Gods and Their Specialty Priests

The entire world of Carthasana is host to a horde of so called powers, or gods. Each of them is incredibly powerful and oftentimes very dangerous, each pursuing a variety of twisted agenda to suit their own means and needs. They receive the worship of mortal priests in return for their spells and granted powers.

Unlike in Skills and Powers™ or Spells and Magic™, priests have 30 character points with which to spend upon their abilities. The exact abilities and their cost varies from deity to deity, so obviously the character must choose the power his character worships and then choose the powers that he has.

Each entry is arranged as follows:
Deity's name: The primary title by which the power is identified.
Power level and home plane
Titles: The major titles the deity uses other than the name above.
Aliases: Other names the deity goes by, often in other areas of Carthasana.
Symbol: A description of the deity's holy symbol.
Description: A description of the deity's general attitude, enemies, allies, and what it is believed to do. A physical description of the deity's avatar, if any, is also gave.
Followers
Followers' Alignment: The alignment restrictions imposed by the power upon the priesthood.
Requirements: The ability statistics required of the priests of the deity.
Weapons Allowed: The weapons allowed. Sometimes this refers to a different class entirely (i.e. "as wizard") and sometimes a list is given.
Armor allowed: The armor allowed. Usually listed as cleric (plate mail or less), as druid (natural armors only), or as thief (leather, studded leather, elven chain) Some Deities are very picky about armors however.
Proficiency Groups: The types of proficiencies the priest can learn without penalty. This particular entry will only appear to denote groups other than priest. Unless otherwise noted, all priests can use priests nonweapon proficiencies.
Proficiency Points: The number of character point that the character gains for weapon and nonweapon proficiencies, as well as the cost of weapon proficiencies. This entry only appears when the priest has a nonstandard allotment of points (that is, different from that gave in Skills and Powers™).
Bonus Proficiencies / Traits: The proficiencies and traits that are acquired freely. In the case of none this entry is omitted.
Required Proficiencies: The required proficiencies which must be paid for. Again, in the case of none this entry is omitted.
Recommended Proficiencies: The atypical list of proficiencies the average priest of the deity might find useful. Spur of the moment NPC priests are assumed to be able to use these skills.
Master Sphere: This is the sphere of access in which the deity is most powerful. Priests can cast a spell of the master sphere as if the spell was a level lower than it actually is. (A 3rd level spell becomes a 2nd level spell in terms of when it is acquired and where in the priest's spell progression it is memorized). A deity can award spells of any level from the master sphere, even if power level normally would preclude this.
Major Spheres: These are the spheres from which the priest can cast a spell of any level with the exceptions of lesser powers, who cannot grant 7th level magic, and demipowers, who cannot grant 6th or 7th level priest spells.
Minor Spheres: These are the spheres, which a priest receives reduced access to normally.
Optional Spheres: These spells lie on the fringe of a deity's power. A character can gain minor access to them by spending character points to acquire it.
Magic Items: This is the list of magic items the priest can use.
Specific Powers: The powers that a priest must take are listed here, and those listed without a cost are freely acquired (although one should note that in those cases there is often a reduced amount of spheres or weapons available). Sometimes a priest must purchase some of his specific powers, and hence have effectively less than 30 character points to choose his other abilities with.
Optional Powers: These are the descriptions of the powers available that the priest can take at his leisure. Powers printed in Skills and Powers™ have no attached description and appear at the end. Powers in italic are the most common and should be granted in campaigns where Skills and Powers™ is not used.
Special Hindrances: Some priests have unique hindrances that they must take, although sometimes they gain character points for them and thus have effectively more than 30 character points to start with.
Optional Hindrances: This is a list of hindrances that can be volunteered for.
Notes: These notes are primarily concerned which the priesthood’s themselves, what the clerics wear in ceremony, how they note rank, etc. Also, if it doesn't fit somewhere above it's put here.
Special Spells: Finally, some deities have unique spells available only to their priests.
Unless otherwise noted, all priests share these following traits:

1. Roll d8 for hit points
2. Advance as clerics
3. Save as priests
4. Receive bonus spells for a high wisdom / intuition
5. Must have a Wisdom score of 9
6. Receive 8 character points for nonweapon proficiencies and weapon proficiencies.

Finally, all granted spell abilities have an initiative modifier of 3, or their use is a fast action in the Combat & Tactics™ system.

Deities of the Telzoic Mythos and Pantheon

The Dawn Pantheon is notable for it's fractured nature. The deities here tend to spend more time at each other's throats than all the other pantheons combined. The rather fluid nature of deity power levels (and indeed deityhood) has led many powers to demand total devotion from their priests, discouraging them from engaging in matters outside the deities' portfolios of interests.

Another interesting trait of this pantheon is the presence of what sages and some priests call courts. A court is a collection of powers in a form of deiatic alliance. The priests of one deity are often allowed to call for favors (to a degree) from other members of the same court. The priest is still ordained to one member of the court. Some of the most commonly known courts are as follows...

Aurnon
Court of Justice
Major Deities: Tean, Cuvanill, Chiantu, Rosalynn.
Minor Deities: Derin, Talisiasia, Matacha, Dalodill.

Culti
Court of Follies
Major Deities: Tersha, Terix, Pacoane.

Damosi
Court of the Evils
Major Deities: Sekoon, Apenca, Sana, Tharpoen, Tela, Char, Kepho.
Minor Deities: (H)arisane, Berenash, Dalodill.

Rizaldi
Court of the Roses
Major Deities: Cuane, Poen.
Minor Deities: (N)Arisane,
Derin.

Shadrea
Court of Night
Major Deities: Senda, Noanna, Zereos.
Minor Deities: Nethuan

Siliani
Court of Balances, The Druid's Court
Major Deities: Tiania, Basia, Damnisu, Sere, Tethas.
Minor Deities: Eantonia, Karthos & Larthan, Senean

Ogihman
Court of Knowledge

Major Deities: Balaxa, Gintuse, Seloku, Sho, Tachatean
Minor Deities: Oralea, Pektos, Talisiasia

Courts vary in the strength of the alliance between the deities, and courts themselves change periodically. For instance, recently the goddess Narisane was a member of the Court of the Roses, at least until she had a major fallout with Cuane. Still, courts usually use the same temple complexes since the construction of temples is long and laborious enough, to have dozens of temples is impractical at best anyway.


Apenca

Greater Power of Tarterus, CE
Portfolio: Accident, Misfortune, Bad Luck, Insanity, Lunacy
Titles: Lady of the Hexes, Misfortune's Maiden.
Aliases: None
Symbol: A black viper curled about a staff.

Description
Apenca (uh * PEN * suh) is the spiteful and hateful Lady of Misfortune and Bad Luck. She is Sekoon's current consort, having ripped that position and a good deal of her current power from Tersha, who at one time was the only goddess of luck, good or bad. Greatly emboldened by her previous success, Apenca has been frustrated by her inability to do the same to other powers. Apenca is the Lady of the Insane, and she herself is prone to violent and unpredictable mood swings which are the dread of all things in her reach.

Apenca appears as a middle aged lady dressed in brown robes and covered with fetishes and the like. Her animal form of choice is a toad or sometimes a jet black cat with solid black eyes (no pupils).

Followers
Followers' Alignment: CE, CN
Requirements: Wisdom 12, Constitution/Fitness 12
Weapons Allowed: Any
Armor Allowed: As cleric, no shield
Proficiency Groups: Priest, Rogue
Recommended Proficiencies: Religion (Dawn), Glibness, Impersonation, Unlucky
Master Sphere: Chaos
Major Spheres: All, Astral, Charm, Combat, Creation, Divination, Elemental, Healing, Summoning, Travelers, Weather
Minor Spheres: None
Optional Spheres: Animal, Guardian, Necromantic, Numbers, War, Wards
Magic Items allowed: As cleric

Optional Powers

* Grease (5): The priest can use the 1st level wizard spell grease once a day in addition to his normal spell progression.

* UnLuck (5 / 10): The priest can cast the 4th level wild magic spell unluck once a day in addition to the priest's normal spell progression. Normally the power is acquired at 7th level, but by spending 10 character points it becomes available at 3rd level. The spell's description is in the Tome of Magic.

* Fumble (5 / 10): The priest can cast fumble once a day in addition to the priest's normal spell progression. Normally acquired at 10th level, for 10 character points it becomes available at 5th.

* Command Undead (10), Followers (5 / 10), Detect Good (10), Detect Undead (10)

Notes

Apenca's priesthood is everybit as fickle and unpredictable as she is, with the exception that they are always found in opposition to the clergy of Tersha. It is their duty to use their powers and skills to spread misfortune and unhappiness throughout the world. Needless to say that many priests of Apenca build up formidable lists of enemies both within and out of the church as they rise in rank. Those enemies tend to limit the number of high priests that Apenca has.

Apenca's priests were sheer reddish black robes with gold trim during ceremony, and many of the more faithful (or should one say foolhardy) tattoo Apenca's symbol prominently above their left brow.


Balaxa

Intermediate Power of the Elemental Plane of Fire, CG
Portfolio: Invention, Craft, Construction, Patron of Smiths
Titles: Lord of Smiths, Lord of the Hammer
Aliases: None
Symbol: A hammer striking an anvil

Description
Balaxa (buh * LOCK * suh) is the ever creative Lord of Smiths and Tinkers, and his joy is to see what new things they can create with their hands. He is Lord of Inventions and of Crafts, and of Construction. In short he is Lord of the builders of the world, and they pay homage to him.

Balaxa appears as a brawny, well muscled individual in a smith's smock, fiery red hair and cold, ice blue eyes. He is always depicted carrying Aldasi, his workhammer, and he almost always has his newest creation with him as well. Balaxa's animal form is either an ox or a woodpecker, at his option.

Followers
Followers' Alignment: Any
Requirements: Strength/Stamina 12, Constitution 9, Intelligence/Knowledge 12, Wisdom/Willpower 14
Weapons Allowed: As cleric, A hammer proficiency must be taken.
Armor Allowed: As cleric, no shield
Proficiency Groups: Priest, Wizard
Proficiency Points: 10 nonweapon, 6 weapon
Bonus Proficiencies / Traits: Artistic Ability
Required Proficiencies: At least half the character's nonweapon proficiency points are to be spent on crafts.
Recommended Proficiencies: Religion (Dawn), Appraisal, Blacksmithing, Whitesmithing, Gemcutting,
Master Sphere: Creation
Major Spheres: All, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Thought, Wards
Minor Spheres: Elemental, Numbers
Optional Spheres: Astral, Charm, Combat, Sun, Travelers
Magical Items allowed: As cleric

Specific Powers

* Skill Mastery (5): Priests of Balaxa may choose one craft proficiency to be their trade of choice. Thereafter their skill in this trade increases with a +1 to the check for every 3 levels experience beyond the first. Character points may also be used to increase the priest's aptitude in the skill.

* Wizard Spells (10): Priests of Balaxa may pray for and receive wizard spells in order to create a magical item. The spell is memorized as if it were two levels lower than it actually is. The spell must actually be used to create a magic item or to recharge an existing one. If the priest tries any other use (say, in combat) the spell fails to work.

Optional Powers

* Hammer Proficiency (5): The priest gains a group proficiency in all hammers. They cannot gain any other group proficiency.

* Hammer Bonus (5): A +1 bonus to the attack rolls of the priest when he wields a hammer.

* Legend Lore (10): The priest has a chance to know the history of a magical item and maybe a little of what it can do. This ability functions as per the bard ability.

* Weapon Specialization (15): If this ability is taken, the weapon must be a hammer

* Detect Evil (10), Detect Undead (10), Followers (5 / 10), Turn Undead (10), Warrior - Priest (10)

Notes

Balaxa's priesthood, over the centuries, has created more magical items than any other source, indeed, if one wants to buy an enchanted item, this would be about the only place to find it. In ceremony Balaxan priests were the clothing of their profession, plus a white hat and their holy symbol. Balaxa's priests do not usually build large temples, but many a smithy doubles as a shrine to his cause. His priesthood does not make a very big fuss about rank, and thus there is no title system.


Basia

Intermediate Power of the Prime Material, CN
Portfolio: The Southern Wind, drought, heat and thirst.
Titles: The Lord of Drought, Lord of Dust, The South Wind
Aliases: None
Symbol: A dust devil inside a circle whose left half is bolder than the rest.

Description
Basia (BAH * zee * uh) is one of the four winds of nature, and he like his brethren is loyal to the cause of Tiania. Not only do his own priests give worship to him, but so too do the druids of Tiania. Basia rules the Western wind, and he controls the chaotic withering touch of drought and heat. He is most powerful in the summertime, and it is during this time that he is most often worshipped.

Basia appears as a emancipated old man with badly chapped lips and many of the symptoms of dehydration. He wears a brown cloak and very little of anything else. His animal form is the lizard, but he more often whispers in the movements of the western wind.

Followers
Followers' Alignment: CN, N
Requirements: Constitution / Health 15
Weapons and Armor: As druid
Proficiency Groups: Priest, Warrior
Bonus Proficiencies / Traits: Endurance
Recommended Proficiencies: Desert Survival, Hunting.
Master Sphere: Weather
Major Spheres: All, Astral, Chaos, Combat, Guardian, Divination, Elemental (except Water), Sun, Summoning
Minor Spheres: Animal, Plant, Healing
Optional Spheres: Charm, Creation, Necromantic, Protection, Travelers, Wards.
Magical Items: As cleric.

Specific Powers

* Petrification Resistance: +2 vs. petrification. Save is to negate. In cases where no save is normally allowed, the priest can still save with an unmodified roll.

* Secret Language: As servants of the druidical hierarchy, the priests of Basia know the language of druids.

* Insatiable Thirst: The priest can cast this spell once per day in addition to the normal spell progression.

* Heirophancy: Like druids, Basia's priests advance slower and must challenge each other for the right to advance in level beyond the 11th. Once the priest becomes a heirophant he gains the ability to enter the elemental planes of air and fire at will and survive in those planes without need of additional aid. The other abilities of heirophant druids are gained normally although the priest can never gain the ability to enter the elemental plane of water.

Optional Powers

* Wind Wall (5 / 10): The priest can cast wind wall once he reaches 5th level. If 10 character points are spent the priest can cast it starting at 1st level.

* Transmute Water to Dust (10 / 15): The priest can cast this spell at 10th level, 5th if 15 character points are spent.

* Immunity to charm (5 / 10): A priest of Basia is immune to the charms cast by desertland creatures once he reaches 7th level. If 10 character points this skill is gained immediately.

* Communicate with creatures (10): The priests of Basia can communicate with the creatures of the desert by learning their languages as a standard druid does with the creatures of the woodlands.

* Identify (5): The identification powers of a 3rd level or higher druid.

* Pass without trace (5): Again, as a third level druid.

* Hit point bonus (10)

Special Hindrances
The priests of Basia advance as druids and must progress through a similar hierarchy system.

Notes

As mentioned above, Basia is one of the four winds of Tiania. The other three are Damnisu, Sere and Tethas. Each of the Grandpriests of the winds serve as advisors to the Granddruid. The priests of the five deities hold religious ceremonies at about the same times and on the same grounds. Relationships between them are far better than any of the other deities in the pantheon, and any of the five can combine their magics.

The priests of Basia wear dust brown robes of burlap tied off with black ropes. They employ dust for their holy symbols, although in desert regions they will use the needles of cacti. In either case the material must be gathered under the light of Tiania's full moon.


Berenash

Intermediate Power of the Abyss, CE
Portfolio: Tyranny, Excess, Strife, Revenge, Retribution
Titles: Lord of Strife, Final Lord of the Crown of Nine, Lord of Ruin
Aliases: None
Symbol: A crown set with nine gems, allegedly a depiction of the Crown of Nine.

Description
Berenash (BEAR * uh * nash) was once mortal, the last Emperor of the old empire of Krianel. He murdered his brother in order to ascend into that position, and once he had secured his position of unquestioned ruler he set out to conquer all the worlds beyond Carthasana. To aid in this task he had the mighty power of the Crown of Nine - an artifact passed down his line since time immemorial. With the crown's aid he became a god by destroying Eos, the preceding lord of Strife and Tyranny. He was also able to gain power through the attacking of other greater powers, like Sekoon, who still seeks to destroy the upstart once and for all time.

No single being has ever caused so much strife throughout time, and Berenash has ruthlessly forwarded his power as the greatest tyrant that Carthasana has ever known. As Lord of Revenge Berenash forwards the ultimate type of strife, harming another to correct wrongs real or imagined. Retribution shall be his, it is said, when the all of Carthasana is his once more.

Berenash appears as a vigorous, middle aged man wearing the robes and attire of high royalty. He sends no animal avatars as these he believes are beneath his station as future King of all gods.

Followers
Followers' Alignment: LN, LE, NE, CE
Requirements: Wisdom 9
Weapons and Armor: As cleric
Bonus Proficiencies / Traits: Glibness
Recommended Proficiencies: Religion (Dawn), Ancient History, Ancient Languages (Liternanin), Read / Write, Law
Master Sphere: Law
Major Spheres: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection
Minor Spheres: Numbers
Optional Spheres: Elemental, Summoning, Travelers, War, Wards
Magical Items: As cleric

Optional Powers

* Command Undead (10), Followers (5 / 10 ), Detect Good (10), Detect Undead (10), Hit Point Bonus (10), Know Alignment (10), Resist Energy Drain (5), Warrior - Priests (10) Weapon Specialization (15)

Notes

To follow Berenash is to submit oneself to being a complete slave both to Berenash and the church faction one belongs to. Beranash's followers are never sure where they stand with each other, since Berenash is fond of pitting one against another to insure only the fittest survive.

Beranash's priests dress in the scarlet and gold colors of the lost royal family of Carthasana. They exhibit a love for jewelry as a group, and wear it to extremes in ceremony.


Char

Greater Power of Pandemonium, CE
Portfolio: Destruction
Titles: Lord of Destruction, Lord of the Ashes
Aliases: None.
Symbol: Lightning strike superimposed on a tornado.

Description
Char is the absolute Lord of Destruction and all the aspects thereunto. He is creation's antithesis and a hated enemy of many of the gods. He is feared and reviled rather than worshipped, but he does have followers who delight in furthering his cause. They try to appease him, but are often destroyed on his whims as surely as his enemies. For that reason more than any other Char is gave a wide berth.

Char has no true human avatar, although he does occasionally take the form of a huge minotaur. More often though he is depicted in his favorite animal form (if one can call it that ), that of the mighty tarrasque. Although he only appears in this form once a century or so he has caused the mysterious disappearance of an untold number of civilizations.

Followers
Followers Alignment: CE, CN
Requirements: Wisdom 12, Maximum Charisma/Appearance 14
Weapons allowed: Any, but preferably ones that disfigure enemies.
Armor allowed: As cleric.
Proficiency Groups: Priest, Warrior. Creative Disciplines are barred, only those which further destruction.
Recommended Proficiencies: Religion (Dawn), Appraisal, Endurance, Set Snares, Blindfighting.
Major Spheres: All, Astral, Combat, Creation (Reverses only), Healing, Necromantic, Summoning, Weather, Elemental, Chaos, War
Minor Sphere: Divination
Optional Spheres: Animal, Numbers
Magic Items allowed: Any whose primary function is to destroy. By same token, any magical item that protects things (other than the priest.) in barred.

Optional Powers

* Bonus Spells (10): Priests of Char can cast one extra spell at each level as long as he destroys something with it.

* Fire / Electrical Resistance (5): +2 on all saves vs. fire and electrical attack.

* Searing Touch (5): The priest can sear an opponents skin by touch attack once per day doing 1d8+1 points of damage

* Hit Point Bonus (10), Detect Good (10), Detect Undead (10), Followers (5 / 10), Command Undead (10), Warrior - Priests (10), Weapon Specialization (15)

Notes

As was noted earlier, Char is very rarely worshipped with love or compassion, though many Dawns occasionally make sacrifices to him to attempt to stay his wrath. It is said by his priests that if a kingdom should defy him and not pay proper tribute he will take to the earth and destroy them (i.e., make a tarrasque appearance). His priests stay on the move and tattoo their bodies as they rise in level. The markings are symbolic of the priest's accomplishments in Char's name, and the act of tattooing and other bodily mutilations is done by the priests to try to gain his favor, should that be possible. However, the area above the neck is rarely tattooed since being associated with Char can be unhealthy, especially in the wake of a major disaster.


Chiantu

Lesser Power of the Twin Paradises, LG
Portfolio: Virginity, Innocence, Children, Youth
Titles: The Child God, Lady of the Innocents, Lady of the Tears
Aliases: Chaldra (among the Losinerians)
Symbol: A child's face, although sometimes a child's toy is depicted.

Description
Chiantu (chee * ANN * too) is the Goddess of Childhood and all its aspects, particularly youth, an aspect that is coveted by the old. She is also the protector of the innocence of childhood, and of children themselves. Virginity is symbolic of that innocence, for with its loss goes the last vestige of childish innocence. It is said that Chiantu cries a single tear in remembrance of that loss. The pixies hold that they were created by the first of those tears, and it is said that when a child grows up and loses his innocence a single fairy dies. And when the children of the world are no longer innocent the fairies will be gone forever.

Chiantu is depicted as an androgynous child of around 9 to 12 years of age, but never older. Her skin and gowns are a glowing white and her hair a soft dark brown shade. Her face is eternally childish, but her eyes betray the wisdom that is to be found in any goddess. She charges her priests with the defense of the children and their faith in a world where hate and evil are figments of fairy tales and imagination - that innocence above all others is held dear by her. When she takes animal forms they too are always children.

Followers
Followers' Alignment: Lawful Good only.
Requirements: Wisdom/Intuition 16
Weapons and Armor: As cleric
Bonus Proficiencies / Traits: Empathy
Recommended Proficiencies: Religion (Dawn), Reading / Writing.
Master Sphere: Guardian
Major Spheres: All, Astral, Charm, Elemental, Healing, Necromantic, Protection, Wards
Minor Spheres: Creation, Divination, Thought
Optional Spheres: Plant, Animal
Magical Items: As cleric

Specific Powers

* Eternal Youth (10): The priests and priestesses of Chiantu never age physically from the day that they were initiated into the priesthood until they die. They retain their vigor and vitality, unaffected by the factors involved in aging, and they cannot be aged magically (i.e. via a ghost's touch or a haste spell). This power expires if they ever lose they're status as a priest and if this happens they will physically age one year per hour until their visage is indicative of their chronological age. The priest will still "die" when he reaches his terminal age, but rather than dying normally he ascends into the heavens in a manner similar to the elves

Optional Powers

* Alter self (10): The priest gains the ability to alter his form to appear any age from 3 years to his actual age, and he can also appear as a male, female or androgynous. Though semimagical in nature it cannot be detected by any means short of true sight.

* Detect Evil (10), Turn Undead (10), Detect Undead (10), Expert Healer (5), Followers (5 / 10), Know Alignment (10), Resist Energy Drain (5)

Optional Hindrances

* Hit Point Penalty (10): Priest with this hindrance roll 1d6 to determine hit points.

Notes

Chiantu's priests observe one of the stricter codes of behavior in Telzoa, which is based around these three precepts:

1. Virginity is symbolic of childhood, and for many the last vestige of innocence to be lost. It is incumbent upon the priests of Chiantu to remain chaste in remembrance of the innocence of the children, that it may never be lost.

2. Imagination is the cradle of the spirit, never cease to dream.

3. Play is light of innocence - never abandon it or set it aside.

Chiantu's priests wear simple white tunics within ceremony, along with gold bracelets and a silver circlet placed upon the brow of high priests. They often dwell in the same temples as the priests of Cuvanill, goddess of mothers, and the two priesthoods work very close with one another. Oftentimes they serve as the teachers of the community, and in large cities the church sponsors and usually directly supervises the operation of orphanages.


Cuane

Greater power of Elysium, NG
Portfolio: Love, Feminine Beauty, Romance, Flowers
Titles: Lady of the Roses, Lady Romance, Mistress of the Dove
Aliases: Among her followers she is referred to simply as Cu.
Symbol: A lady facing left. The outline of her head and hair forms the right half of a heart.

Description
Cuane (COO * ann * ah or alternatively coo * ANN * ee) is the eternally beautiful Goddess of Love, a portfolio she shares with her husband Poen. That Carthasana has two deities of love is indicative that love is always shared between two hearts. Cuane is the epitome of feminine beauty which she controls. She is the Lady of Romance and it's symbol, the flowers of spring.

Cuane is depicted in her temples as a blonde nymph often holding a bouquet of roses near her face and clothed in white cotton robes. Her most ancient temples occasionally depicted her nude, but that is no longer done since Cuane no longer claims sensuality, having ceded that portfolio to Narisane her daughter. Cuane's chosen animal is a white dove with piercing blue eyes.

Followers
Followers' Alignment: Any except evil.
Requirements: Wisdom 12
Charisma/Appearance 16
Weapons allowed: Any bludgeoning and the bow
Armor allowed: Studded Leather, Leather, Elven chain
Proficiency Groups: Priest, Rogue
Recommended Proficiencies / Traits: Religion (Dawn), Allure, Artistic Ability, Music Ability, Musical Instrument, Singing, Dancing, Tumbling
Master Sphere: Charm
Major Spheres: All, Animal, Astral, Divination, Healing, Necromantic, Plant, Summoning, Sun, Wards
Minor Spheres: Creation, Law, Elemental
Optional Spheres: Guardian, Protection
Magical Items Allowed: As cleric and including any which influence and / or control others

Specific Powers

* Special Spells (10): The following spells of the wizard charm school may be acquired through prayer and cast by Cuane's priests: 1st level - charm person, friends, hypnotism, sleep 2nd level - forget, ray of enfeeblement, scare 3rd level - suggestion 4th level - confusion, emotion, fire charm, fumble 5th level - chaos, hold monster 6th level - mass suggestion 7th level - charm plants

Optional Powers

* Saving Throw Penalties (5): Spells of the charm sphere and school are especially potent in the hands of Cuane's priestesses. For every point of Charisma / Appearance above 15 the priestess inflicts a -1 to the save and -10% to the magic resistance provided that the target is male. So a priestess with a Charisma / Appearance of 17 would give a penalty of -2 to saves and -20% to the magic resistance. If the target is of the same sex there is no modifier.

* Charm Resistance (5): The priestesses themselves resist charm spells with a 50% magic resistance.

* Charm Person (5): This ability allows the priest to cast Charm Person against a male target once per day, in addition to the number of spells the priest can normally cast

* Improved Armor (5): Normally Cuane's priestesses cannot use heavy armors, but some individuals have learned how to use heavy armors in order to avoid scarring. Such individuals can wear up to plate mail as a cleric.

* Bow Bonus (5): Some of Cuane's children use bows with deadly accuracy, leading to a +1 to hit with one.

* Turn Undead (10), Detect Evil (10), Detect Undead (10), Followers (5 / 10), Resist Energy Drain (5)

Optional Hindrances

* Hit Point Penalty (+10): The priestess uses 1d6 to determine hp's rather than 1d8.

* No Armor (+5): A rare few of Cuane's priestesses have no knowledge of armor use at all.

Notes

Cuane's following is known as Rizaldi, or the Path of the Roses. All of Cuane's followers are priestesses. Priests of Love gain their spells from Poen, and the two deities operate together in a generally unified fashion.

Cuane is viewed by most persons as flighty - indeed legends would indicate her having an affair with nearly every other deity in the pantheon. Her only children are Arisane, queen of nymphs, and her twin Narisane, both of whom were fathered by Poen. The children of her priests are even less certain of their parentage as a rule

Cuane's priests do not have a reputation for using large amounts of fabric in their robes (indeed, almost none) of ceremony. In public they are always at the cutting edge (as it were) of whatever fashion is prevalent. The fabric that do wear in ceremony is deep scarlet with white sashes and a single red rose wreath upon the head. One rose is worn for every step along the path of mastery (that is to say, level of experience) until a white rose is earned at the rank of High Priestess. At that point any single uniform breaks down in favor of local fashion and personal taste.

Cuane's priestesses employ rose petals as material components in place of holy symbols, which are consumed in the casting of their spells, including wizard charm spells. Once the priest can afford it, a medallion of no less than 1000 gold pieces in value may be used that is not consumed.

Title Progression

1st Level Initiate

2nd Level Acolyte

3rd Level Disciple of the Violet

4th Level Disciple of the White Rose

5th Level Disciple of the Dove

6th Level Disciple of the Red Rose

7th Level Priestess of the Flowers

8th Level Master Priestess

9th Level High Priestess

11th Level Arch Priestess

14th Level Grandmistress of the Flowers

16th Level Mistress of Love

18th Level Grandmistress of Love


Cuvanill

Intermediate Power of the Twin Paradises, LG
Portfolio: Defense, Protectors, Guardians, Motherhood.
Titles: Lady of Hearts, Lady of the Shield
Aliases: None
Symbol: A kite shield, with a circle within it.

Description
Cuvanill (COO * van * ill ) is, according to legend, Mother to Chiantu, goddess and protector of children. Cuvanill in turn is the protector of all things sacred to the heart, those things we hold as dearly as our own children. The rapture of a child's separation is said to be visible in the eyes of Cuvanill, for she has never and will never abandon her only child Chiantu to the woes of the world.

Cuvanill is seen as the stubborn immovable Goddess of Mothers, and that she is and much more. She is the Mistress of the Defenders, and any who lay down their lives to defend their homes and family are said to be welcomed into her paradise on the other side.

Just as her daughter Chiantu is seen as eternally youthful, so to is Cuvanill seen as middle aged matriarch with a face of beauty despite (and perhaps because of) its wrinkled visage. The temples of Cuvanill and Chiantu are often shared affairs, and so the two are often depicted together.

Followers
Followers' Alignment: Any non evil.
Requirements: Wisdom / Willpower 16, Constitution 13
Weapons Allowed: As cleric and the pike
Armor allowed: Any
Proficiency Groups: Priest, Warrior
Proficiency Points: 6 nonweapon, 9 weapon
Recommended Proficiencies: Religion (Dawn), Alertness, Light Sleeper, Set Snares, Blindfighting
Master Sphere: Protection
Major Spheres: All, Astral, Creation, Combat, Divination, Elemental, Guardian, Healing, Necromantic, War
Minor Spheres: Charm, Law, Wards
Optional Spheres: Summoning, Sun, Travelers
Magical Items: As cleric

Specific Powers

* Defender's Heart (10): In situations where the priest is called upon to defend his home or family, or anything that the priest is willing to die for, he gains the benefits of a bless spell (+1 to hit, damage and save), casts spells from the protection and combat spheres for maximum effect and hit points are temporarily increased to the maximum amount allowable by level and class. To claim this bonus the priest must enter into meditation for one hour for every hour that the effect is to be had. If the priest is suddenly ambushed on home ground then he may claim the bonus until the attack is swayed. If the priest is attacked by undead he may turn them, and if he has purchased the ability to turn undead he turns them as if four levels higher and affects twice the normal number.

Optional Powers

* Shield Proficiency (5): Normally only allowed to warriors, Cuvanill's priests can become proficient in the shield once they reach 5th level.

* Defense Bonus (10): +2 bonus to AC if unarmored and unencumbered.

* Leadership (5): The ability to lead large numbers of men in defense is granted to the priest. The priest is able to take charge of up to 100 soldiers per level. He knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving a large number of men.

* Supervisor (5): The authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. With time permitting, the priest also can supervise the building of semi - permanent fortifications.

* Turn Undead (10), Expert Healer (5), Followers (5 / 10 ), Detect Evil (10), Detect Undead (10), Hit Point Bonus (10), Know Alignment (10), Resist Energy Drain (5), Warrior Priests (10), Weapon Specialization (15)

Notes

Cuvanill's priests are referred to as the Devenisi, or Defenders in the Liternanin tongue. Indeed this is their task of choice, the defense of their home. Cuvanill is followed most in areas that are often the subject of goblin or other monstrous attacks, and the priests have earned a healthy respect from such demihumans, who call Cuvanill's followers Grimnarls, or skullcrackers.

Cuvanill's priests wear white tunics atop silver gray underclothes. They grow their hair long and sometimes powder it a snow white color. In battle they wear the same with the addition of armor. Although the priests of Cuvanill are a mighty force of battle, they usually cannot be swayed to attack anyone except when the potential enemy is known to be massing for attack against the church's people.


Dalodill

Lesser Power of Gladsheim, CG
Portfolio: Wrestling, Competition, Boxing, Athletes, Strength
Titles: Lord of the Wreaths
Aliases: None
Symbol: A floral crown used to honor champions

Description
Lord Dalodill (DAL * lo * dill ) is perhaps the most rambunctious and approachable god of the entire Dawn pantheon. He is said to visit and sometimes compete in the large festivals of competition held in his name once a yuron (that is, once every true year). He is Pacoane's brother, and like him he loves to socialize with mortal and immortal alike. This should only be natural for the one true master of the physical arts.

Dalodill is depicted as a robust young unarmored man carrying a javelin. His hair is long and tied back with a small cord. Dalodill's animal avatar is the lion.

Followers
Followers' Alignment: Any
Requirements: Wisdom / Willpower 14, Strength 16, Constitution 14 or Dexterity 14
Weapons Allowed: As cleric and the javelin
Armor Allowed: As cleric, no shield
Proficiency Groups: Priest, Rogue, Warrior
Required Proficiencies: Wrestling
Recommended Proficiencies: Religion (Dawn), Running, Endurance, Etiquette, Keen sense
Major Spheres: All, Animal, Astral, Charm, Combat, Divination, Sun
Minor Spheres: Elemental, Healing, Necromantic
Optional Spheres: Chaos, Guardian, Protection, Summoning, Travelers
Magical Items: As cleric

Specific Powers

* Athletic Aptitude: The priests of Dalodill acquire weapon proficiencies in unarmed combat as does a fighter. They roll THAC0 as a fighter when making an unarmed attack and they are allowed to specialize or even master the unarmed combat arts. The priests can even become grandmaster wrestlers, as Dalodill is the patron and inventor of this art.

* Warrior Priests (10)

Optional Powers

* Javelin Bonus (5): +1 to hit with this weapon of choice.

* Hit Point Bonus (10)

* Followers (5 / 10)

* Detect Evil (10), Detect Undead (10), Expert Healers (5), Turn Undead (10)

Notes

The priesthood of Dalodill is typically young and robust. Athletes throughout Telzoa seek his favor, and try to appease him when they can. Fortunately this is easily enough done, and as a result Dalodill's following has grown remarkably over the last five centuries or so.

The priest wear whit tunics and wreathes in ceremony, but there are no permanent ranks. Rank is a function of athletic prowess as much as anything, and often the "high" priest of ceremony in the recent champion of a temple game.


Damnisu

Intermediate Power of the Prime Material, LN
Portfolio: Mists, Fog, Dawn, The East Wind, Renewal
Titles: Mist Lord, Lord of the East Wind
Aliases: None
Symbol: A morning mist set in a circle, with the right half bolder than the rest of the circle.

Description
Damnisu (DAHM * nih * zoo or rarely duh * NIH * soo) is the mysterious Lord of the Eastern Wind, one of the four winds which serve Tiania, mother of nature. Damnisu is also the Lord of Dawn and of the Renewal that comes with the dawn. The mists are said to be his robes as he silently walks the fields of the world in the hours before the dawn, preparing the children of the world for their awakening.

Damnisu is depicted as an old man with snow white skin and hair, with soft hazel eyes which hold the light of dawn. His animal form of choice is the Morning Jay.

Followers
Followers' Alignment: LN, N
Requirements: Wisdom/Intuition 14
Weapons and Armor: As Druid
Proficiency Groups: Priest, Warrior
Recommended Proficiencies: Animal Empathy, Animal Handling, Animal Lore, Survival (Forest), Endurance
Master Sphere: Weather
Major Spheres: All, Astral, Charm, Divination, Elemental (except fire), Guardian, Healing, Protection, Sun, Summoning
Minor Spheres: Animal, Plant
Optional Spheres: Combat, Creation, Law, Thought, Travelers, Wards
Magical Items: As druid

Specific Powers

* Fire & Acid Resistance: +2 vs. Fire and Acidic attacks.

* Secret Language: As servants of the druidical hierarchy, the priests of Damnisu know the language of druids.

* Wall of Fog: The priest of Damnisu can cast this spell once a day in addition to his normal spell progression.

* Heirophancy: Like druids, Damnisu's priests advance slower and must challenge each other for the right to advance in level beyond the 11th. Once the priest becomes a heirophant he gains the ability to enter the elemental planes of air and water at will and survive in those planes without need of additional aid. The other abilities of heirophant druids are gained normally although the priest can never gain the ability to enter the elemental plane of fire.

Optional Powers

* Wraithform (5 / 10): Once the priest reaches 5th level, he can assume a mist like form that is totally invisible in foglike conditions. The ability is exactly like the spell Wraithform, except that undead will not mistake the priest for a wraith. For 10 character points the ability is received immediately

* Wind Wall (5 / 10): The priest can cast Wind Wall once he reaches 5th level. If 10 character points are spent the priest can cast it starting at 1st level.

* Immunity to charm (5 / 10): A priest of Damnisu is immune to the charms cast by forest creatures once he reaches 7th level. If 10 character points this skill is gained immediately.

* Communicate with creatures (10): The priests of Damnisu can communicate with the creatures of the forest by learning their languages as a standard druid does with the creatures of the woodlands.

* Identify (5): The identification powers of a 3rd level or higher druid.

* Pass without trace (5): Again, as a third level druid.

* Hit point bonus (10): Roll d10's instead of d8's to determine hit points.

Notes

As mentioned above, Damnisu is one of the four winds of Tiania. The other three are Basia, Sere and Tethas. Each of the Grandpriests of the winds serve as advisors to the Granddruid. The priests of the five deities hold religious ceremonies at about the same times and on the same grounds. Relationships between them are far better than any of the other deities in the pantheon, and any of the five can combine their magics.

The priests of Damnisu wear light mist colored robes and white skullcaps in ceremonies, although in the field they wear the more durable burlap robes used by druids. The priest will almost always use the skullcap. Priests of Damnisu use holly for material components, and it must be gathered on the morning of a new moon of Tiania.


Derin

Intermediate Power of the Concordant Opposition, N
Portfolio: Mercy, Peace, Pools, Waterfalls, Streams
Titles: The Peacekeeper, Lord of Whispers
Aliases: None
Symbol: A blue disk, or occasionally a waterfall.

Description
Derin (DAR * in) is the quiet God of Peace. He is a very enigmatic individual, and has never shown anger or violent thought throughout his existence (Not that Terix hasn't tried his patience though). Derin is the Lord of Mercy, that it be shown as a light to all, and Lord of Peace, which all deserve. Derin is finally the Lord of Pools and Waterfalls, both of which are symbolic to the meditive calm that he represents.

Derin is depicted as a young man or woman with an ever-present kind and forgiving smile upon his (her) face. He is usually dressed as a beggar and carries no possessions. His animal form is a white rabbit.

Followers
Followers' Alignment: All are welcome, but most are at least partially neutral or become this way with time.
Requirements: Wisdom 16, Dexterity/Balance 12, Constitution/Health 15
Weapons Allowed: Bola, Staff, Mancatcher, Lasso, Net
Armor Allowed: None
Proficiency Points: 8 nonweapon, 3 weapon
Recommended Proficiencies: Religion (Dawn), Empathy, Herbalism, Healing
Master Sphere: Divination
Major Spheres: All, Animal, Astral, Charm, Creation, Elemental, Guardian, Healing, Law, Necromantic, Plant, Protection, Summoning, Travelers
Minor Spheres: Numbers, Sun, Thought
Magic Items: As cleric except weapons.

Specific Powers

* Combat Traits: A priest of Derin makes disarming attacks normally, but all other THAC0 rolls are based upon a permanent THAC0 of 20. A priest of Derin subtracts his level from his AC, up to -10.

Optional Powers

* Invisibility (10): Cast Invisibility once a day, in addition to the normal spell progression At 12th level this becomes an "at will" ability.

* Peace Field (10): Priests of Derin, once they reach 9th level, can project a field of peace. It extends out 10' per level of the priest and functions as long as the priest concentrates. All persons in the area except the priest are placed at a -4 penalty on all attacks but save with a +4 bonus (unless the spell is harmless, in which cause no save is gave) and gain a +4 bonus to their AC. A priest of Sana or Sekoon can negate this field by concentrating themselves.

* Remove Fear (5): This spell can be cast once a day, in addition to the normal spell progression.

* Turn Undead (10)

* Detect Good / Evil (10), Detect Undead (10), Expert Healer (5), Followers (5 / 10), Know Alignment (10), Resist energy drain (5)

Optional Hindrances

* Hit Point Penalty (10 / 20): For 10 character points the character must use d6 for hit points, for 20 the character must use d4

Notes

Derin's priests are charged with the defense of peace through example. To so much as contemplate or entertain a violent thought requires penance of the priest. The priests often act as diplomats and couriers between countries at war, working to try to end their conflicts. Understandably, Derin's priests make poor adventurers since they adamantly refuse to bring anyone or intelligent thing to harm.

Derin's priests wear white robes and skull caps, with silver trimming in ceremony, when such an event occurs. Derin's following is scattered at best, and he has few temples.


Eantonia

Demi - Power of the Happy Hunting Grounds, CG
Portfolio: Rangers, Hunting, Tracking, Survival
Titles: Mistress of the Hunt
Aliases: Anazeal (among the Amazon)
Symbol: The bow

Description
Eantonia is Tiania's wild child as it were. She is very strong minded and idealistic, but serves her mother most of the time, in her own way. Druids venerate her as nature's wild untamed aspect, and she is the patron goddess of the rangers who serve as her as priests.

Eantonia is depicted as a wild looking Amazonish woman among the Dawns. Her eyes possess a savage untamed look to them, and her hair is tangled and unkempt. She rarely appears in this form however, preferring the form of the wolf above all others.

Eantonia has no priesthood outside of rangers, who she charges with the responsibility of defending her homeland against encroachment by civilization and especially those who would destroy the forestlands needlessly for simple profit. Her rangers have no uniform of ceremony per say, as Eantonia's religion is extremely unorganized by intention.

Followers
Eantonia's followers are the rangers of the Player's Handbook and Skills and Powers. They are covered in greater detail in Chapter 6.


Gintuse

Intermediate Power of Nirvana, LN
Portfolio: Authority, Government, Beauracracy, Nobility.
Titles: Lord Noble, Lord Featherbrains (but never to his face).
Aliases: None
Symbol: A scroll

Description
Gintuse (gin * TOO * zee) is the one God of Government, and it is his duty to preserve it's authority and that of the nobility. Gintuse is also the God of Beauracracy and the ever-important letter of the law. Terix also gibes that he is the God of Slow Wit and equally slow reflexes.

Gintuse is depicted as an old yet strong man in black robes. In his right hand he carries his scepter of authority, in his left he holds the book of ultimate law. Gintuse chooses the animal form of a gray owl.

Followers
Followers' Alignment: Any Lawful
Requirements: Wisdom 14, Intelligence/Knowledge 14
Weapons and Armor: As cleric
Proficiency Groups: Priest, Wizard
Proficiency Points: 12 nonweapon, 3 weapon
Bonus Proficiencies / Traits: Law
Required Proficiencies: Etiquette
Recommended Proficiencies: Religion (Dawn), Reading / Writing, Ancient and Local History.
Master Sphere: Law
Major Spheres: All, Astral, Guardian, Healing, Necromantic, Numbers, Protection, Summoning, Thought, Wards
Minor Spheres: Combat, Creation, Divination
Optional Spheres: Elemental, Time, Travelers
Magic Items: As cleric and including all items which influence and control others.

Optional Powers

* Authoritative Aura (5): The Rod of Rulership behaves in a dramatically more powerful fashion when controlled by a priest of Gintuse, as creatures must have an at least an 18 intelligence and 15 or more levels to gain a save vs. spell. The effects last for one hour as opposed to one turn.

* Law Duration Increase (10): The duration of any sphere from the sphere of law is doubled when cast by a priest of Gintuse.

* Followers (5 / 10), Turn Undead (10) Detect Undead (10), Know Alignment (10)

Notes

The primary concern of Gintuse's priests (and perhaps their only concern) is the stability of the government. Is shouldn't be surprising that most of his priests are nobles themselves. The higher level priests often serve the local sovereign as an advisor. It is rudely said that the priest's rank can be surmised by the brownness of his nose.

In ceremony the students wear bright red robes with gold trim insignia which spell out rank in Liternanin. Disciples wear blue and Priests wear violet. The elders and the Grandpriest wears black

The priests, not surprisingly, have a title structure as follows.

Level Title

0 Student of the 5th order

1 Student of the 4th order

2 Student of the 3rd order

3 Student of the 2nd order

4 Student of the 1st order

5 Master Student

6 Disciple of the 4th order

7 Disciple of the 3rd order

8 Disciple of the 2nd order

9 Disciple of the 1st order

10 Master Disciple

11 Priest of the Red Ring

12 Priest of the Violet Ring

13 Priest of the Gold Ring

14 Priest of Three Rings

15 ArchPriest

16 Grandpriest

17 Elder

PC priests are assumed to start at 1st level, for students of the 5th order are untrained initiates. Advancing in rank is a task unto itself. To advance as a Student one must prove his worth before a council of Master Students who number at least 3. To advance to the rank of Master Student requires a direct contest between the characters, however, the loser is not demoted. Disciples advance under the view of Masters, and the process for becoming a master disciple is the same as a with students.

With priests a defeat within the rings demotes the loser in a manner similar to druids. There is only one Grandpriest in all the world, and he appoints his successor. He is able to cast 6 spells of every level, and unlike the Granddruid he does not lose that ability once he steps down. Elders gain no powers in the manner of Heirophant druids., nor do they gain new spells after the 16 level. In effect, only hit points and THAC0 improve after 17th level, but few ever rise beyond it, since many priests simply retire from the intense politicking that goes on in the temple system.


Karthos and Larthan

Greater Powers of Elysium, NG
Portfolio: (Karthos) Spring, Planting, (Larthan) Fall, Harvest (Joint)Summer, Growth
Titles: The Season Lords, The Twins of Bounty
Aliases: None
Symbol: The two suns

Description
Karthos (CAR * those) and Larthan (lar * THAN) are unique among the Dawn powers in that they share worshippers up to the point of not having separate priesthoods, but rather one. The two are the undisputed Lords of Sun and Light in Telzoa. Karthos is depicted as the young lord of spring and planting and Larthan his older brother is the lord of the autumn and of the Harvest. Together they rule Summertime in which their combined might is felt the most.

Karthos and Larthan are invariably depicted together, so much so that sages sometimes confuse the two. Karthos however, is usually depicted as being somewhere between 16 and 19 years of age, with solid white hair and a solid, robust form. Larthan is depicted as somewhat jovial and obese, as well as blonde.

Followers
Followers' Alignment: Any non evil
Requirements: Wisdom 12, Charisma/Leadership 12
Weapons and Armor: As cleric
Recommended Proficiencies: Astrology, Religion (Dawn).
Master Sphere: Sun
Major Spheres: All, Astral, Creation, Divination, Guardian, Healing, Necromantic, Protection, Weather
Minor Spheres: Combat, Elemental, Plant
Optional Spheres: Charm, Summoning, Travelers, Wards
Magical Items: As Cleric

Specific Powers

* Spell Bonus: When the priests of Karthos and Larthan stand in their light, they cast their spells with an intensity that puts opponents at a -1 to save and they themselves save with a +1 modifier. Outside of sunlight however, they save at -1 and their opponents gain a +1 to their save.

Optional Powers

* Dispel Darkness (5): The ability to dispel darkness spells once a day as per dispel magic.

* Faerie Fire (5): This spell can be cast once a day in addition to the priest's normal spell progression.

* Attack Bonus (10): Karthos and Larthan's priests gain a +1 to hit those creatures vulnerable to light, especially sunlight. This bonus is considered magical if said creatures can only be struck with silver or magic weapons. The priests turn those undead normally unless they also take the turn undead option below, in which case the undead are affected as if the priests was four levels higher than he actually is.

* Turn Undead (10)

* Detect evil (10), Detect undead (10), Followers (5 / 10), Hit Point Bonus (10), Resist Energy Drain (5)

Notes

Karthos and Larthan's priests are known as Sunecan, Priestess' as Sunecania. The faith of the twin suns is perhaps the most popular and widespread of the faiths of the Land of the Lakes.

In ceremony Sunecanian priests wear bright colors which change by season. In spring the robes are yellow and white, for Karthos is the yellow sun. In summer both yellow and gold are worn and in fall, when Gold Larthan is brightest light brown and orange dominates. In winter the robes are solid white. Gold jewelry is used both in and out of ceremony to signify rank.

Special Spells
Radiance of the Suns (Evocation)
Level: 4*
Sphere: Sun
Range: 0
Components: V, S, M
Duration: 1 round / level
Casting Time: Average (5)
Area of Effect: Special

Saving Throw: Special

By means of this spell the caster causes a white pearl to glow intensely with sunlight. The spell lights a 60' radius and any creature that looks directly at the pearl expect a Sunecan must save vs. death or be blinded 1d6 turns. Undead and other creatures that are adversely affected by sunlight suffer double their normal penalties for exposure to the light (i. e. kobolds normally suffer -1 to hit in bright light, but against this spell they suffer a -2 on all attacks). Creatures subject to death when exposed to sunlight take 1d6 points of damage on the first round of exposure, 2d6 the second, 3d6 the third and so on until destroyed. Any darkness spell of 3rd level or less cannot be activated in the presence of the Radiance of the Sun

The spell's material component is a white pearl that has been blessed by the priest who intends to use the spell within the previous ten-day. It's value must be at least 100 gold.

*The spell will be 4th level to Sunecan priests only. Other priests, should they somehow acquire this spell, cast it as a 5th level spell


Kepho

Intermediate Power of Hades, NE
Portfolio: Disease, Decay, The Dead, Fear, Necromancy
Titles: The Ravager, Lord of the Flies, Lord of the Damned
Aliases: None
Symbol: A black skull on a red field

Description
After death all souls with no patron god claiming them are claimed by Kepho (KEY * foe). His is a domain of eternal decay, torture, strife and torment. Kepho is god of the dead faithless and false, and he cares not for the suffering that they inevitably endure. Indeed, it brings him great joy to witness it. He is also the Lord of Disease and Decay, and hence a hastener of the time of one's demise. He rules over those things which are the fascination of the students of necromancy, and he is their patron and lord. Lastly, he is Lord of Fear, which is of little surprise to anyone since deliverance into his hands after death is feared above nearly all other things.

Kepho is depicted most often as a cloaked figure wielding a great scythe which he uses to harvest the hearts of the false and faithless of the world. When he uses an animal form it is that of a venomous asp and rarely, a vulture.

Followers
Followers' Alignment: Any Evil
Requirements: Wisdom 12, Constitution 15
Weapons and Armor: As cleric, plus the scythe and sickle
Recommended Proficiencies: Religion (Dawn), Necrology, Herbalism
Master Sphere: Necromantic
Major Spheres: All, Astral, Combat, Divination, Guardian, Summoning, Sun (Darkness only), Elemental
Minor Spheres: Healing (Reverses only), Travelers
Optional Spheres: Animal, Chaos, Law, Plant, Protection, War, Wards
Magical Items Allowed: As cleric

Specific Powers

* Command Undead: Affecting 1d6 + the priest's level in undead.

* Immunity to Decay and Disease: If a priest of Kepho is infected with any disease, magical or not, they will be unaffected until they drop dead from it.

* Intense Magic: -1 on any saving throw against a necromantic spell cast by a priest of Kepho

Optional Powers

* Saving Throw Bonus (5): +1 on any save vs. necromancy or death. This ability can be repurchased for a cumulative effect (i.e. spend 15 points to gain a +3 on saves)

* Animate Dead (5 / 10): The ability to cast Animate dead once a ten-day in addition to the normal spell progression. The ability is gained at 10th level normally, but can be gained at 5th level if 10 character points are spent.

* Finger of Death (10 / 15): The ability to cast Finger of Death once a day. Unlike the wizard spell the subject suffers no damage if he makes his save but the priest must then succeed at a save vs. death magic or he will die from invocation of the power. The ability is normally gained at 15th level, but by spending 15 character points it can be gained at 10th.

* Power Word Kill (10 / 15): The ability to cast Power Word Kill once the priest reaches 20th level. By spending 15 character points the priest gains the power at 15th level.

* Detect Good (10), Detect Undead (10), Followers (5 / 10), Hit Point Bonus (10), Resist Energy Drain (5).

Notes

Kepho has few direct worshippers in Carthasana, although it is not unusual for persons to try to convince him to remove his ravages from loved ones. His priests are a serious, dangerous and malicious lot, and their organizational skills make them the most dangerous of all but perhaps Sekoon's following.

In ceremony Kepho's priests wear red and white robes, outside of that there is no dress code. They spend any night of a new moon in prayer, and nights when all three moons are in the new phase are high on their calendar of holy celebrations.

Title Progression

1st Level Student of Decay

3rd Level Student of Disease

5th Level Student of Death

7th Level Priest of Death

9th Level Reaper of Lives

11th Level Reaper of Souls

13th Level Great Reaper

14th Level Arch Reaper

18th Level Grim Reaper.

Kepho's priests are collectively known as reapers.


Matacha

Intermediate Power of the Twin Paradises, NG
Portfolio: The Merciful End, The Dead, Loss, Regret.
Titles: The Tearbringer, Lady of Loss, Matacha of Mercy.
Aliases: None
Symbol: A black crow with outstretched wings.

Description
Matacha (muh * TAH * chuh) is the Goddess of the Dead who have faithfully served whatever power was their master in life. She is sherpardess in some legends, guiding the lost souls to their final rest as opposed to her rival Kepho, who sees to their damnation. An extension of this is that she is Lady over all things once treasured and now lost, and therefore she also holds sway over the emotion of regret and to lesser extent sorrow (though this belongs to Rosalynn).

Matacha is portrayed in temple murals as a white gowned lady with raven black hair and a single tear in her eye. She often wears a cape of pitch black feathers. Her animal messenger of choice is the crow, which is said to always arrive to take the souls of the faithful dead home to their paradises wherever they may be.

Followers
Followers Alignment: NG, LG, CG, N
Requirements: Wisdom 16, Constitution 15
Weapons allowed: As cleric
Armor allowed: Chain Mail, no shield
Recommended Proficiencies: Religion (Dawn), Necrology, Inherent Immunity to Poison, Herbalism
Master Sphere: Necromantic
Major Spheres: All, Astral, Charm, Divination, Guardian, Healing, Protection, Summoning, Wards
Minor Spheres: Animal, Plant, Elemental
Optional Spheres: Combat, Numbers, Travelers
Magic Items: As cleric excepting those which harm, which are not allowed

Optional Powers

* Turn Undead (10): Matacha's priests affect 1d6 undead + 1/2 their levels in dead when turning. The results of their turning, if successful, always utterly destroys the undead.

* Positive Plane Touch (10): Matacha's priests may destroy undead by touch attack. They have a base 50% chance, +1% per level, -5% per every hit die of the creature. Any attack which does not destroy the creature but hits it drains one level or hit die (no save). Reduction to 0 hit dice destroys the undead automatically

* Negative Plane Protection (10 / 15): Immunity to drain attacks. Normally this is gained at 10th level, but by spending an extra 5 character points the ability is acquired at 5th level.

* Invisibility to Undead (5): The priest can cast this spell once a day at twice normal duration, in addition to the normal progression of the priest.

* Saving Throw Bonus (5): +1 to saves vs. necromantic spells. This bonus can be purchased repeatedly for cumulative effect.

* Shape Change (10): At 5th level the priest can shapechange into a crow and back once a day.

* Detect Evil (10), Detect Undead (5), Followers (5 / 10)

Notes

The awesome powers that Matacha's priests have against undead stem from the goddess' personal rage against the disruption of the eternal sleep of death, one of her primary duties. Whereas Kepho is god of the dead who have been evil in life, so is Matacha the guide of the faithful to their final stay wherever their actual god holds court. Thus many funeral services are held in the hopes that she, not Kepho is the taker.

In other arenas Matachan priests are far more limited in what they may do. They will never use violence first in a situation, and then they will not kill, preferring to stop an enemy from harming them without harming that enemy. Matacha's priests travel from village to village in Telzoa on a yearly to biyearly basis, gathering the names of those either born or deceased since the last visit. Those journals are added to the Ruandi Nombren, or the Roll of the Names.

Matachan priest have no power over revenants. Quite to the contrary, the priest is bound by the tenets of his faith to aid the revenant in whatever way possible in order to assist it in completing its task and therefore finding its rest.

In ceremony the priests were red and pink robes lined in white, with flower bouquets of various types used in the hems.


Narisane

Lesser Power of Limbo, CN
Portfolio: Lust, Sensuality, Hedonism
Titles: The Whore, Cuane's dark daughter
Aliases: Nuage (among the Lamia).
Symbol: A lone nude. The vulgarity of the pose varies.

Description
Narisane (nair * ih * SAN * a or sometimes NAIR * ih * sane) has among the more checkered pasts of all the deities of Telzoa. She has slowly became viewed as more evil as the years have passed. Her hate for her mother, Cuane and sister Arisane is passionate and fierce. She is also filled with remorse more so than many deities, for indeed many evils have been spawned from her actions.

Most notorious of these is the creation of the medusa. The first of the medusa was the child of Narisane. She was conceived when Narisane stole away Pacoane's personal elixir of drunkenness with Terix's help and used it to drug her father Poen and then commit incest with him. When Cuane learned of this she cursed the bastard to have not even the least vestige of beauty, and indeed to be so horrific as to turn someone immediately into stone.

Narisane is depicted in temple murals as an intensely beautiful, nude woman holding a single goldenrod in her right hand. This is most often the form she takes as an avatar, otherwise she appears as gray turtle dove.

Followers
Followers' Alignment: Any, though Lawful types are rare.
Requirements: Charisma/Appearance 15, Intelligence 12
Weapons Allowed: As cleric
Armor Allowed: None
Proficiency Groups: Priest, Rogue
Proficiency Points: As Rogue
Bonus Proficiencies / Traits: Allure
Required Proficiencies: One of the following: Singing, Dancing, Musical Instrument
Recommended Proficiencies / Traits: As above and Glibness, Impersonation, Herbalism, Tumbling, Religion (Dawn), Massage
Master Sphere: Charm
Major Spheres: All, Animal, Astral, Creation, Divination, Healing, Necromantic, Plant, Summoning, Wards
Minor Spheres: Guardian, Protection, Law
Optional Spheres: Chaos, Elemental, Sun, Travelers
Magic Items: As cleric

Specific Powers

* Kiss of Lust (10): The kiss of a priestess of Narisane heals in the same manner as a Paladin's ability to lay on hands, that is it heals 2 points per level of the priest.

Optional Powers

* Charm Resistance (5): 50% magic resistance to all wizard charm spells

* Saving Throw Penalty (5): As with Cuane's priestesses, Narisane's priesthood inflicts a -1 to the save and -10% to the magic resistance of any member of the opposite sex attempting to resist their charm magic for every point of Charisma / Appearance above 15.

* Extended Duration (10): The charm spells of the priests of Narisane have double the normal duration.

* Charm Person (5): A priest may cast this spell once per day in addition to his normal spell progression.

* Nymphatic Beauty (5 / 10): At tenth level the priest can elect to inflict blindness on anyone who views their nude form. The victim is entitled to a save vs. death magic, with a -1 penalty applied for every charisma point above 15. For 10 character points the ability is acquired at 5th level.

* Followers (5 / 10)

Optional Restrictions

* Hit Point penalty (+10): Priests with this hindrance roll 1d6 instead of 1d8 to determine hit points.

Notes

Narisane is the sister of Arisane, Queen of Nymphs. She represents what many consider to be love's darker aspect - lust. Her priests are known for their incredibly promiscuous behavior and unpredictable tastes. Their dress habits (or lack thereof) can make a flowerchild (priestess of Cuane) blush in sheer dismay. It has been said that Narisane is merely Cuane taken to bad taste, but that is considered an insult to the flowerchildren. Narisane's minions are not welcomed by Cuane or Poen, but outright warfare has not broken out since all three, despite their differences, advocate peace and love (or lust as it were) over violence.

Narisane's priesthood has no robes of ceremony, for in ceremony nothing whatsoever is worn. This has led to more than a couple embarrassing situations for outsiders over the years. Even in public the priests and priestesses dress as lightly as law and weather permit.


Nethuan

Lesser Power of the Plane of Shadow, N
Portfolio: Dreams, Sleep, Rest, Possibility
Titles: The Dreamweaver
Aliases: None
Symbol: A closed eye

Description
Nethuan (neh * THOO * en) is Lord of Sleep, of Rest and of the dreams which it is said that he sends to sleepers while the rest from the labors of day. Since dreams are the playground of what might have been or may be, Nethuan is also the Lord of Possibility. When he himself is not asleep he is always questioning what might have or should have been, and also what might be.

Nethuan is most often depicted as a middle aged man dressed in gray robes which spill about his white hair. This is not always his actual form, for he will take any form from baby to ancient, but he always appears as a male (so far as is known). His favored animal form is the nightingale.

Followers
Followers' Alignment: Any partially neutral
Requirements: Wisdom 15, Maximum Strength 13
Weapons Allowed: As cleric
Armor Allowed: None
Recommended Proficiencies: Astrology, Deep Sleeper
Master Spheres: Astral, Thought
Major Spheres: All, Charm, Creation, Divination, Guardian, Healing, Necromantic, Protection, Time, Travelers
Minor Spheres: Animal, Plant, Numbers
Optional Spheres: Elemental, Summoning, Wards
Magical Items: As cleric

Specific Powers

* Sleep (10): Priests of Nethuan can cast a far more powerful version of sleep. The power is used once a day/5 levels and will affect 2d4 + 1d4/3 levels of creatures. Elven magic resistance to sleep does NOT apply to this power. Employing it requires a holy symbol.

Optional Powers

* Sleep Immunity (5): Priests of Nethuan cannot be put to sleep (Even by the above power) against their will

* Psionic Resistance (5): Psionic Attack against a priest of Nethuan is dangerous, as the offender must save vs. spell or fall asleep.

* Dream (5 / 10): At 5th level the priest can cast a dream spell once a day in addition to his normal progression. By spending 10 character points this is acquired at 1st level.

* Followers (5 / 10)

Notes

Nethuan is called the sleeping god for good reason, and his dreamweavers are known themselves for being caught asleep most of the time (try 12 - 15 hours a day). His priests wear sparkling silver gray robes, paint their faces with a silverish glitter and wear a light blue skullcap in ceremony. The weapons that they wield are almost always composed of pure silver since the priests regard this as a holy metal. It also tends to make lycanthropes wary of them. Elves are very much aware of the sleep spell used by Nethuan's clergy

Nethuan's priests are charged with the defense of the sanctity of dreams, and as a result, if the priest uses dispel evil against a wizard employing the spell nightmare (5th level, reverse of dream), the offending wizard must save vs. death or die instantly, else take 1d4 points of damage per level of the priest countering the evil sending. Needless to say that spell is used cautiously in Telzoa.


Noanna

Intermediate Power of Hades, NE
Portfolio: Lies, Intrigue, Theft, Patron of Thieves
Titles: Lady of Lies, Lady Intrigue
Aliases: Too many to count or name.
Symbol: A dagger atop a cloak.

Description
Noanna (NO * ann * uh) is the mysterious goddess of intrigue and lies, the goddess of thieves and their primary patron. She is the wife of Zereos, the Lord of Illusion and Deception. Fortunately their coupling has gave the world no children, and it is hoped by many of the forces of good that this shall remain so.

Noanna is evil, but unlike many of her fellows she is not overly vindictive. She is on poor terms at best with Sekoon and his circle, and she has only recently reappeared since hiding to avoid Tharpoen. Evidently he has yet to appear. Noanna claims to have destroyed him, but given her nature none believe her or even give credence to the thought of her wielding such power. Furthermore, Tharpoen's priests still receive their spells and allegedly hear their god's responses to prayers, so whatever truth there is to his disappearance it probably is not as permanent as Noanna would like it to be.

Noanna is currently involved in assisting an old friend from another pantheon - namely the Faerunian god Mask. Currently she and Zereos are distracting Kezef the Chaos Hound as best they can while he remains on the open multiverse where they can act. Given the threat that the creature represents to all gods of all spheres it's a little ironic that Zereos and Noanna are alone in their efforts of distraction, but then again, the ways of gods are rarely to understood by mortal minds.

Noanna is depicted as a wry shadowy figure never to be seen acting overtly in any situation. She prefers to cloak everything about her in mystery, her true form, appearance and especially her motives and desires. Thus most of her most holy sites depict her as simply a young elegantly dressed and veiled lady in black or gray.

Followers
Followers' Alignment: Any except lawful good.
Requirements: Dexterity, 15, Intelligence/Knowledge 15
Weapons and Armor: As Thief
Proficiency Groups: Priest, Rogue
Bonus Proficiencies / Traits: Choose from Glibness, Ambidexterity or Impersonation
Recommended Proficiencies: As above and Religion (Dawn), Jumping, Tightrope Walking, Reading Lips, Ventriloquism, Religion, Law, Etiquette
Master Sphere: None
Major Spheres: All, Chaos, Divination, Travelers
Minor Spheres: Charm, Combat, Healing, Protection, Summoning
Magic Items: As Thief

Specific Powers

* Thieves' Cant: Priests of Noanna will know the local thieves' cant

* Standard Thief Skills: Priests of Noanna start with some thief abilities as follows:

Pick Pockets 10% Open Locks 5%

Find/Remove Traps 0% Move Silently 10%

Hide in Shadows 0% Detect Noise 10%

Climb Walls 30% Read Languages 10%

At character creation the priest has 30 points to distribute among these abilities, and 15 points for every level afterward. Modify the scores for race and dexterity

Optional Powers

* Escaping Bonds (10): Priests of Noanna sometimes have their luck run out on them, so some are skilled escape artists. The initial chance of success is 10%

* Scroll Use (5 / 10): As the thief ability. Note that Priests of Noanna can use clerical scrolls, but they unlike other clerics sometimes misuse them.

* Detect Good (10), Followers (5 / 10), Turn Undead (10), Detect Undead (10)

Optional Hindrances

* Hit Point Penalty (+10): The priest must use d6's to determine hit points.

Notes

Noanna's priests are viewed with suspicion, with some justification. The do not practice openly, but shrines to the Liar are to be found in any thieves guild, (as well as members of the priesthood). In ceremony Noanna's priest wear a large black cloak over their normal (or usually best dress). The hood of the cloak conceals the face.


Oralea

Greater Power of the Concordance of Opposition, N
Portfolio: Fate, Prophecy, Chaos, Entropy, Astrology
Titles: Voice of the One, Seeres of the Gods.
Aliases: None
Symbol: A pendulum afore a cloud.

Description
Oralea (oar * RAH * lee * uh) is regarded as one of the more powerful of all the powers of all spheres, and certainly one of the most powerful of the deities of Carthasana, for even mighty Char heeds her words on the occasions that they are spoken. Part of this stems from the Time of the Four, when Pektos, Tiania and many of the current overpowers such as Ao and Chaos fought a war with the four forces of creation. The war ended with the destruction of the four, but soon afterwards Oralea appeared with a message from the fifth and thereunto unknown power of creation. The message was the order for the powers to create spheres of existence and maintain their balance, for the existence of the new powers was hinged thusly. Pektos and Tiania were forced to remain in Carthasana, no more powerful than the other deities yet to be created. Oralea later joined them within this sphere as a watcher of the passing of time.

Other deities sometimes joke uneasily that Oralea is not a god at all, but the avatar of the One. The fear stems from the fact that if Oralea only represents a fraction of the power of the One, and that she herself is more powerful than all but the most powerful of greater powers and so the question exists, what is the true extent of the power of the One survivor of the Five powers of creation?

In mortal affairs Oralea plays only a minor role. She is consulted frequently by her priests on matters of the future and on rarer occasion the past. When she gives an answer it is more often than not extremely cryptic. She is the Lady of Fate, allegedly she measures out the span of a creature or even a gods' life and cuts the strand of their life when the time comes, soon after which death comes quickly. No one is able to escape the cut of her shears in the end. Since she controls fate and can see into the future better than any other deity she is the goddess of prophecy. Fate is a chaotic thing, and as of late she has claimed providence over both Chaos and Entropy from her daughter Tersha shortly after Tersha was attacked and weakened by Apenca.

Oralea is usually depicted as an elderly woman in gray robes, however, if she appears in white robes good fate awaits. Similarly, if she appears in black it is considered a bad omen. She sends no other avatars, but uses she and seemingly meaningless omens to convey her will, leading her priests to be very superstitious.

Followers
Followers' Alignment: Any
Requirements: Wisdom / Intuition 18
Weapons allowed: As wizard
Armor allowed: None
Proficiency Points: 12 nonweapon, No weapon
Required Proficiencies: Astrology
Recommended Proficiencies: Religion (Dawn), Read / Write, Ancient Languages and Histories, Local Histories, Heraldry
Master Spheres: Time, Divination
Major Spheres: None
Minor Spheres: All remaining spheres
Magical Items: As cleric
Optional Spheres

* Augury (10): The priest can cast this spell once a day in addition to his normal spell progression. He does not need a material component, he simply needs to meditate for a turn.

* Chronomantic Spheres (15): The priest can cast the spells of the wizard school of effect known as Chronomancy once the spell has been demonstrated to the priest and he has learned how to cast it. At 16th level the priest can use 8th level spells, memorizing them in place of 6th level spells. At 18th level the priest can use 9th level spells, memorizing them in place of 7th level spells.

* Chronomantic Immunity (5 / 10): The character gains a +1 bonus against any spell that alters the flow of time in his vicinity or attempts to divine his future or past. For 10 character points the priest gains the ability to make an unmodified save against spells which normally do not allow a save. For every 5 additional points spent an additional +1 to the save is gained.

* Detect Good / Evil (10 each), Detect Undead (10), Followers (5 / 10), Know Alignment (10), Turn Undead (1)

Optional Hindrances

* Hit Point Penalty (10): The priest must use d6's to determine hit points.

Notes

Oralea's priesthood is extremely scattered and mysterious, with no apparent organization at all. In fact, so reclusive are her priests that people will travel great distances to find one in order to gain a divination about this or that coming event. Oralea's power is maintained from the amount of worship she gains from followers other than priests that would hope to sway fate to their favor.


Pacoane

Intermediate Power of Olympus, CG
Portfolio: Festivals, Wines, Brewing, Guardian of Taverns.
Titles: The Feastmaster, Lord of Drink
Aliases: None
Symbol: A plate of grapes or a wineglass.

Description
Nearly every Dawn tavern has been graced by the presence of Pacoane (PAH * co * ann * ay or occasionally pa * so * ANN * ee), or at least those taverns that are worth their gold. Pacoane is the eternally jovial Lord of Festivity and the fine art of intoxication. His praises are to be sung upon the opening of any keg or tankard, for he is the guardian of drinking and drinkers, although since he himself is one he can afford little protection.

Pacoane is a favorite target of the ever mischievous Terix, and the Lord of Jesters' pranks upon poor Pacoane are the stuff of legends. But Pacoane always seems to pull through with a smile, more often than not laughing at himself along with everyone else.

The Lord of Festival is depicted in murals as an incredibly obese man clothed in burlap robes carrying an everflowing tankard of beer that never runs dry. His black bearded face bears an ever present smile. He is said to wonder the world from time to time in search of the perfect brew.

Followers
Followers' Alignment: Any accepted, lawful types are rare.
Requirements: Constitution 14, Wisdom 12
Weapons and Armor: As cleric
Bonus Proficiencies / Traits: Inherent Immunity to Poison
Required Proficiencies: Brewing
Recommended Proficiencies: Etiquette, Heraldry, Religion
Master Sphere: Creation
Major Spheres: All, Astral, Charm, Divination, Elemental, Healing, Necromantic, Wards
Minor Spheres: Combat, Summoning
Magical Items: As cleric

Optional Powers

* System Shock Bonus (5): Priests of Pacoane have a surprising ability to survive massive shocks to the system, thus they receive a +15% chance to their system shock roll.

* Ascertain Age (5): Priests of Pacoane can ascertain a wine, ale or beer's age and vintage with a sip on a wisdom / intuition check at -2

* Hit Point Bonus (10)

* Turn Undead (10), Detect Evil (10), Detect Undead (10), Followers (5 / 10)

Notes

Pacoane's priests are known gadflies, traveling from tavern to tavern. Most stay in a near constant stupor. Pacoane is a harmless hedonist in many ways, but many other good-aligned deities show little tolerance for him. Pacoane's priests have no temples, drinking establishments serve that purpose for them. Any time the local clergy throws a festival however, it is indeed a cause for celebration.

Special Spells

The two following spells are borrowed from the Net Book of Alcohol.
Where's the Next Bar (Divination)
Level: 1
Sphere: Divination
Range: 1 mile per level
Components: V, S
Duration: Instantaneous
Casting Time: Average (5)
Area of Effect: Special
Saving Throw: None

This spell is used by a priest who is looking for a good place to have a blast and get blasted. The spell seeks out all establishments within range and instantly gives the caster a mental impression of the best place, with regards to its location, name, general appearance, and taste of the priest. The spell determines which is the "best" location by considering the following factors, in descending order of importance: strength and quality of drinks served, wildness factor, size of bar, and inexpensiveness. If there is no such location (at all) within spell range, the caster must save vs. death magic or fall into a 1d4 round coma, and emerges from it weeping but unharmed.

Transmute Water to Wine (Alteration, Alchemy)
Reversible
Level: 6
Sphere: Elemental (Water)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: Fast (2)
Area of Effect: 1 cubic yard/level
Saving Throw: Special

This spell allows a priest of Pacoane to show his dedication to his/her deity. When successfully cast, this spell turns any palatable water into wine (of the cleric's choice) of the highest quality. Salt water or contaminated water gets a saving throw. Detect magic spells may (50% chance) show it to have a very dim glow.


Pektos

Greater Power of Concordant Opposition, N
Portfolio: Magic, Energy, Knowledge unknown and Mystery, Patron of Mages and Sages.
Titles: Lord of the Weave, Lord Mage
Aliases: None
Symbol: An eight pointed star representing the eight traditional philosophies of magic.

Description
Pektos (PAY * toe) is the Lord of Magic, and with that the Lord of all supernatural and unexplained. He holds power over all things undiscovered, untried, unexplored. He controls the energies which make the supernatural exist and make magic possible, thus he is naturally an extremely powerful deity. He and Tiania were the ringleaders in the destruction of the long dead Great Four. For this action the two of them were barred from ever truly controlling Carthasana as Ao does Abier - Torill. Pektos still answers to no one except a master which, like so many other things about Pektos, remains unknown.

Pektos' human avatar is an old man (or occasionally a woman) who has balded completely except for his beard, which reaches his waist. When he chooses to he sends cats as his messengers, white if the message to be delivered is good and black if evil tidings are brought. Usually though he sends gray cats, for the knowledge gifted of Pektos is almost always a mixed blessing.

Followers
Follower's Alignment: Any
Requirements: Wisdom 15, Intelligence 14
Weapons allowed: As wizard.
Armor allowed: None
Proficiency Groups: Priest, Wizard
Proficiency Points: 8 nonweapon, 3 weapon
Bonus Proficiencies / Traits: Spellcraft
Required Proficiencies: Reading / Writing (Liternanin usually)
Recommended Proficiencies: Religion (Dawn), Precise Memory, Cryptography, Astrology
Spells allowed: Priests of Pektos can employ any priest spell known to exist.
Magical Items allowed: Any except armors and weapons restricted from the wizard class.

Specific Powers

* Wizard Spells (20): Priest of Pektos may gain one wizard spell per level of experience and choose to cast it in place of a priest spell. The spell must be memorized normally at the start of the day.

Optional Powers

* Magic Resistance (10): Priests of Pektos have a magic resistance of 2% per level to a maximum of 50% at 25th level. In addition they have a +2 bonus to save against any direct magical attack.

* Legend Lore (10): Priests of Pektos have the ability to identify magic items as does a bard

* Magical Stability (10): Priests of Pektos can resist the effects of Dead and Wild magic areas, casting normally in such zones.

* Weapon Improvement (10): The weapon choice of a priest of Pektos is terrible at best, and this option improves it to that of a cleric.

* Casting Reduction (5), Detect Good or Evil (10 each), Detect Undead (10), Turn or Command Undead (10 each)

Special Hindrances

Priests of Pektos advance in level using a fighter's experience chart (see below).

Optional Restrictions

* Hit Point Penalty (+10): Use d6's instead of d8's to determine hit points

* Wizardly THACO (+10): The priest must use a wizard's THAC0 instead of a priest

Notes

Pektos' following is divided by alignment. Some of his priests advocate the use of magic to the common good while others see it as a tool to be used to advance one's lot in life. Pektos' own ethos is very flexible to this - that magic is a force of the world, that magic is simple magic, it is not evil or good, neither is it ordered or chaotic. Pektos' priests, especially his high priests, see magic as a force to be enjoyed simply for itself. The only real wrong that can be committed is to try to use magic to destroy magic, and in this view the use of dispel magic is frowned upon by the priesthood.

Still, there are three major orders to Pektos' temple. The order of the Blue Robes are good aligned for most part. As can be expected this order is the strictest of the three. The use of wizardly Necromantic spells and Shadow spells is highly frowned upon by this order, and many of them learn to turn the undead to aid in their "war" with Sirrom. In ceremony they wear blue robes, starting at midnight in shade and working towards but never quite reaching gray coloration.

The Order of the Flames are in many respects the opposite of the Blues, and work covertly (sometimes overtly) to disrupt their peers. They tend towards orange robing, though unlike the Blue they have no system of to the garb.

Finally come the Gray Robes, which are all neutral in alignment by decree. They are the most powerful of the three orders and believe themselves (perhaps rightly) to be the favored children of Pektos. They, for the most part, simply observe the world and keep to themselves. The Archmaster of Magics have been a gray robe for the last three centuries.

Pektos' Priest Progression.

Level Experience Title

1st Initiate

2nd 2000 Disciple of the Green Flames

3rd 4000 Disciple of the Yellow Flames

4th 8000 Disciple of the Orange Flames

5th 16000 Disciple of the Red Flames

6th 32000 Disciple of the Violet Flames

7th 64,000 Disciple of the Blue Flames

8th 125,000 Disciple of the Black Flames

9th 250,000 Disciple of the White Flames

10th 500,000

11th 750,000 Master of the Flames

12th 1,000,000

13th 1,250,000 Master Priest

14th 1,500,000

15th 1,750,000 Archmaster Priest

16th 2,000,000

17th 2,250,000 Archmaster of Magics*

250,000 experience points required for every level beyond 17th

*Only one person can hold this title at any one time, though further progression is possible.


Poen

Greater Power of Elysium, NG
Portfolio: Love, Song, Bards, Passion, Masculine Beauty
Titles: Lord of Passion, Lord of All Song.
Aliases: None
Symbol: A male face whose outline forms the left half of a heart.

Description
It takes two hearts to love, so are there two powers over love. Poen (PO * en, rhymes with poem) is the Lord of Passion, and he expresses that passion in song of unearthly beauty which is the rival of all bards who hold him to be their patron. He is also the god of masculine beauty and it's aspects.

Poen is depicted as an incredibly handsome blonde man of around 19 or so years of age. He is usually clothed in a white loincloth and he carries a silver lyre with him at all times

Followers
Followers' Alignment: Any non - evil
Requirements: Wisdom 12, Charisma / Appearance 15, Intelligence / Knowledge 13
Weapons Allowed: Any bludgeoning and the bow
Armor Allowed: Studded Leather, leather ,elven chain
Proficiency Groups: Priest, Rogue.
Recommended Proficiencies: Allure, Musical Ability, Musical Instrument, Dancing
Master Sphere: Charm
Major Spheres: All, Astral, Animal, Healing, Necromantic, Divination, Protection, Law, Guardian
Minor Spheres: Elemental, Protection, Summoning
Optional Spheres: Combat, Creation, Plant, Sun, Travelers.
Magical Items: As cleric. When a priest of Poen employs a musical instrument he may be able to evoke additional powers from it as does a bard (See the Complete Bard's Handbook (TM) for details)

Optional Powers

* Alter Mood (5): As the bard ability

* Counter Effects (10): As the bard ability

* Rally Friends (5): As the bard ability

* Saving Throw Penalties (5): Spells of the charm sphere are especially potent in the hands of Poen's priests. For every point of Charisma / Appearance above 15 the priest inflicts a -1 to the save and -10% to the magic resistance provided that the target is female. So a priest with a Charisma / Appearance of 17 would give a penalty of -2 to saves and -20% to the magic resistance. If the target is of the same sex there is no modifier.

* Charm Resistance (5): The priests themselves resist charm spells with a 50% magic resistance.

* Charm Person (5): This ability allows the priest to cast Charm Person against a female target once per day, in addition to the number of spells the priest can normally cast

* Improved Armor (5): Normally Poen's priests cannot use heavy armors, but some individuals have learned how to use heavy armors in order to avoid scarring. Such individuals can wear up to plate mail as a cleric.

* Bow Bonus (5): Some of Poen's children use bows with deadly accuracy, leading to a +1 to hit with one.

* Turn Undead (10), Detect Evil (10), Detect Undead (10), Followers (5 / 10), Resist Energy

Drain (5)

Notes

Poen is the husband of Cuane, and the two share the same hierarchy of followers. Poen grants spells and powers to the men, whilst Cuane grants spells to the females. Two sides of the same coin, the combined priesthood of the two gods is inseparable and formidable to any and all potential opponents.


Rosalynn

Intermediate Power of the Twin Paradises, LG
Portfolio: Suffering, Sorrow Self Sacrifice, Martyrdom, Giving
Titles: The Martyr, The Betrayed Child, Lady of Comfort
Aliases: Katrinia (Losineris), Rosana Lynn (Rhonas)
Symbol: A tear, sometimes with an eye

Description
The goddess Rosalynn (rose * AWL * linn) was exalted to her current position after Berenash used the Crown of Nine to destroy her predecessor Ainasi. Pektos established her to counter the growing influence of Berenash, her murderer and father. Rosalynn separated the Crown in what history records as the Year of the Tears. Less than three years later the Empire of Krianel ended in the War of the Nine. It was Rosalynn's separation of the nine gems which made the war possible and cost her life when her father slit her throat as she struggled to free the last of the gems from the crown.

Rosalynn is now the Lady of all those who, like her, sacrifice everything for what they believe in a final gift of love, and she is also the goddess of those who give everything they have for others regardless of personal consequences. She is the Lady of Sorrow, for that emotion more than any other is associated with her, for she still holds sorrow for those who died in the War of the Nine, a war which she takes full responsibility for. And to pay that debt she herself demands that her followers give all that they can, for giving is to her the greatest source of joy.

Rosalynn appears in avatar form as she lived, a fourteen year old girl in sheer white robes, flawless in her appearance except for an ugly scar which crosses her neck where her father slit her throat. When she sends an animal form it is invariably a gray sparrow with soft blue eyes.

Followers
Followers' Alignment: Any good
Requirements: Wisdom / Intuition 14, Constitution / Health 14
Weapons and Armor: As cleric
Recommended Proficiencies: Religion (Dawn), Healing, Herbalism, Astrology.
Master Sphere: Guardian
Major Spheres: All, Astral, Charm, Creation, Divination, Healing, Necromantic, Protection, Travelers
Minor Spheres: Combat, Elemental, Law
Optional Spheres: Summoning, Sun, Wards
Magic Items: As cleric

Optional Powers

* Group Saving Throw Alteration (10): A priest of Rosalynn can increase the saving throws of allies while decreasing their own. This power works by level as follows:

Priest's Level Bonus Penalty Radius #affected

1-3 +1 -1 10' 3

4-6 +1 -1 20' 6

7-9 +1.5 -1 30' 9

10-12 +1.5 -1 40' 12

13+ +2 -1 40' 12

The priest can decide how badly a penalty to put himself at up to -4. Fractional bonuses are rounded down.

* Remove Fear (5): The pries can cast Remove Fear once a day in addition to the normal spell progression. This power can also counter the pain touch used by Tela's priests.

* Absorb Curse (5): The priest can remove a curse on another individual by taking the curse upon himself.

* Turn Undead (10), Detect Evil (10), Detect Undead (10), Expert Healer (5), Followers (5 / 10), Hit Point Bonus (10), Know Alignment (10), Resist Energy Drain (5)

Notes

Rosalynn's priests are usually found in the poorer sections of the cities of Telzoa, and it is here that they work to ease the suffering of poverty. Obviously however, the priests are to be found virtually anywhere suffering occurs. The church does not build elaborate temples, but they do build medieval "hospitals" where they sometimes work with the aid of Tallisiasi's priests.

In ceremony the priests wear sheer white robes and a skullcap of white, darkening to black as level increases. The priests also wear a tight blood red necklace of beads in remembrance of their Lady's deathwound.

Special Spells
The Infusion (Necromancy)
Level: 2
Sphere: Healing
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: Creature Touched
Saving Throw: None

By means of this spell a priestess of Rosalynn heals 1d8 + 1 hit points of damage as per a cure light wounds spell. In addition, the priestess may transfer as many or as few of her own hit points to the subject as desired, though this spell cannot be used to reduce the priestess below 10 hit points in any event, nor can it transfer excess hit points gained from an Aid spell or similar magic.

The material component is the priest's holy symbol.


Sana

Intermediate Power of Pandemonium, CE
Portfolio: War
Titles: Lady of Battle, Maiden of the Crimson Blade
Aliases: None
Symbol: A blood red sword.

Description
A relative newcomer to the Dawn pantheon, Sana (suh * NAY) has quickly forged a name for herself. The daughter of hate and misfortune, war is the terror of man just as is Sana. Sana's portfolio crosses slightly into those of her siblings, for war involves Murder which Tharpoen controls and Bloodlust which is Tela's domain. Each have challenged Sana, and the young goddess has defeated them both soundly to Sekoon's bemusement.

Sana appears as an ironically beautiful lady with red black hair, wielding a sword which shines with an eerie red light.

Followers
Followers' Alignment: Any, though good followers are understandably rare.
Requirements: Strength 12, Constitution 15
Weapons and Armor: Any and all
Proficiency Groups: Warrior
Proficiency Points: 3 nonweapon, 8 weapon, acquire as warrior.
Recommended Proficiencies: Religion (Dawn), Endurance
Master Sphere: War
Major Spheres: All, Combat
Minor Spheres: None
Optional Spheres: Chaos, Elemental, Guardian, Healing, Necromantic, Protection
Magical Items Allowed: As per Fighter, no clerical scrolls or items.

Specific Powers

* Warrior - Priests: Priests of Sana use Warrior Strength and Constitution bonuses for exceptional scores.

* Hit point bonus (10): Sana's priests use d10 to determine hit points instead of d8

* Warrior THAC0: Priests of Sana use a fighter's THAC0 progression.

* Warrior Saves: Priests of Sana save as warriors

Optional Powers

* Weapon Specialization (15): The priest can specialize in a particular weapon

* Building (5): The knowledge to construct heavy war machines, siege engines and siege towers.

* Leadership (5): The ability to lead large numbers of troops into battle. The priest is able to take charge of up to 100 soldiers per level. He knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving a large number of men.

* Supervisor (5): The authority to supervise the construction of defensive works such as ditches, pits, fields of stakes and hastily built wooden and stone barricades. With time permitting, the priest also can supervise the building of semi-permanent fortifications.

* War machines (5): The knowledge to operate heavy war machines and siege engines such as ballistae, catapults, rams bores and siege towers.

* Spell Duration Increase (10): Spells of the War sphere last for twice as long as normal when cast by Sana's clergy.

* Advanced spell acquisitions (20): Normally priests of Sana must wait until 6th level before beginning to gain spells. However, with this ability the priest begins spell acquisition at 3rd level.

* Wisdom Bonus (20): Priests of Sana are not normally entitled to their bonus spells for high wisdom, however, with this ability that power is regained.

* Followers (5 / 10), Detect Good (10), Detect Undead (10), Command Undead (10)

Special Hindrances

* Advance penalty: Priests of Sana advance at the same rate as Paladins and rangers and make their saving throws as warriors.

* No wisdom bonus: Priests of Sana do not receive bonus spells for high wisdom.

* Delayed Spell Progression: Priests of Sana have their own spell progression as follows

Level Spell Level

I II III IV V VI VII

6 1 - - - - - -

7 2 - - - - - -

8 2 1 - - - - -

9 3 1 - - - - -

10 3 2 - - - - -

11 3 2 1 - - - -

12 3 2 2 - - - -

13 4 3 2 - - - -

14 4 3 2 1 - - -

15 4 4 2 2 - - -

16 4 4 2 2 1 - -

17 4 4 3 3 1 - -

18 4 4 3 3 2 - -

19 4 4 3 3 2 1 -

20 4 4 3 3 2 2 -

21 5 4 4 3 3 2 -

22 5 4 4 3 3 2 1

23 5 5 4 4 3 3 2

24 5* 5* 4 4 4 3 3

25 5* 5* 5* 4 4 4 3

26 5* 5* 5* 5* 4 4 4

27 5* 5* 5* 5* 5* 4 4

28 5* 5* 5* 5* 5* 5* 4

29 5* 5* 5* 5* 5* 5* 5*

*5 spells a level is the maximum a priest of Sana can acquire

Notes

Sana is viewed differently in every culture. Some hold her highly, whilst others shun her. Her popularity in a given area is correspondent to the aggressiveness of the populace and how long the land has known peace.

Sana' priests dress in their full (and best) battle regalia during ceremony. They all also carry a staff which will have scalps placed on it, one for each time the priest was first to engage the enemy in melee. In more civilized areas a red leather strap is used. Skull caps (literally.) are worn on the head. High priest's caps are red.

The title system used by Sana's priests correspond directly to the prevailing system used by the local army.


Sekoon

Greater Power of Hades, NE
Portfolio: Evil, Hate and Death
Titles: Lord of Hate, The Enemy
Aliases: Sadier, Mulfra
Symbol: An inverted pentagram, the points representing Sekoon's five children: Kepho (Disease), Char (Destruction), Tela (Bloodlust), Tharpoen (Death) and Sana (War).

Description
Sekoon (SAY * coon) was once one of the most powerful deities of all Carthasana until Berenash attacked him with the Crown of Nine and stole away a huge amount of his power. More of his power has been spread out to his five bloody children: Kepho, Char, Tela, Tharpoen and Sana. Still, Sekoon is far more powerful than every other evil power in Telzoa for he is hate's embodiment, and the more hate the world knows the more powerful he becomes. Kepho sows disease and decay for him, allowing Sekoon to painfully render their end. Char destroys all he sees, and the destructiveness of man is caused by his hate. Tela brings forth sadism and torture, hate's vilest forms as she is Sekoon's vilest daughter. Tharpoen betrays and murders on hate's behalf, he and his worshippers are assassins to be hired out freely. And finally Sana, who controls war, in which all these things exist in that most peculiar disaster of man, born of hate. Sekoon once directly controlled all these aspects, but now he can simply delegate the authority over them and still be very much in control of them. Sekoon is feared and hated, but to hate him is to give power to him.

Sekoon can take any evil form he wishes, but to curb his power Pektos long ago forbade him from ever magically assuming a good guise. Therefore Sekoon is rarely, if ever viewed directly, but in temple murals he is depicted as a being somewhere between a Baatezu and a Tanari in appearance, for indeed he is ultimately lord of each of them, and the Blood War is fought for the prize of his power. Sekoon knows that this can never occur due to the nature of the two forces, but the hatred between them further increases his awesome power.

Followers
Followers' Alignment: Any evil
Requirements: Wisdom 12, Constitution 12, Maximum Charisma 15
Weapons Allowed: As cleric and any small concealable weapon, such as a dagger
Armor Allowed: As cleric
Recommended Proficiencies: Religion (Dawn), Reading / Writing.
Master Sphere: Necromantic
Major Spheres: All, Astral, Combat, Divination, Healing, Summoning
Minor Spheres: Guardian, Protection, Chaos, Elemental
Magical Items: As cleric and including any whose prime function is to kill.

Specific Powers

* Command Undead: Command undead as if two levels higher than actual, affecting twice the normal number of undead for twice as long as normal

* Saving Throw Bonus: +2 on all saves vs. death

* Protection from Good: Within this aura good and summoned creatures suffer a -1 penalty to all attack rolls. This aura and that of a paladin negate each other.

Optional Powers

* Feign Death (5 / 10): At 5th level the priest can feign death as per the spell once a day. Spending 10 character points grants this ability immediately

* Detect Good (10), Followers (5 / 10), Hit Point Bonus (10), Detect Undead (10), Resist Energy Drain (5), Warrior - Priests (10)

Notes

Sekoon is not often directly worshipped, though prayers are occasional spoken to him to bring his wrath upon enemies. His direct worship is outlawed in many areas of Carthasana.

Sekoon's priests wear robes which run the gamut of red shades, starting at a light pink for initiates and ending at a near black maroon at the Master Priest rank. Only the highest priest, the so called Master of Evils can wear the solid black robes with red trim. It is said that he or she possesses special powers above those normal for other priests.

As with druids, priests of Sekoon must fight for the right to progress at every level beyond the 11th. Their can be only one 18th level priest in the faith at a time, and Sekoon has no known followers beyond that level.

The succession of titles in the order are:

1st level Initiate

3rd level Disciple of Blood

5th level Bloodletter

7th level High Bloodletter

9th level Master Bloodletter

11th level Priest

13th level High Priest

15th level Master Priest

18th level Master of Evils*

* Only one person may hold this title at a time, though further progression is possible.


Seloku

Lesser Power of the Prime Material Plane, N
Portfolio: Commerce, Trade, Wealth, Money, Patron of Jewelers
Titles: Lord of Commerce, The Golden Lord
Aliases: None
Symbol: A gold coin

Description
Seloku (say * LOCK * oo) is the god who oversees the oldest endeavor of man, making a profit. He is the greedy and acquisitive, and he can be very vindictive, indeed - even as Waukeen of Torill's worshippers work to build a ransom on her behalf to free her from the Tanari, Seloku pays the Tanari to baby-sit her a while longer.

Seloku is depicted as a youthful to aging man with a greedy look in his eyes. He is always wearing gold jewelry and fabrics to gaudy excess, and his priests usually follow suit when they can afford it.

Followers
Followers' Alignment: Any, and surprisingly, LG, LE, CG & CE are the most common.
Requirements: Wisdom 9
Weapons and Armor: As thief
Proficiency Groups: Priest, Wizard, Rogue
Proficiency Points: 12 nonweapon, 3 weapon
Bonus Proficiencies: Appraisal (See below)
Recommended Proficiencies: Reading / Writing, Modern Languages, Gemcutting, Whitesmithing.
Master Sphere: Travelers
Major Spheres: All, Astral, Charm, Creation, Divination, Guardian, Healing, Law, Necromantic, Protection, Wards
Minor Spheres: None
Optional Spheres: Elemental Air, Elemental Earth, Numbers, Summoning, Sun, Thought
Magical Items: Any concerning wealth and as cleric

Special Powers

* Appraisal (5): Seloku's priests automatically appraise with a initial rating of 10 modified for Wisdom / Intuition and Intelligence / Knowledge. The check gains a plus one per three levels. It is very accurate (+ or - 5% as opposed to the normal 10% on gems and metals, + / - 15% on art objects).

* Dispel Fool's Gold (5): If an object treated with the spell Fool's Gold comes into contact with a priest of Seloku in can possibly be dispelled as if the priest had cast dispel magic. This is innate and is checked for every time the priest touches the object (The DM may wish to limit this to once a day per item if the player uses knowledge that his character does not have, touching an item repeatedly trying to dispel).

Optional Powers

* Identify (5 / 10): At 6th level the priest can cast an item spell once per day by holding the object and concentrating one turn. For 10 character point the ability is gained at 3rd level

* Legend Lore (5 / 10): At 12th level the priest can cast Legend Lore once a week, again by holding the item and concentrating one turn. For 10 character points the ability is gained at 6th level

* Turn Undead (10), Detect Undead (10), Expert Healer (5)

Notes

As befits their god, many priests of Seloku are greedy and acquisitive. They have a particular bend for using spells that have no material component. They must oddly tithe 10% of their income, plus give 10% of any large find to the temple (Leading sages to jokingly call Seloku the god of taxation). What becomes of this money is a mystery, but the influence of Seloku's priesthood is very considerable.

The church is known to engage in moneylending, and they have invented the idea of simple interest. More that a few kingdoms are in financial debt to the church for loans made centuries ago to pay for wars all but forgotten in daily life.

In ceremony the priests dress in gold, lots of gold. High priests often wear full plate armor made of this metal (full plate made of gold attracts thieves, but it is 2 AC's worse than steel). Those without armor (99% of them) wear white silk robes trimmed in (what else) gold.


Senda

Greater Power of the Plane of Shadow, NE
Portfolio: Darkness, Shadows, Night and Dusk
Titles: Lady of the Eternal Shadow
Aliases: Hirade, Neleasi
Symbol: A near black disk with two solid black points positioned as eyes.

Description
Of all Carthasana's greater powers none is more misunderstood or mysterious than Senda (SEND * uh). She is the goddess of darkness, yet in a world with three moons she never can hold true, total sway. She is also the goddess of shadows and the patron of the mages who pursue that most mysterious of wizardly arts. Night and dusk round out the portfolios of her direct concern, but she also considered a goddess of mystery and of intrigues all her own. She is a close friend to both Zereos and Noanna, two deities whose businesses' are best conducted in the darkness that Senda provides so well.

Senda has never been known to assume a tangible avatar form in the traditional sense. The avatars that she has had come as a form of dark mist with two points within darker than the rest which serve as vague eyes. Within the mist weapons levitate and attack as if wielded by 10 HD monsters. Senda does send animal avatars in the form of wolves, owls and most often, nightingales.

Followers
Followers' Alignment: Any non - good, though the draw of shadow is so strong that by 10th level the priest must have an evil alignment to pursue his studies.
Requirements: Wisdom 13, Dexterity 15, Intelligence 14
Weapons allowed: As thief
Armor allowed: Chain mail, no shield
Proficiency Groups: Priest, Rogue
Required Proficiencies: Blindfighting
Recommended Proficiencies: Religion (Dawn), Allure, Light Sleeper
Master Sphere: Reverses of the Sun Sphere.
Major Spheres: All, Astral, Charm, Combat, Protection, Summoning, Chaos, Thought
Minor Spheres: Divination, Healing, Time, Wards
Optional Spheres: Animal, Elemental, Guardian, Travelers, Weather
Magic Items: As cleric and any with ties to shadow magic.

Special Powers

* Special Spells: Sendan priests may pray for and receive the following spells of the Illusion/Phantasm school: 1st level- spook 2nd level- blindness, invisibility 3rd level- wraithform 4th level- fear, phantasmal killer, improved invisibility, shadow monsters 5th level- demishadow monsters, dream, shadow magic 6th level- demishadow magic, shades 7th level- shadow walk, simulacrum

* Darksight: Priests of Senda have an intimate connection with shadow through Senda's grace. As the priest advances in level she becomes more attuned to darkness and ignores changes in visibility that would partially or completely blind other characters.

Condition Attack Penalty Damage Bonus

Saving Throws AC penalty

Moonlight -1 Normal -1 0

Starlight -3 Normal -3 -2

Total Darkness -4 Normal -4 -4

At 4th level, the priest sees as well in moonlight (or equivalent light ) as a normal human would see in broad daylight, and he can lessen penalties for more complete darkness by 1 point. In other words, he would only suffer a -2 penalty for attacking in starlight, or a -3 penalty for total darkness. At 7th level, he sees by starlight as well as a normal human sees by day, and he lessens combat penalties for total darkness by 2 points. At 10th level he can see perfectly in total darkness, negating all penalties. However, magical blindness or fog can still hinder a priest of Senda's sight

* Special Item: Senda's priests wear black ceremonial robes which function as Cloaks of Elvenkind at night and in darkness when worn by a priest of Senda. Exactly how these robes are created is a mystery, but it must be inexpensive (to the church) for nearly every priest wears one.

Optional Powers

* Create Darkness (5): The ability to cast darkness 15' radius once per day in addition to the priest's normal spell progression. At 5th level the spell imitated turns to blacklight.

* Saving Throw adjustment (5): The priests of Senda are strongest when lighting is weakest as follows...

 

Condition Modifier to Opponent's Save Undead Commanded

Bright daylight or continual light +2 1d6

Weak daylight, dusk, or light none 1d6

Late twilight, strong moonlight, lantern light

-1 2d6

Weak moonlight, torch light -2 2d6

Candlelight, starlight -3 3d6

Total Darkness -4 3d6 + level of priest

* Command Undead (15): The power of Senda's priests over undead sway with darkness as above. In addition to adding to the number of undead affected, the priest adds the negative modifier to an opponent's level to his level when he tries to turn undead. In total darkness, Senda's priests command undead at 4 levels higher than actual, while in bright light they command as if 2 levels lower.

* Saving Throw Bonus (5+): The priest gains a +1 on the saves vs. shadow magic if a save is allowed. This bonus can be purchased multiple times for cumulative effect.

* Darkness bonus (5): With this power the priest casts all shadow related magic as if a level higher than actual.

* Detect Good (10), Detect Undead (10), Followers (5 / 10), Know Alignment (10), Resist Energy drain (5)

Notes

Senda's priests are a mysterious lot with equally mysterious aims. They hate the priesthood of Karthos and Larthan, and aren't on good terms with any lunar controlling power either, but unlike Shar of Torill, Senda avoids direct confrontation, and points to the folly of Shar as to a reason.

Sendites are very concerned with rank however, and they have a title system used within the clergy as follows...

Title System.

1st level Initiate

3rd level Aspire

5th level Brother

7th level Dark One

9th level Shadowpriest

11th level Master Shadowpriest

13th level Shade

15th level Arch Shade

17th level Shadowwalker


Senean

Intermediate Power of Nirvana, LN
Portfolio: The seas & the nearest moon
Titles: Lord of the Sea
Aliases: None
Symbol: Full moon rising over the sea.

Description
Senean (SEA * nee * ann) is the blustering and somewhat temperamental lord of the sea and all that transpires within this domain. He tempers are quite unpredictable despite his alignment, for one moment his domain may be perfectly calm and quiet and the next a tempest destroying all in it's path.

Senean is depicted as a strong solid white haired man with the build of a twenty - year old. He usually depicted submerged up to his waist and wielding a triton. He quite naturally sends sea born avatars; a particular favorite is the albatross.

Followers
Followers' Alignment: Any
Requirements: Wisdom 12, Intelligence 14
Weapons allowed: As cleric
Armor allowed: Up to chain (AC 5)
Proficiency Groups: Priest, Warrior
Required Proficiencies: Swimming
Recommended Proficiencies: Navigation, Seamanship, Animal Lore (Sealife)
Master Spheres: Weather, Elemental Water
Major spheres: All, Astral, Charm, Combat, Divination, Healing, Necromantic, Protection, Sun, Law, Travelers
Minor Spheres: None
Optional Spheres: Animal, Creation, Guardian, Plant, Summoning, Wards
Magic Items: As cleric

Specific Powers

* Saving Throw Modifier: Senean Priest's powers wax and wane with his moon. When it is full they have a bonus slot at every spell level they can cast, they save with a +1 bonus and inflict a penalty of -1 to save vs. their spells. When the moon is new these powers are reversed to become hindrances, (i. e. -1 on all saves, +1 to opponents' saves, 1 spell lost per level, though never less than one.) Since Senean orbits once every 10 days, this change is fairly frequent.

Optional Powers

* Infravision (10): Priests of Senean can see 60' into the darkness when his moon is in the sky

* Lycanthrope Bonus (10): Immunity to the lycanthropy inflicted by those creatures who are normally Lawfully aligned (such as wererats). In addition they can strike these lycanthropes without magic or silver weapons.

* Turn Undead (10), Detect Undead (10), Followers (5 / 10), Hit Point Bonus (10), Warrior

Priests (10)

Notes

Senean is worshipped most often in coastal areas where the behavior of the seas (or the lakes) is important to the populace. He is viewed as a passionless god, often as cold, distant and deep as, well, the sea.

Senean's priests dress in shades of blue and occasionally green. In ceremony they employ aquamarine robes with dark blue and white lines giving a wavelike appearance. Cyan hoods are worn by the higher level priests (9th level +). Senean does not employ a wide spread title system, although the highest priest of a given temple will often be referred to as Seamaster.


Sere

Intermediate power of the Prime Material Plane, NE
Portfolio: Cold, Snows, Winter, the North Wind
Titles: Lady of the North Wind, Lady of the Ice Hands, The Blue Woman
Aliases: None
Symbol: A snowflake in a circle with the top half bolder than the rest.

Description
Sere (alternatively SAIR, SAIR * eh, sair * EE) is the eternally cold and bitter mistress of the northern wind, and her cold withering touch is but one of the four winds that serve Tiania. Druids as well as her own priests strive to placate her, that she does not do too much harm during the hold of winter.

Sere is usually depicted as an elf - like lady who wears only the thinnest of white robes even in the coldest of weather. Her skin is a pale tint of blue and ice cold to the touch, it is said that if she bleeds her blood freezes when it touches the air. When she takes an animal avatar it is usually the mighty and vicious polar bear.

Followers
Followers' Alignment: NE, N
Requirements: Constitution / Fitness 16, Wisdom / Willpower 14
Weapons and Armor: As druid
Proficiency Groups: Priest, Warrior
Bonus Proficiencies: Arctic Survival
Recommended Proficiencies: Animal Lore, Religion (Dawn), Hunting
Master Sphere: Weather
Major Spheres: All, Astral, Combat, Creation, Divination, Guardian, Elemental Air, Elemental Water
Minor Spheres: None
Optional Spheres: Animal, Chaos, Elemental Earth, Healing, Numbers, Protection, Summoning, Travelers
Magic Items: As druid and any which create cold or ice.

Specific Powers

* Heirophancy: Priests of Sere advance as druids and eventually gain many of the heirophant powers of druids with the exception of the ability to enter and survive the elemental plane of fire. Instead they gain the ability to enter and survive the para-elemental plane of frost

* Cold Resistance: At 3rd level the priest gains the ability to survive in 60 degree temperatures without any clothing and without being adversely affected. For every level beyond 3rd the temperature that they can survive in drops 10 degrees, a 9th level priest can easily walk barefoot in snows in clothing others reserve for the hottest days of summer.

* Saving Throw Bonus: At 5th level a +1 to saves vs. magical cold is gained, and this increases by +1 per 5 levels. At 10th level the priest can make an unmodified save vs. cold attacks that normally do not allow a saving throw.

* Secret Language: Priests of Sere speak the language of druids and other priests of the winds

* Cold Intensity: The spells of Sere's priests bypass normal cold immunities, forcing a saving throw to avoid damage by creatures normally immune to cold and ice attack. If the save fails they take half damage.

* Special Spells: Although priests of Sere cannot use any fire based spell, regardless of it's sphere of origin, they can use any wizard invocation / evocation spell of 1st to 7th level that specifically deals with cold attack. Common examples are ice storm, wall of ice, Snilloc's snowball swarm and Snilloc's snowball.

Optional Powers

* Chill touch (5): The priest can cast this spell once a day in addition to their normal spell progression

* Communicate with Creatures (10): As a druid

* Hit Point Bonus (10): Roll 1d10 instead of 1d8 for hit points

* Identify (5): As druid

* Immunity to charm (5 / 10): As druid

* Pass without trace (5): As druid

Notes

Sere's priesthood is perhaps the most argumentative of the four priests of the wind. Over the last few centuries the world balance has been towards evil, and as representatives of nature's evil and cruel aspects Sere has lost some druidical support from those who believe that druids must actively shepherd the balance.

Still, Sere's priesthood hasn't lost any of it's blusteringness. If anything, the ignorance of the druids has lead to a few recent bitter winters. Sere's priests gradually gain a blue hue about their skin and high level priests are cold to the touch. Common folk avoid them more so than other druids and see them as evil and irreprehensible. While it is true that Sere's position isn't one of kindness and virtue, she isn't as evil as she is depicted and certainly not irredeemable. She just serves a necessary part of nature, the cruelty of cold and winter.


Sho

Greater Power of Concordant Opposition, N
Portfolio: Literature, Artistry, Conception of Ideals and Inspiration, Knowledge Known.
Titles: The Inspirer, Penwright of the Gods.
Aliases: None
Symbol: A candle

Description
Sho is the middle man in the flow of all knowledge. Thought begins existence as being unknown, and all things unknown belong to Pektos. Next they flow to Sho, whose dominion is all knowledge known and recorded. Finally knowledge passes to Thachatean, who rules knowledge forgotten or lost for all time.

Sho is the son of Pektos and Tiania, and he was the firstborn of godkind. He has since ruled over all of Literature and he is thus the patron of scribes and scholars. Artistry and the rendering of thought to page is his domain, and those especially talented in those areas are considered favored by him. Finally he is accredited with inspiration, the father of that moment when all things foggy become clear and evident before one.

Sho is depicted quite obviously as a young scribe, content to work his craft is the silence of his home on the Concordance. His animal avatar is the mouse.

Followers
Followers' Alignment: Any
Requirements: Intelligence / Reason 16, Wisdom / Intuition 16
Weapons and Armor: As wizard
Proficiency Groups: Any
Proficiency Points: 15 nonweapon, 0 weapon
Bonus Proficiencies: Reading / Writing
Recommended Proficiencies: Religion (Dawn), Artistic Ability, Painting, Poetry, Whistling, Sculpture, Religion, Heraldry, Local and Ancient History.
Master Sphere: None, spells requiring glyphs or markings however are treated as Master Sphere regardless of their origin.
Major Spheres: All, Astral, Charm, Creation, Divination Healing, Necromantic, Protection, Summoning, Sun, Thought, Numbers, Time
Minor Sphere: Guardian, Wards
Magical Items: As cleric and all written items, i.e., any scroll.

Optional Powers

* Read Languages (5): Read Languages as Thief, 5% chance / level

* Artistic Skill (5): Sho's priests gain a free proficiency in one artistic ability. They then gain a bonus of +1 per four levels when employing that skill.

* Withdrawal (5): The priest can employ this spell once per day in addition to his normal allotment of spells for the day.

* Glyph of Warding (5 / 10): At 7th level the priests of Sho can cast an extra glyph of warding once per day in addition to the normal spell progression. For 10 character points the ability is gained at 3rd level

* Casting Reduction (5): The time required for a priest of Sho to use a scroll is reduced by 1.

* Spell Duration Increase (10): The duration of all non instantaneous spells increases by 1 round for every two experience levels of the priest as long as the spell is either written in nature or cast from a scroll

* Followers (5 / 10)

Optional Hindrances

* Hit Point Penalty (10): The priest must use a d6 to determine hit points instead of d8's

Notes

Sho is the child of Pektos and Tiania. He and his priests tend to be quiet and unobtrusive, content to look through old tomes and the like. In ceremony Sho's priests wear gray, pink and yellow. In public their dress varies with personal tastes and temperament.


Talisiasia

Lesser Power of Arcadia, LG
Portfolio: Healing, Doctors, Medicine
Titles: Lord of Medicine
Aliases: None
Symbol: An herbal leaf, usually sumac.

Description

Talisiasia (tal * ih * SEE * ah * SEE * ah) is perhaps the most popular of all the Dawn deities since he has aided them all on one occasion or another. Despite ideology he and his priesthood is usually above attack since they can be counted on to heal and treat the sick and wounded regardless of their past transgressions or personal natures, save for those brazen enough to attack Talisiasia or his priesthood.

Talisiasia is depicted as a doting old man or woman. He (She?) is never without his special staff of healing, which grows one leaf from every medicinal plant in the world.

Followers
Followers' Alignment: Any, though evil types are very rare and must become at least neutral by 9th level.
Requirements: Wisdom 14
Weapons Allowed: As cleric, though actual use of those weapons is discouraged. Mancatchers, nets and lassoes are also permitted.
Armor Allowed: As cleric, although it's use is somewhat disdained.
Bonus Proficiencies: Healing
Recommended Proficiencies: Herbalism, Religion
Master Sphere: Healing
Major Spheres: All, Animal, Astral, Divination, Guardian, Necromantic, Plant, Protection, Summoning, Wards
Minor Spheres: Elemental
Optional Spheres: Charm, Creation, Sun
Magical Items: As cleric

Optional Powers

* Lay on Hands (5): As per the paladin ability.

* Curative (10): As the paladin ability.

* Health (5): As the paladin ability.

* Maximize (5): Once a day the priest may cast a previously memorized spell for maximum effect.

* Augmentation (5): The spells of the healing sphere, when used by the priests of Talisiasia use the next highest die to roll effect. As an example, Cure Light Wounds heals 1d8 points of damage, but if the priest takes this power the spell will heal 1d10. Cure Serious Wounds recovers 2d10+1 points with this ability.

* Bonus Spells (10): A bonus spell per level as long as the spell is taken is either healing or necromantic

* Medicinal Skill (5): All priests of Talisiasia receive healing as a bonus proficiency, priests that take this option gain a +1 to the check for every three levels.

* Casting Reduction (5): The casting time of Healing spells is reduced by 3, but never less than 1.

* Expert Healer (5): Priests of Talisiasia gain an extra cure light wounds per five levels independent of his remaining spell progression.

* Detect Evil (10), Detect Undead (10), Resist Energy Drain (5), Turn Undead (10)

Optional Hindrances

* Hit Point penalty (10 / 20): With this penalty the priest must use a d6 to determine hit points. If 20 character points are to be gained a d4 must be used

* Weapons Penalty (5 / 10 / 15): The priests of Talisiasia as detailed above are something of the Dawn equivalent of field medics. For 5 character points the character must use only thief weapons. For 10 the limitation is wizard weaponry (or lack thereof), For 15 the limitation is the same as the priesthood of Derin: Bola, Staff, Mancatcher, Lasso, Net.

* Armor Penalty (5 / 10 / 15): The degrees of limitation are, Chain or less, As thief or none.

Notes

Priests of Talisiasia vary considerably as one can probably deduce from the variety of powers above. All of them share a genuine concern for the plight of others. The skills that the priests have at weapon use vary with the violence that they themselves are likely to be exposed to. The priests of Talisiasia disdain violence, and they prefer subdual to slaughtering foes. After a battle the nature of priests of Talisiasia shows through, for they will aid foe and friend alike (admittedly attending to friend first).

More so than any other priesthood it is easy to think of Talisiasian characters as convenient walking first aid kits. They are anything but, and players who would choose play this priesthood should be aware of this fact.

Talisiasian priests work closely with several other power's priesthoods as follows: Rosalynn in the ministry to the poor and destitute, Pektos in the healing of those magically afflicted, and Chiantu in the treating of children. Surprisingly however, Talisiasia will cross the normal bounds of alignment, his priests aid Sana's in the treating of warriors, and his priesthood will aid druids when called for. Part of this stems from Talisiasia's twin creeds which are that a doctor shall never refuse to treat anyone who desires to be treated, and a doctor shall weigh the good of healing with the danger of the treatment.

Priests of Talisiasia can use The Infusion, a healing spell listed with the description of Rosalynn's priests.


Tharpoen

Intermediate Power of Hades, NE
Portfolio: Murder, Poison, Patron of Assassination
Title: The Murderer, Tharpoen of the Five Daggers
Aliases: None
Symbol: A dagger sheaved in a poison vial.

Description
Tharpoen (THAR * po * en ) is the god of poisons and betrayals, the patron god of all assassins. He is one of the many children of Tersha during the time that she was known as Tushia. He is the personal hitman for his father Sekoon, and he will also parcel his services to any being able to meet his price. He has slain around twenty or other powers and has been suspected of many more.

Tharpoen is an enemy to Noanna and during a conflict with her he mysteriously disappeared. He currently is remaining as low key as possible, trying to lull Noanna into a false confidence. Allegedly he has been paid a large sum for her death as well as that of two Faerunian deities... Mask and Cyric. Tharpoen has no intention of approaching Cyric just yet since their similar natures makes him a difficult target at best, but he has destroyed more powerful figures before. Mask should prove an interesting diversion, but he is to kill Noanna first and has yet to succeed at that.

Tharpoen is depicted as a lithe shadowy man wearing a belt of daggers, each one attuned to a specific task for the Dawn Lord of Murder.

Followers
Followers' Alignment: Any non - good
Requirements: Constitution 14 (Max 17, see below), Intelligence 12
Weapons and Armor: As thief
Proficiency Groups: Priest, Rogue
Bonus Proficiencies: Herbalism
Recommended Proficiencies: Disguise, Animal Lore, Healing, Etiquette, Modern Languages
Master Sphere: None
Major Spheres: All, Astral, Combat, Divination, Necromantic, Summoning, Plant
Minor Spheres: Creation, Healing, Elemental
Optional Spheres: Chaos, Charm, Elemental, Law, Protection, Travelers, War
Magical Items: As cleric and any whose prime function is to kill.

Specific Powers

* Backstab: A priest of Tharpoen can backstab as if he were a thief

* Hide in Shadows: The priest can hide in shadows as a thief of his level (as per table 19 in the DMG)

* Move Silently: The priest can move silently, again as a thief of his level (as per table 19 in the DMG)

* Weapon Specialization: The priest may specialize in one weapon, and this weapon is the one that he uses in most of his murderous escapades.

Optional Powers

* Poison Resistance (5+): Most priests of Tharpoen are highly immune to poisons in general, and gain a +1 to the save for every 5 character points spent on this ability.

* Poison Immunity (10): The character can gain an immunity to one poison every three levels. For each immunity gained roll a Health check, and if the check is failed the character losses one point of Constitution / Health and fails to gain the immunity. The immunity so gained is against a typical dose of the stated poisons, if unusually high dosages are administered the priest may still be forced to save at a +4 bonus.

* Hit Point Bonus (10), Turn Undead (10), Detect Good (10), Detect Undead (10), Followers (5 / 10)

Notes

Due to the unrivaled popularity of this faith the priests of Tharpoen dress in unassuming fashion, but favor darker colors to match their outlook. In ceremony they wear maroon silk robes trimmed in black. High priests are shaved bald and wear silver daggers which are usually enchanted by their owners.

Initiated priests are murdered deliberately as part of the ceremony of becoming a priest of Tharpoen, and afterwards they are raised from the dead by the resident high priest. This test weeds out weaklings, but it also forces all priests of Tharpoen to subtract one from their initial Constitution scores.

After initiation though no one is safe within Tharpoen's temple. The priesthood holds a philosophy of 'everyone for himself.' Tharpoen loves indirect conflicts, especially the type where one person doesn't stand a chance or doesn't see it coming. Tharpoen's priests pride themselves on delivering persons to Matacha or Kepho before they fully realize what is going on.


Tean

Greater Power of the Seven Heavens, LG
Portfolio: Justice, Equality, Humility, Law, and Duty
Titles: The Balancer, Lord of the Scales
Symbol: A balance

Description
Tean (TEEN) is the absolute judge of the law of Telzoa. He is a settler of the disputed, never speaking until all facts are before him, but once he speaks his word is law. He holds all before him equal before the law, and this includes mortals and gods (when he can enforce it). It is his duty to enforce the decisions that law makes mandatory.

Tean is depicted as a robust young warrior wearing sheer black robes upon his glowing white mail armor and carrying a long sword. His animal form of choice is falcon, and he sends it to make his will known.

Followers
Followers' Alignment: Lawful Good only.
Requirements: Wisdom 9
Weapons and Armor: As cleric and the long sword.
Proficiency Groups: Priest, Warrior
Proficiency Points: 6 nonweapon, 6 weapon, acquire as warrior
Bonus Proficiencies / Traits: None
Required Proficiencies: Law
Recommended Proficiencies: Reading / Writing, Empathy
Master Sphere: Law
Major Spheres: All, Combat, Guardian, Protection, Wards
Minor Spheres: Divination, Healing, Necromantic, Thought
Optional Spheres: Astral, Charm, Creation, Elemental, Numbers, Summoning, Sun, Travelers, War, Wards

Magical Items: As cleric

Specific Powers

* Turn Undead

* Protection from Evil: As do paladins, priests of Tean radiate an aura that places summoned, undead and evil creatures at a -1 on all attack rolls

* Know Alignment: The priests of Tean may cast know alignment once per day in addition to normal spells

* Detect Evil: The ability to see emanations of evil from creatures or objects within a path 10 ' wide by 60 ' long. It takes one round to scan a direction, and other actions cannot be performed.

Optional Powers

* Saving Throw Bonus (10): A +2 on all saving throws

* Circle of Power (5): If the priest wields a holy sword, he can project a circle of power with a 10 ' diameter which dispels hostile magic.

* Warrior THAC0 (30): With this ability the priest's THAC0 advances at a rate of a fighter, but choosing this ability slows the priest's progression down to that of a fighter.

* Detect Undead (10), Followers (5 / 10), Hit Point Bonus (10), Resist Energy Drain (5), Warrior Priest (5), Weapon Specialization (15)

Notes

The followers detailed about are the clerics of the faith by title, although they are capable of tasks that clerics normally cannot accomplish. The faith also has paladins within it's number, and about 1 paladin is to be found for every 100 priests. Paladins of Tean have all the standard powers available, but they receive proficiency in Law as a bonus and cast from the same spheres that the clerics have major access to: Combat, Guardian, Protection, Law and Wards.

The followers of Tean, whether Cleric or Paladin are collectively known as the Enfusios, or Enforcers in the Liternanin tongue. They wear Midnight blue robes with white trim on the right and black on the left. All followers of Tean must follow a strict code of behavior as set down in the 11 dictums.

1. One shall not to commit to an evil deed, or even allow in to be considered in the mind. To consider evil is a transgression against me, requiring penance. To commit evil is to be delivered unto Kepho's hands to do with as he pleases. Evil is acting solely to please self, especially without regard to others. While there is no evil in experiencing joy, it is evil to do so at the expense of others.
2. One shall not kill an unarmed or otherwise helpless foe, nor so much as strike a prisoner that has surrendered.
3. One shall not strike anyone without having first been struck at. Insults of words are immaterial, the only just time to draw forth the blade is to meet the blade of the foe or to practice its use.
4. One shall never be richer than the poorest beggar.
5. One shall never be vainglorious.
6. One shall never cloud the mind with drink or other poisons.
7. One shall aid those in need whether they believe in your cause or not. It is incumbent upon you to show them the light of your path through your example.
8. One shall not consort with evil hearts except to attempt to redeem them.
9. One shall tithe to my cause
10. One shall always hold faith in me alone.
11. One should always expect the best of the human spirit, and accept nothing less if possible."

Before either paladin or cleric can proceed to the fourth level of ability they must pass the Test of Purity, a dangerous examination that is held in secret council. Until the test is passed the character is simple referred to as an initiate.


Tela

Intermediate Power of the Abyss, CE
Portfolio: Bloodlust, Torture
Titles: Bloody Tela, Lady of Tears, Maiden of Salt
Aliases: None.
Symbol: A bleeding skull with flame eyes

Description
Tela (TEE * lah) is the vile and conniving goddess of pain, torture and bloodshed. She is Sekoon's third child and twin sister to Tharpoen. Tela is feared and reviled for all pain emotional and physical comes from her fearsome hand. Tela reviles in the suffering of others and strives at all times to increase this suffering whenever possible. She has a deep seated hate for any who relieve suffering, in particular Talisiasia, Rosalynn and Derin.

Tela furthers the hate of the frustration pain causes for her father, and those she does not directly strike are inflicted by sorrow likewise from her. Even her siblings are wary of her constant grasps for power, and a very deep enmity exists between Tela and her half - sister Sana ever since Tela tried to usurp Sana's powers.

Tela is depicted in temple murals as a midnight black female stripped with multiple open wounds which leave a trail of blood wherever she goes. Her eyes burn with the fires of sadism and the pleasure in the knowledge that the world shall forever know pain.

Followers
Followers' Alignment: CE
Requirements: Wisdom 12, Strength 12, Constitution 16
Weapons allowed: Any nonbludgeoning, the scourge and the whip.
Armor allowed: Up to chain mail
Proficiency Groups: Priest, Warrior
Required Proficiencies: Endurance
Recommended Proficiencies: Religion (Dawn)
Master Sphere: Combat
Major Spheres: All, Animal, Astral, Chaos, Divination, Elemental, Necromantic, Summoning,
Minor Spheres: Guardian, Healing, Protection, Travelers, War, Wards
Magical Items: As cleric plus any whose primary function is to inflict pain.

Optional Powers

* Wounding Touch (5): Priests of Tela merely need to touch an opponent to inflict damage equal to twice their level in hit points. This power can be used but once per day.

* Pain Touch (5 / 10): The priest can employ a pain touch once per day in addition to the normal spell progression once he reaches 5th level. If the character spends 10 character points the ability is gained immediately

* Throbbing Bones (5 / 10): The priest can employ this spell once a day in addition to the normal spells per day once he reaches 10th level. If the character spends 10 character points the ability is gained at 5th level.

* Heart Pull (10): At ninth level the priest can use a heart pull. The opponent must be reduced to 10 hit points, once done the heart can be pulled form the body on a successful attack roll. This can be attempted once per day and is usually reserved for ceremony.

* Followers (5 / 10), Detect Good (10), Detect Undead (10), Hit Point Bonus (10), Command Undead (10), Warrior Priests (25), Weapon Specialization (25)

Notes

Tela's priests are spoke of in tones of hatred usually reserved for the fiends of the lower planes. Her's is the only known religion of Carthasana which engages in wholesale human sacrifice, and often the victims of such sacrifices are mere children kidnapped from their homes while their parents sleep. In their ceremony priests wear dark purple and red robes replete which blood stains which are not washed out. Out of ceremony the priests try to be unobtrusive for very obvious reasons.

Titles:

1st level Apprentice

3rd level Disciple of Wounding

5th level Disciple of Bleeding

7th level Disciple of Cutting

9th level Disciple of Torture

10th level Priest

12th level Priest of Hurting

14th level Master Priest

16th level Archmaster

18th level Grandmaster


Terix

Intermediate Power of Limbo, CN, likely to be found anywhere
Portfolio: Mischief, Practical Jokes, Frolic, Drama, Rhyme
Titles: Lord of the Fools, Master of the Jesters, Tersha's Troublesome Brat.
Aliases: Among his favorites are Teshiar, Robin Goodfellow, Pindurae, Naughtiare, and Puck (among elves)
Symbol: A deck of cards

Description
It is impossible to imagine a night of storytelling around any Dawn campfire that passes without one of the many tales of the mischief of Terix (varies: TAIR * ich, TAIR * ick, TAIR * icks) . The son of Tersha, it is said that instead of being born normally he was formed from one of Tersha's fits of laughter. Ever since that day, whenever it occurred, Terix has haunted most of the outer planes and worlds like a plague. He has many powerful enemies who either don't have the power to attack Terix directly (he is an intermediate power after all) or view him as a nuisance that is not worth their time to exterminate. A short list follows: Cuane, who he shaved bald on one occasion and then presented her hair to the council of gods; Yondalla, who he had the audacity to use a powerful potion of diminution on, tuning the halfling goddess down to a height of 3/4 ". He steals Pacoane's elixir of drunkenness on a regular basis and has tortured Derin for centuries trying to get the beleaguered god of peace mad (He has succeeded in annoyed).

Other enemies include almost all of Carthasana's pantheon - Six of Faerun's deities (especially Sune), Three Krynnish deities, uncountable mortals and one Tanari lord. Terix stays on the move for good reason, but one of the reasons he has never been destroyed (or even seriously attacked) is that his pranks do no real harm except to egos. Still, it is said quietly that one of these days that the Lord of the Fools will bite off more than he can chew. Who knows if that day will come, and even then, would Terix care?

Terix usually appears as a young androgynous child with a wild maniacal smile on his (her?) face at all times. He wears a small blue cape and a orange, red and yellow motley. He is usually accompanied by Listrania, a small fairy which is the goddess of laughter among Dawn tradition, though she has no priests of her own. Terix's animal form of choice is a large beautiful fox.

Followers
Followers' Alignment: The chaotic nature of Terix's teaching prevents any lawful mentality whatsoever.
Requirements: Dexterity 16, Constitution 12, Intelligence 13
Weapons allowed: Lasso, Club, Boomerang, Caltrop, Dart, Net, Sling, Staff Sling, Staff
Armor allowed: As thief
Proficiency Groups: Any (Priest of Terix tend to learn a little of everything due to their charlatan natures).
Proficiency Points: 12 nonweapon, 3 weapon
Bonus Proficiencies / Traits: Glibness, Impersonation
Required Proficiencies: Etiquette (Not that any priest of Terix actually practices it, rather, the proficiency lets them know who's out of favor with a crowd and what he can get away with.)
Recommended Proficiencies / Traits: Musical Ability, Artist Ability, Dancing, Gaming, Singing, Musical Instrument, Juggling, Jumping, Tightrope Walking, Tumbling, Ventriloquism, and especially Running
Master Sphere: Chaos (like this is a surprise).
Major Spheres: All, Astral, Charm, Combat, Divination, Elemental, Summoning, Numbers, Time, Travelers
Minor Sphere: Healing
Optional Spheres: Animal, Creation, Guardian, Necromantic, Plant, Protection, Sun, Thought, Wards
Magic Items: Terix's priests can get almost any item to work for them to pull a good prank, but normally only cleric items will work.

Specific Powers

* The Laughter of Terix: The priest can cast Tasha's Uncontrollable Hideous Laughter once a day in addition to his normal spell progression

Optional Powers

* Defense Bonus (10): +2 bonus to Armor class when unarmored and unencumbered.

* Increased Movement (5): A priest's base movement is increased from 12 to 15 (useful in after joke getaways).

* Bribe (5): As with the thief skill, a priest can bribe an official with gifts of money or merchandise. Only one bribe can be attempted per target. The percentage chance 5% per 2 levels.

* Escape Bonds (10): For some reason Terix's priest land themselves in the most unusual predicaments. This ability is the same as that of a thief, and the priest has a 10% chance, + his dexterity + his level.

* Pick Pockets (10): Terix's priests use sleight of hand tricks to amaze (and annoy) others, usually by testing against this skill. They have a 15% chance + 5% per 2 levels of experience.

* Alter Mood (5): As per the bard ability

* Charm Resistance (5): A +1 on any save vs. charm magic. This ability can be purchased multiple times for increased effect.

* Psionic Defense (5 / 10): A priest of Terix has such a chaotic mindset that by the time he reaches 6th level his mind is totally immune to psionic intrusion and his body cannot be affected by direct psionic attack. For 10 character points this ability is gained at 3rd level. If this ability is taken the character can never develop a psionic wild talent.

* Chaotic Backlash (10 / 15): At 12th level any attempt, magical or psionic, to intrude upon the priest's mind forces the offender to save vs. spell. If the saving throw is failed the offender is feebleminded as per the spell. If the save is passed then the offender is affected by a confusion spell. For 15 character points the ability is received at 6th level

* Bonus Spells (5): The priest can memorize an extra spell per day per spell level, although the spell must be used to pull a joke or the power is lost for 3d6 days.

* Special Spells (10): The priests of Terix can acquire the following wizard spells (and only the following wizard spells) and cast them as if they were priest spells: 1st level Audible Glamer, Cantrip, Friends, Grease, Phantasmal Force, Taunt, Ventriloquism 2nd level Forget, Irritation, Misdirection, Rope Trick, 3rd level Suggestion 4th level Confusion, Emotion (laughter only), Fumble 5th level Chaos, Feeblemind 6th level Geas 7th level Duo Dimension

* Followers (5 / 10)

Optional Hindrances

* Delayed Spells (+20): The priests with this hindrance cast spells as if they were 4 levels lower than they actually are, hence a 5th level priest casts as a 1st level priest.

* Rogue THAC0 (+5): Some priests have little aptitude for fighting and use a thief's THAC0

* Hit Point Penalty (+10): The priest uses d6 to determine hit points instead of d8's

* No Armor (+5): The priest cannot even use the armors of thieves.

Notes

The priests of Terix are just like him, your likely to find one anywhere, and usually you will find him either in, on his way in, or getting out of trouble. It's not that his priests are a malicous or sadistic lot (as a rule, there are known exceptions), its just they like to have fun, and lots of it, often at the expense of a prideful ego. Terix's following is strongest among the Jilini, who refer to him as Teshiar and consider him a patron god and kindred spirit.

Terix' priest usually dispense with ceremony of the usual sort. If several meet by chance a riddling contest usually follows. The priests will sometime gather to put on shows of comedy, and in large cities the followers of Terix will often build open air theaters (with the local lord's permission) and deticate the ground to Terix, who is also the god of drama and acting, though it sometimes doesn't show. The priests do have one festival, known officially as All Fools Day, and during that time Terix's priests commit to the ultimate insult, pretending to be worshippers of long dead cults and powers.


Tersha

Greater power of Olympus, CG
Portfolio: Happiness, Good Luck, Fortune, third moon
Titles: Lady of Smiles, The Scarred Goddess
Aliases: Tushia (her old name)
Symbol: A white circle with a Cheshire cat like smile.

Description
Tersha (TURSH * uh) is a goddess that has changed much over the millennia. She used to be referred to as Tushia, the daughter of Oralea, and she once controlled all aspects of luck, chaos and entropy. Eventually she fell in love with Sekoon, and during this time she became wicked and dark, acquiring providence over murder and lies. She mothered four children for Sekoon: Kepho (the dead), Char (destruction), Tela (torture) and finally Tharpoen (Assassins). Tersha eventually fell in love with another deity, Gladrous, and in his jealousy Sekoon had Tharpoen murder him. Tersha left Sekoon altogether and for a time she was extremely fickle and undecided about her own fate.

Sekoon however had also fell in love, with a vile, wicked goddess known as Apenca. He and Tharpoen helped her to attack Tersha directly, and in the fight the providence of luck was split into good and bad. Unbalanced and severely weakened Tersha went into hiding. Eventually she faded into a demipower, and then her mother decided to help her lest she be destroyed. In exchange for chaos and entropy, Oralea gave her fortune. With her new powers Tersha took her current name (up to that time she was known as Tushia), and with a clear direction and purpose she rebuilt her following. Eventually she claimed happiness and frolic from her fallen lover and soon afterwards Terix was born (or should one say formed) and she gave frolic to him.

Tersha appears as a young lady in gray robes with jet black hair that spills and almost trails on the ground. Her left cheek still holds the scar that Apenca dealt her so long ago. When Tersha uses an animal form it is a solid white cat with pink eyes.

Followers
Followers' Alignment: Any non evil.
Requirements: Dexterity 15, Constitution 12
Weapons and Armor: As cleric
Proficiency Groups: Priest, Rogue
Bonus Proficiencies / Traits: Lucky
Recommended Proficiencies: Religion (Dawn), Etiquette, Reading / Writing.
Master Sphere: Chaos
Major Spheres: All, Astral, Healing, Necromantic, Summoning, Charm
Minor Spheres: Combat, Divination, Guardian, Time
Optional Spheres: Animal, Creation, Elemental, Numbers, Plant, Protection, Thought, Travelers, Wards
Magical Items: As cleric plus any inherently chaotic item (such as a wand of wonder)

Specific Powers

* Magical Chaos: Any spell cast by a priest of Tersha can possibly wild surge as if cast by a wild mage. The character rolls on the surge check table any time he/she casts, possibly altering the level the spells goes off at.

* Infravision: When Tersha is visible in the sky her priests gain a 60' infravision.

* Lycanthrope Bonus: Tersha's priests are immune to the lycanthropy of those creatures who are Chaotic, such as werewolves. They can strike such creatures without magic or silver.

* Spell Bonus: The priest can cast Nahal's Reckless Dweomer once per day in addition to his normal spell progression.

* Tersha's Favor: Once a day a priest can invoke Tersha's favor. This allows a +1 on a 20 sided die roll check or +5% on a percentile dice check. This must be declared before the die is cast. The +1 modifier is considered natural - that is, if the die roll is a 19, then it is considered a natural 20 as opposed to a modified one.

Optional Powers

* Spell Immunities (5): At 3rd level the priest becomes immune to confusion & chaos (As if it really matters, for most of Tersha's priest act confused anyway.)

* Psionic Defense (5 / 10): A priest of Tersha has such a chaotic mindset that by the time he reaches 6th level his mind is totally immune to psionic intrusion and his body cannot be affected by direct psionic attack. For 10 character points this ability is gained at 3rd level. If this ability is taken the character can never develop a psionic wild talent.

* Chaotic Backlash (10 / 15): At 12th level any attempt, magical or psionic, to intrude upon the priest's mind forces the offender to save vs. spell. If the saving throw is failed the offender is feebleminded as per the spell. If the save is passed then the offender is affected by a confusion spell. For 15 character points the ability is received at 6th level

* Turn Undead (10), Detect Evil (10), Detect Undead (10), Followers (5 / 10), Hit Point Bonus (10)

Notes

Tersha's priests are naturally a very fickle and somewhat uncontrollable group. They, like their goddess, have changed over the millennia. Currently they often embark on what many regard as foolish ventures, for "fortune favors the foolish"

Tersha's priest wear golden robes in ceremony and paint a red streak on their left cheek to remind them of their goddess' punishment for following the path of evil fortune.


Tethas

Intermediate Power of the Prime Material, NG
Portfolio: The Rains and Storms, The West wind.
Titles: Lord of Storms, Lord of the West Wind
Aliases: None
Symbol: Rain within a circle, with the bottom half bolder than the rest.

Description
Tethas (TAY * thus, hard th as in the) is the final god of the four winds to be detailed in this chapter. His associates are Basia, Damnisu and Sere. As with them, Tethas rules over one of the four winds and the weather that comes with it's breath, in his case, it is the warm rains of late spring and early summer. Tethas can also be the most violent of the four, for it is within his province to create the thunderstorms, hail and tornadoes. Tethas rarely elects to do this as Char usually does that sort of work despite Tethas' own misgivings about such actions.

Tethas is most often depicted as a young man with graying hair before his time. Around his body are wrapped stormclouds, and in his hand is often a white oak thunderstaff. He has no animal avatar, but druids hold that he speaks within the winds and rolls of thunder.

Followers
Followers' Alignment: NG, N
Requirements: Wisdom / Intuition 12, Charisma / Leadership 15
Weapons and Armor: As druid
Proficiency Groups: Priest, Warrior
Recommended Proficiencies: Animal Lore, Animal Handling, Weather Prediction, Religion (Dawn).
Master Sphere: Weather
Major Spheres: All, Astral, Combat, Creation, Divination, Guardian, Elemental, Healing, Plant
Minor Spheres: None
Optional Spheres: Animal, Chaos, Numbers, Protection, Summoning, Travelers
Magic Items: As druid.

Specific Powers

* Heirophancy: Priests of Tethas advance as druids and eventually gain the heirophant powers of druids.

* Saving Throw Bonus: At 5th level a +1 to saves vs. electricity and lightning is gained, and this increases by +1 per 5 levels. At 10th level the priest can make an unmodified save vs. electric attacks that normally do not allow a saving throw.

* Secret Language: Priests of Tethas speak the language of druids and other priests of the winds

Optional Powers

* Saving Throw modifier (5): During storms the priests of Tethas' spells become more powerful. During any storming activity the opponents of the priest must save at a -1. For every 15 m.p.h. strength in the wind gusts the opponents must save at an additional -1 (i.e. in a storm that produces 30 m.p.h. winds opponents must save at a -3)

* Pass without trace (5): As the druidical ability

* Purify water (5): As druid.

* Communicate with Creatures (10): As a druid

* Hit Point Bonus (10): Roll 1d10 instead of 1d8 for hit points

* Identify (5): As druid

* Immunity to charm (5 / 10): As druid

* Pass without trace (5): As druid

Notes

Tethas' priesthood tends to be the most outgoing of the four, and of the four wind sects they have the best relationship with rangers. The priests usually wear shades of gray in their ceremonial robes, flanked in white trim and underclothes.


Thachatean

Lesser Power the Concordant Opposition, N
Portfolio: Perseverance, Forgetfulness, Patron of the old and wise.
Titles: Lord of the Lost, The Forgetful One
Aliases: None
Symbol: A quill

Description
Thachatean holds dominion over the end of the cycle of knowledge, in that anything that can be known, any thought, idea or invention must first be unknown and in the dominion of Pektos, then known and in the dominion of Sho. It is when an idea or thought becomes forgotten that it enters the domain of Thachatean. To this end Thachatean is said to own a library in which is kept all knowledge that is forgotten for all time.

Thachatean is represented in his monasteries as a doting and forgetful old man of incredibly advanced age, oftentimes holding a staff and carrying his book of lost lore. His animal avatar is that of a turtle.

Followers
Followers' Alignment: Any partially neutral
Requirements: Wisdom 12, Charisma 12, Maximum Intelligence 15
Weapons allowed: As cleric
Armor allowed: Up to chain mail, no shield
Proficiency Groups: Any
Recommended Proficiencies: Reading / Writing, Ancient History / Languages
Master Sphere: Thought
Major Spheres: All, Astral, Charm, Combat, Creation, Divination, Guardian, Protection, Summoning, Travelers
Minor Spheres: Healing, Law, Wards
Optional Spheres: Elemental, Necromantic, Numbers, Time
Magical Items Allowed: As cleric

Optional Powers

* Charm Resistance (5+): The priests of Thachatean resist charm magic, possibly due to their bookish natures. The resistance is 10%, and a +1 to any applicable save against the effect. This power can be purchased multiple times for cumulative effect, up to 5 times.

* Forget (5): The priest can cast the wizard spell forget once a day in addition to his normal spell progression.

* Feeblemind (5 / 10): At 12th level the priest can feeblemind opponents as per the wizard spell once a day. For 10 character points the ability is gained at 6th level.

* Followers (5 / 10), Turn Undead (10), Detect Undead (10)

Optional Hindrances

* Proficiency penalty (5): Thacatean priests seem to have inherited some of their god's well known absent mindedness. They have a -2 on any proficiency check where intelligence is the relevant ability.

Notes

Thacatean is kindly looked upon by most, but he has few direct worshipers and temples. His priests wear a haphazard mismatch of clothing, there are no ceremonial robes per say. There is no title system, for indeed many priests forget their own names on occasion.

Thacatean used to be intoned to give a peaceful, natural death to loved ones when the time came. However Tharpoen has laid aggressive claim to that portfolio, and Thacatean does not of yet have the power to oppose him.


Tiania

Greater power of the Prime Material, N
Portfolio: Nature, Change, Cycles, The second moon.
Titles: Mother Nature, Mistress of the Eternal Balance
Aliases: None, though some theorize that she is the same deity as Oasyanian.
Symbol: Two circles, one perfectly inset inside the other. A horizontal line crosses the larger circle across it's line of symmetry, but does not cross the smaller. Two vertical lines pass down from the center circle to the larger . If extended to the center they would touch the horizontal line at a 90 degree angle, and they are 5 degrees apart at the base.

Description
Tiania (tee * ANN * ee * ah or TEE * uh * nee * uh) is the powerful goddess of nature and of the force of change. She drives the order of the cycles and controls them absolutely. All within nature is at her command, or some say was. Tiania is seemingly fading, or perhaps she herself is changing into something more intangible than a goddess. She has no avatar and has not spoken to anyone or thing for three millennia. She is not dying for the druids still receive magic and power from her, but perhaps she herself is changing into and becoming nature, rather than being it's controller. That is the druidical belief. They view Tiania as being everywhere and nowhere at once, all being yet not truly existent. She is an intimate part of every tree, rock, bird and beast. Essentially she is nature, she is the balance, and it is the duty of her followers to maintain and protect her.

Supervising the druids in this task are Tiania's four servants, Basia the South Wind, Damnisu the East Wind, Sere the North Wind and Tethas the West Wind. The druids and the various servants of these four are united in the cause of nature's (Or should one say Tiania's) defense.

Followers
Followers' Alignment: Any partially neutral, but alignment must shift to True neutral before reaching 10th level.
Requirements: Wisdom 12, Charisma 15
Tiania's specialty priests are druids, as detailed in the Player's Handbook and Skills and Powers. However, their range of abilities is slightly different as detailed
Weapons and Armor: As druid
Proficiency Groups: Priest, Warrior
Proficiency Points: Standard Priest
Bonus Proficiencies / Traits: Animal empathy, Animal Lore
Required Proficiencies: Animal Handling, Survival (Forest)
Recommended Proficiencies: Land Based Riding, Monster Lore, Herbalism, Healing, Endurance
Master Spheres: Animal, Plant, Elemental
Major Spheres: All, Healing, Weather, Sun
Minor Spheres: None
Optional Spheres: Chaos, Charm, Combat, Creation, Law, Protection, Summoning, Sun, Travelers
Magical Items: As priest except written items.

Specific Powers

* Communicate with creatures: A druid can acquire the languages of woodland creatures. This ability is more detailed in the Player's Handbook

* Identify: At 3rd level a druid can perfectly identify safe food and water in the wilderness

* Pass without trace: At 3rd level a druid can pass without trace as per the spell.

* Fire / Electrical Resistance: a +2 bonus to all saves vs. fire and electrical attack

* Secret Language: Druids can speak a language know only to them and the priests of the winds.

* Shapechange: The ability to shapechange at 7th level as entailed in the Player's Handbook

Optional Powers

* Infravision (10): Unique to the druids of Carthasana, some of which can see 60' into the darkness when Tiania's moon is in the sky

* Lycanthrope Bonus (10): Immunity to the lycanthropy inflicted by those creatures who are normally Morally Neutral (i.e., N, NG, NE, such as weretigers) In addition they can strike these lycanthropes without magic or silver weapons.

* Advance Shapechange (5): This ability allows the druid to gain his shapechanging abilities gradually and before 7th level as explained in Skills and Powers.

* Immunity to Charm (5 / 10)

* Bonus Spell (5), Cold Resistance (5), Elemental Spell bonus (5), Hit Point Bonus (10), Immunity to disease (10), Purify Water (5), Hide in Shadows (5), Move Silently (5)

Special Hindrances

* Difficult Progression: Druids advance as druids (duh!), instead of as a cleric which is the case of most of the other priesthoods.

Notes

Tiania's druids dress in leather shaded in browns and green. In ceremony flowered wreathed are used to determine rank and deeds.

There is a system of titles used in the priesthood as follows.

1st Level Initiate

3rd Level Disciple of Grasses

5th Level Disciple of Trees

7th Level Leaftender

9th Level Forester

11th Level High Forester

12th Level Druid

13th Level Archdruid

14th Level Greatdruid

15th Level Granddruid

16+ Hierophant Druid


Zereos

Intermediate Power of Limbo, CN
Portfolio: Illusion, Deception
Titles: Lord of Illusion, The Deceiver, Lord of Veils
Aliases: Too many to catalogue
Symbol: A gray disk.

Description
Zereos (zuh * REE * owes) has recently became embroiled in an interpantheon dispute of great interest to the various bystanders throughout the planes. This appears to have begun with the apparent death of Liera, the Faerunian goddess of the illusion and deceptions. This struck close to home with Zereos, for the two entities were very close, although how close they were is a matter of severe conjecture since the aims and motives of both were always cryptic in the extreme. Some have put forth the theory that Liera was the lover of Zereos, while others have theorized that the two are actually the same entity.

What is known is that in the wake of the death of Liera the relationship between Noanna and Zereos has become cold and businesslike. Zereos, some say, believes that Noanna paid Mask to murder Liera. Whether this is true or not is uncertain, but Noanna's jealousy for Liera was hardly well hidden. Zereos is in turn is believed by some to have hired Tharpoen to kill Noanna for this, and then to kill Liera's murderers: Mask and Cyric. While admittedly Zereos may well have a motive, it is still uncertain whether he even has any hand in the current events. After all, Zereos could well be Liera, or Cyric for that matter, with what is currently known about the physical appearance of Zereos and his true beliefs and motives.

Zereos has no true human avatar, though he sometimes whispers in fogs and shadows throughout the world. He has no animal avatar.

Followers
Followers' Alignment: Any
Requirements: Dexterity / Aim 16
Weapons Allowed: As wizard
Armor Allowed: None
Proficiency Groups: Priest and one other
Bonus Proficiencies / Traits: Disguise
Required Proficiencies / Traits: None
Recommended Proficiencies: Glibness, Impersonation, Compulsive Liar
Master Sphere: None
Major Spheres: All, Creation, Charm, Protection, Thought
Minor Spheres: All other spheres.
Magical Items: As cleric

Special Powers

* Create Illusion (10): Create an illusion once per day. At 1st level it is equivalent to Phantasmal Force. At 4th level it becomes an Improved Phantasmal Force. At 8th level it changes to a Spectral Forces: finally becoming an Advanced Illusion at 12th level.

Optional Powers

* Special Spells (10): Beginning at first level the priest may choose one spell that is purely an illusion / phantasm effect and cast it as if it were a priest spell. If the DM wishes then the player can use the spell list of the 1st edition illusionist instead. In any event, for every level that the priest has advanced he gains a new spell, so a third level priest has three spells. These spells must be of a level that the priest can cast and must be memorized as if they were priest spells.

* Casting Reduction (5): The priest may reduce the casting time of any illusion / phantasm spell by 3.

* Saving Throw Bonus (5+): This priest gains a +1 to saves vs. spells of the school of illusion / phantasm. This can be purchased for cumulative effect.

* Non - Detection (15): The priest radiates an aura that acts as the spell non - detection, rendering him immune to detection by most means

* Followers (5 / 10)

Special Hindrances

* Spell Restriction: Priests of Zereos are not allowed to use true seeing or any item that duplicates it effect. Doing so is a severe transgression.

Notes

Zereos' priests are known for their charlatan natures. They use their skills to impersonate other clergies from time to time, sowing decent and uncertainty in the world. The clothing they wear in ceremony is designed to totally conceal their identity.


Deities of the Elvish Mythos and Pantheon

Elven religion is far more unified in it's scope and it's nature than it's human counterparts. Since elves routinely master the powerful magics of teleport and since they often wander great distances in their lifespans, elven beliefs about deities of power have become very worldwide in scope.

The typical elven priest is a cleric as detailed in Skills and Powers. Though it states that the 125 character points a cleric has can be spent on any ability, an elven cleric (indeed any cleric) must spend at least 100 character points on spheres of access.

Elven clerics more or less receive their spells from general intuition until they reach the experience points required for 5th level. At that point one of the Elven deities or a servant thereunto will contact the character in a special dream which comes at the end of a ceremony of fasting and prayer. At that time the priest becomes an emissary to the god that chose him (it is never the other way around) and advances to 5th level. Unlike Dawn priests however, an elven priest never worships his patron to the complete exclusion of all the others, but he will only be consulted in matters that his patron controls and he must follow the will of his patron above all others (although it is very rare for most elven deities to contradict each other).

Every elven priest wears a tiale (ornamental neck ring), and it represents the priest's patron. It is a work of respect to their deity, and the more powerful the priest, the better he or she makes the tiale. The best ones are encrusted with precious gems and imparted with magical powers by their high - level owners (along the lines of a +1 or +2 ring of protection or a talisman of some sort). The priest will have constructed his first tiale by the time he reached 7th level.

Until the priest reaches 5th level he has standard clerical access to spells and ability. At 5th level and afterwards the cleric's abilities will usually shift somewhat, although elven priests never become as specialized as their Dawn counterparts. They may use bludgeoning weapons normally, and most can use the weapons associated with their patron once they reach 5th level.


Corellon Larethian

Greater Power of the Happy Hunting Grounds, CG

Portfolio: Master of the Elven Pantheon, Craft, Music, Poetry, Magic, The Moons

Titles: Lord of the Upperworld, Lord of Fairies

Aliases: None

Master Sphere: None

Weapons Allowed: Standard cleric, the longbow and longsword

Symbol: Three circles overlapping at one point.

Description

Corellon Larethian represents the highest ideals of elvenkind: "he" is skilled in all the arts and crafts, and is the patron of music, poetry, magic and all other arts. Corellon is alternately male or female, both or neither. The god is also mighty in battle, and is said to have personally banished such demons as Lolth from the sunlit Upperworld.


Rillifane Rallathil

Lesser Power of the Prime Material Plane, CG

Portfolio: Nature, Trees

Titles: The Leaflord, Lord of all Trees

Aliases: None

Master Sphere: Plant

Weapons allowed: Standard cleric and any constructed of 90% natural material.

Symbol: A tree within a circle

Description

Rillifane is often likened by his clerics to a giant ethereal oak tree so huge that its roots mingle with the roots of every other plant in the world. On a more mundane level, Rillifane can appear on the Prime Material Plane as a green - skinned elf in bark armor and carrying a magic bow. Arrows shot from this bow slay instantly if they strike their target

Rillifane is primarily concerned that all creatures have the opportunity to act out their roles in nature without abusing them. Rillifane's clerics are deadly enemies of those who hunt for sport and those who harm trees maliciously or unnecessarily.


Hanali Celanil

Intermediate Power of the Happy Hunting Ground, CG

Portfolio: Elven Beauty, Romantic Love

Titles: Hanali the Beautiful

Aliases: None

Master Sphere: Charm

Weapons Allowed: Standard

Symbol: The face of an elven maid.

Description

Just who is more vain between Aphrodite, Cuane, Sune and Hanali has been a matter of great joking debate among sages for centuries, but Hanali's claim is not easily refuted in any event. Hanali is far less sensuous than her human counterparts, and she might be considered cold by human standards. But few doubt the strength of her passion once they've viewed (very rarely) or experienced it (almost unheard of ).


Frey

Intermediate Power of the Happy Hunting Ground, NG

Portfolio: Sunshine, Sky, Sea, and Passing

Titles: Dawnlord, Lord of the Great Voyage

Aliases: None

Master Sphere: Sun

Weapons Allowed: Standard

Symbol: A gray ship.

Description

One of two elven deities who has human followers, Frey is Lord over sky, sea and light of day. Upon his fleet all elves one day sail to their homeland when the time has come to move onward.


Puck

Intermediate Power of Limbo, likely to be found anywhere, CN

Portfolio: Happiness, Frolic, Drama, Mischief and Practical Jokes.

Titles: Lord of Mischief

Aliases: Robin Goodfellow, Terix (among humans)

Master Sphere: Chaos

Weapons Allowed: As thief

Symbol: Two six sided dice

Description

Terix and Puck are one and the same, although convincing his elven and human followers of that is next to impossible. Terix considers their ignorance to be one of his greatest jokes yet, but it's also one he's likely not to spring to keep from hurting his standing with his followers.


Dieties of the Dwarven Mythos and Pantheon

Dwarven religion is very unique in several aspects. Carthasana's dwarven priests are very similar to the crusaders in their general aims and abilities. The priesthood has more variance than that of the elves, but it is far less varied than that of their human counterparts.

Dwarven priests advance as paladins and gain full warrior bonuses for exceptional strength and constitution. Their THAC0 is the same as a warrior, decreasing at a rate of 1 a level. They can use any weapon they desire, wear any armor and use a shield. They also gain spells as if they were priests. The exact spheres of access are determined by deity, but in any event a dwarf's spell selection is very limited in comparison to elves and most human deities.


Moradin

Greater Power of the Seven Heavens, LG

Portfolio: Creation, Rule of the Dwarven Pantheon

Titles: The Soulforger, The Smithlord

Aliases: None

Master Sphere: Creation

Major Spheres: All, Combat, Divination, Guardian, Protection, Wards

Symbol: An anvil and hammer surrounded by fire

Description

Moradin is the head of the pantheon of dwarven deities. It is said that Moradin created the race of dwarves from iron and mithral, forging them in the fires at the center of the world. The dwarves' souls entered their bodies when Moradin blew on his creations to cool them.

The center of a shrine to Moradin is always the great ever-burning hearth and forge. Sacrifices, be they of common or precious metal, are melted down at the forge and reformed into shapes useable by the clergy of Moradin.


Abbathor

Intermediate Power of the Abyss, CE

Portfolio: Greed

Titles: The Twisted One

Aliases: None

Master Sphere: Numbers

Major Spheres: All, Charm, Combat, Creation, Divination, Travelers

Symbol: A black coin

Description

Abbathor is the sole evil dwarven god, the great master of the greed that plagues so many of the dwarven race. He is a hunched, twisted creature, warped by his own greeds and jealousies. Like those of many human gods, his name is mentioned to keep him away from one's treasures.

Abbathor understandably has few direct worshipers and even fewer priests, but he thrives in the greed and malice of everyday dwarven life.


Berronar Truesilver

Intermediate Power of the Seven Heavens, LG

Portfolio: Safety, Patron of Marriage and Love

Titles: Mother of Safety, Bride of Moradin

Aliases: None

Master Sphere: Protection

Major Spheres: All, Creation, Divination, Guardian, Healing, Necromantic

Symbol: A white bow.

Description

Berronar Truesilver is the Mother of Safety, the bride of Moradin, and his aide at his Soul Forge. She is the patroness of marriage and love, and she is a common hearth and home goddess.

In some areas only male dwarves follow Moradin and females follow Berronar, in a manner similar to Cuane and Poen, but this is far from universal.


Clangeddin Silverbeard

Intermediate Power of the Seven Heavens, LG

Portfolio: Battle, Combat, War

Titles: Father of Battle

Aliases: None

Master Sphere: War

Major Spheres: All, Combat, Divination, Elemental, Protection

Symbol: Two crossed battle axes afore a shield

Description

Clangeddin Silverbeard is the Father of Battles, the resolute dwarven war god in the eternal struggles with other races. Clangeddin teaches that a battle must be just and a triumph obtained through valor or nothing is gained.


Dumathoin

Lesser Power of the Seven Heavens, LG

Portfolio: Secrets, Mining, Underground Exploration

Titles: Keeper of the Secrets under the Mountains

Aliases: None

Master Sphere: Divination

Major Sphere: All, Creation, Elemental, Guardian, Travelers, Wards

Symbol: A mount sitting atop a diamond

Description

Dumathoin is the Keeper of Secrets Under the Mountain, the god of mining and underground exploration. He is called the Silent Keeper, for he never speaks, but may guide his faithful through fate and happenstance to the richest veins and the greatest treasures.


Sharindlar

Lesser Power of the Seven Heavens, LG

Portfolio: Healing, Mercy

Titles: Lady of Life

Aliases: None certain, Tallisiasi is suspected of being a different form however

Master Sphere: Healing

Major Spheres: All, Charm, Creation, Necromantic, Guardian, Protection

Symbol: A gnarled staff

Description

Sharindlar, the Lady of Life, is the dwarven goddess of healing and mercy. She works with Berronar as the goddess of courtship and has a very strong following among dwarven priests seeking healing magics.


Dieties of the Oyasini Mythos

The Oyasinin religion is unique amongst the demihumans in that it is almost purely monotheistic. They hold that the world is ruled by only one god whom they call Oasyanian (oo as YAN e an) among outsiders, though it is believed (though unconfirmed) that they use a different name among themselves. They also believe in spirit folk, but hold that these beings are no more or less powerful than mortals, just different. They tend to classify the major gods of other religions with their spirits (sometimes leading to giving major offense). Oyasinin themselves are spirit folk, and like elves they cannot be raised with Raise Dead.

Oyasini believe in reincarnation, that life repeats continuously until the cycle is broken when the soul arrives at perfect harmony with the world. When that happens it truly becomes part of the vitality of the world, a part of it's mana. The Oyasinin concept of mana spills over into the all aspects of life, but particularly in the use of magic. The oyasini hold that magic is the purest manifestation of mana, and drawing upon it is of holy significance to them. The ability to use the mana is viewed as a gift of Oasyanian, and hence both the conjurers and shamans of Oyasin society are highly respected and revered. Especially revered however are the Callers (shaman / conjurers).

The Oyasinin priesthood is composed entirely of shamans, and furthermore the priesthood is exclusively female. Male Oyasinin priests do not exist unless they call upon outside powers, an act of high blasphemy punishable by death. The Shaman class is detailed in Spells and Magic.


Ooyasana

Greater Power, Plane of residence unknown, NG

Portfolio: The Oyasini, and as far as they are concerned she controls everything.

Titles: The All - Mother.

Aliases: None

Symbol: None known.

Description

Very little is known about Ooyasana outside of the Oyasinin myths, since the small folk rarely if ever talk about her in the open in front of the outsiders. From what sages can gather however, Ooyasana maintains a highly intimate relationship with her fairy people. In their myths she is somewhat lonely, for most Oyasini moral plays are based about the fallacies of the spirits and the Oyasini themselves. Oyasini view Ooyasana to be infallible, as an idealistic ideal of Oyanhood as one is likely to get.


Dieties of the Gnomic Mythos and Pantheon

Gnomes are not a tremendously devout folk, but they do have a well-developed pantheon of deities, and they like to honor their gods with frequent "observances" -- rites that tend to be performed, naturally, as wild and raucous festivals. What priests there are among gnomes are clerical in their nature, and as with elven clerics the player must spend 100 of his 125 character points on spheres of access.

Unlike elven clerics, gnomic priests never truly become devout representatives of just one deity of the pantheon, although there is rumor that each of the deities below has specialist priests, they are quite rare indeed for they are almost unknown about, even among gnomes.


Garl Glittergold

Greater Power of the Twin Paradises, LG

Portfolio: Gnomic Patriarch, Mischief

Titles: None official (Official titles are very un - gnome - like anyway)

Aliases: None

Symbol: Three gems in triangle formation: Diamond (top), Ruby (left) and Emerald (right).

Description

Garl Glittergold is the patriarch of the hierarchy and probably one of the most approachable of all the greater powers. He often travels the worlds looking for mischief to get into. He appears as a gold-skinned gnome with gemstone eyes that shift from sapphire to emerald to ruby.

A master of pranks, Garl is a good - humored jokester who is nevertheless proud and protective of his diminutive followers. His chief concerns are twofold: to see that gnomes everywhere cooperate and work together and to remind them that while life may sometimes be hard, it's important to always keep a sense of humor.

Garl carries his intelligent two-headed ax, Arumdina, everywhere he goes; she is more a companion than a possession. Although he is a capable fighter, he prefers to use trickery and illusions to accomplish his goals, and encourages his followers to do the same.

Garl is on good terms with the god Terix (or Puck among elves) who shares his inane sense of humor, although Terix has a mile wide malicous streak that Garl does not that shows from time to time. Garl and Terix have had a good natured bet running for several centuries to see who between them can pull the ultimate prank. Unfortunately the Orc and Kobold deities have been victimized repeatedly in this competition.


Baervan Wildwanderer

Intermediate Power of the Twin Paradises, NG

Portfolio: Forests and Glades

Titles: None

Aliases: None

Symbol: A thieves mask similar to a raccoon's "mask"

Description

Baervan is the most popular member of the pantheon after his friend Garl, for he is the protector of the forests and glades that are so important to gnomic well-being. Baervan is also the patron of gnomic thieves and a mischief-maker to rival Garl himself. He is pictured as a spry old gnome with nutbrown skin and a jaunty beard. His friend and constant companion in his escapades is a giant raccoon named Chiktikka Fastpaws.


Flandal Steelskin

Intermediate Power of the Twin Paradises, LG

Portfolio: Craft and Metalworking

Titles: None

Aliases: None

Symbol: An anvil on a gray background.

Description

Flandal, with his skin of mithral steel, eyes like flaming coals, and beard of silver-blue, is the patron of gnomic smiths -- not just blacksmiths but also goldsmiths, silversmiths, and all other workers in metal. He is physically the strongest of the gnomic gods, and his uncanny ability to sniff out the veins of metal that thread through the earth makes him a patron of miners


Segojan Earthcaller

Intermediate Power of the Twin Paradises, NG

Portfolio: Nature

Titles: None

Aliases: None

Symbol: An oak leaf.

Description

Segojan Earthcaller is a nature deity whose province is the creatures who burrow through the earth; he taught the gnomes how to befriend moles, badgers, and other subterranean animals. He appears as a gray-skinned gnome clad in armor made form grass and roots, accompanied by an intelligent stone golem.


Urdlen

Intermediate Power of Tarterus, CE

Portfolio: Gnomic Evil

Titles: The Dark One

Aliases: None

Symbol: None

Description

Urdlen's form is that of a white mole, hairless, sexless, and blind but with wicked claws of steel. A mindless force of malicious evil and destruction, Urdlen serves as a warning to every gnome to beware the taint of greed that lies within the gnomic delight in gems and jewelry. In keeping with the importance of a balance of forces, Urdlen's place in the pantheon is unquestioned, though the god is greatly feared and secretly reviled. Its few worshippers destroy gems and works of art to propitiate the god and thus are regarded as immoral villains by the bulk of gnomic society.


Dieties of Pantheons Outside Telzoa

Telzoa is but a small part of Carthasana, and those who choose to travel beyond it's borders will find that the peoples from afar worship powers which are often far different from their compatriots in Telzoa. Some of these powers hold sway in other planes as well, for players of Ed Greenwood's Forgotten Realms Setting will no doubt recognize deities such as Oghma, Loviatar and Tyr for instance.

Foreign priests are treated as either clerics, crusaders, monks, druids or shamans as appropriate to the deity in question. Better descriptions of the aims and powers of the deities below are gave in Legends and Lore.

Rhondas and Talmancias (Græsk, )

Zeus Aphrodite Apollo Ares Artemis

Athena Atlas Coeus Crius Demeter

Dionysus Epimetheus Furies Hades Hecate

Hephaestus Hera Heracles Hermes Kronos

Nike Oceanus Pan Poseidon Prometheus

Tyche

Shou Reppenka (Japan, Kina)

Shang-Ti Chao Kung Ming Chih - Chiang Fyu-Ya Chih Sung-Tzu

Chung Kuel Fei Lien Feng Po Huan - Ti

Kuan Yin Lei Kung Lu Yueh Ma Yaun

No Cha Shan Hai Ching Tou Mu Wen Chung

Yen-Wang-Yeh

Dasoledi (Ægypten)

Ra Anhur Anubis Apep Apshai

Bast Bes Geb Horus Isis

Nephthys Osiris Ptah Seker Set

Shu Tefnut Thoth

Isaldia

Ahto Hisi Ilmatar Kiputytto Loviatar

Mielikki Surma Tuonetar Tuoni Ukko

Untamo

Duanomyo Islands (Kina, Japan)

Amaterasu Omikami Ama-Tsu-Mara Daikoku Ebisu Hachiman

Kishijoten Oh-Kuni-Nushi Raiden Raiko Susanowo

Tsukiyomi

Easoni Islands (Irsk, Skotsk)

Dagda Arawn Brigit Diancecht Dunatis

Goibhnie Lugh Manannan Mac Lir Math Morrigan

Nuada Oghma Silvanus

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