Introduction
Dominated by rolling plains and forests and low mountain ranges, Janardûn is best described by two words, psionic knights. These are platemail wearing psychic warriors (as per the class in the D&D Expanded Psionics Handbook), whom are part of a knightly order called the Insightful Order of the Republic. These Knights of the Mind, as they are sometimes called by the people, are the exception not the rule on Janardûn. They tend towards neutrality and law in their outlook on life.
And while the Insightful Order is important to the Republic's survival—it doesn't rule it. The Council of the House rules the continent, one councilperson from each city, with one member elected as chancellor for one five year term (and only one). The Council is appointed by the will of the knights, not by nobles or the people. Why this done is simple—tradition dictates it such and it has worked well for 3,000 years (why mess with a good thing). The knights can dissolve the Council at any time if they believe corruption has taken root. This is both a benefit and a bane to the Council's effectiveness. If the people wish something that the Council approves of but the knights do not (upsetting the Balance), then the knights will dismiss the Council.
However, this dissolving of the Council almost never happens. The people like the fact that the nobility has a lot less power and those nobles that join the knights give up all family ties and privileges. A member joins a branch of the knights that will now be his new family. In this structure, age and knowledge take precedence over strength and battle skill (although those are important if you don't want to get killed). Marriage is allowed within ones branch as long as the two members are not already related. However, marriage outside of the Insightful Order is frowned upon (the outsider would have to pledge to become a knight or the member would have to leave the Order).
As to what the knights fight against to protect the masses that, also, is describable in two words, ogre mages. This is the simple explanation, the long explanation is a lot more convoluted. Yes, ogre mages are violent, magic welding humanoids but a knight hardly ever battles one in direct combat. And those who did either died trying or were never the same afterwards. No, the true menaces of daily life are the athachs, ettins, wild dwarves, darkwings, and quicklings that call the pgre mages, masters.
The ogre mages send their minions out of the mountains, dark forests and swamps to cause as much mischief and mayhem as possible. Whether it's darkwings and quicklings terrorizing farms and rural communities or athachs and ettins laying siege to castles and cities, no one is safe. Many of the aaleear, shoyir elves, rakasta, and cyclops stand with the knights against the evil giants and their minions.
What the Dark Ones hope to gain by this continuous onslaught or what their ultimate goals are still remain a mystery.
Note: Of the races listed above, the following ones are naturally psionic: Aaleear, cyclops, ogre mages, Shoyir elves, and wild dwarves. Also the following races from the D&D Expanded Psionic Handbook and D&D Complete Psionic are found in Janardûn: Duergar, elan, githzerai, synad, and xeph. The githzerai of Janardûn are native to the Material Plane, not Limbo. Elan and xeph are not normally found anywhere else on the World of Kulan. Synads are never found anywhere else on the World of Kulan.
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Pantheon of the Republic
While the Lands of Harqual has several pantheons and unaligned gods, Janardûn only has one "true" pantheon of deities, the Pantheon of the Republic. Several of these deities claim to rule this pantheon of gods but in truth, they constantly stuggle against each other to rule the Pantheon of the Republic, which is the name given to them by the mortals of Janardûn.
The deity Anu currently leads the pantheon but his control over the other deities is "constantly in flux." His greatest rivals are Ea, Enlil, and Shamash. Of these three, Shamash is the most likely to take control of the pantheon's leadership.
Anu God of the Sky, The Father, The King of the Gods, The Lord of Gates
Greater Deity Symbol: Sunburst
Home Plane: Anu Godly Realm: Highest Heaven Alignment: Lawful neutral (good) Portfolio: Beginnings, gates, doors, sky Worshipers: Elementalists (air), dwarves, kings, nobles, planewalkers, rangers Cleric Alignments: LN, LG, LE, N, NG Domains: Air, Law, Knowledge, Magic, Protection, Travel Favored Weapon: Mace
Adad God of Strength, Prince of Clouds, Ramman, The Thunderer, The Violent
Lesser Deity Symbol: Black sphere Home Plane: Kin-Li’in Godly Realm: City of Eternal Darkness Alignment: Chaotic evil Portfolio: Darkness, night Worshipers: Ogre mages, assassins, lurks, morlocks, thieves, wild dwarves Cleric Alignments: NE, CE, CN, N Domains: Chaos, Darkness, Evil, Shadow Favored Weapon: Dagger or longsword
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Belet-ili Aruru, Earth Mother, Mammitum, Ninhursaga, The Lady of the Mountain
Greater Deity Symbol: Blue-white diamond Home Plane: Arcadia Godly Realm: Great Mountain of the East Alignment: Neutral good Portfolio: Earth Worshipers: Druids, elementalists (earth), rangers, farmers, midwives Cleric Alignments: NG, CG, LG, N Domains: Animal, Earth, Good, Healing, Plant Favored Weapon: Quarterstaff
Damkina The Mother Goddess
Greater Deity Symbol: A woman holding a newborn child Home Plane: Anu Godly Realm: Fisher King’s Manor Alignment: Neutral good Portfolio: Mothers, marriage, nature Worshipers: Women, mothers and wives, druids, rangers Cleric Alignments: LG, NG, CG, N Domains: Animal, Family, Good, Plant, Protection Favored Weapon: Club
Ea Enki, God of the Sweet Waters, The Fisher King
Intermediate Deity Symbol: A fish with goat horns Home Plane: Anu Godly Realm: Fisher King’s Manor Alignment: Lawful good Portfolio: Wisdom, medicine, arts, craft, streams, fresh water Worshipers: Artists, elementalists (water), craftsmen, fishermen, healers, psionic knights, psions, shoyir elves Cleric Alignments: LG, NG, LN Domains: Art, Good, Knowledge, Law, Thought, Water Favored Weapon: Trident
Enlil God of War, Ruler of Heaven
Intermediate Deity Symbol: A simple crown or a pick-axe Home Plane: Arcadia Godly Realm: Great Mountain of the East Alignment: Lawful neutral Portfolio: Air, law, order, war Worshipers: Elementalists (air), cyclops, dwarves, fighters, paladins, psionic knights, soldiers, warriors Cleric Alignments: LN, LG, LE, N Domains: Air, Courage, Law, Sword, War, Wrath Favored Weapon: Pick
Ereshkigal Irkalla
Intermediate Deity Symbol: A clawed, four-toed foot Home Plane: Baator Godly Realm: The Netherworld Alignment: Lawful evil Portfolio: The Netherworld, the dead, ancestral wisdom Worshipers: Blackguards, necromancers, psions, scholars Cleric Alignments: LE, LN, NE Domains: Death, Evil, Family, Knowledge, Law Favored Weapon: Flail
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Lesser Deity Symbol: Axe wrapped in fire Home Plane: Celestia Godly Realm: The Undying Flame Alignment: Lawful good Portfolio: Fire Worshipers: Elementalists (fire), paladins, good knights Cleric Alignments: LG, LN, NG Domains: Fire, Good, Law, Light, Magic Favored Weapon: Battleaxe
Ki Lion's Friend
Greater Deity Symbol: Iris Home Plane: Arcadia Godly Realm: Great Mountain of the East Alignment: True neutral Portfolio: Nature Worshipers: Druids, rakastas, rangers, farmers Cleric Alignments: N, LN, NG, NE, CN Domains: Animal, Plant, Renewal, Sun, Weather Favored Weapon: Quarterstaff
Marduk The General of Law, The Justice Bringer
Lesser Deity Symbol: A dragon Home Plane: Anu Godly Realm: Marduk Alignment: Lawful good Portfolio: Cities, defense against chaos and evil Worshipers: Builders, charioteers, councilors, dwarves, fighters, generals, paladins Cleric Alignments: LG, LN, NG Domains: Good, Law, Luck, Wall, War Favored Weapon: Net
Nanshe Goddess of Water and Fertility, Interpreter of Dreams
Intermediate Deity Symbol: A vessel of water with a fish in it Home Plane: Region of Dreams Godly Realm: The Pit of Nanshe Alignment: True neutral Portfolio: Oneiromancy, water, fertility Worshipers: Aaleear, dream weavers, druids, elementalists (water), prophets, psionic knights, psions, seers Cleric Alignments: Any Domains: Animal, Forest, Knowledge, Plant, Water Favored Weapon: Quarterstaff
Nergal Errakal, Father of Vermin, The God of Plague
Lesser Deity Symbol: White locust or a lion's head Home Plane: Gray Waste Godly Realm: Nergaltos Alignment: (Chaotic) Neutral evil Portfolio: Death, destruction, disease, pestilence Worshipers: Warlords, plague priests, cultists, vermin lords Cleric Alignments: NE, CE, CN, LE Domains: Air, Destruction, Evil, Insect, War Favored Weapon: Mace
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Lesser Deity Symbol: Four feathered wings in a circle Home Plane: Anu Godly Realm: Fisher King’s Manor Alignment: Neutral good Portfolio: Agriculture, youth, athletics, hunting Worshipers: Athletes, druids, farmers, hunters, psychic warriors, rangers, teachers, trainers Cleric Alignments: NG, N, CG, LG Domains: Good, Plant, Strength, Travel Favored Weapon: Shortbow
Shamash Greater than his Father, The Sun, Utu
Greater Deity Symbol: Sun disc Home Plane: Anu Godly Realm: The Absorbing Light Alignment: Lawful good Portfolio: Sun, justice, travelers Worshipers: Councilors, dwarves, fighters, judges, psionic knights, psions Cleric Alignments: LG, LN, NG Domains: Good, Knowledge, Law, Sun, Travel Favored Weapon: Scimitar
Silili Mother of all Horses, The Divine Mare
Demigod Symbol: A celestial horse Home Plane: Material Plane Godly Realm: Wanders Alignment: Neutral good Portfolio: Horses Worshipers: Druids, farmers, female rangers, horse maidens, mounted soldiers, shoyir elves Cleric Alignments: LG, NG, CG, N Domains: Animal, Good, Plant, Water Favored Weapon: Lance
Sin Nanna, Night’s Light, The Moon Mother
Intermediate Deity Symbol: Gray crescent moon Home Plane: Plane of Unseen Infinity Godly Realm: Wanders Alignment: True neutral Portfolio: The moons, time, fertility, defense Worshipers: Bards, chronomancers, cyclops, druids, lurks, psions, rangers, rogues, spelljamming captains, shoyir elves Cleric Alignments: N, NG, CN, LN, NE Domains: Animal, Knowledge, Plant, Protection, Moon Favored Weapon: Spear
Tiamat The Chromatic Dragon, Patron of Evil Dragonkind
Archdevil Symbol: Five-headed dragon Home Plane: Baator (formerly); Ten Courts (now) Diabolic Realm: The Chromatic Warren (The Sixth Court) Alignment: Lawful evil Portfolio: Evil dragons, conquest Servants: Devils, evil dragons, chromatic dracoliches Cultist Alignments: NE, LE Domains: Destruction, Dragon, Evil, Law, Trickery Favored Weapon: Heavy pick (bite)
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Kerrn Tiny Fey Hit Dice: ½ d6+2 (3 hp) Initiative: +6 (Dex) Speed: 30 ft. (6 squares), fly 50 ft. (perfect) AC: 19 (+2 size, +6 Dex, +1 natural), touch 16, flat-footed 13 Base Attack/Grapple: +0/-9 Attack: Bite +1 melee (1d3-1) Full Attack: Bite +1 melee (1d3-1) Space/Reach: 5 ft. / 5 ft. Special Attacks: Glamour magic Special Qualities: Low-light vision, scent Saves *: Fort +3, Ref +7, Will +1 Abilities: Str 9 (-1), Dex 23 (+6), Con 15 (+2), Int 11 (+0), Wis 12 (+1), Cha 14 (+2) Skills: Bluff, +3, Concentration +3, Jump +2, Listen +5, Sense Motive +3, Spot +5, Swim +2, Survival +7 ** Feats: Alertness, Track (B)
Continent/Region: Janardûn Environment: Any hills, mountains, and forests Organization: Solitary, pair, or pack (5–12) Challenge Rating: 3 Treasure: Standard Alignment: Usually chaotic neutral Advancement: By character class Level Adjustment: +2
Kerrn are fey creatures that look like tiny dogs with translucent, multicolored fairy-like wings, which allow them to dart around like hummingbirds. Kerrn fur is as varied as dogs but may also have shades that range from blue to green in color for those living in forested regions. Regardless of fur color, kerrn always have purple eyes that shine in the dark.
Kerrn are intelligent and speak both Common and Sylvan.
Combat
Kerrn aren't much for fighting, preferring to play pranks on opponents using their glamour magic ability. If severely threatened, they flee as fast they can by air.
Glamour Magic (Su): Kerrn gain the ability to use the following spells once per day as a 1st-level sorcerer: dancing lights, mage hand, and flare.
Low-Light Vision (Ex): Kerrn can see twice as far under starlight conditions as a human can under similar conditions.
Scent (Ex): A kerrn can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
Saves: *Kerrn gain a +4 bonus to all saves versus mind-influencing effects and spells or spell-like effects from the Enchantment school.
Skills: **A kerrn receives a +4 racial bonus on Survival checks when tracking by scent.
The Kerrn as Characters
Kerrn favor the rogue class. Kerrn either worship Ishkur, The Storm and Sky, or the Halfling Deity Mahridaar. Kerrn clerics of Ishkur can take any two of the following domains: Air, Chaos, Destruction, and Water. Kerrn clerics of Mahridaar can take any two of the following domains: Air, Chaos, Magic, and Trickery.
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Ogre Mage of Janardûn Large Giant (Psionic) Hit Dice: 5d8+15 (37 hp) Initiative: +4 (Improved Initiative) Speed: 40 ft. (8 squares), fly 40 ft. (good) AC: 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18 Base Attack/Grapple: +3/+13 Attack: Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5) Full Attack: Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5) Space/Reach: 10 ft. / 10 ft. Special Attacks: Spell-like abilities, psi-like abilities Special Qualities: Darkvision 90 ft., low-light vision, power resistance 19, regeneration 5, spell resistance 19, telepathy Saves: Fort +7, Ref +1, Will +3 Abilities: Str 23 (+6), Dex 10 (+0), Con 17 (+3), Int 14 (+2), Wis 14 (+2), Cha 17 (+3) Skills: Concentration +11, Listen +10, Spellcraft +10, Spot +10 Feats: Combat Expertise, Improved Initiative
Continent/Region: Janardûn Environment: Cold or temperate hills, mountains, forests, and islands Organization: Solitary, pair, troupe (1–2 plus 2–4 athach and 2–4 ettins), or clan (20–50 plus 50% noncombatants, 6–12 wild dwarves, 2–6 athach, 2–6 ettins, 2–4 darkwings, and 1–2 quicklings) Challenge Rating: 10 Treasure: Double standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +8
The ogre mages of Janardûn are a psionic offshoot of ogre mages found throughout the rest of the world. For some reason, only the ogre mages of Janardûn have developed psionics and, in fact, their distant kin cannot even develop psionic potential.
Most believe this is an inherent trait related to the large number of psionicists whom have developed amongst the other races of Janardûn. However, unlike these other races, the ogre mages of Janardûn always have psionic powers and they use them to intimidate and control their humanoid servants. Athach, ettins, wild dwarves, darkwings, and quicklings all serve the ogre mages of Janardûn.
The ogre mages of Janardûn stand about 10½ feet tall and weighs up to 725 pounds, being slightly more powerful than other ogre mages. Their skin varies in color from light green to light blue, and its hair is black or very dark brown. The ogre mages of Janardûn favor loose, comfortable clothing and lightweight armor, although they do tend towards more exotic styles including Kanpurian silks.
Ogre mages speak Ogren and Morian.
Combat
Ogre mages rely on their psionics and spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.
More often than not they force their servants to fight for them. However, they are not cowards. They simply do not view the other races of Janardûn a threat to them. If pressed by a strong foe they will resort to physical battle and they are more than a match for most low-level opponents. High-level ogre mages have been known to decimate entire bands of knights and adventurers and none have met an Ogre Magi Lord and lived to tell about it.
Spell-Like Abilities: At will – darkness, invisibility. 1/day – charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level: 9th. The save DCs are Charisma-based.
Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.
Psi-Like Abilities: At will — body adjustment, concussion blast, ego whip (DC 15), id insinuation (DC 15), mental barrier, psionic dominate (DC 17), tower of iron will. An ogre mage freely manifests its powers but doesn’t need a minimum score in the key ability for a given discipline. The creature otherwise follows the standard rules for manifesting. Manifester level: 9th. The save DCs are Charisma-based.
Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.
An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.
Telepathy (Su): The victim of the ogre mage can communicate telepathically with any creature within 100 feet, of the ogre mage, that has a language. The victim is always terrified and will often communicate in an irrational manner.
The Society of Ogre Mages of Janardûn
The ogre mages of Janardûn are the masters of the highlands of Janardûn, as well as the deep forests and wild islands surrounding the island continent. They are the bane of the Republic and its protectors, the psionic knights known as the Insightful Order.
Ogre mages do not build cities like the humans of the Republic, instead living in isolated clans scattered mainly throughout the mountain ranges of Janardûn. Here they plot and scheme to conquer the island continent and subjugate its people. And they would have ages ago if not for the fact that each clan believes it is destined to rule Janardûn. The clans rarely work together and often war amongst each other.
This is the only thing that has saved the Republic through 3,000 years of history.
The most powerful ogre mages are multiclassed psion/sorcerers known as the Ogre Magi Lords. These lords are incredibly powerful and their humanoid followers believe they are Gods and worship them as such. However, while epic in power, these lords are mortal and cannot grant spells to their followers.
There are no less than six Ogre Magi Lords and most in the Republic believe there are even more. The two known Ogre Magi Lords are known as the Black Thunderer and Horun the Impaler. Each controls one of the major mountain ranges on the island continent. The Black Thunderer controls the Black Dawn Mountains on the southwest part of the continent, while Horun the Impaler controls the Bleak Pit Mountains on the northeast part of the continent.
The servants of the ogre mages make up nearly one-third the numbers of an ogre mage clan. The athach and ettins are the frontline warriors of the clan, while the wild dwarves act as the shock troops who strike fear into the hearts of the Republic’s people. The darkwings and quicklings are the assassins of the clan, often sent to infiltrate the cities of the Republic and kill its most popular citizens.
Surprisingly, the ogre mages of Janardûn are quite fond of their children. They never beat or abuse an ogre mage child unless the child betrayed the tenets of its clan. Ogre mage children are considered to have a higher status than the servant races of the ogre mages. Thus, for a servant race to harm a ogre mage child in any way is punishable by death. This protection does not include ogre mage children from other clans, however.
Ogre Mages as Characters
Ogre mages of Janardûn favor the psion class. However, most ogre mages encountered are warriors or adapt/warriors. Ogre mage leaders are always psion/sorcerers, although many clans are lead into battle by powerful barbarians or fighters.
Ogre mages of Janardûn are not very devoted, as a people. After all, how can they convince their followers they are gods if they, in turn, worship gods. There are exceptions, however. Many outcast ogre mages have been known to worship the deities of the Pantheon of the Republic or a World God known on Janardûn.
The most popular god of choice for outcast ogre mages is Anshar, The Night, while those that choose a World God either worship Karontor or Meriadar. Ogre mage clerics of Anshar can choose two of the following domains: Chaos, Darkness, Evil, and Shadow. Ogre mage clerics of Karontor can choose two of the following domains: Animal, Bestial, Destruction, and Evil. Ogre mage clerics of Meriadar can choose two of the following domains: Art, Knowledge, Law, Luck, and Protection.
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I just added my cyclops race for Janardûn to my Monster Compilations thread. -KF72
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Other Gods of Janardûn
I've divided the Gods of Janardûn into two groups. The first group remains the most important set of deities for the continent, the Pantheon of the Republic (see above).
The second group is simply known as the Other Gods, 10 deities that also hold sway on Janardûn. These deities provide some "divine diversity" on the continent. Some were originally part of the Republic pantheon, but now that I've expanded that pantheon, these deities stand better on their own.
I've borrowed several Birthright deities for Janardûn as well as few Greyhawk deities.
Avani Goddess of the Sun, Lady of Reason, Mistress of Dusk
Greater Deity Symbol: Setting sun Home Plane: Mechanus Godly Realm: The Gleaming Spire Alignment: Lawful neutral Portfolio: Sun, dusk, reason, magic Worshipers: Elementalists (fire), lurks, psions, rogues, scholars, sorcerers, wizards Cleric Alignments: LN, LG, LE, N Domains: Law, Magic, Mentalism, Shadow, Sun, Thought Favored Weapon: Quarterstaff or short sword
Bebhionn Goddess of Death and the Underearth, Patron of Pleasure
Intermediate Deity Symbol: A bedstead Home Plane: Material Plane Godly Realm: Palace of Pleasure Alignment: Chaotic neutral Portfolio: Death, the Underearth, pleasure Worshipers: Dwarves, morlocks, houris, pleasure seekers Cleric Alignments: CG, CN, CE, N Domains: Death, Luck, Pleasure, Seduction, Trickery Favored Weapon: Short sword
Beltar Goddess of Caves and Pits, Goddess of Malice
Demigoddess Symbol: A set of monstrous fangs closing to bite Home Plane: The Abyss Godly Realm: Pit of Fangs Alignment: Chaotic evil (neutral) Portfolio: Malice, caves, pits Worshipers: Evil barbarians, hags, half-fiends, ogre mages, slaves, snake cultists, wild dwarves Cleric Alignments: CE, CN, NE Domains: Chaos or Evil, Earth, War Favored Weapon: Unarmed strike or spiked gauntlet
Laerme Goddess of the Arts, The Burning Passion
Lesser Deity Symbol: Silver harp against a red flame Home Plane: Arborea Godly Realm: Songsheight Alignment: Chaotic good Portfolio: Fire, love, art Worshipers: Aaleear, artists, lovers, fire elementalists, bards, rogues Cleric Alignments: CG, NG, CN Domains: Art, Chaos, Charm, Fire, Good Favored Weapon: Shortbow
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Intermediate Deity Symbol: Surf pounding the shore Home Plane: Elemental Water Godly Realm: Tir fo Thuinn Alignment: True neutral Portfolio: Seas, aquatic creatures Worshipers: Locathahs, pirates of Sera, merfolk, sel’varahn, shoal elves Cleric Alignments: Any Domains: Air, Animal, Ocean, Undersea, Water Favored Weapon: Trident
Ralishaz God of Ill Luck and Misfortune, The Insane Master
Lesser Deity Symbol: Three sticks of bone, derived from divination and gambling tools Home Plane: Limbo Godly Realm: The Kiss of Luck Alignment: Chaotic neutral (evil) Portfolio: Chance, ill luck, misfortune, insanity Worshipers: Assassins, beggars, gamblers, lurks, rogues, the insane Cleric Alignments: CN, CE, CG, N Domains: Chaos, Destruction, Luck, Madness Favored Weapon: Quarterstaff (or any wooden weapon)
Sera Lady of Fortune
Intermediate Deity Symbol: Scales Home Plane: Upper Outlands Godly Realm: The House of Resolve Alignment: True neutral Portfolio: Wealth, luck Worshipers: Bards, lurks, rogues, traders (and other merchants), gamblers Cleric Alignments: N, LN, NG, CN, NE Domains: Chaos, Luck, Trade, Trickery, Wealth Favored Weapon: Short sword
Turan Goddess of Love, Health, and Fertility
Intermediate Deity Symbol: Black swan Home Plane: Arborea Godly Realm: Prolific Heart Alignment: Chaotic good Portfolio: Love, health, fertility Worshipers: Aaleear, bards, daughters, healers, lovers, mothers Cleric Alignments: NG, CG, CN Domains: Chaos, Charm, Good, Healing, Love Favored Weapon: Rapier or sap
Zuoken Master of the Physical and Mind
Lesser Deity Symbol: A striking fist Home Plane: Spirelands Godly Realm: Soulknife Alignment: True neutral Portfolio: Physical and mental mastery, monks Worshipers: Maenads, synads, xephs, monks, psions, wilders, psychic warriors, soulknives, psionic knights Cleric Alignments: Any Domains: Knowledge, Mentalism, Strength, War Favored Weapon: Unarmed strike or any monk weapon (must choose a specific weapon)
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