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Deities & Religion

Glossary          Plot Hooks

Paths, Schools, & Planes

The three pantheons — Order, Free-Will, Balance — are intersected by the three paths indicating the moralistic divisions — the pathes of Goodliness, Blindness, and Vileness. Within these spheres, are the Inner Planes and alignment-based Schools;

The Three Paths

  • The Outer PlanesThe Path of Goodliness; includes the gods of good-aligned creatures, including, Lawful Good, Chaotic Good, and Neutral Good.
  • The Path of Vileness; includes the gods of evil-aligned creatures, including, Lawful Evil, Chaotic Evil, and Neutral Evil.
  • The Path of Blindness; includes the gods of neutral-aligned creatures, including, Lawful Neutral, Chaotic Neutral, and True Neutral.

The Nine Schools

The Nine Schools cover the nine alignments used in the game setting; Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil. The de facto ruler of each of the Schools are the nine principal gods, described later in this chapter.

The Outer Planes

  1. The Outer PlanesThe Inner Planes (see the following sections)
  2. This includes all the divine planes described hereafter, as well as the Prime Material plane. At the very heart of the Inner Planes lie both the Prime Material plane and the plane of Purgatory. Here, it is believed that the Prime Material plane is impaled upon the Tower of Xao and that the fate of the Prime Material plane is forever linked with that of the Tower, and of Purgatory.
  3. The Positive Material Plane
  4. The Negative Material Plane
  5. The Elemental Plane of Air
  6. The Elemental Plane of Fire
  7. The Elemental Plane of Earth
  8. The Elemental Plane of Water
  9. The Ethereal Plane

The Inner Planes

  • The AbyssThe Abyss; the 666 layers of the Abyss of absolute Chaotic Evil. The Abyss is presided over directly by Zineblix, with all demon lords and princes owing fealty to Him. The planes of the Abyss touch directly to the Path Vileness, and falls within the Pantheon of Chaos.
  • Acheron; the five planes of Lawful Evil neutrals known as Acheron is ruled by Zzemal; 5 headed chromatic dragon queen. Each of Zzemal's heads rules over one of the planes. This allows Zzemal to be simultaneously aware of all five planes. The five planes of Acheron lies on the out-boundaries of the Paths of Vileness and Blindness.
    • The first layer of Acheron — Jazra; also called the Infernal Battlefield — is controlled by Zzemal's red dragon head. Jazra is an infinite firey layer of unending battle and war, between armies of innumerable individuals. Each army is generalled by a red dragon of the most ancient and enormous type (double size, damage, hit points, and armor class 0).
    • The second layer of Acheron — called Sarca; also known as the Charged Cube — is ruled by Zzemal's blue dragon head. Sarca is an infinite layer, wholly contained within an iron cube. The entire layer is a series of unending passages and halls constructed throughout the cube, which are also charged with electricity. The rare chambers encountered upon the layer contain the refuse of broken war machines from Jazra. Powerful magical artifacts are infrequently encountered among the debris, always guarded by the powerful beings of this layer.
    • The third layer of Acheron — called Chrohuro; also known as the Plane of Disintigration — is ruled by Zzemal's black head. Chrohuro is an infinite layer of acid-worn volcanic stone. The jagged stones are a sharp as knives, and will shred all but the strongest armors with the merest brush. The very air is a dampness of corrosive acid that will destroy all items from the Prime Material Plane not suitably protected. Raging storms of lightning and acid race across the surface of the layer, accompanied by winds reaching up to 200 miles per hour.
    • The fourth layer of Acheron — called Haralgon; also known as the Infinite Library — is ruled by Zzemal's green head. This layer is said to house magical tomes of forbidden knowledge and spell craft, and is said to be the place of origin of dar Kuaz de Omanthrid (see Chapter 1, page ###). The layer is an infinite terrain of low mountains which are riddled with caverns. A persistent chlorine rain continuously falls over the entire landscape.
    • The fifth layer of Acheron — called Trochobara; also known as the Icing Death — is ruled by Zzemal's white head. Trochobara is an infinite layer of the highest snow-covered mountain peaks and glaciers. The temperatures which range across the landscape average between -20˚F to -100˚F. Eternal blizzards race across the landscape with speeds up to 150MPH, blowing ice crystals though the air like shards of steel.
  • Arcadia; the Ordered Realms of Arcadia are a pair of infinite layers; the top layer — called Avlantvalmar — eternally covered by starlit nighttime sky, and the lower plane — called Klaron — forever blessed by golden sunshine. The layers of Arcadia are ruled by Caelis. The terrain in Arcadia is made up of neat and predictable rows of trees, rivers, grasslands, and low mountain ranges where everything is ordered, and predictable. Nothing happens by chance, except by the direct intervention of Caelis. Arcadia falls within the Path of Blindness, where it touches upon the Path of Goodliness.
  • Elysium; the Blessed Fields of Elysium are the joining of four planes, and are collectively said to be the most hospitable of all the all the inner planes. The Blessed Fields are governed by Lilubré; consort of Sol, and patron of birth, devotion, and flight.
    • The first and top-most layer of Elysium — called Myrr'rhuu — is the most populated of all the inner planes, having many communities set along the single river that winds it way throughout the infinite layer. The river, called the River Myrr, is consistently 1/10th of mile in width, and slopes to a consistent depth of 75 feet. Seasons here are mild throughout the entire layer. Lilubré maintains a huge castle in the center of this layer.
    • The second layer of Elysium — called Inthlil — is a mountainous region, full jagged peaks and rugged slopes, where ragging wind storms and lightning are common-place. Winter is bitterly cold, and summer is scorchingly hot. The River Myrr as it winds unpredictably throughout the layer is frozen in the winter, swollen and over-flowing its banks in the spring, barely a trickling stream in the summer (and in some places completely dries up), and a chill swift-flowing torrent in the autumn. Very few permanent settlements exist on this layer.
    • The third layer of Elysium — called Fædrau — is an infinite landscape of wetlands, bogs, marshes, and swamps. Enormous mangrove trees grow throughout the layer, and serve as the foundations for the many small communities. The tallest of these trees (some actually topping out near 1,000 feet) serve as huge lighthouses to guide and direct travellers across the layer. The River Myrr is nearly impossible to follow as it merges with the innumerable pools, swamps, and lakes throughout the layer.
    • The lowest and fourth layer of Elysium — called Lethrorn — is the source of the River Myrr. It is an infinite layer of a vast ocean dotted with an infinite number of small pleasant desert islands. Many of these islands have communities; large and small. Enormous leviathans ply the deep waters of the ocean, some of these creatures said to be so large that communities of sea-dwelling creatures have established cities upon their backs.
    The layers of Elysium lie within intersection of the Path of Blindness and the Path of Goodliness.
  • Gehenna; the Eternal Darkness of Gehenna is made up of four layers, each separately governed, but with Archiopterus as the overlord. Each of the four layers is an infinite landscape permanently locked in moonless night. Each of the four layers is made up of volcanoes, steaming geysers, perilous cliffs and overhangs, and acidic pools and rivers.
    • The first layer of Gehenna — called Thagnark — is governed by Shadrat One Eye; god of orcs. Shadrat maintains a citadel known as the Iron Tower. The layer is populated by the tormented souls of orcs, kobolds, giants, and similar demihumankind.
    • The second layer of Gehenna — called Adamach — is ruled by Krigdaz the Overlord Magi; ogre mage god of goblins and hobgoblins. The Overlord maintains a stronghold reputedly made entirely of obsidian.
    • The third layer of Gehenna — called Salakh — is ruthlessly controlled by Glau Peridaz; god pestilence and disease. The God of Corruption is said to protection his hidden castle with army of zombies, numbering in the tens of thousands. The very air of this layer of Gehenna is a poisonous fume which is rumored to cause any being from the Prime Material Plane to fall victim to disease within hours of exposure.
    • The fourth layer of Gehenna — called Thognum — is perhaps the least vile of the four layers (though this statement, is of course, relative). It is controlled by Mogh Roukhani, god of death. Living creatures are few and rare upon this layer. Even living dead are encountered only slightly more frequently, and established communities not all. To an outsider, the layer would appear completely uninhabited, save for their infrequent encounters with the shades of the recently dead. Roukhani himself maintains a stronghold located somewhere within a deep crevasse, though its exact location is never known, as it seems to change locations continually.
    The layers of Gehenna lay upon the Path of Vileness, touching upon both the planes of Acheron and the Nine Hells.
  • Gladsheim; also known variously as Gladshemir, Bright Home, The Long Hall, and The Homely Palaces of Eithwood. The plane is ruled by the elven god Eith Saran. The plane of Gladsheim is unique among all the inner planes, in that not only does it not contain multiple layers, but the infinite entirety of the realm is contained within a single structure. The building consists of innumerable rooms, halls, and chambers. Bright Home also contains thousands of indoor gardens of lush greenery. Each garden magically imbued with warm sunlight.
  • Those who spend extended periods of time in Gladsheim find themselves loosing all desire of leaving the peaceful halls of Bright Home. Evil and lawful creatures upon the plane are twice as likely as all other alignments to loose themselves to the desire to remain.
    Within Gladsheim, all manner of construction materials are in evidence, but predominantly, the building is of intricately carved dark woods. Much of the wood is still living, having been painstakingly grown to become a part of Bright Home itself.
    Gladsheim lies upon the Paths of Goodness and Blindness, touching upon both the planes of Acheron, Gehenna, and Olympus.
  • Hades; the Gray Wastes of Hades is ruled ruthlessly by Entioch; the Lich King. It is made of three layers, each separately controlled by one of Entioch's demigods. The three layers of Hades are the most strongly focused sources of evil of all the inner planes. Their main theme is that of hopelessness and despair. The layers of Hades lay upon the Path of Vileness, touching upon both the planes of Tartarus and Nirvana.
    • The first layer of Hades — called Szulbaaz, or alternately, the Charnel Waste — is controlled by Jurga Rhodo; god of war, battle, rage, and anger. Upon this layer is waged a never-ending battle between forces of evil, and the landscape in its entirety is covered in the remains of the recently dead, piled atop the skeletal remains of older carcasses. The very air is a powerful poison that, over a period of time, releases pent up hostility within any who would venture there. The River Styx flows throughout the layer, having its source located within the bowels of Rhodo's great iron tower. The river flows throughout all the layers of Hades, and is the only means of travelling between them.
    • The second layer of Hades — called Aag'drulg — is ruled by Kuduu Dra'an, god of pettiness and jealousy. Here, the River Styx flows rapidly, across an unending rapids of jagged rocks, and over rocky falls, thousands of feet high. The layer is the location of many of the realms of evil demigods.
    • The third layer of Hades — called Lyrrnal — Trocho Bara; god of thieves. The River Styx here divides into ten thousand-fold tributaries, creating a foul-smelling landscape of decaying marshland. It is here that Entioch maintains a sprawling complex which serves and his citadel, which is surrounded by innumerable undead creatures, attracted by the presence of the Lich King. During periods when Entioch is not present, these undead hordes wander the three layers aimlessly, until the god's return.
  • Happy Hunting GroundsHappy Hunting Grounds; the three layers of the Happy Hunting Grounds are presided over by the Solar Council of the goddess Sol. The layers are peaceful landscapes of flora and fauna, containing many alpine and deciduous forests, gently rolling hills of grassland and wild flowers, towering mountain ranges, and vast plains of prairie grasses.
    • The first layer of the Happy Hunting Grounds — called Shaidre — is ruled by Zoor'choam; solar general of the Northern Territories.
    • The second layer of the Happy Hunting Grounds — called Thogura — is ruled by Archazelaar; solar general of the Isle dar de Xerksis.
    • The third layer of the Happy Grounds — called Gzililu — is ruled by Brokkdor; solar general of the Southern Continent.
    The layers of the Happy Hunting Grounds lay upon the Path of Goodness, touching upon the plane of the Twin Paradises.
  • Limbo; the Ever-Changing Chaos of Limbo is ruled by Bradax Bhakri; god of night, and the new moon. Limbo is an infinite plane of absolute chaos, where everything is in constant motion and change. Even the landscape can shift unpredictably and randomly rolls over upon itself like a storm-tossed sea. Very few places in Limbo are stable enough for normal travel. The ever-shifting lands also make permanent structures few and far between. Those do exist are supported by an army of slaves that constantly work to repair the warped and twisted structures.
  • Sunlight and moonshine never comes to the plane of Limbo, but the stars overhead are said to be incalculable, and star-shine provides minimal light to see by in the eternal night of the plane.
    Bradox Bhakri maintains an enormous palace constructed from a nearly translucent black stone, native only to the plane of Limbo. The Dark Needles of Bhakri, as it is called, is in a constant state of change, as great shards are broken off, and replaced.
    Limbo lies at the intersection of all three Paths of Goodliness, Vileness, and Blindness where it touches upon the plane of Tartarus.
  • The Nine Hells; also known as the Nine Wastes, The Nine Hells is ruled by the Arch-devil Asmodeus, though each of the layers is controlled separately by a Duke;
    • The first and second layers of Hell — called Avernus and Dis respectively — are ruled by Dispater.
    • The third layer of Hell — called Minauros — is ruled by Mammon.
    • The fourth layer of Hell — called Phlegethos — is ruled by Belial.
    • The fifth layer of Hell — called Stygia — is ruled by Geryon.
    • The sixth and seventh layers of Hell — called Malbolge and Maladomini respectively — are ruled by Baalzebul.
    • The eighth layer of Hell — called Caina — is ruled by Mephistopheles.
    • The ninth and lowest layer of Hell — called Nessus — is ruled directly by Asmodeus, and here he maintains a massive iron citadel, seated upon a high mountain peak.
    The Nine Hells lay directly upon the Path of Vileness.
  • Nirvana; the Infinite Layers of Nirvana, as its name would suggest, is comprised of an infinite multitude of layers, all ruled by Id, god of absolute neutrality, elements and elementals, and birth.
    • The layers are bound together by eight great towers that penetrate each of the layers. The towers are each representative of the other great alignments; LG, LE, CG, CE, NG, NE, CN, and LN. The inhabitants of the towers are forbidden from emerging into the great expanses of Nirvana, save at the permission of Id, or one of his representatives. Creatures of True Neutral alignment have the freedom to wander the great expanses of Nirvana at will.
    • The Infinite Layers also contain thousands of realms wherein reside other minor deities.
    The Infinite Layers of Nirvana lay directly upon the Path of Blindness.
  • The Seven Heavens; the Seven Mounting Heavens of hatoo'Avitor — also called simply the Heavens of hatoo'Avitor — is ruled by Avitori, god of lawful good creatures and paladins. The layers of hatoo'Avitor is the ultimate of both law and good. All aspects of hatoo'Avitor is beautiful and perfect, and is the final destination of most creatures who follow the lawful good way of life. The seven layers of the plane rise as a single mountain from a sea blessed holy water which makes up the first of the seven layers;
    • The first layer of hatoo'Avitor — called Arcquis, or The Platinum Heaven — is presided over by Perciful the Elf-friend, patron of (good) sailors and lawful good elves. The layer is an infinite expanse of a calm sea of blessed holy water. The layer gets its name from the waters of this sea — the Arcuis Sea — which is said to shine like liquid arcois; the world's most precious metal. Perciful sails upon these waters in his vessel, the Sea Zephyr, which is manned by a crew of elven sailors. Gentle sea breezes move the ship swiftly across the infinite expanse of the sea, and with the fathomless depths live all manner of peaceful sea creatures. It is upon this vessel that the souls of lawful good beings arrive to mountain of hatoo'Avitor that makes up the other six layers. The vessel makes dock at Mercuria, a large city that shines with silvery light for many miles across the expanse of the sea. Mercuria is also the only settlement upon this layer.
    • The second layer of hatoo'Avitor — called the Green Gardens — is ruled by Jessamine; goddess of halflings, farming, and summer. This layer is an expanse of green rolling hills that rise above the shoreline of the Arcuis Sea. The earth here is so fertile that any seed merely placed upon the ground, and left untended, will grow into rich maturity in a matter of days. No disease is ever found among the plants that grow here. This layer is the destination of all folk of the goodly alignment who share a love of things that grow. Jessamine maintains a sprawling halfling hole — called the Big Hole — where a great banquet is laid out twice a day, hosting tens of thousands of her followers. And seemingly, no matter an individual guest's preference of food stuffs, it can always be found in perfect portions, within an arm's reach of their chair.
    • The third layer of hatoo'Avitor — called the Glittering Hills — is ruled by Durl Bomboff; god of gnomes, jewellers, and lapidaries. Rising above the Green Gardens are the Glittering Hills; domain of the gnomish god Durl Bomboff. This layer of hatoo'Avitor is a rocky land rising steeply, dominated by huge boulders, each of which is impregnated with fist-sized precious jewels, and semi-precious stones. Diamonds, rubies, emeralds, and all other manner of gem-quality crystals grow here in huge, well-ordered colonies, almost as if they have been planted amongst the stones as a farmer sews his land. Armies of gnomish miners cultivate the gems and stones with the care of doting parents.
    • The fourth layer of hatoo'Avitor — called the Iron Cliffs of Justice , the Pillared Hall of Law, the Pillared Hall — is ruled by Albertus; patron of paladins, lawful good fighters, and bravery. Upon the back of the Glittering Hills rise the Cliffs of Justice. Here, the very stone of hatoo'Avitor have been shaped into countless marbled columns, each dozens of feet in diameter, and then times that in height. At the center of the Pillared Hall is a great open space which houses an amphitheater. Upon the stage of the theatre sits a great golden chair. Before the golden chair —called the Throne of Judgment — sits a smaller simple white marble chair. It is in this arena that Albertus hears the trials of all those petitioning for entrance into the fourth layer of hatoo'Avitor and above. Also, it here that all paladins ascending to hatoo'Avitor must be judged.
    • The fifth layer of hatoo'Avitor — called the Hall of the Dwarven Lords — is governed by Verda'an; god of dwarves and miners. The entrance into this great realm is thousands of feet above the Pillared Hall, on the steepest cliffs of hatoo'Avitor. The only exterior evidence of the dwarven hall is a great set of bronze doors that lead into the grand hall. The doors each said to be a 100 hundred feet wide, 500 feet tall, and 25 feet thick. The realm of Verda'an is reserved exclusively for dwarvish peoples, and all other races are limited to resided within a great city of stone buildings — called Burlgord — that are arranged on the broad road leading up to the doors.
    • The sixth layer of hatoo'Avitor — called Talar'ranal, or the Chambers of Arcois Might — is ruled by Jasal'aran; demigod of metallic dragons, dragon-worshipping humans, and goodly-aligned spell casters. Within this level of the mountain of hatoo'Avitor lay many thousand-fold chambers hewn by the skillful hands of Avitorian artisans throughout a millennia. Complex columns rising to unseen heights support the ceiling far above the intricately tiled floors. The inhabitants herein are spell-casters who continually address the pleas and prayers of lawful good mortals upon the Prime Material Plane. Also here, are countless ancient and regal metallic dragons (save those coppers and bronzes who lean to the neutral spectrum of their alignment). Each of whom maintains a large complex of personal chambers filled with the amassed wealth of their mortal life. Jasal'aran himself maintains his chambers deep within the center of the mountain, and he rarely ventures forth, save on rare summons from Avitori.
    • The seventh layer of hatoo'Avitor — called the Golden Heaven, or simply as Estin — is the seat of power of Avitori; god of lawful good creatures. The mountain of hatoo'Avitor rises to its tallest height in this layer. And at its summit rests the golden palace of Avitori, upon which the sun of the Seven Heavens sparkles, sending rays of golden throughout the plane. Estin can only be entered at the express invitation of Avitori himself. And therein, the god of lawful good creatures maintains a home of absolute order, where any indiscretion is dealt with swiftly, and judiciously. But acts of order and good are rewarded generously.
    The Seven Heavens lay squarely upon the Path of Goodliness.
  • Tartarus; also known as Bolc, and the Natural Realms, the layers of Tartarus as ruled by Bolc; god of all woodland and sylvan creatures.
    • The first layer of Tartarus — called Phen-Trell — is an infinite expanse of ancient, dense forest, best described as 'primeval'. Very few trails remain here for long as the terrain continually reforms itself, and though the trails seem to remain in tact, they in fact change course, direction, and destination. It is common for travellers on this layer to wander for weeks and months upon a dingle path, only to find themselves back from where they started.
    • The second layer of Tartarus — called Nath-Ur — is an infinite layer of trees that rise to stand many hundreds of feet tall. At the heart of this tallest of forests that Bolc maintains his court. It lies a vast glade, protected by over-reaching boughs of ancient oak trees, and long, hairy mosses hang from the boughs like intricately designed tapestries.
    • The third layer of Tartarus — called Tev-Yest — is the least inhabited of the three layers of Tartarus. Bolc keeps this layer free of sentient influence, allowing woodland creatures to wander this infinite expanse of light forest and gentle rolling hills. Attempts at creating a settlement, will result in swift and destructive action by Bolc and his agents.
    Tartarus lies at the intersection of the Paths of Blindness and Vileness.
  • The Twin Paradises; also called Bytopia, the Twin Paradises are governed by Sol; goddess of rangers and (fantastic) avians. The Paradises, though considered to be separate layers, are in reality a vast infinite plain that rises at its center to a rugged range of mountains that is home to all manner of fantastical avians, and many neutrally aligned dragons (coppers and bronzes, primarily).
    • The first layer of the Twin Paradises — called Pastorion — as mentioned previously is an infinite expanse of peaceful rolling hills, grasslands, and light forests. Many settlements can be found upon the open plains of this layer, though they are small are the will of Sol.
    • The second layer of the Twin Paradises — called Graniton — rises from the center of Pastorion as a rugged range of mountains. Amid the rocky crags are to be found all the wonderful multitude of fantastical avian creatures, and no few dragons. Amid the rocky cliffs, Sol maintains an open-air palace of intricately carved stone, and woven nest-like structures.
    The Twin Paradises touch upon both Elysium and the Happy Hunting Grounds.
  • Pandemonium; the four layers of Pandemonium — also called the Howling Depths of Madness — are each ruled separately by gods of evil and malicious nature. Each of the four layers are similar in respect to the others. The principal differences are the inhabitants that populate each of them. Pandemonium is an infinite expanse of complex cavern networks. These passages are filled with a never ending howling wind that ultimately drives all visitors to the plane insane with madness. There are few creatures native to these layers. Those permanent residents that do exist here, are clearly held against there own wills.
    • The first layer of Pandemonium — called Bargrung — is ruled by Valkarpalant; demon lord of gnolls.
    • The second layer of Pandemonium — called Trulgmorg — is ruled by Sula'suruk; demon goddess of dark elves and spiders. This layer is infested with all manner of malicious spider creatures, great and small.
    • The third layer of Pandemonium — called Szugragh — is ruled by Rahoo'raukrolk; god of bugbears and cannibals.
    • The fourth layer of Pandemonium — called Bargaag — is ruled by Bo'grak; god of ogres, trolls, and disease. Travellers on this layer, in addition to the risk of loosing their mind to the Howling Madness, are likely contract a degenerative disease with prolonged exposure.
    The four layers of Pandemonium lay squarely upon the Path of Goodliness.
  • Olympus; also known as the Olympian Glades of Orvvite, the layers of Olympus are ruled by Orvvite; goddess of bards, music, song, and poetry.
    • The first layer of Olympus — called Pelion — is ruled by Ithashu; demigod of centaurs and wild horses. This layer is an infinite expanse of rolling hills, shallow rivers, and sparely forested woodlands. Enormous herds of wild horses roam throughout the plains, and fiercely protected by centaurs herdsmen of Ithashu. The centaur demigod does not maintain a stronghold, since he and his court continually follow the herds of horses. Thus, actually locating Ithashu can be a time-consuming effort. There are no permanent settlements on this layer, though the lands are quite hospitable.
    • The second layer of Olympus — called Ossa — is ruled by Iitha Eldewood; demigod of treants and trees. Ossa is an infinite layer of ancient woodland. Few creature call these lands home, as the treants of Iitha Eldewood protect the trees, flora, and fauna that dwell here. Visitors to Ossa will rarely actually see the treants, as the tree-like creatures prefer not to make themselves known. However, any harm caused to a tree upon this layer will result in swift and harsh revenge from the treants. Forgiveness is not likely to be bestowed, even on a plea direct from Orvvite herself.
    • The third layer of Olympus — called Olympus — is controlled jointly by Orvvite's council of The Six. The mountain of Olympus rises directly from both Pelion and Ossa, to a high snow-covered peak. At the summit rests a sprawling palace of a hundred thousand pillars. This is the personal residence of Orvvite, and Council Hall of The Six; Orvvite's council. From here, The Six work on Orvvite's behalf, guiding all denizens of the layers of Olympus. A huge game board covers a massive chamber floor. And thereupon are placed figures to represent all followers of Orvvite, or Orvvitian demigods, where they are and what they are doing upon the continent of Vermé. This game board is called the Yil'muoz. By manipulating the game pieces, Orvvite or members of The Six may control the actions of individual mortals.
    Olympus touches upon both the Path of Goodliness and Path of Vileness.
  • Purgatory; the solitary plane of Purgatory is an infinite landscape of a thousand realms. These realms encompass all godly kingdoms not otherwise included upon the other plans. Further, these realms cover the gamut of alignment philosophies. Therefore, these lands are plagued by an endless array of war and battle as Law seeks to overthrow Chaos; Evil seeks to destroy Good; and Balance pits all against each other.
  • But the notable characteristic of Purgatory, is the diminishing power of magical spells and items as one travels nearer the center of the plane. Even godly powers weaken with proximity to the plane's core.
    At the very center of Purgatory lies the Spire of Xao; reputedly, the absolute center of Everything. Within the Spire, it is reported that all magic — even the magic of the three creators; Tau, Jakkohb, and Yyyd'emsk — are utterly neutralized. Due to this, it is further said that the only means of actually slaying a god, demigod, or other divine being, is to kill them within the Spire itself. Artifacts placed within the Spire loose all their powers, but if removed, the item's powers will be restored. Other magical items brought into the Spire are drained of all magic, utterly. See the table below for additional effects;
Distance from
the Spire of Xao
Impeded Spell LevelsPower of Spell LevelsDestroyed Spell LevelsOther Effects
beyond 1,100 miles
1,100 miles1st
1,000 miles2nd1st
900 miles3rd2nd1stAll creatures restore HP at a rate 1 point per turn when in a state of full rest
800 miles4th3rd2ndAll creatures gain immunity to disease
700 miles5th4th3rdAll creatures gain immunity to poison
600 miles6th5th4thPsionic abilities negated
500 miles7th6th5thPositive/negative energies negated
400 miles8th7th6thSupernatural abilities negated
300 miles9th8th7thAccess to the astral plane not possible
200 milesAll9th8thPowers of demigods (and lesser divine beings) negated
100 milesAllAll9thAll god-like powers negated

Impeded spell levels will suffer a 50% chance of failure, irrespective of any other benefits the caster may possess.

Power of spell levels indicates, even if cast successfully, that Distance, Duration, and Area of Effect of a given casting will be halved (01-70), normal (71-90), or doubled (91-00). Permanent spells that are halved, fail to have any effect.

Destroyed spell levels render the spells completely powerless, irregardless of the caster's level.

Powers of the three creators — Tau, Jakkohb, and Yyyd'emsk — are negated only if the god actually enters into the Spire.

The plane of Purgatory lays within the absolute center of the inner planes, touching upon all of them. As well, Purgatory touches upon all three Paths; Goodliness, Vileness, and Blindness.

The Outer Planes

The Astral Plane; the spaces between the inner planes is referred to as the Astral Plane. This space between the planes contains all the heavenly bodies. Travel through the Astral Plane is required in order to reach the Ethereal Plane (see below) and the Outer Planes of existence.

The Verméan Pantheons

The Verméan pantheon divides its power- and worshipper-base primarily along alignment divisions. Therefore, there are nine gods; lawful good, neutral good, chaotic good, lawful neutral, true neutral, chaotic neutral, lawful evil, neutral evil, and chaotic evil. In addition, each alignment-driven pantheon is populated by demigods with more philosophical- and racial-specific beliefs. Further, each of these belief systems also has many dozens of lesser divine beings and eternal heroes (not all of whom will be mentioned in this discussion).

The gods do not divide themselves along lines of good vs. evil (though this is certainly strong moralistically). The main bond between the gods is driven by perceptions of Law (order), Balance (neutrality), and Chaos (free-will). Therefore, the gods of law (good, neutral, and evil) are principally grouped vs. the gods of chaos (good, neutral, evil) and the gods of balance (good, true or absolute, evil).

Godly Palaces

Each of the nine principal gods maintains a palace or similar stronghold on the continent (very well hidden, of course). Each god is required by their divine providence to spend 30 days of each decade abiding on the continent (not necessarily consecutively). When not present on this plane, the god will be residing on their native plane(s) of existence.

Combat Allowances

Some character classes will be given advantages in combat when fighting with the preferred weapon of their deity (refer to the following table). Further, clerics and other classes may be allowed weapon choices not ordinarily available to their class, depending on the deity's preferred weapon type. Note that not all deities grant such combat benefits. Only the nine principal deities are covered here. Individual GM's may expand the chart to include deities specific to their game.

Deity Favored Weapon Types

DeityWeaponClass(es)1Bonus
AvitoriTwo-handed sword(Cleric), Paladin+1 TH, +1 DAM
CaelisQuarter staffCleric, Fighter, Magic User, Ranger+1 TH, +1 DAM2
ArchiopterusTridentCleric, Fighter+1 TH, +1 DAM3
SolSword4(Cleric), Fighter+1 TH, +1 DAM
Id(see deity listing)
EntiochQuarter staffCleric, Magic User+1 TH
OrvviteQuarter staffBard5Defensive
BolcClubDruid+1 TH, +1 DAM6
ZineblixDagger7ClericPoisoned blade

1 Classes listed in parentheses do not gain combat bonuses listed.
2 Only fighters and rangers gain the +1 DAM bonus.
3 Only fighters gain the +1 DAM bonus.
4 Includes long swords, short swords, and scimitars.
5 Includes all Verméan bard classes, and standard First Edition bards.
6 Thrown clubs gain a +2 TH, but no bonus applies to DAM.
7 Includes any bladed weapon shorter than 24" in overall length.

The Divine Orary

Deep under the surface of the mortal lands lies a hidden sanctuary. It is a vast underground complex, tended by powerful priests representing each of the nine principal gods. The purpose of this stronghold — known variously as; Varal Voltar (law), Krychdu'um (chaos), Gul'vaed (balance), Klaron (good), Vra'pyra (evil), and more commonly as the Deep Citadel, the Well of Gods, and the Hidden Palace — is to house and protect a mystical device called the Divine Orary; a great machine used by the high priests to monitor the designs of the gods themselves.

The Divine OraryThe machine is comprised of 3 arcois spheres — each, fully 50 feet in diameter, and contained within a reputedly impregnable crystal sphere. These three spheres represent the three creators; Tau, Jakkohb, and Yyd'emsk.

Attached to each of these sphere, are three additional spheres (nine in total, each being 20 feet in diameter), representing each of the nine principal gods. These rotate around each of their respective greater spheres upon platinum tracks.

Circling each of the nine smaller spheres is a cloudy ring of varying densities. The clouds themselves representing the numbers of followers of the individual deities. Therefore, the cloudy rings grow and diminish, fluctuating with time.

The citadel is contained within a vast underground city, known as Mist Sarmmirra. The city is reported to cover a thousand square miles in a huge cavern complex, with great pillars of stone, many miles in diameter, and uncounted fathoms tall that support the ceilings. Tales of the city report of many fantastical machines that transport the denizens across the underground landscape, flying contraptions, speaking devices to communicate across broad distances, complex boxes that contain moving and speaking pictures, and more.

Further, the underground complex even has periods of day and night. This is achieved by a huge glowing orb that gives off light and warmth as it circumnavigates the cavern upon a golden track. This results in a daytime period of 10 hours, and a nighttime period of 14 hours.

The truth of these wild tales is not known, for no artifact has ever been known to be brought back to the surface.

Talismans

Each of the nine principal gods holds a holy talisman. The talisman always appears in the form of each deity's respective holy symbols, but the talisman will be kept on its person in different ways. A god must always be in possession of its talisman, or will be rendered mortal, and will enter the body of one of its faithful until such a time as the talisman is recovered. Destruction of the talisman or the death of the deity while in mortal form will throw the three pantheons into turmoil, threatening the destruction of all creation. Therefore, while warring between the gods will threaten individual talismans, the individual gods, even of the evil pantheons, will never willingly threaten the destruction of one of the nine talismans.

Holy Symbols

Each of the nine principal gods described hereafter have their holy symbols depicted in both physical form, and runic form.

The Pantheon of Law

The Gods of Law dictate that all living beings must abide by specific laws of divine origin. They see the heavens and the earth following an ordered and predictable path as determined by the gods and their pantheons of demigods. And to deviate from this path is to challenge the order of the universe itself. They demand obedience from their followers, and perfection from their clerics. They hold little tolerance for anything less than an absolutely devout and pious life. Tolerance with differing points of view is not frequently offered willing. Followers within the three pantheons of law will be the most likely to preach the tenants of their beliefs to others.

Tau, and the Pantheon of Law

The greater-divine being of Tau governs all creatures who follow the lawful calling. It's clerics are never encountered upon mortal lands, and only rarely upon other planes of existence. The consort of Tau is Beatrice, and from her it is said that all paladins inherit the nature of their Charisma and piety. From Beatrice were born The Triplets; Avitori, Caelis, and Archiopterus. Only these three greater-deities will ever have direct contact with the being named Tau.

Avitori;
god of lawful good beings, and patron of paladins and lawful good fighters
Frequency:Unique
No. Appearing:1
Armor Class:-5
Move:12"/24"
Hit Dice:375 hit points
% in Lair:95%
No. of Attacks:1
Damage/Attack:3d20
Special Attacks:See below
Special Defenses:+2 or better weapon to hit, immune to sleep, petrifaction, and charm-based spells. Immune to poison.
Magic Resistance:85%
Intelligence:God-like
Worshipers' Alignment:Lawful Good (lawful neutral or neutral good possible in rare individuals)
Size:L (9' tall)
Psionic Ability:300
Attack/Defense Modes:All/all

AvitoriAvitori is the god of lawful good beings, and the patron of paladins and lawful good fighters. His symbol is a sword crossed by a lightning bolt within a circle. Arcois is preferred for his holy symbol, though platinum is an acceptable alternative. Silver is acceptable only among the poorest of his followers. Wooden holy symbols might be used only where a complex purification ceremony has placed upon the object, requiring the use of a bless spell, immersing the symbol in holy water for several days, and wrapping the sword and lightning bolt images in silver wire.

Avitori takes the form of a human male in the prime of his life. Perhaps 40 years old, brown curling hair, tanned and muscular, about 9 feet tall, and of handsome features. He always appears wearing his shimmering platinum plate mail armor. He wields a +15 two-handed sword of Divine Smiting (which he swings with but a single arm); a massive two-handed weapon made entirely of arcois. The sword gives off a shinning white light and the clear ringing of a bell whenever it strikes. When it strikes, it inflicts 3-60 hit points of damage. Further, any intelligent (low and higher) non-lawful good aligned creature struck by the sword has a 40% chance of undergoing an immediate alignment change to lawful good. Chaotic evil creatures so transformed will also have an 80% probability of going insane from the shock of viewing their life from the opposing view point. In the other arm he holds +15 shield of light which can cause blindness from the extreme radiance (save vs. spell at -10).

Avitori can employ any clerical spell at will at the 20th level of experience.

It is not known where Avitori makes his home upon the mortal world. However, the courts of Bodibeve claim his abode exists somewhere beneath that great ordered kingdom.

Avitorian weapons

The weapon of choice of Avitori is the two-handed sword. Followers of Avitori who are fighters (including paladins, but excluding rangers, and Lyrist Veterans) who take the two-handed sword as a proficiency gain +1 "to hit" and +1 damage when using the weapon in combat due to their knowledge of the weapon. Clerics of Avitori (including the Lorist Priest) are allowed the use the two-handed sword in combat, but do not gain the bonuses in combat as do fighters.

The Court of Avitori

Avitori also calls the demihuman lawful gods and goddesses under his rule. Therefore, Verda'an (god of dwarves and patron of miners), Durl Bomboff (god of gnomes and patron of jewelers), Jessamine (goddess of halflings and patron of summer) are all found in service to Avitori. While these demihuman races may pay homage to their respective deity, they yet hold Avitori in even higher regard. The demihuman gods do not serve Avitori as does his Legion of Purity, but they do stand at his side within his heavenly court.

DemigodAlias(s)Patronage
Verda'an;the Hammer of Avitori,
the Anvil of Tau,
the Lord of Stones
dwarves, miners
Durl Bomboff;the Gem Lord,
the Stone Harvester,
the All-King of Gnomes
gnomes, jewelers, lapidaries
Jessamine;Jess-of-yorn,
My Girl,
The Lass,
the Ever-Flower
halflings, farming, summer
Jasal'aran;the Dragon of Platinum Scales,
the Shimmering Lord,
the Arcois King
goodly dragons, lawful good humans, goodly-aligned spell-casters

Legion of Purity

Avitori is frequently accompanied by his Legion of Purity; 12 paladins who have served him in life, and now serve him in death. Each of the paladins has an extraordinary history to themselves

Each paladin of the Legion has attained the 20th level as mortals, and died serving Avitori in some self-sacrificing way. Each member of the Legion is capable of casting clerical spells and turning undead creatures just as a 15th level paladin. Each is also immune to sleep, petrifaction, and charm-based spells, and are similarly immune to poison. Each has 18's in all six attributes, and 80 HP. Similarly, they can be struck only by enchanted weapons. If 'killed,' they are sent back to Avitori shapeless, and must wait for a period of time not less than 50 years before returning. Each of the 12 members of the Legion are armored in a platinum +5 plate mail armor (-2 AC), and wields a +4 Divine Avenger two-handed sword with which they can strike twice per round. Each also rides a paladin's warhorse (40 HP, speed 24") which do not tire, even over long distances. Besides having their own sphere of influence within the court of Avitori, each paladin commands his own forces. The members of the Legion are;

Eternal HeroPatronage
Albertus, son of the Imperiumpaladins, lawful good fighters, bravery
Barnabas, the lantern lighterrising/setting sun, daylight, fliers
Deiphilus, the justicerjudges, constables, peace-keepers, Henry-by-the-Sea
Disen, the felljudgement, retribution, just punishment
Erno, the flamebrandtolerance, dragon slayers, pacifists
Krammer, the scribesages, lawful good monks, scribes, peace
Loe, the elder(human) wisdom, compassion
Oded, the chastelove, purity, virginity, marriage, innocence
Paul, the holyforgiveness, mercy/pity, amnesty
Perciful, the elf-friend(good) sailors, lawful good elves
Peter, the equestrianequestrians
Urcint, the youngeryouth, joy, happiness, humor, archers

Any paladin which strays from the paladins' teachings, or for some reason switches alignments, can expect a visit from one of the Legion of Purity. The fallen paladin will be given a divine quest, ostensibly assigned by Avitori himself, in order to redeem themselves. Should they fail in this quest, or refuse the quest, the fallen paladin will be stripped of all power attained, accumulated wealth will be taken, magic items and powers negated, and set naked upon a desolate mountain top or in the middle of a scorching desert.

Avitori's talisman is embedded in the ricasso (crossguard) of his great sword. It appears there as an acrois disc.

Caelis;
goddess of lawful neutral beings, and patron of scribes
Frequency:Unique
No. Appearing:1
Armor Class:-5
Move:12"/36"
Hit Dice:275 hit points
% in Lair:75%
No. of Attacks:1
Damage/Attack:4d10
Special Attacks:See below
Special Defenses:+3 or better weapon to hit, immune to sleep, petrifaction, and charm-based spells. Immune to poison.
Magic Resistance:80%
Intelligence:Supra-genius
Worshippers' Alignment:Lawful neutral (lawful good, lawful evil, or absolute neutral possible in rare individuals)
Size:M (6' tall)
Psionic Ability:275
Attack/Defense Modes: All/all

CaelisGoddess of lawful neutral beings, and patron of scribes. Caelis' holy symbol is that of small bar with two stones at either end. Any material will suffice, though granite is preferred for the Stones of Balance at either end of the bar.

Caelis appears as a human female. Often looking travel-worn, she prefers to appear to her mortal worshipers in the form of a wandering minstrel. In fact, she often is seen with an enchanted lyre she uses to communicate to her subjects with. Her clothes are generally of greens and browns, frayed as though through great travel. Her boots, which accentuate her shapely legs, are of the softest leather. The only physical attribute that would mark Caelis as anything other than an attractive young human female, are her two great wings of purest white with black markings at the outer-most tips. The wings span fullly 30' when fully opened, and she can use them to fly at great speed and maneuverability.

Her weapon of choice in combat is a +15 quarter staff, which strikes for 4d10 hit points damage each time it hits. Also, if the victim is chaotically aligned, there is a 50% chance that they will be imprisoned (as the 9th level magic-user spell).

Caelis can employ any cleric spell at 15th level of experience, and any illusionist spell at will at the 12th level of experience.

It is said that she makes her mortal home in a vast underground complex, constructed of seven concentric circles. At the center of the circles lies Caelis' chamber. This complex is said to exist upon the uppermost elevations of the Galan Heights where her windows open to the Four Winds.

To Caelis and her followers, the only important matter concern is adherence to law. There is no distinction between good and evil; law and chaos are their only concern.

Caelian weapons

Caelis' symbolic weapon is a quarter staff. Cleric and magic-user followers of the 'Winged Lady' gain a +1 "to hit" bonus with such weapons, due to their familiarity with the weapon's combat tactics. Furthermore, fighter followers of the 'Winged Lady' gain a +1 "to hit" and damage bonuses with such weapons, due to their familiarity with the weapon's combat tactics. These bonuses do not extended to druids, illusionists, paladins, rangers, Lorists, Lyrists, and Sonneteers

The Court of Caelis

The Court of the 'Winged Lady' holds no specific demihuman patrons, as her influence presides over all those who follow the tenants of lawful neutrality. However, Caelis does maintain a large retinue of scribes (monks) that spend their afterlife recording the great deeds of her followers. There are 222 such monks. Each had achieved at least the 13th level of experience, though none had achieved the 17th level of experience (those individuals have a special place in Caelis' court).

The 220 monks reside in Acheron, and there they record the great history and doings of the folk and followers of Caelis. Collectively, this group is named the School of Seasons, and there exists 55 monks within each of the four schools; Winter, Spring, Summer, and Autumn.

It is written in the Caelian Rites that,

"...upon a time it will come to pass that the wings of white shall fall.
And in that time of greatest woe shall arise one
from the Season of To'tende.

And thus shall a new day begin..."

Caelian scholars take this as an indication that it shall come to pass that one day, Caelis herself will die (possibly in combat), and that one among the School of Seasons will arise to take her place (likely, a Master of Spring). Others argue that the passage is so vague, that it may refer to a time of a great plague during which many doves throughout the continent fell victim, and very nearly destroyed the species. After 10 years of such plague, the avians began to recover...in a season of spring.

Though not introduced into the Caelian court for the purposes of combat, the School of Seasons is nonetheless a formidable force of arms where battle between gods occurs. When encountered outside her lair, it is 65% likely that Caelis will be accompanied by 4-48 of the School of Seasons.

Each School maintains a huge citadel within the layers of Acheron. The School of Winter resides on a peaceful snow covered prairie on the nighttime layer of Avlantvalamar. Also on this layer is the School of Autumn, which is located in a forever dusk, on the border shared by both the nighttime and daytime layers.

The School of Summer is located upon a vast expanse of tall grass, forever blessed by a warm noontime sun on the layer of Klaron. Also on Klaron is the School of Spring which is locked in an eternal sunrise, where the layers of Klaron and Avlantvalamar meet.

Each monk of the School of Seasons will have full hit points possible for their level. Any monk of the School slain in battle will return to the plane upon which the School exists, and must remain there for a period not less than 220 years, 55 days, and 25 minutes. Further, each monk is able to summon (up to) 25 Master monks to their side once per day. The summoned monks will each have the maximum possible hit points allowed for their level of experience. Once summoned, the monk(s) will remain until slain, or until their task is completed. The summoning monk may not summon additional monks to her side until the previously summoned monks have been released from summons. Such summoned monks are used to as guardians of Caelian interests.

Caelis' talisman is hung about the goddess' neck upon an arcois chain. The chain is protected by magics to prevent breaking, but a lobster-claw clasp holds the chain together. The clasp is rumored to be locked and trapped.

Archiopterus;
goddess of lawful evil beings, and patroness of assassins
Frequency:Unique
No. Appearing:1
Armor Class:-7
Move:14"/30"
Hit Dice:350 hit points
% in Lair:90%
No. of Attacks:1
Damage/Attack:4d12
Special Attacks:See below
Special Defenses:+4 or better weapon to hit, immune to sleep, petrifaction, and charm-based spells. Immune to poison.
Magic Resistance:90%
Intelligence:Godlike
Worshippers' Alignment:Lawful evil (neutral evil or lawful neutral possible in rare individuals)
Size:M (7' tall)
Psionic Ability:370
Attack/Defense Modes:All/all

ArchiopterusGoddess of lawful evil beings, and patron of assassins. Her holy symbol is that of a black trident. Blackened steel or iron are generally preferred, though gold suffices as second best.

This goddess' presence may surprise some people. Most often we associate such powerful evil to a man-like creature. Archiopterus however, appears to mortals as an attractive elven female. Her clothes tend to be filmy and flimsy. If not for her skin of crimson red, her body which glows from an inner flame when angered, and two tiny hornlike protrusions from her forehead, she would have many a male begging for her favors (any many still do).

Her weapon of choice in combat is a great trident of black metal. If she makes a successful hit (at +15), the flesh of her target immediately falls into corruption (saving throw at -5 vs. death magic), the victim sustains 4-48 hit points damage. Also, there is a 35% that any creature hit by the weapon will be gated to the first plane of hell, where they are set naked and weaponless. Legend states that this weapon was once a gift from the head of her clerics ages past. In return for the gift, it is said, Archiopterus granted the minion eternal life as a pit fiend.

Archiopterus can employ any clerical or magic user spell at will at the 18th level of experience.

The evil counter part to Avitori, Archiopterus appreciates nothing save absolute obedience by her followers. Free thought and free will are not known to this goddess. Her demands must be met with the utmost precision, else a demise like nothing any of the other gods could conceive of would be handed out.

It is said that she makes her mortal home in a citadel on the slopes of Khizha Peak. From here, she wages constant war with Zineblix, god of Chaotic Evil, across Blood Pass.

Opterian weapons

Clerics of Archiopterus are allowed the use of a trident as a weapon proficiency. Clerics who choose this weapon gain a +1 "to hit". Fighters who choose the trident as a primary weapon gain a +1 "to hit" and damage bonus do to their familiarity with handling the weapon. These bonuses do not extend to lorist priests, and lyrist veterans.

The Court of Archiopterus

All devils, save Asmodeus (Arch-Devil, Over Lord of all the Dukes of Hell), recognize her supreme power over all lawful evil-kind. Asmodeus himself refuses to recognize her power, and is constantly at odds with Archiopterus. The two continually wage war for control of the lawful evil pantheon. The frost giant patron, Saugaig continually plies for Archiopterus' favors. Thinking that if he can bed the goddess, he can set himself up as king of all lawful evil beings. Krigadz; the patron of goblins and hobgoblins, and Shadhrat; patron of orc-kind, act as generals in Archiopterus' army.

DemigodAlias(s)Patronage
Saugaig;the Frost Fiend,
the Ice-Hammer,
the Great White,
Blue Beard
front giants, evil cold-dwellers
Krigadz;the Destroyer,
Lord of War
goblins, hobgoblins
Shadhrat;the One-Eyeorcs
Nothjegg;the Great Lizardkobolds
Adracachax;the Fish-Devil,
She of the Deep,
She of Many Teeth
lawful evil, sahuagin, evil sea dwellers
Zzemal;the Great Bitch,
Chromatic Death,
the Five-Headed Queen
evil dragons, evil hordlings, evilly-aligned spell-casters
Devil-kind(refer to your game system's documentation regarding lords, princes and other demon-kind)

Archiopterus is always accompanied by her personal body guard of devils; six Pit Fiends. Each of these greater devils has its own unique name, and their talismans are held by Archiopterus in her citadel. Should a talisman be acquired, and the devil summoned, the fiend can be commanded for nine hours or kept at bay. The employment of these talismans requires great care and caution. Human sacrifice is required of creatures using such a talisman. Merely looking at these talismans is dangerous. If not properly protected by spells or a magic circle, study of a charm gives a 10% chance of summoning the specific Fiend to whom the talisman belongs. Speaking the name on the talisman will always call forth the named devil.

Each of these Fiends may summon once per day up to 2,000 of any of the lesser devil-kind to their aid. The names of the Fiends are Beleu, Zyeben, Cenekubu, Sogaz, Qeluk, and Raa. These are always of the strongest of their kind, and have full hit points allowed to their monster type. Each of these bodyguards continually vies for supremacy over the other five, though they are unquestioningly loyal to Archiopterus, Herself.

Archiopterus' talisman is an earring that she wears in her left ear. The talisman is made of obsidian, and studded with many jewels of unsurpassed value.

The Pantheon of Balance

The gods of Balance believe that absolute absence of premature judgement must be exercised, and that only the presence of the goodness, evilness, or lack of either is important. All events are viewed in shades of gray, avoiding any absolute judgements when possible.

The Blind King, and the Pantheon of Balance

The greater-divine being of Yyd'emsk (also known as the Blind King) governs all creatures who follow the calling of balance. His clerics are never encountered upon mortal lands, and only rarely upon other planes of existence. Only three greater-deities—Sol, Id, and Entioch—will ever have direct contact with Yyd'emsk.

Sol;
goddess of neutral good beings, and patronness of avians
Frequency:Unique
No. Appearing:1
Armor Class:-4
Move:12"/36" (48" in eagle form)
Hit Dice:280 hit points
% in Lair:25%<
No. of Attacks:3 or by weapon
Damage/Attack:3d8/3d8/3d6 or 4d100
Special Attacks:See below
Special Defenses:+3 or better weapon to hit, immune to sleep, petrifaction, charm, and all elemental-based spells. Immune to poison.
Magic Resistance:80%
Intelligence:Godlike
Worshippers' Alignment:Neutral good (lawful good, chaotic good, or absolute neutral possible in rare individuals)
Size:L (8' tall)
Psionic Ability:300
Attack/Defense Modes: All/all

SolGoddess of neutral good beings, and patroness of avians. Her holy symbol is that of an eagle in flight within a circle. Crystal is preferred, though silver is also acceptable.

In combat, Sol can attack in her eagle form with a claw/claw/bite. When not in eagle form, Sol attacks with a +15 long sword which inflicts 4-40 hit points of damage. The weapon is also enchanted with dancing and sharpness properties.

Sol can employ any illusionist spell at 16th level of experience. Clerics serving Sol must spend four days of each calendar year fasting at the top of a mountain peak, observing an eagle's nest, and seeking guidance and inspiration from the spirit of the bird. She despises the sprawl exhibited by the larger cities, and even encourages her followers to dismantle the machinations of the city-states like the Imperium Vallis and Merthyr. To these ends, her clerics often assemble small terrorist groups on the nights of the winter and summer solstice. But though destruction of industry is encouraged, injury or attack upon innocents is never tolerated. Followers of Sol who do inflict injury upon an innocent by-stander will be dealt with harshly. The followers see these as legitimate practices of their faith.

Sol appears much like an 8' tall human female, covered head to toe in brown and golden feathers. Her feet resemble the talons of an eagle, which blend into human legs at mid-thigh. Sol can shape change into the form of a giant eagle at will. Her abode on this plane is a large aerie constructed high atop a rocky crag on Copper Angel Mountain in the Southern Continent.

Solerian weapons

Fighters who choose this weapon gain a +1 "to hit" and a +1 to damage. Clerics of Sol are allowed the use of a long sword, short swords, and scimitars as one of their weapon proficiency, but gain no combat bonus.

The Court of Sol

Sol maintains the largest following of goodly creatures under her wings. This is due to the fact that all non-fantastic avians also pay homage to the Feathered One. In addition to her armies which are commanded by Yydish devas, and her council which is presided over by Sol's first advisor–Lilubré–who is also her consort.

Due to the affections of Lilubré harbored by Caelis, and that goddess' attempts to lure the avian advisor from Sol's service, followers of Sol would be likely to view all followers of Caelis with no small amount of suspicion.

DemigodPatronage
Lilubréany alignment (though evil is rare), birth, devotion, flight
Rasan'palorany good, protector of Alcidice
Heliotchaazarany good, protector of the Alvitimos Isles
Zoor'choamany good, protector of the Central Continent
Archozelaarany good, protector of Isle dar de Xerksis
Zalarhaadaany good, protector of the Northern Territories
Cirlaegany good, protector of the Omanthrid Archipelago
Brokkdorany good, protector of the Southern Continen

Flights of the Solerian Angels

The Flights of the Solerian Angels are Sol's armies, and defenders of avian-kind. There are 12 Flights, and each is commanded by an Yydish deva. Each Flight is made up of 100 Yydish devas. Each deva commander has an individual name.

Sol's talisman is a single black feather which she wears over her right ear. There the token is secured by a golden earring which bears magical protections to prevent releasing the clasp.

Id;
god of absolute neutral beings, and patron of elementals
Frequency:Unique
No. Appearing:1
Armor Class:-9
Move:12"/48"
Hit Dice:275 hit points
% in Lair:35%
No. of Attacks:1
Damage/Attack:4d12
Special Attacks:See below
Special Defenses:+4 or better weapon to hit, immune to sleep, petrifaction, charm, and all elemental-based spells. Immune to poison.
Magic Resistance:80%
Intelligence:Supra-genius
Worshippers' Alignment:Absolute (true) neutral (lawful neutral, neutral good, chaotic neutral, or neutral evil possible in rare individuals)
Size:Unknown (see below)
Psionic Ability:275
Attack/Defense Modes: All/all

IdGod of absolute neutrality, and patron of elementals. Id's holy symbol is that of a silver square, tilted on one corner, like a diamond. Ornate versions of this holy symbol will place colored gems within the square; but they will always be semi-precious stones, more prized for their color, then their actual monetary worth.

Id's physical appearance takes form in many guises, therefore, it is difficult to describe exactly Id's physical presence. Determining Id's gender relationship is also often in question, spurring many heated debates among Its following. Id can appear as almost any biological life form, including animal-, plant-, and element-based forms. However, It cannot take the form of extra-planar or divine beings, undead, or inanimate objects. Therefore, Id can choose to appear as anything from a gnat to a huge ancient red dragon. However, the life form it replicates must be a living form (i.e., while Id can appear as a tree, it cannot appear as a log or a wooden chair, for it is no longer alive. Similarly, Id can take the form the of a stone elemental, but cannot take the form of an inanimate rock.).

Id appreciates only the exercise of absolute free-will, and makes no distinction between good and evil; chaos and law; they are one and the same.

Id wields no weapon, but is able to employ a form of psychic crush attack which inflicts 4d12 points of damage (save at -10—successful save inflicts one half damage).

Id can employ any druid spell at will at the 14th level of experience. Druids serving Id are required each year to spend at least 1 week in an underground cavern fasting, and smoking weeds which induce hallucinogenic visions, ostensibly sent to the druid by Id itself.

Id's abode is a vast cavern, said to house a enormous underground sea. However, the deity is seldom within the cavern complex, as it prefers wandering the surface world at random.

Idian weapons

Priests and druids of Id gain no advantage through the use of any specific weapon type. However, druids, due to their dedicated servitude to Id are blessed with enhanced skills. Upon attaining 7th level, Idian druids utilizing their shape changing ability will heal 100% of any lost hit points. Further, the druid is not limited to assuming a specific form to just once. They may in fact assume the same form up to their daily maximum of shape changing.

The Court of Id

The court of Id comprised of Id's chief advisor — an ancient stone giant of enormous size, called Inth Granitebone — and a council of elementals called the Dith Xemen.

DemigodAlias(s)Patronage
Inth Granitebone;the Stone Lordstone giants, cave-dwellers
Zuthrax Bahkrithe Wind Lordair, air elementals
Ruakkslyth Ruaakgaanthe Majestic Mineralearth, earth elementals
Stithdee Myrnoththe Flame Brandfire, fire elementals
Skhia GlaubradaxShe of Divine Waterswater, water elementals

Id's talisman shifts position on its presence, depending on the deity's current form. It is a large red ruby, and has been enchanted by a permanent invisibility spell. However, its location can be revealed by a simple fairie fire spell.

Entioch;
god of neutral evil beings, and patron of the undead
Frequency:Unique
No. Appearing:1
Armor Class:-7
Move:12"/24"
Hit Dice:300 hit points
% in Lair:75%
No. of Attacks:1
Damage/Attack:4d10
Special Attacks:See below
Special Defenses:+2 or better weapon to hit, immune to sleep, petrifaction, and charm-based spells. Immune to poison.
Magic Resistance:75%
Intelligence:Supra-genius
Worshippers' Alignment:Neutral evil (lawful evil, chaotic evil, or absolute neutral possible in rare individuals)
Size:M (6')
Psionic Ability:285
Attack/Defense Modes: All/all

EntiochGod of neutral evil beings, and patron of the undead; also known as the Lich King. His holy symbol is a fist holding a lightning bolt. Typically, the hand is of blackened stone, while the lightning bolt is of gold.

Back in the depths of time, Entioch was an ultra-powerful wizard; likely, the strongest spell caster ever to have existed upon the mortal planes. But in the centuries leading up to the First Dragon War, Entioch was even then ancient by mortal reckoning. And, seeking to extend his life and his power, Entioch sought the magics and enchantments that would ultimately alter his life so that he would become a lich. But even the powers that this transformation would bring to him were not enough for Entioch. In the long years of his undead state, he continued his researches into the arcane arts to make himself immortal. Eventually, he would become himself the god of the unquiet dead.

When in combat, Entioch prefers to use spell casting attacks against his enemies. But when physical combat is unavoidable, the Lich King wields a Quarter Staff of Corruption. In addition to its 4d10 hit points of damage that it inflicts upon a successful strike, the staff will also cast a disintegration spell against his enemy (saving throws made at -5 success).

Viewing the Lich King's face also harbors great evil dangers, as the mere sight is enough to cause the viewer to go permanently insane (saving throw made at -10). A successful save avoids the insanity dangers, but the victim still will run as fast as possible and as far as possible out of fear for a duration 2d12 turns. Use of mirrors does not avoid the effects of this attack. Victims with a Constitution less than 17 will go into a catatonic state, will not revive until such time as a remove fear spell can be cast upon them. Once free of the catatonic state, the victim will yet be subject to the insanity and/or fear affects of having viewed Entioch's horrid visage.

Entioch can employ any magic-user spell at will at the 20th level of experience.

His followers make his mortal abode on the remote island of Alcidice. Legend says that Entioch's citadel rises from a the depths of an ancient now extinct volcano. Surrounded by forest of thickest vegetation, the mere sight of the structure is said to elicit fear and horror on any who view it. No reports of the interior of the citadel have ever been read by mortal man. Even the evil undead are said to fear entering within the Lich King's lair.

Entian weapons

Clerics and magic-users who serve Entioch may wield the god's preferred weapon — the quarter staff — and gain a +1 "to hit" due to their god's blessing upon the weapon.

The Court of Entioch

Entioch maintains a court of equally horrid undead patrons. This group of nine creatures are very nearly as deadly, dangerous, and horrific as the Lich King himself. Each led a mortal life as a powerful king, and controlled their lands through brutal leadership;

DemigodAlias(s)Patronage
Mogh RoukhaniLord of Deathdeath (mortality)
Nym LuhriReaper of Revengerevenge/retribution
Bradax BakirEater of the Sun,
Lord of Darkness
night, darkness, the new moon
Glau PeridazLord of Decay,
the Vile Rotter
pestilence, disease
Adastra IulThe Dread Whorepromiscuity, adultery
Jurga RhodoDestroyer of Worlds,
Battle Monger
war, battle, rage, anger
Kuduu Dra'an pettiness, jealousy
Vorung Neriax sin, avarice, gluttony, greed
Trocho Barathe Dark Sneakthievery

Entioch's talisman appears within the hood of the god's robes. But retrieving the Lich King's talisman provides additional dangers as the hood will necessarily reveal the god's features, which pose dangers of themselves (see above).

The Pantheon of Chaos

The gods of Chaos believe that while some law is required to maintain order, each creature much decide for his or herself what actions are necessary to sustain their faith.

Jakkohb, and the Pantheon of Chaos

The greater-divine being of Jakkohb governs all creatures who follow the chaotic calling. His clerics are never encountered upon mortal lands, and only rarely upon other planes of existence. Only the three greater-deities — Orvvite, Bolc, and Zineblix — will ever have direct contact with Jakkohb.

Orvvite;
goddess of chaotic good beings, and patroness of good-aligned bards
Frequency:Unique
No. Appearing:1
Armor Class:-7
Move:16"/32"
Hit Dice:365 hit points
% in Lair:50%
No. of Attacks:See below
Damage/Attack:See below
Special Attacks:See below
Special Defenses:+4 or better weapon to hit, immune to sleep, petrifaction, and charm-based spells. Immune to poison.
Magic Resistance:85%
Intelligence:Godlike
Worshippers' Alignment:Chaotic good (neutral good or chaotic neutral possible in rare individuals)
Size:M (5'10" tall)
Psionic Ability:330
Attack/Defense Modes: All/all

OrvviteGod of chaotic good beings, patron of good-aligned bards. Her symbol is a small staff, capped at both ends. Clerics of Orvvite will use only wooden holy symbols. The caps are sometimes decorated according the traditions of individual temples.

Orvvite can employ any clerical spell at 15th level of experience, any druid spell at 10th level of experience, and any magic-user spell at 10th level of experience.

Orvvite appears as a half-elf female of comely appearance. Neither is she strikingly beautiful, nor is she atrociously homely. She wishes her followers to worship her for what she represents, not for how she appears. She is tall for a half-elf female, but not unnaturally so. She prefers to wear leather breeches and vest with green shirts and sashes. Orvvite does not wield a weapon of any kind. But rather depends solely upon her magic if threatened. The only object she keeps with her is a staff which she uses to summon her court to her at need, but is otherwise considered a 'normal' quarter staff.

Her clerics make Orvvite's mortal abode in an enormous oak tree, located somewhere deep within the dense forests of the Northern Territories.

Orvvitian weapons

Female clerics and female bards of all stripes serving Orvvite do not gain combative bonuses, but when using a quarter staff in combat, they may use the staff to parry an opponent's attack, thus increasing their armor class rating. This defensive manuever does not prevent the character from returning attack, thus combining attack and defensive postures simultaneously. The defensive movements effectively improves the armor class rating by 1 for every 4 levels of experience versus a single opponent This defensive posturing may not be utilized against missile weapons of any type.

The Court of Orvvite

The court of Orvvite is comprised of a ranger, a magic user, an illusionist, a fighter, a cleric, and a bard (though they may be of any race or sex, as long as they are strictly chaotic good). Each of these is selected from the faithful among her followers once each century. To qualify to be among the chosen to serve Orvvite, the candidate must be blessed by the head of the Orvvitian priesthood, called the Menge. Only the Menge may allow candidates to ascend to serve Orvvite. It is, in fact, believed that the spirit of Orvvite dwells within the body of the Menge for the year preceeding this selection, in order to determine for herself the worthiness of those seeking Elevation. The candidates need not be of any specific level, though typically only the higher levels may be able to complete the tests and missions which are bestowed upon them. For one year prior to Elevation, the Six Candidates (as they will come to be called), wander the continent doing the will of their patroness (which will vary from court to court, depending on the current need of the goddess). If any of The Six fail to complete their mission, the entire group is refused Elevation, and the previous court retains their posts until the time of the next choosing. This forces The Six to work together for success. The Court of Orvvite serves on the continent to do Her will, and to communicate with the leaders of the Church of Orvvite. Though, because they continually wander the lands, their exact whereabouts are never certain. After being Elevated, the stats of each candidate will always be as follows;

  • Ranger; The Tracker, 15th level Ranger Lord, 106 hit points, A.C. -5. The Ranger Lord is always armed with a long sword of sharpness. The Ranger Lord is Orvvite's tracker, and gatherer of information.
  • Magic-user; The Consul, 15th level Wizard, 80 hit points, A.C. -2. The Wizard is always armed with a staff of the magi. The staff never drains of power, and if the Wizard executes a retributive strike with the staff, it will reform itself within 2 rounds and return to his/her hands. The Wizard is Orvvite's consule in most matters, mortal and immortal.
  • Illusionist; The Scryer, 15th level Illusionist, 80 hit points, A.C. -2. The Illusionist is always armed with wand of illusion that never drains of power. The Illusionist is Orvvite's scryer, and maintains an enormous chamber, filled with magical mirrors inwhich can be seen all Orvvite's followers at all times.
  • Fighter; The Lord, 20th level Lord, 180 hit points, A.C. -8. The Lord if always armed with a scimitar of sharpness and a +1 scimitar flametongue (+2 vs. regenerating, +3 vs. cold-using/inflammable/avian, +4 vs. undead). The Lord attacks with both weapons in melee, always striking twice with each weapon (so The Lord gets 4 opportunities to hit per melee). Further, The Lord may target multiple opponents in a single melee, so that they may hit 4 separate targets in the same round. The Lord is Orvvite's Sergent at Arms, and always accompanies her as her personal bodyguard.
  • Cleric; The High Priest, 15th level High Priest, 96 hit points, A.C. -5. The High Priest is always armed with a hammer of thunderbolts, always weilding it as though he/she were wearing a girdle of giant strength and gaunlets of ogre power. The High Priest never requires rest when using the hammer, and can throw the hammer once each round. The High Priest is Orvvite's direct means of conversing with her clerics.
  • Bard; The Spokesman, 15th Master Bard (15th level druid, 10th level fighter, 10th level thief), 150 hit points, A.C. -6. The bard is always armed with a short sword, vorpal weapon, and a Cli Lyre. The Bard acts as Orvvite's spokesman in most cases.

Their personal stats will always be 18 in their primary scores, and 16 in the secondary scores (irregardless of what their scores were in life). All have the skills and spell use appropriate to their level.

Members of the court will retain their mortal names, and all memories of their mortal life. They may make themselves known to members of their family just once, upon the day of their Elevation. Members of the court will always shine with a brilliant radiance (marking them for their true nature). When angered, this light, which ordinarily would shine white with streaks of blue, becomes yellow streaked with red.

Despite their dwelling in the mortal lands, the members of the court are, in fact, immortal. If by chance one is slain in combat (which should not be an easy task), they will be restored by the grace of Orvvite to their position. After completing their "term," the members of the court are elevated to the plane of Orvvite, and there are blessed to spend eternity in her domain there.

Eith Saran serves as Orvvite's consort, and is frequently found at her side. Elves of all variety worship the elven god as king of gods, though his standing with Orvvite is clearly that of partner, and not dominance. Ithashu, god of the centaurs is also within Orvvite's retinue, and is the patron of horses within Orvvite's court.

DemigodPatronage
Ithashucentaurs, wild horses
Eith Saranelves
Iitha Eldewoodtreants, trees
The Trackerrangers, woodsmen, scouts, trackers
The Consulcouncil, parents/parenting
The Scryerforest dwellers
The Lordfighters
The High Priestreligion, worship, virtue
The Spokesmandiplomats

Orvvite's talisman takes the form of a small wooden stick which the goddess uses to secure her hair into a ponytail. The shaft itself is struck through a piece of leather.

Bolc;
god of chaotic neutral beings, and patron of woodland creatures
Frequency:Unique
No. Appearing:1
Armor Class:-5
Move:24"
Hit Dice:360 hit points
% in Lair:15%
No. of Attacks:1
Damage/Attack:3d20 or 4d12
Special Attacks:See below
Special Defenses:+3 or better weapon to hit, immune to sleep, petrifaction, and charm-based spells. Immune to poison.
Magic Resistance:85%
Intelligence:Supra-genius
Worshippers' Alignment:Chaotic neutral (chaotic good, chaotic evil, or absolute neutral possible in rare individuals)
Size:L (9'6" tall)
Psionic Ability:285
Attack/Defense Modes: All/all

BolcGod of chaotic neutral beings, and patron of woodland creatures. His holy symbol is that of a stag's rack. An actual shed horn (never from a stag killed in hunt) is required of a druid of Bolc. A non-druid may use whatever material they desire (though most prefer the actual bone of the rack).

Bolc can employ any druid spell at 20th level of experience.

Bolc has the appearance of a 9'6" man with the head of a stag. His arms are thick and muscular. His feet are cloven hooves. He wields only a club in combat. The club is magically endowed such that any successful hit (which is at +10) will turn the victim into a woodland creature (random). Only the will of Bolc can change the victim back. It is rumored that he makes his domain in the forests of the densely wooded areas on the northeastern-most fringes of the Northern Territories.

The great druid is the only known mortal known to have direct contact with the elusive Bolc. This, though, is an unconfirmed legend as the great druid never reveals the substance of any communication with the Horned-One.

Bolc attacks by charging his victim with his great rack of antlers, which hits at +8, and inflicts 3d20 hit points damage. An unadjusted "to hit" score of 20 indicates that Bolc has impaled his opponent on the rack, and will then lift the creature from the ground and shake his head for an additional 2d8 hit points damage per round that the victim remains impaled on the horns. Bold may also attack with a great staff of white oak which hits as a +15 club, and does 4d12 hit points of damage when it hits.

Balian weapons

Druids who serve Bolc gain a +1 "to hit" and a +1 to damage when in melee combat with a club due to the god's blessings upon the weapon. Thrown clubs benefit from a +2 "to hit" probability, but do not inflict any additional damage. This benefit does not extend to multi-classed, or multiple classed druid combinations, including standard bards, or lorist ovates.

The Court of Bolc

Bolc is always accompanied by his Company of the Hunt; 12 druids who have served him self-sacrificingly in life, and now serve him in death. Each of these druids have served as the great druid in Usherwood. Upon their death, Bolc elevated them to abide with him, and accompany him on his excursions on Vermé. Each time a new great druid is brought to serve with Bolc, the eldest serving member of his company is then elevated to abide in Nirvana.

Each druid has the skills and powers of a 14th level druid, has 90 hit points, A.C. -3. Each is also armed with a +5 club.

It is rumored that only once in the past has a great druid been denied ascension into Bolc's company. The details behind the issue are clouded, as the druids refuse to comment on the tragedy. But it is rumored that the great druid in question had committed some mortal sin against the teachings of the druids just before his death. It is further rumored that at his denial to ascension, this great druid became enraged and promised some great demise to any who followed the teachings of Bolc.

DemigodPatronage
Jonedruids
Gawinanimal-husbandry
Rolandretribution
Cicliafertility
Clementgambling, risk-taking
Magdalenabards
Ingrammammals (non-marine)
Cutlakereptiles
Gotterdamerungfishes, marine mammals
Chalcodonarachnids
Sifrodents, vermin
Vidarplant-life (non-fantastic)

Bolc's talisman appears on a great leather belt that the horned god wears at all times. The belt contains no less than 5 buckles that must be released before the talisman can be freed.

Zineblix;
god of chaotic evil beings, and patron of corruption
Frequency:Unique
No. Appearing:1
Armor Class:-8
Move:80 ft (24 ft flying)
Hit Dice:380 hit points
% in Lair:95%
No. of Attacks:1
Damage/Attack:See below
Special Attacks:See below
Special Defenses:+4 or better weapon to hit, immune to sleep, petrifaction, and charm-based spells. Immune to poison.
Magic Resistance:90%
Intelligence:Godlike
Worshippers' Alignment:Chaotic evil (chaotic neutral, or neutral evil possible in rare individuals)
Size:Varies (usually L)
Psionic Ability:350
Attack/Defense Modes: All/all

ZineblixGod of chaotic evil beings, and patron of corruption. His holy symbol is a hardened fist-sized ball of tar or volcanic magma (gathered from the slopes of the Arse of Gehenna serves best).

Zineblix can employ any magic-user spell at 20th level of experience at will.

If ever there was a physical manifestation of evil and corruption on the material plane of man, it is in the form of this god. He appears to mortal-kind as a festering mass of bubbling fetid formless flesh. His continually reforming body never maintains the same shape for more than a few fleeting moments. But his true character can never be confused with anything but what he is. And, if not for this, the odor emanated from his tissues would overwhelm even the highest of constitutions (save vs. poison at -10, or be overwhelmed and faint). His followers believe he makes his mortal abode within the volcano in the Arse of Gehenna.

Zineblix wields no weapon, as he has no appendage with which to grasp one. If not attacking by magic, he will "throw" balls of his mucousy-mass at his opponent. If striking for a successful hit (at +15) the gelatinous mass will consume the victim in 5 rounds. A saving throw at -5 can be attempted, but until such a time as a resurrect spell is cast on the individual, they will have to save each round thereafter. Once consumed, the formless flesh that once was the victim, will creep to Zineblix and rejoin with the god's mass.

Zinitte weapons

Clerics dedicated to Zineblix may — and are encouraged to — use poisoned daggers, though bladed weapons longer than 24" are prohibited. The poisons allowed by the Zinitte priests may be acquired only from Temples dedicated to the chaotic evil god (as it must undergo a ritual similar to the preparation of the sect's unholy water). Cost of the poison is high — 100 g.p. for a single application—and is only distributed to Zinitte clerics, who hold the stuff as sacred. Saving throws against the potent poison are made at -2.

The Court of Zineblix

He is always accompanied by 6 Type VI demons. Each of these was at one time of mortal kind, who were then seduced by the Faceless Lord, and turned to his service. They despise him, and are mindlessly obedient to him at the same time. They would take any opportunity to usurp his power. Each demon may summon 100 lemures at will.

All demon princes are highly jealous of Zineblix's power, and wage a continual battle against his will. Zineblix maintains a tenuous hold over them by continually pitting the Princes against one-another. Legend says that Lloth, spider queen of the rumoured race Drow (if they truly exist), also wages her own mysterious war against Zineblix. Prophecy says that Lloth plots and schemes against Zineblix' power. And that if she should succeed in overthrowing Zineblix, would cast the land into 10,000 years of darkness. The other chaotic evil gods serve Zineblix through fear and greed.

DemigodPatronage
Rahoo'raukrolkbugbears, cannibals
Llothdark elves, spiders
Daurg'aghzhill giants, ettins
Colla'thaofire giants
Bo'grakogres, trolls, disease
Jendmabtroglodytes
Valkarpalantgnolls
Demon-kind(refer to your game system's documentation regarding lords, princes and other demon-kind)

Zineblix's talisman is near impossible to discern, as it shifts position on the corruption god's ever-changing form. It can be distinguished as a slightly purple formless blob amid all his shifting fleshy masses.

The Monotheists

There exists on the fringes of all large cities, a group of pious humans who believe that a single entity is behind the creation of Everything. And that all that transpires under moon and sun, does so at his desire. Such folk, are known as the monotheists.

Monotheists place all their faith into the notion that the entirety of their lives has been pre-ordained by this great nameless, and all-powerful being from the moment of their birth. Further, monotheists see it as their duty for the remainder of their time on Vermé, to convert the pagan; that is, anybody, who does not subscribe to their way of believing. At times, this has led to bloody battles, and deadly persecutions upon both sides.

The monotheist character is limited to being fighter, monk, thief, and assassin. This is due in part to the fact that monotheists see all forms of magic as dark and deadly, practiced only by those in league with the anti-gods; nameless, faceless beings that seek at all times to usurp the power and authority of their god away from Him. Further, they will seek to destroy any item dedicated to magic, or to any of the many gods.

Although monotheists may be races other than human, these are extraordinarily rare, and generally, live on the fringes of the monotheist society themselves. Mixed into the company of others who believe in the many gods, and those who believe in no gods, the monotheist will almost certainly seek to convert or condemn.

Monotheists must be lawful in alignment, though they may be good, neutral, or evil.

The Heretics

Within each society, are those individuals dedicated to the notion, that there are no gods. That no intelligent being is behind the creation of Everything, and that humans (being at the top of the evolutionary ladder) hold a special place in the cosmos. These folk, are known as the heretics.

Heretics place all their faith into no higher authority. They believe in no God whatsoever, and place all of their 'faith' into the physical sciences; '...if I can see it, touch it, feel it, then I believe it...'

The heretical character may be any character class, except cleric, druid, bard (First Edition), Lorist Priest, and Lorist Ovate. Proof of the existence of gods and god-like beings, is generally passed off as the achievements of very powerful magic users and illusionists, or else rationalized as the natural occurrence of random and unpredictable events. The heretical spell-caster may not employ any spell that involves the summoning of extra-planar beings, or extra-planar travel (although, astral travel is permitted). Further, they may well seek to destroy any items devoted to clerical and druidic magic.

Heretics may only be human. Mixed into the company of any believers of any divine beings, the heretic will seek to undermine the believer's faith.

The Roles and Spheres of Influence of the Deities

Characters may choose any of the gods, demi-gods, or divine beings named in the following chart as their divine patron(ess). The player should note that the selection of some deities may impact — positively or negatively — the abilities of the character. Note the following points when referring to the Known Deities Table:

  • Alignments indicated in parentheticals may occur in rare individuals.
  • Where alignment is listed with a single descriptor (i.e., Good, etc.), the worshipper's alignment may encompass any philosophy which exhibits that ideal (i.e., Chaotic Good, Lawful Good, Neutral Good, etc.).
  • Beyond the alignment-based worshipper-base, Patronage indicates those groups of sentient beings who are likely to pay homage to the deity or demi-god listed, irrespective of alignment.
  • Beings represented in bold face text are to be treated as supreme beings, and will never directly interact with mortal-kind.
  • Beings represented in italic text are to be treated as demi-god status, and subservient to those appearing in roman text.

The Known Deities

DeityWorshipper's AlignmentPatronage
TauLawful (any)Order
 AvitoriLawful Good (LN, NG)supreme patron of paladins, LG fighters
  Verda'anLawful Gooddwarves, miners
  Jasal'aranGoodgood dragons, LG humans (dragon-worshipping sects), goodly-aligned spell-casters
  JessamineLawful Goodhalflings, farming, summer
  Durl BombboffLawful Goodgnomes, jewelers, lapidaries
  Legion of Purity
   AlbertusLawful Goodpaladins and LG fighters of the Imperium Vallis, bravery
   BarnabasAny non-Evil/non-Chaoticrising/setting of the sun, day light, fliers
   DeiphilusLawful Good (LN)judges, constables/peace-keepers, Henry-by-the-Sea
   DisenGoodjudgement, retribution, just punishment
   ErnoLawful Goodtolerance, dragon slayers, pacifists
   KrammerLawful Goodsages, LG monks, scribes, peace
   LoeLawful Good(human) wisdom, compassion
   OdedLawful Goodlove, purity, virginity, marriage, innocence
   PaulLawful Goodforgiveness, mercy/pity, amnesty
   PercifulLawful Good(good) sailors, LG elves
   PeterLawful Good (LN, NG)equestrians
   UrcintGoodyouth, joy, happiness, humor, archers
 CaelisLawful Neutral (LG, TN, LE)scribes, (normal) avians, LN monks, lawful spell casters
 ArchiopterusLawful Evil (LN, NE)assassins
  SaugaigLawful Evilfrost giants, evil cold dwellers, winter
  KrigadzLawful Evilgoblins, hobgoblins
  ShadhratLawful Evilorcs
  NothjeggLawful Evilkobolds
  AdracachaxLawful Evilsahaugin, evil sea-dwellers
  ZzemalEvilevil dragons, LE humans (dragon-worshipping sects), evilly-aligned spell casters
  Devil-kindLawful Evil(refer to your game system's documentation regarding Arch-devils and other devil-kind)
Yyd'emskNeutral (any)Balance
 SolNeutral Good (LG, CG, TN)rangers, (fantastic) avians
  LilubréAnybirth, devotion, flight
  Solar CouncilGood
   Rasan'palorAlcidice
   HeliotchaazarAlvitimos Isles
   Zoor'choamCentral Continent
   ArchozelaarIsle dar de Xerksis
   ZalarhaadaNorthern Territories
   CirlaegOmanthrid Archipelago
   BrokkdorSouthern Continent
 IdTrue (Absolute) Neutral
(LN, NG, CN, NE)
elementals, element-based life-forms, druids, birth
  Inth GraniteboneNeutralstone giants, cave-dwellers, stone-shapers
  Dith ZemenNeutral
   Zuthrax Bahkriair
   Ruakkslyth Ruaakgaanearth
   Stithdee Myrnothfire
   Skhia Glaubradaxwater
 EntiochNeutral Evil (LE, CE, TN)undead, resurrection, the after-life
  Mogh RoukhaniAny (except LG)death
  Nym LuhriAny (except LG)revenge
  Bradax BhakriAnynight, the new moon
  Glau PeridazAny non-Goodpestilence, disease
  Adastra IulAny (except LG)promiscuity, adultery
  Jurga RhodoAnywar, battle, rage, anger
  Kuduu Dra'anAny non-Goodpettiness, jealousy
  Vorung NeriaxAny (except LG)sin, avarice, gluttony, greed
  Trocho BaraAny non-Lawfulthievery
JakkohbChaotic (any)Free-will
 OrvviteChaotic Good (NG, CN)bards, music, song, poetry
  IthashuChaotic Goodcentaurs, wild horses
  Eith SaranChaotic Goodelves
  Iitha EldewoodChaotic Goodtreants, trees
  The SixChaotic Good
   The Trackerrangers, woodsmen, scouts, trackers
   The Consulcouncil, parents/parenting
   The Scryerforest dwellers
   The Lordfighters
   The High Priestreligion, worship, virtue
   The Spokesmandiplomats
 BolcChaotic Neutral (CG, CE, TN)woodland creatures
  Company of the HuntNeutral
   Jonedruids
   Gawinanimal-husbandry
   Rolandretribution
   Cicliafertility
   Clementgambling, risk-taking
   Magdalenabards
   Ingrammammals (non-marine)
   Cutlakereptiles
   Gotterdammerungfishes (also, marine mammals)
   Chalcodonarachnids
   Sifrodents/vermin
   Vidarplant-life (non-fantastic)
 ZineblixChaotic Evil (NE, CN)corruption, decay, rot, oozes
  Rahoo'raukrolkChaotic Evilbugbears, cannibals
  Sula'surukChaotic Evildark/evil elves, spiders (arachnids)
  Daurg'aghzChaotic Evilhill giants, ettins
  Colla'thaoChaotic Evilfire giants
  Bo'grakChaotic Evilogres, trolls, disease
  JendmabChaotic Eviltroglodytes
  ValkarpalantChaotic Evilgnolls
  Demon-kindChaotic Evilrefer to your game system's documentation regarding lords, princes and other demon-kind

Rulers of the Inner Planes

PlaneLayerGoverned byAlignment Basis
The 666 Layers of the Abyss ZineblixCE, E, C
Acheron ZzemalLE, E
 JazraZzemal (red head)LE, E
 SarcaZzemal (blue head)LE, E
 ChrohuroZzemal (black head)LE, E
 HaralgonZzemal (green head)LE, E
 TrochobaraZzemal (white head)LE, E
Arcadia CaelisLN, L
 AvlantvalmarSchool of Seasons (Winter, Autumn)LN, L
 KlaronSchool of Seasons (Summer, Spring)LN, L
 ElysiumLilubréLN, G, L
 Myrr'rhuuLN, LG, G, L
 InthlilLN, G, L
 FedrauLN, G, L
 LethrornLN, G, L
Gehenna ArchiopterusLE, E, L, N
 ThagnarkShadhratLE, E
 AdamachKrigadzLE, E, L
 SalakhGlau PeridazNE, E
 ThognumMogh RoukhaniNE, E, N
Gladsheim Eith SaranCG/CN, C, N, G
Hades EntiochNE, E, N
 SzulbaazJurga RhodoNE, E, N
 Aag'drulgKuduu Dra'an NE, E, N
 LyrrnalTrocho Bara NE, E, N
Happy Hunting Grounds The Solar CouncilNG, N
 ShaidreZoor'choamNG, N
 ThoguraArchazelaarNG, N
 GzililuBrokkdorNG, N
Limbo Bradax BhakriAll
The Nine Hells AsmodeusLE, E
 AvernusDispaterLE, E
 MinaurosMammonLE, E
 PhlegethosBelialLE, E
 StygiaGeryonLE, E
 MalbolgeBaalzebulLE, E
 MaladominiBaalzebulLE, E
 CainaMephistophelesLE, E
 NessusAsmodeusLE, E
The Infinite Layers of Nirvana IdN
The Seven Heavens AvitoriLG, G
 ArquisPerciful the Elf-friendLG, G
 GreenGardens JessamineLG, G
 Glittering HillsDurl BomboffLG, G
 Iron Cliffs of JusticeAlbertusLG, G
 Hall of the Dwarven LordsVerda'anLG, G
 Talar'ranalJasal'aranLG
 Golden HeavenAvitoriLG
Tartarus BolcCN, NE, N
 Phen-TrellBolcCN, NE, N
 Nath-UrBolcCN, NE, N
 Tev-YestBolcCN, NE, N
The Twin Paradises SolLN, NG, G
 PastorionSolLN, NG, G
 GranitonSolLN, NG, G
Pandemonium CE, CN, C
 BargrungValkarpalantCE, CN, C
 TrulgmorgSula'surukCE, CN, C
 SzugraghRahoo'raukrolkCE, CN, C
 BargaagBo'grakCE, CN, C
Olympus OrvviteCG, G
 PelionIthashuGC, G
 OssaIitha EldewoodGC, G
 OlympusThe SixGC, G
Pergatory none (see description)All

For the purposes of this outline, we have used Gary Gygax's Cosmos Builder, by Richard T. Balsley, published by Troll Lord Games as our basis. For more in-depth discussion of some of the concepts presented here, the author recommends that publication.

For the purposes of this outline, we have used Wikipedia.com, as a source for discussion for the basis of the various inner planes. Note the differences presented here though, as some descriptions and properties have been altered to better suite the campaign setting.

Descriptions of the Nine Hells, its rulers and denizens are paraphrased from Dragon Magazine, issues 75 and 76 (July/August 1983), by Ed Greenwood. Refer to those texts for additional information.

GM's may insert their own gods and divine beings into each pantheon as best suits their gaming needs.

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