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.