The Balogian Pantheon
This Chaotic Pantheon consists of nine deities, they are: Aerie
(Air), Ajoetis (Desire), Aranthis
(Music), Ballog (Nihilism),
Corathal
(Vengeance), Elanar (Chance),
Fyrre
(Fire), Maldread (Deceit)
and Sembral (Battle). The main
concern that holds these gods to the same pantheon is the importance of
and desire for change. Click the name above to see more on each individual
god.
Aerie
Chaotic Good Lesser Power
Aerie is the elemental Goddess of
Air, freedom and movement are of great importance to Aerie. Her travels
through the cosmos are rarely hindered. She has a wild spirit and will
not submit to any mortal laws or bureaucracy. While against the formal
laws of common society created and enforced by mortals, she believes strongly
in the natural laws of nature. As such she will ally against those who
kill needlessly and without justifiable reasons and will protect the greater
balance of creation. Aerie is also full of spontaneity, though never cruel
her light hearted play can become annoying of even frustrating to those
of less humor. The Winged Lady tries to lift everyone's spirits and let
each person feel they are able to pursue what life and path they choose.
Clerics of Aerie
| Requirement: |
Dexterity 9, Wisdom 9 |
| Alignment: |
NG, CG, N and CN |
| Major Spheres: |
All, Creation, Divination, Elemental (Air), Healing,
Protection, Sun and Weather. |
| Minor Spheres: |
Combat, Elemental (Fire and Water), Guardian and Necromantic |
| Weapons: |
May use missile weapons. |
Specialty Priests (Windwanderer)
| Races Allowed: |
Any. |
| Requirements: |
Dex 15, Wis 12 |
| Alignment: |
CG |
| Weapons: |
Quarterstaff and size S, one handed type B or any missile
weapon. |
| Required Proficiencies: |
Direction Sense and Weather Sense as well as one of the
following: Animal Handling - Birds, Artistic Ability - Glassblowing,
Heraldry, Musical Instrument - Woodwind, Navigation, Riding - Airborne,
Rope Use or Singing. |
*These proficiencies may be gained without any crossover
penalty.
Ajoetis
Chaotic Evil Lesser Power
Ajoetis is the goddess
of desire, seduction, lust and betrayal. It is through her that lovers
quarrel and adultery finds its roots. She is the force that drives apart
lovers and tears apart families and drives a wedge between long held friendships.
But she is not always the one to instigate betrayal as it is also within
her to bring pay back to those that betray others. But no oath is sacred
and nothing should come between a person and what they most desires. It
is Ajoetis that makes the desire of the moment more important than the
long held belief. Ajoetis works on the lust and greed in everyone to tempt
them away from their true path and after that which has captured their
eye.
Clerics of Ajoetis
| Requirement: |
Wisdom 9, Charisma 11 |
| Alignment: |
N, CN, NE and CE |
| Major Spheres: |
All, Animal, Charm, Creation, Elemental, Necromantic
and Summoning. |
| Minor Spheres: |
Divination, Healing, Plant and Weather. |
Specialty Priests (Seductress)
| Races Allowed: |
Any |
| Requirements: |
Int 12, Wis 11, Cha 14 |
| Alignment: |
CN, NE, CE |
| Weapons: |
Dagger, knife, dart and quarterstaff. |
| Required Proficiencies: |
Etiquette and one of the following: Artistic Ability
- Any, Cooking, Dancing, Gaming*, Seamstress/Tailor, Singing, Tumbling*,
Weaving. |
*These proficiencies may be gained without any crossover
penalty.
Aranthis
Chaotic Good Greater Power
Aranthis is the god of music, song, beneficial magic,
creativity, and eloquence. He is perceived to be kind and gentle in nature,
similar to the elven folk. Aranthis is a seeker of new knowledge and a
founder of new paths. He expresses great interest in the arts and the ways
of gentle magic, in particular enchantments and illusions. He has a wandering
soul and is not particularly fond of restrictions. He will rarely break
a rule, but will always find new and exciting ways to bend or breach them.
Clerics of Aranthis
| Requirement: |
Wisdom 9, Charisma 9 |
| Alignment: |
LG, NG, CG, N and CN |
| Major Spheres: |
All, Charm, Combat, Creation, Divination, Guardian, Healing,
Summoning, Sun and Weather . |
| Minor Spheres: |
Elemental, Protection and Necromantic |
Specialty Priests (Charmsinger)
| Races Allowed: |
Human, Elf, Gnome, Halfling. |
| Requirements: |
Int 12, Wis 10 and Cha 15 |
| Alignment: |
NG, CG, N, and CN |
| Weapons: |
Type B weapons only. |
| Required Proficiencies: |
Singing and one of the following: Artistic ability, Language-Ancient,
Language-Modern, Reading/Writing or Spellcraft. |
*These proficiencies may be gained without any crossover
penalty.
Ballog
Chaotic Evil Most High Power
Ballog is the lord of chaos and all that is inherently
evil. He is the overlord of the demons and the most powerful of all the
dark gods of Thardferr. His main goals are the destruction of order and
life, to plunge the world into chaos and ultimate oblivion. Ballog is feared
greatly by the mortals of the world, the blame for all evil falls heavily
upon his shoulders. Ballog does not have an all-powerful church, although
he has many extremist, underground cults. Most follows of Ballog tend to
be lone agents who attempt to seed the world with chaos and destruction.
Clerics of Ballog
| Requirement: |
Wisdom 9 |
| Alignment: |
CN, N, NE and CE |
| Major Spheres: |
All, Charm, Combat, Elemental, Healing (reverse only),
Necromantic, Summoning and Weather. |
| Minor Spheres: |
Sun (reverse only) and Protection. |
Specialty Priests (Avenger)
| Races Allowed: |
Goblins, Halflings, Humans and Orcs. |
| Requirements: |
Str 9, Int 11, Wis 14, Maximum Cha 16. |
| Alignment: |
CN, CE |
| Weapons: |
Any. |
| Required Proficiencies: |
None |
Corathal
Neutral Evil Itermediate Power
Corathal is the angriest
of all the gods. He rains his vengeance down upon Kyranath, in the form
of storms and natural disasters, without mercy. He is seen as the storm
incarnate, a raging engine of fury that seeks to restore the world to its
pristine nature before the coming of civilization. The Rager wears away
at the landscape of the world trying vainly to rebuild it in his own image,
one of primal instincts and the natural law of survival of the fittest.
But his actions are not only to bring destruction but to avenge the desecration
of nature and allow for a chance of renewal and further growth. The devastation
of Corathal seems brought on at random but there is an essential part of
nature that allows him to move to such actions.
Clerics of Corathal
| Requirement: |
Strength 9, Wisdom 9. |
| Alignment: |
LN, N, CN, NE and CE. |
| Major Spheres: |
All, Animal, Combat, Elemental, Guardian, Plant, Protection,
Summoning and Weather. |
| Minor Spheres: |
Divination and Healing. |
| Weapons: |
May and can only use any weapon or armor able to be created
in the wild. |
Specialty Priests (Avenger)
| Races Allowed: |
Any. |
| Requirements: |
Str 12, Con 14, Wis 9 |
| Alignment: |
LN, N, CN |
| Weapons: |
Any one and any that can be created in the wild. |
| Required Proficiencies: |
Hunting* and two of the following: Endurance*, Fire-Building,
Leatherworking, Mountaineering*, Running*, Set Snares*, Weather Sense or
Weaving. |
*These proficiencies may be gained without any crossover
penalty.
Elanar
Chaotic Good Itermediate Power
Elanar, called the Trickster,
is the god of chance. She creates the potential for change within the structure
of creation and offers what opportunities there are in any situation to
be taken or ignored. By ever pushing the limits of probability, but without
actually wanting to destroy it, Elanar causes others to realize the possibilities.
The complexity of Elanar is difficult for most to understand, so many see
her as a prankster, impish and mischievous. But it is not only to play
a joke that Elanar continues to perform the twists and turns of fate upon
the beings of Kyranath, it is the choices they make that cause the ups
and downs of life. Though the promotion of good or evil is never the goal,
her pranks can cause both or neither to happen. Her uncaring manner and
whimsical way of playing with peoples lives are intended to bring variety
and the possibilities for new roads, new opportunities or a change in fortune
or misfortune to occur.
Clerics of Elanar
| Requirement: |
Dexterity 9, Wisdom 9 |
| Alignment: |
NG, CG, N, CN and NE |
| Major Spheres: |
All, Charm, Creation, Divination, Healing and Summoning. |
| Minor Spheres: |
Combat, Elemental, Guardian and Protection. |
| Weapons: |
Can use a knife or dagger. |
| Nonweapon Proficiencies: |
Can buy Rogue non weapon proficiencies without crossover
penalty. |
Specialty Priests (Trickster)
| Races Allowed: |
Any. |
| Requirements: |
Dex: 14, Wis: 12, Chr: 11 |
| Alignment: |
CG, CN |
| Weapons: |
Type B only weapons, dart, knife, dagger, blowgun and
sling. |
| Required Proficiencies: |
Any two Rogue Proficiencies* |
*These proficiencies may be gained without any crossover
penalty.
Fyrre
Chaotic Evil Itermediate Power
Fyrre is the god of the fire. Undying, all powerful,
and indestructible, fire is both a tool and gift of this god. Fyrre is
chaotic in nature, taking life one moment and protecting life the next.
Yet his activities always bring about change. Whether it is emotional and
touching those that need inspiration or turning them to panic and fear;
bringing forth the aegis to aid in an act of creation or sending forth
the energy needed to cause destruction, Fyrre is never ignored and once
he touches something it is never the same as it was before. But his nature
is more prone to the using up of things, consuming their energy and wreaking
havoc upon the world than not.
Clerics of Fyrre
| Requirement: |
Constitution 11, Wisdom 9 |
| Alignment: |
CG, CN, N and CE |
| Major Spheres: |
All, Charm, Combat, Divination, Elemental (Fire), Guardian
and Sun |
| Minor Spheres: |
Elemental (Air and Earth), Healing, Necromantic
and Protection. |
Specialty Priests (Flamewarrior)
| Races Allowed: |
Any. |
| Requirements: |
Str 12, Con 12, Wis 12. |
| Alignment: |
CN, CE. |
| Weapons: |
Any forged weapon. |
| Required Proficiencies: |
One of the following: Armorer*, Blacksmithing, Brewing,
Cooking, Pottery or Weaponsmithing*. |
*These proficiencies may be gained without any crossover
penalty.
Maldread
Neutral Evil Lesser Power
Maldread is the deceiver, the trick of shadow
and light between truth and lie. It is not that all he represents is wrong
or untrue, only that all he represents will lead one to do what he
wishes through deception. Sometimes the best lie is the truth. Misconception
and misdirection are a part of his repertoire but the illusion that he
brings is one of the target's mind. Magic is considered cheating and the
goal is to make the person believe the lie is true and that truth is a
lie. But none of it matters if there is no gain in it. Maldread is also
the god of thieves and they are as much his priests as any cleric, teaching
through their own deeds that the world is not a place to be trusted.
Clerics of Maldread
| Requirement: |
Wisdom 9 |
| Alignment: |
CN, NE and CE |
| Major Spheres: |
All, Charm, Combat, Ceration, Divination, Elemental and
Necromantic. |
| Minor Spheres: |
Guardian, Healing, Sun and Weather. |
| Nonweapon Proficiencies: |
Can buy Rogue non weapon proficiencies
without crossover penalty. |
Specialty Priests (Deceiver)
| Races Allowed: |
Any. |
| Requirements: |
Dex 14, Wis 12, Cha 1. |
| Alignment: |
CN, NE. |
| Weapons: |
Type B weapons, knife, dagger, hand ax, short sword,
long sword and short bow. |
| Required Proficiencies: |
Reading/Writing - Own Language
and one of the following: Appraising*, Forgery*, Gaming*, Juggling*, Set
Snares*, or Ventriloquism*. |
*These proficiencies may be gained without any crossover
penalty.
Sembral
Chaotic Neutral Greater Power
Sembral is the lord of battles. They say that
Sembral's influence can be felt in Thardferr by the continual wars the
continent seems to suffer. Sembral does not seem to care for the destruction
warfare brings, only for the glorious battles. Sembral is worshipped by
many of the warriors is the realm, because he symbolizes strength, courage
and prowess in battle. Sembral is quick to anger, and even quicker to battle.
He is impatient and always on the lookout for a good fight. Due to his
chaotic nature he will give favor to any side in any given battle and will
often switch sides just to prolong the battle.
Clerics of Sembral
| Requirement: |
Strength 9, Wisdom 9 |
| Alignment: |
NG, CG, N, CN, LE, NE and CE |
| Major Spheres: |
All, Charm, Combat, Creation, Divination, Guardian, Healing,
Necromantic,
Protection and Summoning. |
| Minor Spheres: |
Elemental and Sun. |
| Weapons: |
May use any non missile weapon. |
Specialty Priests (Battlelord)
| Races Allowed: |
Dwarves, Hoblins, Halflings, Humans and Orcs. |
| Requirements: |
Str 14, Con 12, and Wis 9. |
| Alignment: |
CG, N, CN, NE, CE. |
| Weapons: |
All non missile weapons. |
| Required Proficiencies: |
Hunting* and one of the following: Armorer*, Blacksmithing,
Blind-fighting*, Leatherworking or Weaponsmithing* |
*These proficiencies may be gained without any crossover
penalty.