Pantheon of Deities and Demigods

Gliran
"GLEE-ran"
The Arcane

Enworldian Intermediate Deity
Symbol: Shining Blue Longsword on a Purple Spellbook on a Black Circle.
Home Plane: Mechanus
Alignment: Lawful Neutral
Portfolio: Magic, Efficient Magic Use, Spells
Worshippers: Magic Users
Cleric Alignments: Any Lawful
Domains: Rune, Magic, Law, Knowledge
Favored Weapon: "Spells' Substitute" - Longsword.

Gliran, the God of Magic, promotes efficient spell use. Good spells, Evil spells, his Clerics preach that spells are to be used as efficiently as possible, disregarding both mortal and divine opinions on the subject. Gliran, for example, encourages his followers to use undead efficiently and with reason: if you need to build a house, it is far easier to let undead carry the stones than humans. Because of this, temples of Gliran aren't always easy to find and Gliran isn't loved among the masses.

Among Wizards (and especially Eldritch Knights), Gliran is a popular deity. One of the few Gods who actively promotes the use of magic, Wizards turn to him for inspiration, both for the creative use of spells and for the creation of new spells. Eldritch Knights usually worship him because He, like them, knows that sometimes it is better to use a weapon than to use a spell.

The Church of Gliran is the official religion of Ushad.

Gliran Holy Symbol by ukgpublishing
 

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Sela
"SAY-lah"
Sister of Stone, The Pillar, The Mason

Enworldian Lesser Deity
Symbol: A simple stone pillar
Home Plane: ?
Alignment: Lawful Neutral
Portfolio: Lasting accomplishments, stone buildings, unity
Worshippers: Architects, lawful leaders and heads of state, members tight-knit orginizations
Cleric Alignments: Any lawful.
Domains: Earth, Law, Strength, Community*
Favored Weapon: None (unarmed strike)

Sela, one of the seven sisters, is a deity of that reveres lasting achievements from mortals above all else. She is a deity of walls, and friendship, and traditions, and lasting bonds. Her name is often invoked at the beginning of partnerships or signing of treaties, at the start of new construction, and similar occasions. Ironically, she herself rarely stays at one location, not so much wandering the land as moving purposefully from location to location, shepherding along her various worshippers and projects. Her aid is rarely overt, however- despite her position as one who encourages community, she also encourages self-sufficiency, and thus often takes the role of a teacher and encourages her servants to do likewise. Her lessons are hard as stone: she expects her followers to be able to weather whatever may comes their way, and while some question whether she and her followers are too harsh, they are known to ask whether they are harsh enough.

Although she is invoked by many races (dwarves and gnomes, notably) she is often said to favor humans. She admires their tenacity- despite their short lifespan, frail bodies, and fractious natures, they have an admirable tendency to achieve things that last. Sela's adherents are found most widely through human lands, as she attempts to teach and shepherd the human race into greater and greater things. Worship of Sela, however, has not always been met with open arms. Her tendency to support community, despite its seemingly benign nature, has caused her worship to be frowned upon in many cities- even street gangs are a form of unity she wholeheartedly supports, and she has, throughout the years, proudly counted members of thieves guilds and bandit gangs among her followers.

Sela has an appearance that commands respect, with long straight blond hair and hard grey eyes set in a strong face. Her tendency to eschew clothing- to be "as naked as stone"- whenever she can get away with it has occasionally gotten her, or her worshippers, in some amount of trouble around the issue of religious iconography. She sometimes appears in a stony form- literally statuesque. She will never start a fight, but will always finish it, and encourages her followers to do the same. She also eschews most ranged weapons in combat as 'cowardly', allowing only for muscle-powered armaments such as thrown weapons and slings. Some followers have liberally interpreted this to extend to bows, particularly of the mighty sort, although Sela probably regards this as dubious.

Selans believe there is a Natural Law and Order to the universe, which permeates and ultimately controls all of existence.
Selans believe that Sela either knows or embodies that Natural Law and Order and wishes Mortals to discover this Natural Law and Order.
Selans believe that nothing lasting or significant can be done that does not accord with the Natural Law and Order.

Selans do not require other people obey the Natural Law and Order: if you want to make yourself miserable by fighting the Universe, you can. The Universe is bigger than you are, though, so you will lose.

Nomenclature
Clerics of Sela refer to things related to Sela as Selan.
Selan clerics often characterize themselves by the aspect of Sela they emphasize -- which is usually one of their domains.
Selan Clerics with an emphasis on Sela's aspect of architecture and stonework call themselves Masons. (and usually have the Earth Domain)
Selan Clerics with an emphasis on Sela's aspect of community, education, and unity call themselves Builders. (and usually have the Community Domain)
Selan Clerics with an emphasis on Sela's aspects of will, endurance, and accomplishment call themselves Commanders.

The Pillars
Sela is often depicted sitting equidistant between a white pillar of alabaster and a black pillar of basalt.
The white pillar represents Mercy, and is taken to represent her educational, healing, and good aspects. Good aligned followers of Sela often refer to themselves as "of the White Pillar".
The black pillar represents Force, and is taken to represent Sela's aspects of "Success...no matter the cost". Sela's evil followers often refer to themselves as "of the Black Pillar".
Sela's neutral followers think this whole business of pillars is pretty stupid and point out often that priests should worship the goddess and shut up about the pillars. They use neither term.

Community Domain
Granted power: +2 bonus on diplomacy checks and +1 leadership score for the purpose of accumulating followers.
Spells:
1-Bless
2-Status
3-Prayer
4-Imbue with Spell Ability
5-Telepathic Bond
6-Hero's Feast
7-Refuge
8-Mass Cure Critical Wounds
9-Miracle
 
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Jareth
"jair-eth"
The Keeper of the Labyrinth, The Grim Dealer

Alignment: Lawful Evil
Worshipers: Assassins, mages; those who play games of skill, occasionally gamblers
Domains: Evil, Law, Death, Knowledge
Favored Weapon: Playing Cards [treat as shurikens]
Home Plane/Domain: The Nine Hells of Baator/The Labyrinth
Pantheon: Enworldian
Divine Rank: 9 (Lesser)
Classes: Assassin, rogue, sorcerer, wizard
Portfolio: Games of skill
Special Possessions: The Labyrinth, a small board with platinum pieces that can trap its players within the game
Alternate Domains: None
Symbol: A black king chess piece over a white maze on a silver background

DESCRIPTION
Jareth is the god of games. The games he favors are those that are one-on-one that require a great deal of skill; however, he looks upon all games as his domain. He takes each game seriously, be it a childish game of marbles or the 'game' of an assassin hunting down his prey. He has a great dislike for those who mock games, or those who flaunt them.

When he appears on the prime material plane, Jareth appears as a well-groomed gentleman with sleek black hair. He often carries implements of gaming: a travel-sized chessboard with exquisite pieces, a deck of ivory playing cards, a set of mithril-tipped darts, and the like.

DOGMA
Play well and to win. Never give quarter your enemies. Watch the movements of those who oppose you and learn from their ways; in this way can you gain advantage over them. Never underestimate the power of a game. Be cunning in all things, and never let your guard down. When a game is won, honor the winner, regardless of whether he is friend or foe. When judging a game, be impartial in all things – do not let personal bias interfere with a game. Obey all the rules of a game, but always remember to look for the loophole.

CLERGY AND TEMPLES
The followers of Jareth are almost always dressed in robes of black, white, and silver. They are easily identified by the black metal chess piece they wear around their neck, which is indicative of their rank in the church hierarchy: those who wear pawns are unimportant, but those who wear bishops or knights are more powerful. Only the high priest of Jareth is allowed to wear a queen; none are permitted to wear a king, as that is Jareth's personal symbol.

Jareth's priests are allowed to build temples in most places, so long as they obey the laws of the land – which they always do. His temples are often stocked with a variety of gaming implements, similar to the ones Jareth himself carries when he vists the prime material. His priests are also relatively common in places where gaming is a major trade, as they are highly useful in their ability to impartially judge all games they observe; they are usually carrying an assortment of gaming implements, though not usually of the same quality or quantity that Jareth carries.

RITES AND RITUALS
Jarethian rites always involve a game of some sort, usually involving two people. Most of their rites are used to celebrate the opening of a gaming house, though some are used to test those who would become priests of Jareth; winning means induction into the order, and losing means death, for the would-be priest.

LEGENDS
Jareth has little to do with most other deities – he keeps to himself. Deities who would get along with him are usually put off by his seriousness with games and his strict adherence to rules. He is known to occasionally work with Taka, whose double-crossing he considers an entertaining game; however, her chaotic nature irks him greatly, and any alliance between the two does not last long.
 
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Shurassa
"shoo-RAH-ssah"
Wrath Daughter, Storm Hag, Mother of Grace

Enworldian Demigoddess
Symbol: A dove holding a bolt of lightning in its beak.
Home Plane: Varies.
Alignment: Chaotic Neutral.
Portfolio: Storms, hurricanes, catharsis and forgiveness.
Worshippers: Sailors, fishermen, criminals and those who suffer and seek redemption or release.
Cleric Alignments: CG, CN, CE.
Domains: Air, Water, Chaos, Weather
Favored Weapon: Trident "Stormshard"

Shurassa is one of the Seven Sisters.

Daughter of the sea god Delanor, Shurassa is the violence of a storm at sea, as well as the welcome calm after. She can be unpredictable and considered harsh by those who have run afoul of her temper, but she can be as swift to forgive and bring peace to her followers as she is to bring gales and thunder. Ayratha has often called upon her sister to call the sea's rage down upon the crew of a worthy ship. Shurassa has a strained relationship with Phyrah, as the light-hearted goddess is more often loved than feared by followers.

Those who suffer painful diseases or wasting illnesses burn candles afloat in sea or salt water to summon her to their sides and ease their pain. Those who suffer great personal trial will seek out storms and cry hymns and prayers to the goddess to release them from their struggles. Those she answers are not always grateful.

Hymns to the goddess are part praise for the majesty of a storm tossed sea and supplications to stay her wrath. Her temples are often found on coastlines hit by hurricanes and it is a rare ship that doesn't have a shrine to the storm goddess. It is considered good luck to sail with a piece of a ship sunken by her wrath, as many believe she does not visit her wrath upon the same ship twice. The truth of that is hard to ascertain, as the ships upon which her wrath has been spent, do not often survive the experience. Even so, many sailors will put a splinter from a sunken ship or some image of a ship sinking beneath a shipboard shrine in efforts to turn the goddess' attention.

She appears as a grey-eyed woman with severe features, often elven, with long black hair that clings to her face and neck and shoulders, wet with rain and sea water. She wears a dress made of the sails of sunken ships of all nations and wears a golden circlet upon her brow said to be a gift from Ayratha. She wields a trident named "Stormshard" after her father's blade.
 
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Russna
"ROOSS-nah"
Lady of the Mists, Glimmer, Will-o-wisp, The Scribe

Enworldian Demigoddess
Symbol: A bare footprint on a field of any color.
Home Plane: Varies.
Alignment: Neutral.
Portfolio: Wisdom, mystery, diplomacy, language, study, writing.
Worshippers: Scholars, Messengers, Orators, Diplomats, Students, Bards, the wise Aged.
Cleric Alignments: NG, LN, TN, CN, NE.
Domains: Knowledge, Magic, Communication
Favored Weapon: Dagger.

Russna is one of the Seven Sisters.

The only daughter of Antonidas, Russna is the mists that shroud the dawn and twilight. She is the mystery that fogs legend and forbidden knowledge. She is the wisdom of long years, the ear that listens, the hand that writes. She tends Antonidas during his experiments, keeping things orderly for the elder god. Her voice is calm and quiet and any who listen to her are soothed. She often serves as a go between amongst the gods and all respect her careful neutrality.

Priests of Russna are devoted to many different aspects of study and communication. There is no small amount of debate within her temples about the origins of her holy symbol, though most agree that her portfolio and domains have evolved over the ages and the symbol, while still associated with the goddess, is a remnant of past times when she was thought to have been a tricksome, secretive goddess of mist and mystery. Many these days embrace the footprint icon as symbolic of the hunt for wisdom and a reminder to follow Russna's humble ways.

Temples to the goddess, in urban settings, are often found near or in libraries or within embassies. Those in the wild are often lonely towers occupied by wizened clerics and wizards who have cloistered themselves for some purpose of study or meditation. A rare mystery cult is devoted to a more primitive worship of the goddess as a guide through secret places and the bearer of souls to the afterlife.

Russna is rather plain, as goddesses go, though her mouth is well-shaped and her face expressive. Her eyes are often downcast, though she has a fierce stare when moved to rare demonstrations of anger. Those who have run afoul of the goddess often find themselves tongue-tied and confused. Those who have pleased her experience crystalline clarity of mind and tongue. Ancient images of the goddess depict her tall, bare-footed and wreathed in mist. More modern images depict her seated, with ink-stained fingers, downcast eyes and a slight mysterious smile.

New Domain: Communication
Domain Power: Once per day you gain an enhancement bonus to equal to your cleric level to a single Bluff, Diplomacy, Forgery, Gather Information or Sense Motive check. Choose to add any of the following - Bluff, Forgery, Gather Information, Sense Motive or Speak Language - to your list of cleric class skills. Add Message to the list of Orisons.

Spells:
1st -
Comprehend Languages
2nd - Speak with Animals
3rd - Tongues
4th - Speak with Dead
5th - Sending
6th - Speak with Plants
7th - Stone Tell
8th - Project Image
9th - Demand
 
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Seto
"Set-o"
The Desert Heretic, Lord of Assassins, Last Raven, First Scythe

Enworldian Demigod
Symbol: A curved cold iron blade grasped in the talons of a bleeding raven
Home Plane: The Abyss.
Alignment: Neutral Evil.
Portfolio: Assassins, darkness, death, poison, and traps.
Worshippers: Evil assassins, rangers, rogues, shadowdancers, and nomads.
Cleric Alignments: Any Evil.
Domains: Darkness, Death, and Evil.
Favored Weapon: The shortscythe and the halfscythe (see below).


The bleak deserts of the wastelands and the burning mountains of the south meet in between the dark and lifeless lands surrounding the negative energy tower of the South Pole. Between the sandstone and the igneous rocks, the undead rise without ever being called. Occasionally, the nomads of the deserts and the windswept plains venture into these lands to search for lost treasures and to hide after raiding settlements and farms. More than one tribe has been completely wiped out by the darkness enveloping that land, sometimes forgotten for ages.

True worshippers of Seto believe that his origins are founded in a similar loss. Seto is believed to have been the last of the most vicious and unforgiving desert tribes, called The Raven's Children. They were hunted to extinction by the thieves’ guild out of Ignussus, known as the Curved Blade of Arcton, for damaging the infrastructure upon which the guild was dependant. Slowly being killed off, the peoples of the Raven's Children were forced further and further towards the bleak desolation of the south pole. They fought a gorilla war that they could never truly win, and slowly their people were forced into slavery or murdered by the Curved Blade of Arcton.

Seto was believed to be a young boy, forced into the lands of the undead by those that hunted his family. Stories say that he came of age when he was trapped in the shadows of the tainted grounds, where he learned the ebb and flow of darkness. Hiding from both the bounty hunters and the undead, he grew into a grim visage of a man, taking the appearance of something that can only be likened unto a necrotic experiment. His diet of corpses and the lack of sunlight turned his skin white, then a sickly pale blue, and he became like a skeleton only draped in flesh. The only truly human appearance that he retained was that of his glimmering long black hair that was part of the namesake of his former tribe.

When the time came, Seto set out to forage across the deserts and reclaim his former hunting grounds. He stalked the most cunning prey he could find, the assassins, thieves, and bounty hunters of the Curved Blades of Arcton. He worked his way closer and closer to the Sultan, the "Desert Snake King" who commanded the law and the crime of Ignussus. The objective of his spiteful affection, the guilds master, learned the true bitterness of fear. His men at arms were killed one by one in order to give the Sultan a tinge of the hate that Seto hungered on with. None of the defenses that the title of Sultan afforded the guild master was enough to quell revenge.

Once the execution was finally finished, Seto fled the deserts and returned to the dreary place of his childhood. Despite its auspices, it had in fact become his home and even felt as though it was his teacher. Seto lived, almost completely unthreatened, for many unlit nights before he would be disturbed again.

One dreary evening a woman named Mercurias, daughter of the former Desert Snake King, came to his den in the Corpsewoods seeking both revenge and a mentor in the dark arts. She saw some form of twisted beauty in the hate that was embedded in Seto's form, and she wished to gain the same power so that one day she might be able to have vengeance. In this way, Mercurias is famed as the first high priestess of the church of Seto, and the first to lead the Raven's Scythe Assassins. In time, it is believed that Seto passed on, or at least passed on to something far greater in power and scope than his mortal body could handle. A strong sect of the cult even believes that Mercurias had her revenge, and in turn each new priest and priestess is recruited in the hopes that one day they will kill their master and bring even greater strength to themselves and their god. This is why each priest recruits the strongest and most talented students they can find by destroying their families, friends, and lives. Each generation is intended to be stronger than the last, and in turn to strengthen their mentors in death.

The Raven's Scythe split from the Cult of Seto at some point in the past. The most common theory is that the two groups became disjoined when the high priest took two pupils, and each took a part in their master's murder. The Raven's Scythe is the assassin's guild, and while smaller in number, they are more renowned and feared due to their strength and directness in action. The Raven's Scythe are the attested enemies of the Curved Blades of Arcton. They are dedicated to the slaying of the Curved Blades, who control most of the Fire Mountain Range and especially the city of Ignussus.

The Cult of Seto is made up of Clerics who worship Seto as a god. They follow in his ways, and are masters of controlling darkness and channeling negative energy. They favor the weapons believed to have been used by Seto on his quest for vengeance, and they make use of these tools in all of their rituals. They are also considered the most pious and vicious cult in the southern hemisphere, gleaning new members from the survivors of the families they murder. Though their numbers do not purport to include many Necromancers, they are not entirely without the calling of the undead. The undead that the Cult of Seto are commonly associated with are shadows and wights.

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DARKNESS DOMAIN
Granted Power: Free Blind-Fight feat.
Darkness Domain Spells
1 Obscuring mist
2 Blindness
3 Blacklight
4 Armor of darkness
5 Summon monster V (only summons 1d3 shadows)
6 Prying eyes
7 Nightmare
8 Power word, blind
9 Power word, kill

Armor Of Darkness
Abjuration [Darkness]
Level: Darkness 4
Components: V, S , D F
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects. Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.

Blacklight
Evocation [Darkness]
Level: Darkness 3, Sor/Wiz 3
Components: V, S , M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)
The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it.
The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.
Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.



Footnotes: Domain and Spells are from the SRD and Complete Divine.
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Shortscythe
Martial Light Melee Weapon
Cost: 6 gp
Dmg (S): 1d3
Dmg (M): 1d4
Critical: x4
Range Increment: None
Weight: 2 lb.
Piercing or Slashing

A shortscythe is a small curved blade affixed to a one-handed grip similar to a kukri, however, it is curved much further at first and then the blade straightens out into a sharp point. Both sides of the blade are sharp, with the interior blade commonly being serrated like a saw blade.

Halfscythe
Martial One-Handed Melee Weapon
Cost: 12 gp
Dmg (S): 1d4
Dmg (M): 1d6
Critical: x4
Range Increment: None
Weight: 4 lb.
Piercing or Slashing

The Halfscythe has a handle the same length as one on a longsword, but with no form of guard between the haft and the blade. The blade of a halfscythe is curved like a scythe and double edged, with the interior blade often being designed with serrated edges.



Footnotes: Mechanically, these are the same as a light and heavy pick, but are 50% more expensive, 33% lighter, and deal piercing or slashing damage like a Scythe.

-Created by Creamsteak
 

Ulura
"ooo-LOO-rah"
The Lover, Moon Daughter

Enworldian Demigoddess
Symbol: A white crescent moon on a field of black or silver. Moonflower on a field of black.
Home Plane: Varies.
Alignment: Neutral.
Portfolio: The enchanting power of moonlight, love and lovers, secrets and the night.
Worshippers: Lovers, Bards, Lovelorn.
Cleric Alignments: Any neutral.
Domains: Protection, Trickery, Knowledge, Charm.
Favored Weapon: None (unarmed strike).

Ulura is one of the Seven Sisters.

The daughter of Hyrag, Ulura is the moonlight that falls upon lovers' trysts, the darkness that envelops them. She is the twist in your stomach, the power of sweeping emotion and the enduring flame of passion. She knows the secret paths that lead one love to another and requires that her priests help lovers whose hearts are true find these paths. She takes special interest in selfless, unrequited love, looking after these oft spurned or unkindly treated lovers.

Her clerics may be of any neutral alignment, though their focus tends to change with their alignments. Good clerics nurture and guide lovers, urging them to faithfulness and union. Chaotic clerics embrace the passion of the goddess with little regard for consequence. Lawful clerics are the keepers of marriage rites and rituals and the aspect of Ulura that they represent is invoked in marriage ceremonies throughout Enworld. Evil clerics embrace the wreckage of love, the bereavement, madness and vengefulness.

Temples to the goddess vary widely, from formal temples that house Ulura's eternal flame to banquet halls and quiet cloistered gardens. A sect of chaotic priests have maintained holy brothels for decades, some say centuries. The appropriateness of such establishments is a topic of much interest within (and without) the worship of the goddess.

Ulura is said to be so lovely that all who see her are instantly smitten. The goddess, to protect her followers and others from her enchanting visage, wears long diaphanous robes that, largely, conceal her form and face. Even her eyes are entirely covered. Some legends and myths say that she is blind and attribute this to her rule over the darkness of night, but if Ulura is blind, it does not impair her in any way.

CHARM DOMAIN
Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

Charm Domain Spells
1 Charm person
2 Calm emotions
3 Suggestion
4 Heroism
5 Charm monster
6 Geas/quest
7 Insanity
8 Demand
9 Dominate monster


-Created by Sparky
 

Taurusk
"tawr-USK"
The Horns of Blood, Warlord, The Bull

Enworldian Lesser Deity
Symbol: A golden bull's head on a field of red; alternately - a labyrinth in red (blood)
Home Plane: demiplane - The Labyrinth
Alignment: CE
Portfolio: the chaos of battle, power for power's sake, crushing the weak, bloodshed
Worshippers: Tyrants, Warlords, Fighters, Berserkers
Cleric Alignments: CN, NE, CE.
Domains: Strength, War, Destruction, Blood
Favored Weapon: Masterwork ivory club "The Tusk".

Taurusk is an ancient bull-headed god of strength and blood. His prominent early worshippers were the strongest, most ruthless warriors and warlords. They swept across the land crushing all in their path. Taurusk's power grew. Those who did not kneel before him were destroyed for their insolence. Those who did kneel before him were destroyed for their weakness. Taurusk made four of his chosen warlords into demigods - The Riders. With these divine minions he brought war to the whole of Enworld. That is, until they reached the mountain home of the Shural-Kazi's goblins. There, Taurusk himself entered battle. In the end, and few know the whole tale, Taurusk was imprisoned in an endless, shifting labyrinth created by Shural-Kazi. The Riders circled the plane for a thousand years before returning to Enworld. One of them always stands guard at the Labyrinth awaiting the Taurusk's emergence. The Riders are responsible for providing blood to Taurusk, usually in the form of seven male and seven female virgins each year. Taurusk watches and interacts with the outside world through a well at the center of the Labyrinth. The Well of Tears was born with the Labyrinth. Legend holds that when the tears of sacrifices to Taurusk fill the Well and the Labyrinth to overflowing Taurusk will be freed. Other legends state that only Shural-Kazi holds the key to Taurusk's release. Worship of Taurusk has been on the rise for some time and as more sacrifices are made in his name the Well of Tears grows and his ability to touch the mortal world increases.

Temples to Taurusk are varied, but all have some aspect of the labyrinth - twisting natural caverns, elaborate stone buildings with winding stone corridors, stepping stones set into the earth or even a sinuous path painted on the ground. At the center of each is a representation of the Well of Tears. Over this well, ritual sacrifices are made. The sacrifices are frequently tortured, so that the tears of the sacrifice, as well as the blood, may be offered to Taurusk. Clerics of Taurusk are savage, brutal and universally feared. They can be rash berserkers or cunning tacticians, but all live to shed blood in the name of Taurusk.

Taurusk appears as a colossal minotaur with four horns and four great, twisting tusks. His pelt is black and his eyes gold. He wears full-plate soaked in the blood of his victims. He ferociously wields a club hacked from the right tusk of the Enworphant and roars with laughter at the sound of breaking bone and the smell of blood. Taurusk can no longer appear to his followers in anything more than visions, but his laughter is often heard when armies clash.


The Four Riders:
The Four Riders are Taurusk's domains given flesh. All were, at one time, mortals, who through their acts of atrocity were given divine status by Taurusk. It is possible for a mortal to kill and replace one of The Four, but Taurusk himself, since being trapped, can no longer "reappoint" them. Only three times has a mortal sought out and slain one of the Four. Behrahl is the third to ride as War. Domrusk is the second to ride as Destruction. The Riders carry the supplications of the faithful to Taurusk and return Taurusk's judgements in the form of spells or, commonly, more dire missives. As couriers of Taurusk's power, misguided worship of the Riders is on the rise. The Riders are slavishly devoted to Taurusk, but this may change as their power grows.

All of The Four Riders appear as bloodless, black-cloaked versions of their mortal visages mounted on huge Nightmares.

Angheth(Strength): The first of the Riders, Angheth, The Boar, is the most independant of the Riders. He is often found alone in the mountains hefting boulders as he looks for hidden ways into or out of the Labyrinth. Giants are partial to Angheth. He rides Ash-kintaka.

Sangindr(Blood): Taurusk's favorite, Sangindr, The Stirge, is the most cruel of the Four. He is often worshipped or invoked by Vampires and other blood-drinkers. Sangindr was an elf in life whose thirst for vengeance against the Orcs who threatened his homeland grew out of control. It is his duty to bring the blood of the sacrifices to Taurusk. He rides Ash-beraya.

Behrahl(War): Behrahl, the Griffon, is the most fearsome combatant of The Four. He is proficient with all weapons including exotic weapons and unarmed attacks. He often disguises himself as the captain of a mercenary company, attacking border forts and villages in the name of that nation's enemies. He was a human mercenary in life and continues in that role. He is the third person to ride as War - Behrahl defeated his predecessor, Ilyanra, in battle and dragged her dead, decapitated body through the ranks of the defeated. He rides Ash-sufira.

Domrusk(Destuction): Domrusk, The Tempest, is the most unruly of the Riders, though he rarely rides alone, content to follow the others riders wreaking havoc in their bloody wakes. Domrusk was a mage in life whose sole joy was using his gift to destroy. He defeated his predecessor by the working of devastating magics, but he nearly destroyed Destruction's mount and the associated demigodhood. He rides Ash-regara, though Ash-regara suffers it with ill grace.

Blood Domain:
Granted Ability: Once per day, you can heal wounds by drinking the blood shed by a recently slain creature. This blood must be fresh, with no more than an hour having passed since the source died. The blood can be called from any body within 20 feet with a clear line of sight, moving around any obstruction. After drinking one pint of this blood as a full-round action, the cleric converts 1d4 points of lethal damage to non-lethal damage per level.

Blood Domain Spells:
1st - Grease (creates blood, may confer a +2 circumstance bonus on Initmidate checks)
2nd - Rage
3rd - Neutralize Poison
4th - Cure Serious Wounds
5th - Blood Oath, Lesser (as Geas, Lesser)
6th - Blood Tell (see below)
7th - Blood Oath, Greater (as Geas, Greater)
8th - Waves of Exhaustion
9th - Energy Drain


Blood Tell
Necromancy [Language-Dependent]

Level: Blood 6
Components: V, S, DF
Casting Time: 10 minutes
Range: 10 ft.
Target: The blood of one creature
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: No
You grant the ability of speech to a puddle of blood from a single creature, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The blood’s knowledge is limited to what the creature knew up to the moment of bloodshed, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the blood gets a Will save to resist the spell.

If the blood has been subject to Blood Tell spell within the past week, the new spell fails. You can cast this spell on blood that has been spilled for any amount of time, though there must be enough to create a puddle. Long-dried blood or small puddles may give partial answers or partially correct answers.

This spell does not let you actually speak to the creature. It instead draws on the imprinted knowledge stored in the blood. The wakened blood retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had when the blood was shed. Blood cannot learn new information.

Divine Focus: The cleric's divine focus must touch the blood to be questioned.

-Created by Sparky
 

Geoth
"jeth"
Old Pot, The Brewlord, The Glutton

Enworldian Lesser Deity
Symbol: Crossed knife and fork, less commonly a frothing mug.
Home Plane: Demiplane between Earth and Fire - The Feasthall.
Alignment: Neutral Good.
Portfolio: Cooking, hospitality and celebration.
Worshippers: Foodtasters, bakers, chefs and tavern keepers. Anyone who has just appreciated a good meal.
Cleric Alignments: Any good.
Domains: Earth, Fire, Good, Protection.
Favored Weapon: A masterwork cast iron skillet (+1).

Reduce several quarts of rich dragon stock, a bottle of wild Thelisian red, a Medabarian mirepoix, corn starch from the Riverlands(for thickening), the zest of one divine spark and what do you have? Geoth the god of cooking, feasts and hospitality. Geoth started as a very minor demi-god of agriculture and the hearth. He grew in popularity, power and sophistication as his joyful worship spread. Geoth urges his followers to revel in the many, beautiful and nourishing bounties of the earth that they may take for sustenance and enjoyment. The preparation of such should undertaken with respect, zeal and passion. The provision of such to all who ask should be granted without question. Geoth has the gift of making all around him feel welcome and at ease, and truly, those who come under his roof are safe - the heart of a hearth guardian still beats in his broad chest. When the day is done and the kitchen is cleaned, Geoth always leaves a plate by his back door for any who might have missed the day's cooking, usually Mongrel.

His clerics are generous and merry, tending to rotundity. The temples of Geoth are feast halls that host events for rich and poor alike. Clerics take a vow of poverty and give large portions of any income they might have to holy temple feasthalls. But is is in kitchens and at tables the world over are where the real worship of Geoth occurs.

Geoth frequently leaves his celestial home to bring new recipies and entertaining tips to Enworld. He always appears as a portly humanoid of an appropriate race to the region. He wears a scarlet apron called "Spillbane"(+1 padded) and is covered in flour up to his elbows, regardless of what he may be cooking. He laughs, tells stories, and from time to time "forgets" one of his cooking implements.

-Created by Sparky
 

Ayratha
"EYE-roth-uh"
Lady of the Gauntlet, Fire Sister

Enworldian Demigod
Symbol: Crucible pouring.
Home Plane: Plane of Earth.
Alignment: Lawful Neutral.
Portfolio: Trial, transformation, the discovery and pursuit of purpose, hidden beauty.
Worshippers: Those who live by and are tested by forged metal - smiths, soldiers, warriors, artisans; those who explore the limits of their strength.
Cleric Alignments: LG, LN, TN, LE. Neutral aligned clerics of Ayratha always turn undead.
Domains: Law, Fire, Strength.
Favored Weapon: "Resolute" a warhammer, +2 flaming.

The daughter of Chennet', Ayratha is a demi-goddess of forged metal, the hidden beauty and strength of the earth and trial by fire. She is copper at dawn, gold at noon and iron at night. She is a goddess of potential and purpose - urging her followers to test themselves and others at all times - for only through suchs tests are purpose, truth and beauty revealed. She relishes and fears the transformative power of Fire - at each summer solstice Ayratha goes to the Tower of Fire to renew her form and purpose for the coming year. During this time she is reforged by the prayers of her faithful. For a week's time she is Chaotic Neutral, and the faithful enjoy a week of prayerful abandon, if the two words can be spoken in the same breath. Though it would seem so, she is not a forge goddess in a physical sense, but a goddess of trial and transformation. Gnomes often worship her as a goddess of patience, endurance and gemstones - beauty through pressure and time.

Ayratha requires that her clerics test themselves and those around them and as such clerics are not always popular. True adherents are rare, strong-willed individuals.

She is very connected to the lives of her mortal followers and is, as deities go, very involved in mortal life. She appears to issue challenges or inspire her faithful (and others) during their own times of trial. She does not directly answer prayers, but empowers those who follow her ways to accomplish their goals. She appears as a tall, straight-backed woman with dark hair and eyes. She alternately wears shimmering dresses of impossibly tiny, cloth-like mail or heavy and ornate full plate armor - her head always haloed in flame. In either guise she bears her blazing warhammer "Resolute", a gift from her father, Chennet'.

-Created by Sparky
 

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