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The Gods

There are two distinct pantheons of deities to choose from. Most people/races worship the Avillon pantheon. Most elves worship the Callistan pantheon. Feel free to read both pantheons, but your character will likely only know scant information about each deity of his/her own pantheon of deities and full details of his/her own patron deity. Knowledge (religion) checks can give the full details below for either pantheon.


Avillon Pantheon


Aranu is the high God of the pantheon, a personification of the Sun who bears a spear of golden fire. He is the Lawmaker of the Gods, setting limits on what even the divine beings may do. Aranu is the special patron deity of kings and tribal chiefs.



Domains: Sun, Law, War, Protection

Alignment: Lawful Neutral

Favored Weapon: Spear



Blediwesse is the flower-maiden of spring rain. She is the special patron goddess of unmarried maidens. She brings life to the earth after the ravages of winter, blessing the earth with the waters that cause plants to ripen. She is also a goddess of wells and rivers, who sends the waters of the natural springs for the good of men. Priestesses of Blediwesse must be virginal and often go crowned with flowers as part of their regalia.



Domains: Good, Healing, Earth, Water

Alignment: Neutral Good

Favored Weapon: Sickle



Scarlet-haired Firinna is the quick-tempered goddess of the hearth and of battle. She is compared to the sudden spark that shoots from the fire and burns down your house when you are not looking. She represents the stubborn, selfish side of humanity and is a goddess of envy, resentment and grudges, though she is also the fiery spirit that inspires you to fight to your last breath.



Domains: Fire, War, Chaos, Trickery

Alignment: Chaotic Neutral

Favored Weapon: Longsword



Gahaira is the goddess of the north wind, the goddess of hunger, leanness, want and desolation. She is portrayed as an old woman with a lean face and straggly hair. She is mostly propitiated rather than worshipped, with offerings left for her as the evenings begin to grow dark, so that she will not blow too fiercely in the winter months. Men do not like to speak of her by name and refer to her instead by her title ‘the witch of November’.



Domains: Air, Evil, Destruction, Death

Alignment: Neutral Evil

Favored Weapon: Flail



Hernun is the god of the hunt, who is eternally locked in the chase to bring down his brother Wohoon. Sometimes one brother will win, sometimes the other, but the hunt always begins afresh. Hernun represents man at his most basic, contending with the wild. Druids often revere him, though the more chaotic ones favor Wohoon. He is represented as a powerfully built man with antlers atop his head in honor of the beasts he hunts.



Domains: Animal, Protection, Travel, Strength

Alignment: Neutral

Favored Weapon: Bow


Old Heakun

This god is also called ‘the walker of the plains’. He is muddy brown in color and is the grandfather of the gods. Unlike them, he did not stay in the heavens and instead chose to wander the earth continually, examining this strange creation that he had made. It is said that Heakun placed megaliths along his path to mark where he had been, giving rise to the legend of invisible lines of force that crisscross the countryside.



Domains: Travel, Earth, Magic, Protection

Alignment: Neutral

Favored Weapon: Club



Hombel is the innkeeper, the storesman, the god of preserving things. He is the one who gives you your due; as such, he is a god of justice, especially of the kind that is often called ‘karma’ in which you get what you give out. He is represented as a fat, jolly man with a sack over his shoulder. In the abstract, he is symbolized by a set of scales.



Domains: Good, Law, Protection, Strength

Alignment: Lawful Good

Favored Weapon: Mace



The bearded Merrithrawn is the God of bards, sometimes called the charm-singer. In legends, he is so persuasive that he can change the very machinery of the universe to suit himself, simply by talking it around. Rogues often favor Merrithrawn, as he embodies the charm and panache that lets you talk your way out of a sticky situation.



Domains: Knowledge, Luck, Magic, Trickery

Alignment: Neutral Good

Favored Weapon: Short sword



Wandul is the holly-crowned god of the winter months, the god of the cold and the dark. He comes when the darkness begins to grow greater than the light. As with many of the darker gods of the pantheon, the only time when he is worshipped is when people want him to stay away. Worshippers of Wandul are few and are usually fighters or barbarians who revere him as a challenging, grim deity of strength. Some humans believe that Wandul was originally a god of the giants, left behind from an earlier time.



Domains: Death, Destruction, Plant, Strength

Alignment: Lawful Evil

Favored Weapon: Heavy mace



Wohoon is the god of the wild things, brother to Hernun. He is not fully human and has the ears and teeth of a wolf. There is nothing of civilization about him at all. The only worshippers of Wohoon are druids and those who live their lives in the outdoors. Everyone else is content to honor him for what he is – the wild, animal nature that they have left behind.



Domains: Animal, Trickery, Chaos, Strength

Alignment: Chaotic Neutral

Favored Weapon: Greatclub



Yosa charm-weaver is the Goddess of all crafters and makers, from the blacksmith and woodcarver to the seamstress and even the stonemason. She is depicted as a statuesque woman with long scarlet hair, bearing the wheel that is her sacred symbol. The wheel represents all crafts, being simultaneously the potter’s wheel, the spinner’s treadle and the waggoner’s cartwheel. Hers is the knowledge that is passed down within the home; not just the simple business of managing a house but the crafter’s art, vitally important in a cottage industry in which each home is also a place of business.



As the Goddess who manipulates matter into new patterns, she is also a Goddess of magic and of weaving the threads of invisible force. Clerics of Yosa favor the magic of the hearth and home above the more convoluted rituals of high magic. Images of Yosa in clay are often kept above the hearth beside those of Hombul, to protect the house.


Alignment: Lawful Good

Domains: Law, Magic, Knowledge, Protection

Favored Weapon: Sling


Callistan Pantheon


Arosi is the pale Goddess of intoxication. As such, she is honored and feared by elven society; honored for the rapture her gifts bring and feared for the dangerous rage that can result. Her image is placed upon chalices and drinking vessels in order to secure her blessing and remind her that she is not forgotten. Among the elves, it is customary (when drinking at a formal occasion) to pour at least one bottle of wine on the ground in honor of fair Arosi, as a libation.



Her patronage extends to all things that appear enticing and yet conceal peril for the unwise, such as flowers that are beautiful but secrete poisons. She is not evil, but she is dangerous. She takes the form of a beautiful, slender elven woman with ice-blonde hair and a deceptively innocent smile.


Alignment: Chaotic Neutral

Dominions: Chaos, Luck, Plant, Trickery

Favored Weapon: Dagger



When the star goddess Nuith first attempted to create a light for her children on earth to see by, she gave birth to the goddess Lumiya, the moon. Although the elves saw well enough by the silver light of Lumiya, it was too changeable and faint for the other creatures and so Nuith focused her will and created the brilliant light of Brith, the sun.



Brith is the sun god of the Callistan pantheon and the chief deity of all. With the exception of the insane god Jubb, the other gods acknowledge his authority and obey his commands.


He appears as a powerfully built male elf, armored with golden chainmail and bearing a double-handed sword that shines like the sun. In place of his original left hand is a mechanical one made from mithral.


Brith is worshipped by all, but especially by warriors and nobles.


Alignment: Lawful Neutral

Dominions: Good, Law, Fire, Sun

Favored Weapon: Greatsword



The fearsome Jubb is pale as a corpse and has eyes of dull red. He is utterly insane. To the elves, he symbolizes the battle-madness that can take over a warrior’s mind. He was the first male child of Nuith but was found unfit to rule, because of his madness. He represents the wildness that the civilized elves are proud to have outgrown. Wild elves often revere Jubb, seeing in his madness a spontaneity and joy in life that is to be emulated.



Jubb dresses in spiked amour whose pieces seem to have come from several different sources. It is chaotic and ill matched, covered with chains and hooks, decorated with checkerboard patterns in one place and grinning demon faces in other.


Alignment: Chaotic Evil

Dominions: Animal, Chaos, Destruction, War

Favored Weapon: The dire flail; the many spikes of the head representing the star of chaos.


Kyros Threadcutter

Kyros is the elven god of law, reason and exactitude. He clears away illusion and reveals truth. Those who ensure that the Law is kept, such as city officials, lawyers and guardsmen, worship him. Despite his intellectual prowess, he is a very popular God among warriors, as he also stands for honesty and plain speaking.



In a party of adventurers, a priest of Kyros will insist on action over debate.


Kyros is depicted as a grave young man in dark clothing, wearing ornaments of office and carrying a lamp. His symbolic weapon is the rapier, adopted by the priests because of its piercing directness.


Alignment: Lawful Neutral

Domains: Law, Knowledge, Strength, Sun

Favored Weapon: Rapier



Lumiya is the elven goddess of the moon. She rules the night as Brith rules the day. She was the first of the gods to emerge from the starry body of Nuith and carries more of her mother’s wisdom than any of the other children. She is the goddess of those who prophesy the future and has a special dominion over the hours of rest, when elves enter trance. This means she is also goddess of dreams, which often bring visions of what is to come and of healing, which is greatly aided by sleep.



The light of Lumiya is also that by which night creatures hunt. She is both the protector of animals and the patroness of hunting. If an animal escapes the chase, then it is said that Lumiya has blessed it; if the hunting party brings home meat, then thanks are given to Lumiya. Finally, as the changing moon, she is patroness of the tides of the sea.


Alignment: Neutral Good

Domains: Animal, Healing, Knowledge, Water

Favored Weapon: The sickle, representative of the crescent moon.



Gaunt, saturnine Melmoth, sometimes called ‘the king of shreds and patches’, takes the form of a male elf with black hair in straggly tangles. His features are hollow, as if he had gone hungry for many days. His clothes are tattered and torn and he wears a long, hooded cloak.



Melmoth never rests, moving on from place to place eternally. As a God who exemplifies both magic and ceaseless wandering, he is thus the God of all those elven mages who take their magic from town to town, looking for employment. He personifies the need that many elves feel for solitude and distance from the claustrophobic nature of cities, as well as the wanderlust that draws so many of them to roam far from their homes. Followers of Melmoth generally enjoy good relations with druids, as they share their respect for wild spaces. Many bards also worship him, because of their wandering ways.


Alignment: Chaotic Good

Domains: Chaos, Magic, Knowledge, Travel

Favored Weapon: The quarterstaff, which is both the staff of the traveler and the characteristic weapon of the wizard.



The goddess Nuith is more of a primal force than a deity. She is the starry heaven itself, from which all else emerged. The elves believe her to be the mother of all earthly life, whether evil or good. That which is ‘of Nuith’ is necessary to existence. Alien forces, magical aberrations or demons from other planes, are not ‘of Nuith’. They are to be feared and guarded against.



Nuith does not have clerics. She is too distant and universal to be worshipped at all.


Domains: Nuith does not have domains, as she is not worshipped and has no priesthood.



Valkazz the Childfree is the goddess of warrior women. She is called ‘the Childfree’ not because she is virginal, but because she stands for a way of life that does not involve bringing up the young. In the elven religions, women who choose a path other than that of child-rearing and home-making are respected for it. Although males may enter her service, her clerics are always female. Priestesses of Valkazz often worship her with riotous celebration that would put any men’s feast to shame.



While a cleric of Valkazz is engaged in active temple service, she may take as many husbands as she wishes, but may not become a mother. Should she become pregnant, she must retire from temple service until the child is born, in which event it is either given over to be adopted or the priestess retires altogether, a much rarer event.


Valkazz is depicted as a female elf dressed in leather amour, with broad shoulders and braided waist-length hair. In addition to being a goddess of war, she is also a bringer of favorable winds, so it is customary for an image of Valkazz to be placed at the prow of a ship.


Alignment: Neutral

Domains: Air, Destruction, Strength, War

Favored Weapon: Battleaxe



The voluptuous Vendyss is the Goddess of the volcano’s heart. In the Callistan pantheon, she has presidency over all things of fire, metal and searing heat. She is depicted as a woman wreathed in fire, with hair the color of metals in a forge. Legends relate that when she lay down to rest in the aftermath of creation, her flaming hair spread through the cooling mantle of the earth, in strands of silver and gold and glimmering copper. These then became the filigree threads of ore that trail through the rock and can be restored back to metal once again with the application of her own fire.



Clerics of Vendyss are typically weapon smiths, armor smiths and jewelers. Those who make their living working with metal rely on her blessings to prosper at their trade. As she is the Goddess of precious metals and of fortunes found under the earth, she is also considered to be the Goddess of wealth itself, bringing good luck at the time when it is most needed. Her weapon is the trident, which resembles a flaming torch cast in metal. Clerics of Vendyss have a great respect for non-evil dragons, will always assist them if they are in need and will never assault one except in self-defense.


Alignment: Neutral Good

Dominions: Earth, Good, Fire, Luck

Favored Weapon: Warhammer


Gepost door Tuning op 29 oktober 2012 om 21:54 uur.
© 2003 pepijn
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