VishteerGods

Page history last edited by Gillian 10 mos ago

Gods and Goddesses of Vishteer 


 

In this world, all the Greater Gods and Goddesses are worshipped by almost all races and peoples. Every race and culture knows Aragh, the god of death. They may give him a different name, but his essential portfolio and purpose do not change greatly. Some races or cultures change the relative importance of a God in the structure of their religion (for example in Miran Mikol is almost a lesser God in status while Centarius rules supreme, while in Greenvale Elanora is the most popular God and Mikol is second or third, with Kehret a close competitor).

 

Lesser Gods may only be worshipped by a particular people in a given locale, and may vary more widely in interpretation by their followers. There are also many lesser Gods who have come into worship in an area and then faded. There are even a few lost greater Gods. This, however, is rare. It implies that everyone who knew of and followed a God has died. With Lesser Gods this is not impossible and not even unlikely. But by the time a being has been elevated to Greater God status his or her worship is widespread enough that a total collapse and vanishment implies a vast disruption of culture.

 

Gods and Goddess' Names used in this list are human/Miraborian, see chart below for other names.

Weapons, Armor, Colors and Symbols listed for each God reflect both the way in which the Deity is most commonly portrayed in art and the most preferred choices of his or her followers, but are not in any way limitations forced on priests or followers.

 

Domain Assignments: A cleric of a nonhuman race may always choose a domain that matches his race (ie an elf cleric whether of Elanora or of Soleth may choose the "elf" domain). Not all races have a domain devoted to their kind. Domains which are listed but not assigned to any deity are usually reserved for NPCs (ie slime and spider domains).

 

Greater Gods:

Aragh: god of death and the journey to death, war and blood. Second son of Nelora and Mikol. Ruler of Hell. Mostly evil and neutral followers with a chaotic bent, but given respect by all as the guide of dead souls.

Alignment: Neutral Evil (worshippers typically lawful or neutral evil, lawful neutral or occasionally true neutral with a few chaotic evil)

Domains:Death, Destruction, Deathbound, Domination, Evil, Hatred, Inquisition, Pestilence, Pride, Torment, Undeath, War

Weapons and armor: all simple weapons, all blunt martial weapons. No missile weapons, but thrown are permitted. Any armor. Aragh's favored weapons are the mace and the whip.

Colors/symbol: black, red and gold/ a red teardrop on a black ground, or a black skull on a red ground.

 

Centarius: god of merchants and trade, wealth and artisanry, also of oathtakers and oathbreakers, sometimes thieves, sometimes guardians from theives. Third son of Nelora and Mikol.

Alignment; Neutral (worshippers mostly neutral, but all alignments welcome)

Domains: Balance, Entropy, Law, Pact, Protection, Trade, Travel, Trickery, Wealth

Weapons and armor: all simple weapons and small/medium martial weapons. Any armor

colors/symbol: gold and silver/ gold scales on a white ground

 

Diorel: God of all rivers, lakes and fresh water, first son of Mikol and Nelora.

Alignment: Neutral Good (worshippers mostly neutral good to true neutral, a few chaotic but no evil worshippers)

Domains: Animal, Courage, Moon, Plant, Renewal, Scalykind, Storm, Water, Weather

Weapons and armor: all simple weapons and all swords, trident. Light and medium armor/shields.

colors/symbol: Blue and white/ a blue or blue and white fish-shape on the reverse ground

 

(Note that while Diorel is the son of Mikol and Nelora, he courted and bedded his mother at one time, producing his only son, Kehret - exactly why this happened is unclear to his earthly followers)

 

Nelora/Elanora: mother goddess of fertility, nature, childbirth, etc... Ruler of Heaven (in human reckoning), patron goddess of humanity.

Alignment: Neutral Good (worshippers are any good alignment, any neutral alignment and a few evil humans)

Domains: Animal, Community, Creation, Disease, Earth, Family, Healing, Plant, Purification

Weapons and armor: all simple weapons, sap, flail and net/light and medium armor

Colors/symbol: gold and white, a wheat sheaf

 

Kehret: God of warriors and healers. Son of Nelora by Diorel.

Lawful Neutral (Lawful and Neutral worshippers, both good and evil).

Domains: Battle, Competition, Death, Force, Healing, Metal, Nobility, Planning, Strength, Tyranny, War, Wrath

Weapons and armor: Any

Colors/symbol: red, black and white/ a black spear with a silver or white head

 

Mikol: God of the sun, light and fire, emotion. Father of Gods, Nelora's mate. He is the Sun's charioteer, the guide of the earth, the creator of all light and life. He is a distant father-god, who rarely interferes on earth, and is not known for walking among his followers.

Alignment: Chaotic Neutral (worshippers can be of any alignment, but usually tend towards good)

Domains: Chaos, Fate, Fire, Glory, Greed, Pride, Strength, Sun, Time

Weapons and armor: simple and martial melee wapons. Any armor.

Colors/symbol: red, white and gold. A red flame on white ground.

 

(Note that Mikol, Kehret and Elanora form a triumvirate of Gods that are commonly worshipped together in Greenvale; despite Kehret's unusual parentage, he is accepted by his grandfather and is not held at fault)

 

Safreth: god of the forests, trees, and woodland beings. Child of Nelora and Diorel. Patron of the Elves. Strongly neutral, he sees cruelty and death as part of the natural balance.

Alignment: Neutral (worshippers will have one neutral alignment axis, but the other may take any of the four points)

Domains: Animal, Plant, Air, Earth, Madness, Moon, Retribution, Weather, Storm

Weapons/armor: all simple weapons, small and medium martial weapons, longbows. Light and medium armor.

Colors/symbol: green, brown, white/ green and brown tree on white ground

 

Sithlar: Goddess of the ocean, salt water, and of wind and weather. Daughter of Nelora and Mikol. Any worshippers who relate to the ocean or the sky for their livelihood. She is sometimes associated with the moon, as a celestial beacon.

Alignment: Neutral (as Safreth, her worshippers will be either Neutral Good or Evil, true Neutral, Lawful or Chaotic Neutral)

Domains: Air, Water, Travel, Healing, Moon, Ocean, Storm, Weather, Windstorm

Weapons and armor: simple weapons and trident, longspear, whip, net. Light armor.

Colors/symbol: Blue, green and white/ a crested wave on a blue ground

 

Lesser Gods:

 

Anethisba: goddess of ice, cold. Daughter of Sithlar and Diorel. Worshipped in lands of ice and snow.

Alignment: Neutral (her worshippers can be either lawful or chaotic, but tend to be neutral or evil with only a few good)

Domains: Cold, Madness, Retribution, Travel, Water

Weapons and armor: Simple melee weapons plus darts, light armor.

Colors/symbol: white, black, green / a white snowflake on a black field; sometimes a green ice crystal.

 

Beara: goddess of beauty in person and nature. Daughter of Nelora and Mikol. Worshipped by bards and artisans.

Alignment: Neutral Good (worshippers tend to be good and neutral with equal aspects of law and chaos)

Domains: Charm, Craft, Good, Mysticism, Protection

Weapons and armor: simple, no ranged/ leather only

Colors/symbol: green and silver/ a silver leaf                                               

 

Catashli: heavenly courtesan. Nelora's second daughter. Worshipped anywhere, mainly by prostitutes and street-women.

Alignment: Chaotic Neutral (worshippers tend to neutrality and chaos, but many are evil and a fair number are good)

Domains: Compassion, Envy, Healing, Luck, Lust, Trickery

Weapons and armor: tiny and small simple weapons, small martial weapons (excluding lance and pick), hand crossbow. light armor

Colors/symbol: red, gold and green/ a ruby set in gold (typically a ring)                                       

 

Haldar: god of the plains and hills, son of Nelora and Safreth. He is commonly known to be a patron of the dwarvish race, along with Mikarathlan.

Alignment: Neutral (worshippers can be of any alignment)

Domains: animal, cavern, earth, metal, plant, weather

Weapons and armor: all simple weapons, all blunt martial weapons. Light and medium armor.

Colors/symbol: green, brown, gold/ a green triangle (often patinad copper) on a yellow/gold ground 

 

Khutaba: god of the sky, music and light. Son of Mirinha and Timothus. Worshipped by bards, musicians, weather-casters.

Alignment: Neutral (worshippers are frequently chaotic neutral or neutral good, but can be of any alignment)

Domains: air, chaos, craft, magic, Rune, Summoner, Song

Weapons and armor: any/any

Colors/symbol: blue, black and white/a white or silver ring, often set with blue stones    

 

Mikar: god of the underdark, evil emotion, treachery. Twin brother of Mikol, sometimes worshipped as his second face rather than a separate being. As Mikol is the sun, Mikar is the moon. Most of the goblinoid races follow Mikar.

Alignment: Chaotic (many worshippers are evil, but some are neutral, and a rare few are good)

Domains: Darkness, Evil, Madness, Orc, Retribution, Sloth, Strength, Trickery

Weapons and armor: any/any

Colors/symbol: black and red/ a black mace  

 

Mikarathlan: dwarvish god of mountains and stone. Worshipped by dwarves and stone-workers.

Alignment: Lawful Neutral (worshippers are mostly Lawful Good, but may be Lawful Neutral, Neutral Good, or even rarely Lawful Evil)

Domains: Battle, craft, earth, protection, strength

Weapons and armor: sword except 2 handed, axe, blunt weapons (simple and martial), halberd, sling, spear/ any armor

Colors/symbol: brown, black, gold/ A gold triangle on a black ground 

(often a simple gold or even a copper triangle pierced to hang on a cord) 

 

Mirinha: goddess of fortune, luck and thievery, worshipped mostly in Miraboria by thieves. Daughter of Mikol and Catashli. She is frequently related to the moon, as luck waxes and wanes in much the same manner.

Alignment: Chaotic (worshippers are mostly chaotic, a few neutral, equally likely to be good, neutral or evil)

Domains: celerity, chaos, entropy, fate, illusion, luck, trickery, time

Weapons and armor: any simple or martial except two-handed weapons/ light and medium armor.

Colors/symbol: gold and black/ black dice with gold pips; sometimes a gold ring with black pips on face 

 

Nuthiar: the emerald god, artisanry and craftsmanship. Son of Beara, by a mortal. Worshipped in Southern and sometimes Mistland/Miraboria by craftsmen and artisans. He has a mythic reputation for setting the soul free of the bonds of mundane concerns.

Alignment: Neutral (worshippers can be of any alignment, but many are good)

Domains: Craft, Divination, Knowledge, Liberation, Magic, Protection

Weapons and armor: simple weapons, blunt martial weapons/ light armor.

Colors/symbol: emerald green, gold, white/ an emerald-green glass diamond-shape. Sometimes an emerald set in platinum or white gold.

 

 

Ontokoth: god of forge, fire, shaping. Worshipped by fire-users and dwellers. He is said to be the son of Mikol by a dwarven woman. While Mikol is the god of the sun, the father of heaven and the controller of the earth's rotation, Ontokoth is a more limited smithy-god. He is a shaper, not a creator.

Alignment: Lawful (worshippers are usually neutral, but can be good or evil)

Domains: Compassion, Craft, Fire, Law, Pride, Metal, Strength

Weapons and armor: simple weapons, blunt martial weapons/ light and medium armor.

Colors/symbol: grey, red, black/ an anvil with fire behind it

 

Talaia: goddess of knowledge, and seekers after knowledge, of journeys. Daughter of Safreth and a mortal sorceress. Worshipped by wizards, bards and sages everywhere.

Alignment: Neutral (most worshippers are also neutral, but may be any)

Domains: Divination, knowledge, oracle, Portal, Protection, Rune spell, travel

Weapons and armor: simple weapons, also small martial weapons/ light and medium armor

Colors/symbol: white, black/ a half-rolled scroll, sometimes a white quill pen

 

Timothus: protector of young innocents, particularly virgins. Son of Nelora, worshipped only in Mistland, particularly Haven.

Alignment: Lawful Good (worshippers may be neutral good as well)

Domains: family, healing, protection, luck, compassion, suffering

Weapons and armor: simple only/ light only
Colors/symbol: white and blue/a unicorn's horn

 

Tuilindo: goddess of faery-folk and earth-dwellers of good and neutral alignments. Patron of the faery creatures and halflings.

Alignment: Neutral Good (all good or neutral, no evil worshippers)

Domains: animal, Dream, Illusion, plant, protection, good, charm, storm

Weapons and armor: any/light and medium

Colors/symbol: green, yellow, brown/ an emerald set in gold (usually a ring) or a gold leaf with emerald enameling

 

Variant Names of the Gods

 

Miraborian Mistlander Narbadan Elvish Dwarvish
Elanora Nelora Nelora Ellerani Elka
Mikol Mikol Mikol Mikol Kol-karthal
Diorel Diorel Diorel Corellon Dorellon
Kehret Kehret Kehret Solonar Kehret
Aragh Aragh Aragh Arekh Aragh
Centarius Centarius Centarius - Dentharus
Sithlar Sithlar Sithlar Sashelas -
Safreth Safreth Satree Rillifane -
- Timothus - - -
Catashli Catashli Catashli - Catashli
Mirinha - Mirinha Erevani -
Mikar Mikar Mikar Mikar Kar-koltath
Beara Beara Beara Hanali Celanil Tellara
Nuthiar Nuthiar - Nuthiar Nuthiar
Khutaba Khutaba - Khurabai -
- Haldar Haldar Haldar -
Talaia Talaia Talaia Talaia Talaia
- - - - Ontokoth
- Karahn - - Karathlan
- - - Tuilindo -

 


 

Added Clerical Domains

Balance (Spell Compendium)

Battle

Cavern (Spell Compendium)

Celerity (Spell Compendium)

Charm (Spell Compendium)

Cold (Spell Compendium)

Community (Spell Compendium)

Compassion

Competition (Spell Compendium)

Courage (Spell Compendium)

Craft (Spell Compendium)

Creation (Spell Compendium)

Darkness (Spell Compendium)

Deathbound (Spell Compendium)

Disease

Divination

Domination (Spell Compendium)

Dragon (Spell Compendium)

Dream (Spell Compendium)

Dwarf (Spell Compendium)

Elf (Spell Compendium)

Entropy

Envy (Spell Compendium)

Family (Spell Compendium)

Fate (Spell Compendium)

Force (Spell Compendium)

Glory (Spell Compendium)

Gluttony (Spell Compendium)

Greed (Spell Compendium)

Halfling (Spell Compendium)

Hatred (Spell Compendium)

Hunger (Spell Compendium)

Illusion (Spell Compendium)

Inquisition (Spell Compendium)

Liberation (Spell Compendium)

Lust (Spell Compendium)

Madness (Spell Compendium)

Metal (Spell Compendium)

Moon (Spell Compendium)

Mysticism (Spell Compendium)

Nobility (Spell Compendium)

Ocean (Spell Compendium)

Oracle (Spell Compendium)

Orc (Spell Compendium)

Pact (Spell Compendium)

Pestilence (Spell Compendium)

Planning (Spell Compendium)

Portal (Spell Compendium)

Pride (Spell Compendium)

Purification (Spell Compendium)

Renewal (Spell Compendium)

Retribution (Spell Compendium)

Rune (Spell Compendium)

Scalykind (Spell Compendium)

Slime (Spell Compendium)

Sloth (Spell Compendium)

Song

Spell (Spell Compendium)

Spider (Spell Compendium)

Storm (Spell Compendium)

Suffering (Spell Compendium)

Summoner (Spell Compendium)

Time (Spell Compendium)

Torment

Trade (Spell Compendium)

Tyranny (Spell Compendium)

Undeath (Spell Compendium)

Wealth (Spell Compendium)

Weather

Windstorm (Spell Compendium)

Wrath (Spell Compendium)

 

 

Planar Domains (don't exist in my campaign setting)


Domain Lists

 

BATTLE

Granted Powers: Free Martial Weapon Proficiency (if necessary) and Weapon Focus with the deity's favored weapon.


Battle Domain Spells

  1. Bless
  2. Bull's Strength
  3. Prayer
  4. Keen Edge
  5. Righteous Might
  6. Mass Haste
  7. Holy Word
  8. Holy Aura
  9. True Resurrection

 

COMPASSION

Granted Powers: You may cast light or virtue once per day in addition to your normal spell list.
Compassion Domain Spells

  1. Protection from Evil
  2. Aid
  3. Daylight
  4. Divination
  5. True Seeing
  6. Heroes' Feast
  7. Sunbeam
  8. Holy Aura
  9. Miracle

 

DISEASE Domain

Granted Powers: You are immune to all diseases, including magical diseases such as mummy rot and lycanthropy.


Disease Domain Spells


  1. Ray of Enfeeblement
  2. Stinking Cloud
  3. Contagion
  4. Poison
  5. Cloudkill
  6. Eyebite (Sicken)
  7. Repulsion
  8. Mass Contagion
  9. Power Word Kill

 

DIVINATION Domain

Granted Powers: You cast divination spells at +1 caster level


Divination Domain Spells

  1. True Strike
  2. Augury
  3. Locate Object
  4. Divination
  5. Commune
  6. Analyze Dweomer
  7. Greater Scrying
  8. Discern Location
  9. Foresight

 

ENTROPY Domain
Granted Powers: You may cause unrest in one creature touched. The target suffers a -2 to all rolls for 1 minute. This spell-like ability may be used once per day.
Entropy Domain Spells
# Color Spray
# Sound Burst
# Confusion
# Rainbow Pattern
# Mislead
# Guards and Wards
# Prismatic Spray
# Symbol (discord effect only)
# Mordenkainen's Disjunction

 

SONG Domain
Granted Powers: You can cast Song domain spells without material components. Spells of this domain cannot be affected by the Silent Spell feat. Perform is a class skill.
Song Domain Spells
#. Charm Person
#. Enthrall
#. Emotion
#. Tongues
#. Dream
#. Mass Suggestion
#. Legend Lore
#. Otto's Irresistible Dance
#. Mass Charm

 

TORMENT Domain
Granted Powers: You may use the touch of Pain once per day. This imposes -4 penalty on the target's attack rolls, skill checks, and ability checks. The effects last for 1 minute.
Torment Domain Spells
# Shocking Grasp
# Sound Burst
# Stinking Cloud
# Contagion
# Feeblemind
# Nightmare
# Eyebite (sicken or fear effect only)
# Symbol (pain effect only)
# Horrid Wilting

 

WEATHER Domain
Granted Powers: You gain a permanent resistance of 5 against fire, cold, or electricity.
Weather Domain Spells
# Obscuring Mist
# Resist Elements
# Gust of Wind
# Sleet Storm
# Call Lightning
# Control Winds
# Control Weather
# Whirlwind
# Storm of Vengeance

 

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