|"It is written in the Book of Truth, that the mortal world is a pale reflection of Sul, the Celestial Jewel, otherwise known as the plane wherein the gods and goddesses of our world Andurin, have resided since time eternal began.
"Each facet of Sul represents a god or goddess, and each facet has three sides. Therefore each god or goddess has three faces to his or her portfolio. Yet though, each facet is itself a reflection of the Jewel entire, so therefore within each god are there infinite Aspects, each a singular reflection of the deity.
"The first Law of the Universe states that each god or goddess is supremely powerful within his or her domain, and so laws created by him or her apply to that deity and to his or her followers. The second Law of the Universe states that each deity struggles for dominance over each other, and by extension, the wills and hearts of those on the mortal realm. The third Law of the Universe states that no god or goddess may break the second Law or attempt to supersede the first, for doing so will destroy the foundation of Reality and bring about the end of all existence.
"It is written in the Book of Truth, that in the dawn of time, there was an Event, that caused the Jewel to split and therefore become imperfect. But this Event was not confined to the Jewel alone, for also it is written by the hand of Destiny in the Book of Truth, that any Event that may occur within the chambers of Sul be also reflected to a minor extent, to that of the mortal world of Andurin. But that event would not come to pass for several Ages, and then only to set in motion, a prophecy that would heal the crack within the Celestial Jewel.
"This Event, which occurred early on in the history of time, was the attempted theft, of the essence of Illaenth, god of individuality, freedom and the self, by Gorgauth and Solnor: Gorgauth, being god of chaos, destruction and darkness, and Solnor, god of order, redemption and goodness, for each saw within himself that the birth of Illaenth would bring about the lessening of each as mortals strove to bring about their own destinies by acting according to their own wills. By these thoughts, the two discarded on the one hand conveniently and on the other hand reluctantly, the will to follow the third Law of the Universe, and in so doing, brought about an Event that nearly caused the destruction of the Jewel, and of Andurin.
"At the moment of Illaenth's awakening as a god, the Lord of Darkness and the Lord of Light grasped a portion of Illaenth's essence and carried away with him that which spoke loudest to each deity's form. In doing so, Illaenth, the Lord of Choice, was born imperfect, and his essence was dispersed among the remaining celestials. His facet of the Jewel darkened, and Sul cracked.
"All would have been lost to dissolution and nonexistence, were it not for the attempts, by the rest of the gods, to resolve their individual conflicts and attempt to dissuade the Lord of Light from his course of action, and conquer the Lord of Dark from completing his plans. Thus, as was written by the hand of Destiny in the Book of Truth, was Illaenth restored to full dominion, and the way of the world, both Celestial and mortal, once more in balance." -- excerpt from "A Recounting of the Rebirth of the Nameless Lord" by the hand of Amarej al-Akad, Dreamspeaker of Oneiros, in the Book of Oneiros, in this year Three Thousand Thirty Five of the calendar of our Lord Shaper.
Religion and the Celestial Jewel
The gods and goddesses of Andurin number twelve, yet each of their Aspects are infinite in number. Below are brief descriptions of each god or goddess, that deity's alignment and portfolio, and the makeup of their church. Followers of two different Aspects of a god or goddess receive different domain spells and granted powers Relationships between faiths vary often, sometimes from temple to temple. All of the gods below have access to paladin and paladin-archetype followers, yet most choose not to make use of this resource, instead preferring to work through clerics, druids and specialty priests. This campaign defines the term "specialty priest" as a priest or cleric of a god or goddess who has answered a specific spiritual call to walk more closely in a proscribed path set down by the deity, to serve as a faith's evangelist and to spread the teachings of a particular god or goddess. Each faith, whether main deity or Aspect, has access to one or more specialty priests. For more information regarding these sub-prestige classes, please see me for details -- there are simply too many to list here, and it would be simpler to ask about a specific faith that interests you. Likewise, if you are interested in playing a cleric of one of these deities, I have provided mini capsules describing the purpose and function of the clergy for each faith; please see me for additional details with respect to game information regarding any one of the faiths described below.
Portfolio: Arts, craftsmanship, music, literature, writing, metalworking, dance. Patroness of gnomes.
Alternate Names: The Crystal Queen, The Silver Muse, Weaver of Harps
Alignment: Neutral Good
Aspects: Ral, Lalsharess, Lanreihar
Aspect Alignments: NG, N, CG
Paladin access: Yes, none
Symbol: A silver harp
Tammara is the patroness of the artist, the illuminator, the scribe, the musician, authors, poets, dancers and craftspersons. Hers is the power to accurately render and describe, to write and to read, and to create art in the name of furthering knowledge and inspiration of craft. She is portrayed in religious art and song as a gnomish woman of middle years with a charismatic manner and a haunting, melodic voice. Alternately, she is sometimes depicted as a young, beautiful human woman of unearthly beauty and voice. She most commonly appears in this form with shoulder length honey-blonde or mahogany brown hair. She might be garbed as a troubadour in bright clothing, or in the spare robes of a scribe with elegant stitching in gold or silver thread. Her appearance is most often marked by chords of haunting, ethereal harp or lute music. Regardless of whatever form she manifests as, Tammara almost always carries an instrument of art, craft, or music somewhere on her person -- be it a pen, a quill, a brush, a musical instrument, or sculptor's tools. Aspects of Tammara emphasize a portion of her portfolio over others -- for example, Lalsharess is the Melcendian Aspect, and is the goddess of music, culture and bards.
Clerics of Tammara are noted for their creativity and their ability to inspire followers and simple folk. The goddess represents the finished thought, or the process that takes an idea from conception to completion. As a result, the faithful work to spread the teaching of Tammara, that the world should be considered in terms of a continuing process, an evolving transformation of change, from idea to finished product to inspiration for further work. Tamrin novices are given this charge: "Life is art. Strive always to make it more beautiful. Destruction should be opposed with creation where and when possible. Listen and see the world around as well as filling it with your own sound, ideas and thoughts. One author's masterpiece is another's work of ribaldry, so censure no inspired work if its creation would inspire others to greater and better heights. Awaken a love of aesthetics in whatever form suits you or those you happen to inspire, and offer instruction freely to whomever you would chance to meet. As inspiration begets creation, so does cooperation give rise to a whole that is greater than the sum of its parts, therefore welcome instruction from wheresoever you chance to meet it so that you yourself are inspired to do the same thricefold."
Portfolio: Chaos, decay, corruption, wild magic, darkness, vengeance, evil and illusion.
Alternate Names: The Unspoken, The Lord of Dark, The Elderlord, The Walker in Darkness, The Spawn of Ancients
Alignment: Chaotic Evil
Aspects: Garthagos, Azrastersos, Lolth, Ghaundanar
Aspect Alignments: NE, CN, CE
Paladin access: Yes, Inquisitor (see DM for further information)
Symbol: An glaring eye, wreathed by flames
Gorgauth is an ancient god of chaos, decay and evil, and who is the root of all the darkness that pervades Andurin from ancient times to the present. He is a cruel and petty tyrant who enjoys tormenting his foes and making them destroy that which they hold most dear. The Unspoken seeks to control its worshippers in all aspects of their existence. Those who cannot be controlled or manipulated are to be corrupted, or failing that, removed from existence. The Elderlord's most common form on Andurin was known as the Spawn of Ancients. This god-thing used as its body a mass of solidified ooze topped with a seething mass of mouths and eyes. It could sprout tendrils of acidic ooze at will from any part of its bulk, from which dripped a constant stream of venemous acid which it freely sprayed in all directions at its foes. The maws in the god-thing's "head" continuously chanted the god's name in a thousand disparate voices which produced an endless cacophony that often drove all those within hearing tone deaf and/or insane. An alternate form of the god was that of a tall, gaunt, human man with long, unkempt, greasy black hair and elongated, reaching fingers. He appeared in this form as a formerly muscular and handsome man wracked by years of a horrific, wasting disease, and by starvation. Where Gorgauth walks, death and misfortune often trail in his wake. Sages have described him as having the personality of a petulant, greedy child trapped in the body of a once-handsome man now scarred by a wasting disease and ravaged by time. He is alternately desirous of attention at any cost like a small child, and unfocused in his thoughts like that of a raving lunatic.
Clerics of Gorgauth observe thrice daily prayers to their god, and a festival of darkness on the eve of every new moon of Tintagel. Festivals are open to nondevotees, wherein they are encouraged to offer gifts and offerings to Gorgauth to spare themselves or their loved ones from death, disease, revenge, or the opposition of those who would inflict harm upon them. As such day-long celebrations, Gorgann priests are careful to always heal those who come to them with cases of leprosy or other disfiguring diseases, or to restore those who have recently died to vibrant health, on the deceptive premise that a few individuals lost from the god's clutches will bring more charges to the fold if such can be convinced that the Walker in Darkness is really a benevolent, if misunderstood deity. Novices of Gorgauth are charged to always "Seek not to question the ways and words of Gorgauth, lest you be stricken by the corruption within your soul. Go forth and possess beings of power and influence for me. Slay those who cannot and will not bow to my will. Fight against any who would oppose the darkness of Gorgauth. Truth is a worthless thing to know and worth even less to speak aloud. Cherish and further illusion and rumor, for distortion and legend are what make folk happy and life alluring. Hiding your intentions makes you stronger by the very act of cloaking. Darkness should be a time to act, not to wait. Above all, fear me."
Portfolio: Honor, justice, mercy, guardianship, loyalty, valor, law, light, chivalry, sacrifice, vigilance, and goodness. Patron of dwarves.
Alternate Names: The Sword of Justice, The Thorn of Virtue, Truthseeker, Lightbringer, The Blade of Loyalty, The Hammer of Virtue.
Alignment: Lawful Good
Aspects: Odion, Bralvanyr, Ursult
Aspect Alignments: LG, LG, LN
Paladin access: Yes, as per PH
Symbol: Two clasped hands
Solnor is the patron of paladins and those who would face danger for a greater good. Ursult is the Aspect of Solnor who is the patron of dwarves. (For more information on dwarven deities, see Part 7 -- Khabad-dun and the Halls of Stone for details.) In life, Solnor was the most faithful of warriors, obeying all the commands of his king regardless of personal danger. Today, he is the personification of all those who would strive to deliver justice to those who are evil, deceitful, destructive and acts to keep law, order and loyalty first and foremost everywhere. Solnor is unflinching in his duty and judges his followers accordingly. He is stern, righteous and unyielding, and yet he is filled with goodness, mercy and kindness when dealing with the young, the weak, the oppressed and friends of all sorts. Solnor's most common manifestation is that of a helmless, 10' tall human man or dwarven male in ancient full plate armor stained a brilliant sapphire blue, and who is possessed of an eternal calm. Sometimes he is depicted as an aging warrior with gray-white hair, astride a sunrise drake, and who has withstood uncounted evils without breaking. At other times, he appears as a dwarven or human youth of incredible personal charisma, self-confidence and quiet enthusiasm. In any form, Truthseeker has a stern voice and manner, and an unwavering courage set in his square jaw.
Clerics of the Sun, as the priests of Solnor are sometimes called, are known for being an enthusiastic following of worshippers who appreciate the god's unswerving devotion to serving mortals--unusual for a deity--and a number of martial orders and paladins who have devoted themselves to the Blade of Loyalty. Thirty years ago, a band of stalwart adventurers led by the famed Solnari paladin, Sir Ayyers Falconedge, caused the emergence of Illaenth from a divine prison constructed by Gorgauth. Two consequences which arose from the rebirth of Illaenth's faithhood were a decline in the power of the Gorgann faith, and a vast resurgence in folk devoting themselves to the Hammer of Virtue. Novices of Solnor are bidden to follow the dictates of the faith, as follows: "Strive to maintain law and order and to obey your elders in all matters with alert judgment and anticipation. Stand ever alert against corruption and strike quickly and hard against rot in the souls and hearts of those who possess such. Bring painful, quick deaths to betrayers of justice. Question unjust laws by suggesting improvement or alternatives, not by additions. Repay the debt of our Lord by aiding other goodly folk and faithhoods, especially those priests of the Nameless Lord who you deem to stand in goodness. Reveal the truth, punish the guilty, right any wrongs, and be always true and just in your actions."
Portfolio: Endings and beginnings, death, and the sea.
Alternate Names: The Divider Between, The Guide Who Waits
Alignment: Lawful Neutral
Aspect Alignments: NE
Paladin access: Yes, Crusader (see DM for further information)
Symbol: A golden ankh
Tharnak, The Guide Who Waits, is the god of death and the overlord of the sea. Some cultures on Andurin ascribe to The Divider Between as a ruler of the moons of Andurin -- Elantyreth, Bevir and Tintagel. Whether this is truth or falsehood is a matter of debate for sages and scholars. Regardless, there is a persistent elven legend that tells of Tharnak as the brother of Oneiros, and as the husband of Elantra.
Tharnak sees death as a necessary part of the cycle of life, not something grisly and abhorrent, but necessary in order to give meaning to the living and to existence. Death is not an end, but a beginning; it should not be a punishment, but a necessity; it is not a state of being, but rather a transition from one state of existence to another. There is no deceit in death and no concealment. Death is a lawful and orderly process; those who would attempt to subvert death either by sending folk to their ends before their appointed time, or by extending their lifespans by magical or other means should be fought with all and any resources available. Undead, in particular, are to be discovered and put to eternal rest.
Tharnak appears most often as a handsome human man or woman with jet black hair and alabaster white skin, garbed in black robes or clothing appropriate to the society he or she manifests among. His or her hair is often neatly coiffed with a few streaks of gray in it; what strikes most observers who have seen such manifestations of The Eternal Guide are his or her piercing, penetrating green eyes. Where one would expect a pair of soulless pupils, there is a lively gaze full of vibrant life.
Clerics of Tharnak are expected to comfort the dying and provide burials for those who die alone. Last rites are to be administered, and aid is offered to the living left behind, in an effort to better understand the inevitable process of death and dying. When plagues, hordes of monsters or suchlike run amok, they must be fought for it is not right that many should be taken before their time. In cases of great pain, ravaging disease or mutilation where death would be a mercy, it is the duty of the Tharnae to bring about death, as swiftly and as painlessly as possible. To novitiates of Tharnak, the charge is this: "Death is but a part of life. Fear it not, evade it not, and view it not as evil. To fear death delivers you into the hands of those who can bring death down upon you. Die with dignity, neither raging nor seeking to embrace undeath. Do honor to the dead, for their strivings in life brought Andurin to where it is now, and to forget them is to forget also where we are now--and why. Celebrate all that the sea offers, for all that came from the sea returns to it at some future point. The earth, the air, and the very life we draw within our veins, all of this comes from the great sea." The faithful of Tharnak are in the process of rediscovering the lost aspect of their faith -- that of veneration of the dead, and that of veneration of the sea.
Portfolio: History, fate, dreams, prophecy, and time.
Alternate Names: The Mistlord, The Lord of Fate, The Destined One, Lord Shaper, The Dreamlord, The Dream King.
Alignment: True Neutral.
Aspects: Noldras/Potmos (Destiny), Olethros (Destruction), Epithumia (Desire), Aponia (Despair), Teleute (Death), Mania (Delirium)
Aspect Alignments: Neutral (all Aspects)
Paladin access: Yes, none
Symbol: A closed book, bound in chains
Oneiros (Dream) is rarely seen in the waking world, but appears with some regularity in dreams. He most often takes the form of a tall, thin human male with wild, unkempt black hair and smooth white skin, garbed in elegant yet spartan-cut black clothing. Oneiros favors ravens and often keeps council with them. It is said that Lord Shaper visited a far off world wherein he made a bargain with a godling called Odin, who asked for two of the Dreamlord's flock in return for a gift of unparalleled value and an oath of unbreakable strength.
Six number the Aspects of Oneiros: Destiny, Death, Destruction, Despair, Desire and Delirium. Oneiros and his Aspects are called the Endless, for they represent functions of existence which transcend both Immortal and mortal. Yet at the same time, the Endless act through Oneiros, who as an Immortal of Andurin, is a bridge between the world of the eternal (the Endless) and the world of the impermanent (all other gods and all mortals). "In the beginning was the Word, and at that moment, Destiny came into being. When the first living being drew breath, was Death ushered into existence. As that first being slept, Lord Shaper took form and awoke...." -- excerpt from The Testament of Oneiros, 1:20-25.
The function of Oneiros in the pantheon of the gods of Andurin is to be the Keeper of the Book of Truth and to advise those would seek his counsel, be they god or mortal. The Book of Truth is a journal which serves as the ultimate historical record of both the Celestial Jewel and its mortal reflections. When the last page has been turned and the last entry recorded, then will the Lord of Fate seal the Book shut and present it to his Aspect, Death, who shall then usher in the end of existence. The Mistlord is the only Immortal who is completely immune to all forms of deception and illusion. No Immortal or mortal being, not even Gorgauth, dares trifle with the god of history, fate and time.
Clerics of Oneiros are of three types: those who traditionally spend time in abbeys, monasteries, cloisters and temples, spending their lives in analysis of tomes, scrolls and ancient writings, reading gathered books, and copying out texts as requested, those who go out into the world to find the writings that fill the abbey libraries, and those who serve as oracles and dreamspeakers for those who seek counsel from the Lord of Fate. History is like a river flowing endlessly...there is little one can do to stop it, but much one can do to divert its direction...yet no matter what may happen, things have a way of righting themselves again. Novitiates of Oneiros are charged to record all that they see so that future generations may learn from the deeds and words of their elders, and to be impartial in all things so that even in times of chaos and disorder, there may yet be one voice, pure and unadulterated that people will look to, that speaks with the clarion voice of Truth.
Portfolio: Compassion, desire, marriage, affection, lust, sensualness, pleasure, love, beauty and passion.
Alternate Names: The Dawnrose, Heartfire, The Queen of Love and Beauty
Alignment: Chaotic Good
Aspect Alignments: CG
Paladin access: Yes, none
Symbol: A white, thornless rose
Rarely seen by mortals, Almaril is depicted in religious art as a human female of unearthly beauty clad only in a diaphonous gown made of the sun's rays or wispy tongues of faintly reddish flames While she always has red hair, her appearance changes from time to time, to suit her mood or the moment. Her skin might be golden and her eyes almond-shaped, at others she has skin of honey teak and eyes the color of deepest amber, and still others she has reddish skin and prominent cheekbones. Almaril is easily the fairest of the Andurin pantheon, with a sweeping, radiant demeanor and incredible charms. Almaril's following is incredibly popular with nobility and in cities and large towns. Those of a literary or artistic bent are often wooed by Almari clergy, in direct competition with clergy of Tammara.
Clerics of The Queen of Love and Beauty are expected to be beautiful, not only in physical terms, but also in spiritual terms. True beauty issues forth from the core of one's inner being and shows one's true face to the world. Romance and true love will win out in the end, say the faithful of Almaril. Following one's heart to one's true destination is one of the basic teachings of the faith. Almari dogma follows the lines of something such as the following: "Love none more than yourself save Almaril and lose yourself in the love of the Queen of Love and Beauty. Perform a loving act every day, and seek to awaken love in someone new each day. Respond to love at least once a day. Encourage beauty whereever you find it. Keep your own body as comely as possible and as attractively displayed as situations warrant. Love those that respond to your beauty and all beauty, and let warm friendship and admiration flower where love cannot or dare not."
Portfolio: Magic, sorcery, wizards, knowledge, mystery, information and ideas.
Alternate Names: The Lady of Veils, The Sorceress Queen.
Alignment: Lawful Neutral
Aspects: Oghma, Orestia
Aspect Alignments: NG, N
Paladin access: Yes, Holy Theurgist (see DM for further information)
Symbol: An open scroll, surrounded by a circle of seven stars
Hurishta is the goddess of magic, knowledge and ideas. Her portfolio encompasses by logical extension, sorcery, wizards, mysteries, information and possibilities. With the exception of Oneiros, the range of her power is second to none. She is said to have taught the first spellcaster in Andurin and to have enabled most of the races to use magic. She supposedly weighs and judges each new spell or magical item to determine whether it should be permitted in Andurin. She is most venerated by nondivine spellcasting characters and those who regularly utilize magical items in their daily lives. Hers is the wellspring from which bounds forth the Pattern, the field of energy that permeates the fabric of Sul and its mortal reflections, which enables all who dwell within the known universe to utilize the stuff of raw magic without harm to themselves. Hurishta rarely appears as her true self, that of a beautiful and charismatic human woman enshrouded in a glowing nimbus of crackling blue lightning, instead preferring to appear as a human or demihuman arcane spellcaster and garbed in the fashion of the appropriate culture wherein she manifests. Alternate manifestations might be a slender, graceful female hand outlined in a nimbus of blue-white faerie fire, or as a blue-white pulsing glow on items, accompanied by a soft, whispering female voice.
Clerics of Hurishta work diligently to preserve magical lore, search out beings skilled in spell use, and keep watch on the identities, powers and behaviors of individuals likely to become spellwielders of importance. Hurishti clerics are expected to devise new magic of their own upon gaining sufficient experience, and are encouraged to pursue arcane studies when possible. (Game note: All clerics of Hurishta are provided with the opportunity to multiclass in either wizard, bard or sorcerer regardless of race restrictions in the PH. If this option is taken, advancement as an arcane spellcaster proceeds at a much slower rate than normal. The arcane spellcaster level will always be 1/3 less than the cleric level.)
Conflict often occurs between Hurishti clerics and scions of the White Tower, for the goals of Hurishta and the Aes Sedai are at polar opposites. (It should be noted that the Aes Sedai are not dependant on usage of the Pattern, and thus hold no veneration towards the Lady of Veils.)
Novitiates of Hurishta are commanded thusly: "Love magic for itself, not just as a ready weapon to reshape the land to your will. Learn when NOT to use your magic and you will have learned true wisdom. Play with magic and learn how best to wield it, but not when the price is paid by others. Strive to use magic less and less as your powers develop, not more and more. Use magic deftly and efficiently, eschew carelessness and recklessness in unleashing it. When magic imperils you, hide it or hurl it away rather than destroy it, for destruction of magic is a sin. Seek always both to learn new magic and lore and to create new magic, but experimenting to learn to craft something oneself is better than merely buying scrolls or hiring tutors. Exult more in creation than in hurling spells, and ensure that your creations, knowledge and ideas are shared with others and so outlive you."
Portfolio: Animals, plants, fertility, the earth, the weather, the sky, living things, the cycle of life. Patroness of elves.
Alternate Names: The Earthmother, Gaeanae.
Alignment: Neutral Good
Aspects: Elantir, Evrashyl
Aspect Alignments: N, NG
Paladin access: No
Symbol: A deer's head, crowned with antlers, flanked by sprigs of mistletoe
Elantra is the goddess of nature, living things and the cycle of life and death. By logical extension, her portfolio includes animals, plants, fertility, the earth, the weather, and the sky. Elantra personifies the constant cycle of change and rebirth, and in this, differs from Tharnak who personifies the state of existence known as death and also the transitory nature of dying. Elantir and Evrashyl are the star elven and dawn elven Aspects of Elantra respectively, and are those Aspects who are the patrons of elves. (For more information on elven deities, please see Part 6 -- The Elfdoms of Feandoril, Synnoria and Quenaris.)
Elantra prefers to manifest as either a white stag with silver antlers, or as the Queen of the Wild Hunt. The Wild Hunt is a force of natural change, and appears twice yearly, during the summer and winter solstices, although never at the same location at any given time. The Hunt also comes forth whenever there is a force for evil that threatens the natural order of things such that any other solution or resolution would be insufficient. The Wild Hunt consists of several packs of moon dogs, wynd wolves, silver centaurs, moon archers, dryad mages and other creatures that Elantra deems sufficient in order to track down and conquer the threat. The druid quest spell call of the Hunt (detailed in Part 9 -- Magic and Lore) will summon the Wild Hunt if there is need for the Hunt to appear. Woe be the druid that summons the Hunt without sufficient reason! As Queen of the Wild Hunt, Elantra appears as a shapely, robust woman who moves with a lithe grace, is clad in an armor composed of gold and russet oak leaves interwoven with sprigs of mistletoe, and is armed with a glowing quicksilver spear.
Clerics of Elantra are druids, as per the PH. Specialty clerics of Elantra are rangers/druids. Specialty clerics of Elantra's Aspects, please see DM for details.
Portfolio: Non-violence, peace, healing, medicine, community bonds, self-sacrifice. Patron of martyrs.
Alternate Names: The Wounded Knight, The Silverseal.
Alignment: Lawful Good
Paladin access: Yes, Divine Pacifier (see DM for further information)
Symbol: A pair of open hands, palms face up
Tevesh is the god of peace, healing and self-sacrifice. He is the only god of Andurin that does not have any Aspects -- why this is so has never been answered satisfactorily. Some sages theorize that the values that Tevesh espouses are so universal that there could hardly be room for reinterpretation. Other sages hold forth that there are Aspects of the god, but that they have not yet been discovered.
The god is a pacifist and takes no hostile actions even when threatened. Tevesh is enigmatic and speaks seldom. When seriously challenged, he gives before challengers who only later discover that his apparent acceptance and retreat merely drew them out into an untenable position where they are surrounded, out of their element, and their reinforcements have been converted to his side. In keeping with this pacifist philosophy, the god is also the patron deity of monks.
In religious art, Tevesh is often depicted as a dark-haired human or elven male, dressed in shimmering green or blue robes, and surrounded by a radiant white nimbus.
Clerics of Tevesh teach that peace can only come from within and cannot be taught or imposed. True and lasting peace arrives through meditation and introspection. Teveni are instructed to aid and nurture; they may DEFEND but not punish. Violence should be a last resort and is possible only if practiced with the intention of defense; once a threat has been removed or eliminated, then all hostilites must cease until a threat is raised again. All clerics take an oath upon initiation and again at ascension to take no thinking life except in direst need, to freely share the gifts of the god with whomever might benefit from them, to promote peace and non-violence whereever and whenever possible, and to sacrifice oneself through one's actions for the benefit of all. Specialty priests of Tevesh are monks, as per the PH.
Portfolio: Wealth, trade, commerce, thieves, prosperity. Patron of halflings.
Alternate Names: The Bountiful, The Provider, The Gilded Tongue; Shadowfinger, Purseleavener (Benalio)
Alignment: Chaotic Good
Aspects: Benalio, Terisaire, The Dead Masters
Aspect Alignments: CN, CG, NE.
Paladin access: No
Symbol: A pair of scales underneath a beggar's bowl.
More than any other deity in the Andurinian pantheon, Llyndeiras seems at polar opposites with respect to his portfolio. The god of wealth, commerce and ill-gotten gains/thieves, Llyndeiras is rarely worshipped as himself, while his Aspects are more often called upon by worshippers. Terisaire is the patron deity of halflings. For more information regarding the burrowfolk and their deities, please see Part 5 -- The Lands of the Fhaard: Wylund, Toralin and Kern. The god has as many forms as he has Aspects. Llyndeiras is depicted in religious art as a smiling, bald-headed, rosy-cheeked human merchant, stout of girth and heavy of purse, and garbed in bright-colored clothing.
Benalio is the Aspect of Llyndeiras who champions the cause of thieves everywhere. Many a rogue's heart has been gladdened by the sudden touch of Shadowfinger. Plans set in motion by master thieves are often prefaced by a brief prayer or paean to Purseleavener, lest they go awry. Clerics of the god are a valued addition to any thieves' hall, and are often given pride of place within the guilds themselves. Pieter Pennypincher, Guildlord of the Winter's Chill, a thieves' guild in Whytsun in Toralin is rumored to have recently inducted a gloomfinger [specialty priest of Benalio] into his inner circle.
It should be noted that there is at least one evil Aspect of Llyndeiras. For instance, sages talk of a celestial war in Sul, between this entity and Azrastersos, Aspect of Gorgauth, with respect to the minds and hearts of assassins and bounty hunters. Another example are the dead master thieves of Highkeep, a group of thirteen master thieves who lie entombed in the necropolis of the City of Secrets, but who rise on occasion in order to defend the city from dangers both within and without.
Clerics of Llyndeiras spread the gospel that mercantile trade is the best road to personal enrichment. Increasing the general prosperity of all buys ever greater civilization and happiness for intelligent folk, bringing everyone closer to an eternal golden age, if everyone conducts themselves in an upstanding manner. It is the duty of all who call themselves friend to The Bountiful Lord to destroy no trade goods, raise no restrictions to trade and propagate no malicious rumors that may inhibit or harm trade. Faithful of the Provider should freely give alms to the poor and to beggars, both to demonstrate the bounty of the god, and to increase available wealth for the greater good of all. Merchant-priests of Llyndeiras are charged with the following: "Worship me and you shall know riches beyond your dreams. To guard wealth is to venerate me and to share them well seeds your future success. Call on me in trade and I will be there. The bold find gold, the careful keep it, and the timid yield it up."
Portfolio: Combat, martial prowess, berserkers, upheaval, war, elemental forces, natural disasters, destruction.
Alternate Names: The Bloody Hand, The Blackscourge, Steelclash.
Alignment: Chaotic Neutral
Aspects: Remvatos, Dirgira
Aspect Alignments: N, CE
Paladin access: Yes, Crusader or Inquisitor (see DM for further information)
Symbol: A gauntleted hand wielding a thunderbolt
The god of combat and war, the elements and destruction, Martreus is venerated everywhere by those who would seek to change the world either by force of arms or by magical or physical prowess, or those who favor the seeds of change wrought by the elements and the natural world. Constantly fickle, always shifting and never one to stay in any place for long, Martreus teaches that war and destruction are tools for change, sometimes for good purposes, sometimes for ill, and because of this, he is both feared and favored. War should not be feared, but seen as a natural force. Change is necessary for without it, the world becomes a static thing. Change is a constant element in the world, and its appearance is often marked by a violent upheaval, and so it is with both nature and civilization.
Martreus has a variety of forms, but usually appears as a towering humanoid or demihuman figure, garbed in bloodied armor and a helmed visor. Although the visor is often closed, the force of his gaze is always a palpable force. He favors a giant crystalline battle axe or a notched crimson greatsword that he wields with incredible precision in his gauntleted hands. Martreus' choice of weapon is often seen as a prediction of the god's decision regarding a battle. If he wields Doomherald (the sword), then defeat is certain. If he wields Tear's Bane (the axe), then victory is assured.
Clerics of Martreus are taught to arm all for when a battle is needful, even foes. Battle should never be avoided, although battles that are doomed or hopeless should cause withdrawal at the earliest opportunity. Conflicts should be won as swiftly and efficiently as possible; a decisive win is infinitely better than a long-drawn out struggle. The dead should be remembered and sung with great praise, and none should suffer disparagement, for valor blazes in all when such is needed or called upon. Warriors should especially consider the consequences of inflicting violence, and try not to wage war recklessly or thoughtlessly. On the other hand, those who avoid conflict at all costs and who turn a blind cheek at danger tend to engender greater harm than even the most tyrannical raider or horde leader.
Portfolio: Individuality, freedom, the mind, the self, choice, will.
Alternate Names: The Nameless Lord, The Bloodless One.
Alignment: True Neutral
Paladin access: Yes, none (as of yet)
Symbol: A circle divided in half by a sinuous line; the top half of the circle is bright white and fades into the bottom half, which is shrouded in darkness.
Not much is known about the newly risen god Illaenth, save that his philosophy seems to encompass all of the other gods and goddesses and yet is distinctly separate. Illaenth seems to be both god and goddess, but is more commonly referred to, and seen as, a god. The Nameless Lord holds forth that mortals are the engine that sets the world's course on a forward motion, and that free will is the single most important thing in all of eternity, more than any ideal that a god or goddess might espouse. Whether a mortal might conceive of an existence without the need for a higher power is a valued possibility, as whether a mortal might conceive of an existence where there is a need to call upon several or even one sole higher being. What is important in practice as well as in spirit, is that individuals be given free reign over their actions. Needless to say, this world view is not very popular with many.
At the moment, there is only one major temple of Illaenth in all of Telluria -- the Tower of Eternal Contemplation, in the city of Tolmara, located in central Wylund. The situation is slowly changing, as word of the deity and his peculiar philosophy spreads throughout the land. There is a persistent rumor, one that priests of the Exiled Lord do not confirm or deny, that mentalists [note from Stan: psionicists and/or wild talents] frequently find favor with the god. [Note from Stan: Players cannot, at this time, choose to play a priest of Illaenth.]