The Kreatian Pantheon
This Pantheon of Order, commonly called the 'Pantheon of Creation'. consists of nine deities, they are: Anthor (Honor), Garalax (Conspiracy), Hesneen (Duty), Jandor (Torment), Kreaon (Creation), Mahacto (Law), Syth (Tyranny), Telk (Invention) and Terrarie (Earth). The underlying connection that links the gods in this Pantheon is a desire for design in all things. Click the name above to see more on each individual god.
Anthor is known for his great sense of nobility. Anthor seeks to bring justice to the world, and many of his clergy are active members in the military and policing forces of Kyranath. The integrity of Anthor and his followers are above reproach as they not only police others but themselves and all follow a strict code of honor that does not abide any acting in an unjust and ignoble manner. The state of being noble and having the trust of many in your hands holds certain responsibilities under Anthor's code. To lead others is to accept that you are responsible to them and they to you. Neither is free to ignore the other. Nobility goes beyond the owning of lands or holding of title but into the hearts of those that would be leaders. Nobility is not only for the titled few, either. Nobility can be found in all social strata and the worship of Anthor can be found in a farmer of the smallest hamlet as well as the king of the realm.
Clerics of Anthor Requirement: Wisdom 9, Charisma 9. Alignment: LG, NG, LN Major Spheres: All, Charm, Combat, Creation, Guardian, Healing, Necromantic, Protection, Summoningand Sun. Minor Spheres: Divination and Elemental. Weapons: May use long sword and spear.
Specialty Priests (Anthor's Honor Guard) Races Allowed: Any. Requirements: Str 9, Wis 12, Cha 14 Alignment: LG Weapons: Type B weapons, dagger, long sword, bastard sword, spear, lance and halberd. Required
Proficiencies:Heraldry.
Garalax, master of conspiracy, murder and any organized criminal and political endeavors is one of the most feared gods of Kyranath. It is said Garalax is the harbinger of death and herald of doom, the calm before the storm and the itch before gangrene. Garalax has an image portrayed by many as the killer in the night, the creeping doom, the fiend underneath the bed and the silent stalker. The mere mention of his name is enough to cause discomfort in even the most powerful and tested warrior or greatest of leaders. He can bring destruction or the toppling of greatness to all, by a silent and ritualistic death or humiliation and blackmail. Through elaborate plans and intrigue, Garalax can bring the seeming untouchable and most powerful low or raise up the lowest of the low to a position of greatness.
Clerics of Garlax Requirement: Intelligence 9, Wisdom 9 Alignment: LN, N, LE, NE Major Spheres: All, Charm, Combat, Creation, Divination, Guardian, Necromantic, Protection and Summoning. Minor Spheres: Elemental and Healing. Weapons: May use knife, dart and blowgun. *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Assassin) Races Allowed: .Any. Requirements: Str 9, Wis 12, Cha 14 Alignment: NE, LE. Weapons: Club, quarterstaff, dart, knife, dagger, short sword, blowgun, short bow and crossbows. Required
Proficiencies:Disguise* and Herbalism.
Hesneen is a dutiful servant of creation, the persistent friend and untiring laborer that does the day to day work necessary for life and society to continue. He is the god that the others confide in, knowing that he will never betray their trust. Hesneen battles for order with persistence and endurance unending, fighting the never ending struggle of survival against the evil a nd chaos that would bring society down. Corruption, disloyalty and betrayal are his enemies as are distrust and laziness. Society needs those that are willing to serve regardless of their own station in life or the hardship it may bring. Those that would serve the world follow the way of Hesneen.
Clerics of Hesneen Requirement: Constitution 9, Wisdom 9 Alignment: LG, LN, LE Major Spheres: All, Combat, Divination, Guardian, Healing, Protection and Sun. Minor Spheres: Charm, Creation, Elemental and Necromantic. Weapons: May use a long sword and spear. *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Arminger) Races Allowed: Dwarves and Humans. Requirements: Con 12, Wis 14, and Cha 11 Alignment: LG, LN Weapons: Type B weapons, dagger, broad sword, long sword, bastard sword, lance and spear. Required
Proficiencies:One of the following: Armorer*, Blind-fighting*, Endurance*, Survival*.
Jandor is the master of torment. Pain and suffering are his gift to the living in order to prepare them for the unspeakable torture they may have to face in death. He relishes suffering over the kill. Physical or mental anguish are both his tools and the means to gain power and control as well as enforce order. Jandor is the force behind all unnatural suffering on Kyranath and offers torment as a means to bring his designs to fruition. Suffering is not a means to cause a break down in society but a way to strengthen and weed out those that are weak and so gain control over them. Through pain a person is given to know their weakness and so learns discipline and gains the power to overcome it. Surviving this torment brings order to the soul and readies it for the struggle to find its final destination in the afterlife while providing lessons and building resolution and resilience in life.
Clerics of Jandor Requirement: Constitution 9, Wisdom 9 Alignment: LN, LE, NE Major Spheres: All, Charm, Combat, Divination, Guardian, Summoning and Necromantic. Minor Spheres: Animal, Creation, Elemental and Healing.
Specialty Priests (Painmaster) Races Allowed: Dwarves, Goblins, Humans and Orcs. Requirements: Con 11, Wis 14, Int 9. Alignment: LE, NE Weapons: Type B weapons, knife, scimitar, scourge and whip. Required
Proficiencies:None.
Kreaon, commonly known as the Creator, is thought to be the first god of Kyranath. He was the one who calmed the chaos at the dawn of time. He is said to have the greatest power of all the gods, but unlike them he rarely involves himself in the workings of mankind. He is seen to be withdrawn and reclusive, not emotionally involved in the present manifestation of the world. But never the less his hand is in everything and his beneficence shines over all who walk his creation. It was his hand that set the stars in the sky, the moons to orbit the world and the great sun to give life to Kyranath. The sun that brings warmth and light, and allows the plants to grow is said to be his eye. Though emotionally disconnected his benevolence and the laws he put into place at the beginning of time are the greatest gift of good ever granted.
Clerics of Kreaon Requirement: Intelligence 11, Wisdom 9 Alignment: LG, LN, NG, and N. Major Spheres: All, Astral, Charm, Creation, Divination, Elemental, Guardian, Healing, Necromantic, Protection,
Sun, and Weather.Minor Spheres: Combat. *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Truthseeker) Races Allowed: Any, Requirements: Int 12, Wis 14, Cha 12 Alignment: LG Weapons: Any type B only. Required
Proficiencies:Two of the following; Agriculture, Animal Lore, Artistic Ability, Astrology, Brewing, Engineering, Herbalism, Navigation, Reading/Writing, Weather Sense.
Mahacto is the god of law, discipline and the sword. Through law there is order, by discipline the order is practiced and if needed by the sword it will be enforced. Mahacto is a strict god and rarely shows mercy without due punishment or reparation. But punishment is never given without due process, all are given justice and treated as equals in his eyes. Personal discipline and excellence is something Mahacto favors and tries to instill in the world. Through self control order is maintained. As the judge and enforcer of the laws of order, Mahacto is sometimes thought of as unforgiving and harsh, but he is a fair and just god that only asks of others what he would see all persons have, a feeling of accomplishment and satisfaction in doing what is proper and lawful.
Clerics of Mahacto Requirement: Strength 9, Desterity 9, Wisdom 9. Alignment: LG, LN, LE. Major Spheres: All, Charm, Combat, Divination, Guardian, Healing, Protection, Summoning and Sun. Minor Spheres: Creation and Elemental. Weapons: May use a knife, dagger or sword of medium size and smaller (excluding bastard sword). *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Arbitrator / Justicar) Races Allowed: Dwarf, Goblin, Gnome and Human. Requirements: Str 9, Int 11, Wis 13 and Cha 11. Alignment: LN Weapons: All swords, knife, dagger and quarterstaff. Required Proficiencies: Etiquette and one of the following: Artistic Ability- Scribing or Illumination, Dancing, Endurance*, Jumping*, Local History-Laws, Running*, Riding-any, Survival*, Swimming, Tumbling*, Weaving.
Syth is the god of destructive magic and tyranny. His power comes from the pure domination of others, using any method; from subversion through military and magical force to coercion, persuasion and bribery or strong arm tactics. In times past, Syth controlled two continents and a great many peoples and races through his pawn the Sythian Emperor. With an iron fist Syth made his church and the Sythian Mages the most powerful mortal entities on the face of Kyranath. But other gods rose up their own champions and the Sythian Empire was all but destroyed. Even after this setback, Syth's power has not waned and he still dominates much of the politics and power throughout the world. Syth is a spiteful god and is known to hold a grudge for millennia and unlike other gods does not attempt to mask his power but at times uses it openly and ruthlessly. Syth's only desires are the control of power and the enslavement of all to his will.
Clerics of Syth Requirement: Intelligence 9, Wisdom 9 Alignment: LN, LE, NE Major Spheres: All, Charm, Combat, Creation, Divination, Elemental, Guardian, Necromantic,
Protection and Summoning.Minor Spheres: Healing and Weather *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Tyrannist) Races Allowed: Human Requirements: Int 14, Wis 12, Cha 11 Alignment: LN, LE Weapons: Mace, dart, knife, dagger, quarterstaff and sling. Required
Proficiencies:Etiquette and one of the following: Forgery*, Heraldry, Language - Modern, Reading Lips*
Telk is the master builder, inspiration is his to grant. In the times when intelligent races were just appearing in creation, it was Telk that provided them an inventive spirit allowing them to rise up above the wilds and take a hold of their environment. But his greatest influence on people is the inspiration for advancement in technology and a move towards further progress. Telk is the craftsman god, always ready to invent and construct new things or try new methods and theories. There is nothing in creation that cannot be used in some way not yet tried and perhaps bring about innovation and betterment to life.
Clerics of Telk Requirement: Intelligence 9, Wisdom 9 Alignment: LG, NG, LN, N Major Spheres: All, Charm, Creation, Divination, Elemental, Protection and Sun. Minor Spheres: Combat, Guardian, Healing and Weather. *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Tinkerer) Races Allowed: Dwarves, Gnomes, Goblins, Halflings and Humans. Requirements: Int 14, Wis 12, Cha 9. Alignment: LG, NG, LN, N Weapons: Staff, club, hammer, knife, crossbow. Required Proficiencies: Engineering and any two of the following: Appraising*, Armorer*, Artistic Ability - Any crafting skill, Artistic Ability - Another crafting skill, Blacksmithing, Bowyer/Fletcher*, Brewing, Carpentry, Cobbling, Cooking, Forgery*, Gem Cutting*, Leatherworking, Pottery, Reading/Writing - Modern, Seamstress/Tailor, Set Snares*, Stonemasonry, Weaponsmithing* and Weaving,
Terrarie is the lord of the very land that the living of Kyranath walk upon. The god of elemental earth provides the foundation and stability upon which all else in Kyranath exists. Terrarie upholds tradition and society, wishing for all to remain unchanged, and opposes those who would disturb the stability he provides. The solidity Terrarie provides goes even deeper than the rock in which the foundations of mountains rest, it holds in the heart and manner of those who worship him. Tradition and firmness in belief, moral integrity and a strong sense of oneness with each other is important to Terrarie and his followers. Terrarie is the foundation on which civilization is built. To worship Terrarie is to worship the earth, order, continuance and the stability and tradition it represents and provides.
Clerics of Terrarie Requirement: Strength 9, Wisdom 11 Alignment: LG, LN, N, LE Major Spheres: All, Combat, Creation, Divination, Elemental (Earth), Guardian, Healing, Necromantic, Protection and Sun. Minor Spheres: Elemental (Air and Fire) and Charm. *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Stone Guaradian) Races Allowed: Dwarf, Gnome, Goblin, Halfling, Human and Orc. Requirements: Str 13, Con 12, and Wis 11 Alignment: LG Weapons: Type B weapons, footman's pick, sling, hand ax and battle axe. Required Proficiencies: One of the following: Artistic Ability-Sculpting, Gem Cutting*, Endurance*, Engineering, Mining, Mountaineering*, Pottery or Stonemasonry.