The Ostian Pantheon
This Pantheon of Balance, often mistakenly called the Ostrian Pantheon after the Most High God of the Pantheon Ostran, consists of nine deities, they are: Aqualie (Water), Celenia (Healing), Diadria (Death), Kaldinsky (Knowledge), Loralis (Mystery), Ostran (Balance), Praxin (Aberration), Thr (Guardianship) and Tyre (Life). The link shared by the gods of this Pantheon is the concern to maintain a certain duality or a need for balance. Click the name above to see more on each individual god.
Aqualie is the goddess of water, aquatic life and the sea. She is one of the great elemental forces of nature but one of the most emotional of the gods, reacting to every situation differently, always remaining true to her nature and suporting the natural laws and balance of creation. As the goddess of water Aqualie controls the seasons, drawing away her life giving essence in the hotter months and making it plentiful in the colder, wetter ones. She is also a provider of life, the plentiful forms found within the sea, and the quencher of thirst and yet her waters can also hold dangerous preditors and drown the careless individual. One of the more perfect in balance between good and evil, unlike many other gods, law and chaos are of little concern to Aqualie as she conforms to creation at the same time as merging with it and wearing it away to make it conform to her desires. Aqualie is one of nature's balancing agents.
Clerics of Aqualie Requirement: Wisdom 9 Alignment: NG, CN, N, LN, NE Major Spheres: All, Animal (aquatic, amphibian and water based reptiles only), Charm, Divination, Elemental (Water), Healing, Plant, Protection, Summoning and Weather. Minor Spheres: Animal (all other), Combat, Elemental (Earth and Air). Weapons: May use trident, net gafing hook (sickle) and harpoon. *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Waverider) Races Allowed: Elves, Gnomes, Halflings and Humans. Requirements: Con 12, Wis 11, Cha 13 Alignment: NG, N, CN Weapons: Mace, club, knife, dagger, gafing hook (sickle), trident, net and harpoon. Required Proficiencies: Navigation and one of the following: Appraising*, Brewing, Gaming*, Heraldry, Languages - Modern, Pottery, Rope Use, Weather Sense.
Celenia is called the Lady of Cure, but far more than only curing the sick and mending the physical body, she is the power behind all forms of restoration and preservation that allow all beings in Kyranath to be able to survive. Soothing emotions and returning people to their right mind and state of being, her power goes deep into the psyche of all thinking beings. Animal, sentient or monster all are under her care. Celenia is the god of healing in all of its forms, the spiritual healing of beauty, the social emotional nurturing of love, and the physical healing through medicine. Because of this Celenia boasts one of the largest worshipping bodies in all of Kyranath. Nearly every home has an idol to Celenia to guard their hearth and door. Almost all priests, regardless their god, evoke her name to bond a couple in marriage, and she remains the hope of all when injured or diseased and in search of cure. She is the love of many, the hope of others, and the balm for all.
Clerics of Celenia Requirement: Constitution 9, Wisdom 9, Charisma 9 Alignment: N, NG or CG Major Spheres: All, Animal, Charm, Creation, Healing, Necromantic, Protection and Summoning. Minor Spheres: Divination, Elemental, Guardian, Plant and Sun. Weapons: See Description *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Hopebringer) Races Allowed: Elf, Gnome, Halfling, Human. Requirements: Con 9, Int 9, Wis 11, Cha 14 Alignment: NG, CG Weapons: Knife, Lasso, Mancatcher, Net, Quarterstaff. Required Proficiencies: Two of the following; Agriculture, Animal Handling, Astrology, Herbalism, Brewing, Cooking, Fire-building, Rope Use, Seamstress/Tailor or Weaving.
Diadria is the queen of the dead. But more than just the ruler of those that have crossed over, she is the force that assigns their allotted span of years walking the living world and guides them to their final destination at the time of their demise. A power that is both neutral and necessary but also cold and hungry, Diadria does not despise the living, for she knows they will one day be hers, but she cannot tolerate the way most mortals fight against the natural result of life and the end of its cycle. She is the presence that hovers over the terminally ill laying in their bed or the wounded soldier whose life is spilling out on a battlefield. She waits patiently for their last breath to release their spirit and guides it on its way through the realms of the dead. All come to her to guide them to their final judgment and final destination in the afterlife. As such she is one of the most powerful of the gods, a primeval force that holds the final fate of everything in her cold and unforgiving hands.
Clerics of Diadria Requirement: Wisdom 11 Alignment: LN, N, CN, LE, NE, CE Major Spheres: All, Charm, Combat, Creation, Divination, Elemental, Guardian, Necromantic,
Protection, and Summoning.Minor Spheres: Healing Weapons: May weild all type B weapons, footman's pick, sickle and scythe. *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Caretaker or Darkbringer) Races Allowed: Caretaker- all but orc and goblin.
Darkbringer- dwarf, human, goblin and orc.Requirements: Con 10, Int 12, and Wis 14. Maximum Cha 14. Alignment: Caretaker: N, LN, LE
Darkbringer: LE, NE, CEWeapons: All type B only weapons, footman's pick, scimitar, sickle and scythe Required
Proficiencies:Herbalism, plus Darkbringer- Scythe and Caretaker- Footman's Pick.
Kaldinsky is the god of the knowledge and philosophy. He is said to know everything that has transpired and will transpire in the great workings of creation. Kaldinsky will reveal but the smallest portion of what is needed to be known to those that he feels will use the knowledge to its best advantage. His wish is to have people discover and learn for themselves and so not be dependent on others for answers. Intolerant of ignorance, The Word goes to great lengths to educate all thinking beings of Kyranath but it is only the student with the intelligence and patience to learn the lessons of Kaldinsky that can rise above the ignorance of the world.
Clerics of Kaldinsky Requirement: Intelligence 9, Wisdom 9 Alignment: LG, NG, LN, N, LE Major Spheres: All, Animal, Creation, Divination, Guardian, Healing, Plant, Protection and Sun. Minor Spheres: Necromantic and Weather. *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Scribemaster) Races Allowed: Any. Requirements: Int 14, Wis 11, Cha 11 Alignment: NG, LN, N Weapons: Staff, club, mace, dagger, knife, dart or sling. Required Proficiencies: Any three of the following: Ancient History, Animal Lore*, Artistic Ability - Engraver, Artistic Ability - Illuminator, Etiquette, Heraldry, Language - Ancient, Language - Modern, Local History, Reading/Writing - Ancient, Reading/Writing - Modern.
Loralis is the keeper of the mysteries of the cosmos and protector of the Underdeep. Loralis is the queen of the deep, residing under the surface of Kyranath. She is the mistress of the creatures of the underrealm and watches over and protects its ecology. But this is only part of her influence as all things lost are known to her, all things hidden shine as beacons in the night to her discerning eyes. She is the darkness that obscures and the keeper of the secrets and dreams that are held in the depths of each being's mind. But Loralis reveals what she knows when she is ready and may not encourage exploration or investigation. The reasons behind her actions, the Mysteries are unattainable by most and rarely explained even if discovered. Even in their discovery there is that which is still hidden and so nothing can truly ever by completely known, only depths to the shadow reveled. It is Loralis that knows where the answers are kept, how to find them, when they are able to be discovered and what hey will be. Only through the indulgence of Loralis can the lost, the mysterious and the things hidden in the depths, be it of Kyranath or of the mind, be discovered.
Clerics of Loralis Requirement: Intelligence 9, Wisdom 9 Alignment: NG, CG, N, CN, NE Major Spheres: All, Charm, Creation, Divination, Elemental (Earth and Water only), Guardian, Necromantic,
Protection and Summoning.Minor Spheres: Healing and Sun. *All choices cost two slots.
Specialty Priests (Mystic) Races Allowed: Any, but mainly Elves, Dwarves, Goblins and Gnomes. Requirements: Int 12, Wis 14, Cha 11 Alignment: N, CN Weapons: Quarterstaff, footman's pick, knives, daggers, khopesh, whip, dart and sling. Required Proficiencies: Direction Sense and one of the following*; Ancient History and Ancient Language (both), Blind Fighting, Disguise, Gem Cutting, Mining or Mountaineering.
Balance, no other word can describe Ostran so well as this single world. If there were a perfect mix of chaos and law, good and evil, black and white then Ostran would be its embodiment. While all the other gods may take delight in the petty intrigues and squabbles with each other or the other pantheons, Ostran finds these interactions dull and lifeless. If it were up to him he would be quite content to spend eternity in a secluded grove of trees pondering the intricacies of life as a whole. Ostran cares not for power, all he does is watch and protect his domain, the untouchable balance that maintains Kyranath.
Clerics of Ostran Requirement: Intelligence 9, Wisdom 9, Charisma 9 Alignment: N Major Spheres: All, Animal, Divination, Elemental, Guardian, Healing, Necromantic, Plant, Protection,
Summoning, Sun, and Weather.Minor Spheres: Charm Weapons: May use sickle, scimitar, kopesh, short sword and short bow. *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Balancer) Races Allowed: Any. Requirements: Int 12, Wis 12, Cha 12 Alignment: N Weapons: Club, quarterstaff, sling, dagger, knife, dart, sickle, scimitar, kopesh, short sword, short bow and spear. Required Proficiencies: Any two of the following: Animal Lore*, Endurance*, Hunting*, Mountaineering*, Running*, Set Snares*, Survival* or Tracking*.
Aberration, alteration and adaptation are the key words in referencing Praxin. He is what goes wrong and causes the aberrations in the natural order and cycle of nature. Disrupting the normal flow and introducing permutations that bring fear and loathing to most people, Praxin also encourages all to adapt and accept the cruel jokes that life can play on a person. The ability to survive and make of yourself the best that you can be even when given limited resources to work with, is what Praxin strives to bring to every living thing. By changing, altering and even adding to the norm, Praxin hopes to cause nature to adapt through change and become stronger. To gain the ability to survive by overcoming any conditions that are presented to you and end up stronger because of it is what the Ever-Changing Lord hopes for his worshippers.
Clerics of Praxin Requirement: Strength 9, Constitution 9, Wisdom 9 Alignment: NG, CG, N, CN, CE Major Spheres: All, Animal, Combat, Healing, Protection, Summoning and Weather. Minor Spheres: Charm, Divination, Guardian and Plant. Weapons: May use any bow, hand ax or spear. Nonweapon
Proficiencies:May learn Animal Lore, Hunting and Tracking without crossover penalty. *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Shapeshifter) Races Allowed: Any. Requirements: Str 12, Con 14, Wis 9 Alignment: NG, N, CN Weapons: Any that can be made without metal. Required Proficiencies: Animal Handling, and one of the following: Animal Lore*, Endurance*, Hunting*, Running*, Tracking*.
Thr is the first and original peak on Kyranath. He came into being to secure the lands together with his unyielding might. As part of his duties to his worshippers and the other gods he has guardianship over the world and protects it from anything that would destroy it. He is a steadfast defender of the greater balance of nature and the health of the environment. Any that would exploit or attempt to make any part of the world uninhabitable is his enemy. He has failed at times in the past and the world has seen great devastation. Any brief distraction from his duty can allow a window for other evil or chaotic gods to cause harm to the world. It is during one of these brief moments that the island continent of Sythal was destroyed and the Great Sea made tumultuous.
Clerics of Thr Requirement: Constitution 9, Wisdom 9 Alignment: LG, LN, NG, CG, N Major Spheres: All, Animal, Combat, Divination, Elemental, Guardian, Healing, Necromantic, Protection, and Weather. Minor Spheres: Creation, Plant and Sun. *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Mountainlord) Races Allowed: Dwarves, Gnomes, Humans and Orcs. Requirements: Con 14, Wis 11, Cha 11. Alignment: LG, NG, CG and N Weapons: Type B weapons, picks and hand axes. Required Proficiencies: Mountaineering and at least one of the follwing: Any Warrior Proficiency*, Agriculture, Animal Handling, Direction Sense, Fire-Building, Fishing, Mining or Pottery.
Tyre is the goddess of life and fertility. She is concerned about the balance of nature and harmony with all races, plant life and animals. It is said she was the first living thing in the world, an enormous tree that bore the seeds of all other plants. She will do her best to prevent any loss of life or despoiling of nature short of killing if possible, and will nurture life to its greatest potential when able.
Clerics of Tyre Requirement: Constitution 9, Wisdom 9, Charisma 9 Alignment: NG, LN, N Major Spheres: All, Animal, Creation, Elemental, Healing, Plant, Protection, Summoning, Sun and Weather. Minor Spheres: Charm, Creation and Divination. Weapons: May use spear, hand ax and short bow. *These proficiencies may be gained without any crossover penalty.
Specialty Priests (Naturalist) Races Allowed: Elves, Gnomes, Halflings and Humans. Requirements: Con 9, Wis 11, Cha 14 Alignment: NG, N Weapons: Knife, dagger, spear or hand ax (fire hardened wood, stone, bone tips, etc...). Lasso, club, quarterstaff, short bow and sling. Required Proficiencies: Any two of the following: Animal Training, Direction Sense, Fire-Building, Hunting*, Leatherworking, Mountaineering*, Riding-land based, Running*, Set Snares*, Survival*, Tracking** or Weather Sense.
** Tracking is gained without crossover penalty and does not have the -6 associated with non rangers.