green and black

Powers:                 1st - hide in shadows as thief, 5%/level; 5th - alter self; 7th - Tasha's hideous uncontrollable laughter; 10th - confusion

Turn Ability:        none

Lay Worship:       Rogues, bards, thieves, revellers

 

 

Pelor (The Shining One)

 

The priests of Pelor work to aid the poor and the sick, making them a well-respected order among the common folk.  Kind-hearted, the priests of the Sun God oppose evil wherever they may find it.

 

Alignment:           any good

Spheres:                Charm, Creation, Elemental (air), Guardian, Healing, Necromantic, Protection, Summoning*, Sun

Req'd Abilites:     Wis 9+

Weapons:              flail, mace, morningstar, staff, staff-sling

Armour:                leather or chain

Raiment:               yellow robes, gold-trimmed for priests of level 7+

Powers:                 1st - all healing spells do at least median healing (5 hp for cure light wounds, 9 hp for cure serious wounds, 16 hp for cure critical wounds, heal cures all but 1-2 hp); 5th - automatic saves vs. spells that deprive priest of sight (darkness, blindness, etc.);  9th - fly

Turn Ability:        turn at + 1 level.

Lay Worship:       Rangers, bards, all manner of common folk

 

Pholtus (of the Blinding Light)

Procan (God of the Seas)

Rao (God of Reason)

Ralishaz (the Unlooked For)

 

St. Cuthbert (of the Cudgel)

 

Upholding the law against evil predominates the duties of St. Cuthbert's faithful.  They take this duty very seriously, pursuing converts to the cause as zealously as the evil they seek to destroy.

The faith is divided into three segments: the Chapeaux, who wear crumpled hats and are zealots who seek converts to the faith; the Stars, who wear a form of the Power's chest medallion and seek to retain doctrinal purity among the faithful; and the Billets, the most numerous, who use a cudgel as a holy symbol and serve as ministers to and protectors of the faithful.

 

Alignment:           Lawful Good, Lawful Neutral

Spheres:                Charm, Combat, Divination, Healing, Necromantic, Protection

Req'd Abilites:     Wis 9+

Weapons:              club (1st), flail, mace, morningstar, staff, staff-sling, sling, warhammer

Armour:                any (plate mail if affordable)

Rainment:             crumpled hat (Chapeaux), dark green robes with starburst (Stars), or brown and russet garments (Billets)

Powers:                 2nd - friends (Billets only); 3rd - shillelagh (Chapeaux only); 4th - ESP (Stars only); 9th - true seeing

Turn Ability:        turn at - 4 levels.

Lay Worship:       Fighters, monks, soldiers

 

Tharizdun (the Dark God)

 

Trithereon (The Summoner)

 

Trithereon is the god of liberty and self-protection, and his priests work to provide this sort of security to the people of the land.

 

Alignment:           Chaotic Good

Spheres:                Astral, Charm*, Combat, Guardian, Healing, Necromantic*, Protection, Summoning, Sun*

Req'd Abilities:    Wis 9+

Weapons:              any (spear 1st, broadsword 2nd)

Armour:                chain

Raiment:               blue robes

Powers:                 3rd - can backstab with an edged weapon for double damage; 5th - may use monster summoning spells from the wizard list as if priest spells of the same level; 8th - animal summoning I

Turn Ability:        none

Lay Worship:       Fighters, soldiers

 

Ulaa (Patron of Miners and Quarrymen)

Vecna (the Maimed Lord)

 

Wee Jas (Witch Goddess, Ruby Sorceress, Death's Guardian)

 

Priests of Wee Jas preside over funerals, graveyards and impressive libraries of arcane lore.  They are a stern organization but count many powerful followers among them.

 

Alignment:           Lawful Neutral, Lawful Evil

Spheres:                Astral, Charm, Combat*, Divination, Elemental (all), Guardian, Healing, Necromantic, Protection, Summoning, Sun*

Req'd Abilities:    Int 13

Weapons:              as wizards

Armour:                none

Raiment:               black (evil) or gray (neutral) robes

Powers:                 3rd - +1 to saves versus magic; 6th - may use 1st- and 2nd-level wizard spells from the Enchantment/Charm and Illusion schools as priest spells of same level; 9th - may use wizard spells of 1st through 4th level from the schools of Alteration, Enchantment/Charm, Illusion, and Invocation-Evocation as priest spells of same level, and may use magical items normally only usable by wizards

Turn Ability:        command (but only with divine approval)

Lay Worship:       Wizards (necromancers, sorcerers), funeral tributes

 

Zagyg (The Mad; demipower of the Occult)

Zilchus (God of Honest Transactions)


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