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Gods of Erisa
 

     The Gods of Erisa rarely intercede directly in the affairs of Erisa. They expect their servants to be their right (and left) hands in the world. Priests, paladins, and less exalted but still valued souls are the agents of the Gods, however minor their deeds may be. The Gods have an implicit understanding that if one of them should act too directly, others will act in concert to oppose the meddler, for if all acted in such a manner, Erisa would be destroyed by the Gods.  In other respects, the Gods regard mortals as they do in almost all worlds. Mortals give reverence and their priests receive spells. The Gods watch with varying degrees of involvement. Greater Gods tend to have less involvement than Lesser Gods, because Greater Gods are more absorbed in the affairs of many worlds and transcendent events that are far beyond the affairs of mortals.
     Mortals regard the Gods as they do in most worlds: with reverence, awe, fear, attempts at placation, and so on. In uncertain times, mortals turn to the great ones for succor, protection, and reassurance. Priests are widely respected and are given more offerings by even the poorest of their flocks. General superstitiousness is a by-product of all this.  Mortals most often revere Gods who have everyday affairs of mortals as central concerns --deities of nature, children, health, community, and the like are more widely revered than those of philosophy, arcane knowledge, and ethics. But on Erisa, Gods of war, healing, protection, strength, endurance, and revenge are increasingly turned to for succor.
Deities are divided into four groups: greater, intermediate, lesser, and demiGods. The basis of this broad distinction is as follows:

Greater Gods: These are distant Gods, far removed from most mortal affairs. Some may be held to be among the Creator Gods of the multiverse or of Erisa. They typically have many spheres of concern, or are absolute masters of just one sphere.

Intermediate Gods: While lacking the great creative force of Greater Gods, they are still very powerful and hold major sway over one or two spheres of concern. In some nations, they may be held as patron Gods, even above a Greater Power.

Lesser Gods: A lesser power may serve greater ones as a messenger or aide, may be a cast-out or solitary power, or may hold sway over a very narrow sphere of concern. Some Lesser Gods may be declining from exalted status or may be ascending to greater force.

Anhur-warriors
 Arawn-death
Balacris-art
Briganta-rivers, agriculture
Forsetti- law
Goibhnui- blacksmiths
Grun-laborers
Heldar- dawn, duty
Ishtar- love, lust, and romance
Jeridia-fortune, thieves, merchants
Kharas-creation, humanity, fire
 Louhi-fear, sorcery,
Mandos- oceans and seas
Morrigan-war, chaos, storms
Nogar sai -necromancy, undead
Norebo-chance, risk, adventure
Obra-Irca- healing, travelers and freedom
Rhiannon-magic, night
Rhea-nature, fertility
Sarahk-evil
St. Raphine-justice
Uller-hunters, woodsmen


Anhur "The lance lord" god of warriors, patron of soldiers
Priests of Anhur may be multi-classed warrior priests. He normal restrictions for multi classed humans are waived. Priests of Anhur act as military advisers and as special shock troops, they also run the finest military academies in the world. In addition Anhurian priests aid and comfort the wounded, crippled or invalid warriors. Temples are often mercenary guilds of "old soldiers homes". Many Anhurian holy orders specialize in a specific type of warfare such as infantry, cavalry, archers etc.
Clergy: multi-classed Warrior/Priests, Monks
Abilities: str: 11+, wis: 13+, con: 13+
Alignment: any
Armor: any
Weapon: any
Major spheres: all, war, combat, guardian, healing,
Minor spheres: protection, travelers, thought, and sun
Bonus proficiencies: religion, Heraldry, blind fighting
Required proficiencies: running, riding, swimming (choose one)
Turn undead: no
Priests of Anhur cast spells from the combat and war spheres as if they were twice their actual level
At 7Th level they are able to specialize in one weapon of choice.
At 10th level they are able to cast Heroes feast once every three days


*Arawn "lord of the dead" god of death
The only priesthood that has access to resurrection magic
Clergy: priests, monks, and crusaders
Abilities: wis 13+
Alignment: neutral
Armor: priests and monks none; crusaders may wear any type of armor
Weapon: club, spear, and sword
Major spheres: all, necromantic, combat, guardian, time, astral, divination, summoning, thought
Minor spheres: wards, protection, elemental, travelers
Bonus proficiencies: religion
Required proficiencies: read/write, ancient history
Turn undead: command at two levels higher
Priests of Arawn can cast spell spells from the wizard school of necromancy as if they were priest spells.
All necromantic spells are cast at double strength in all aspects
They can cast speak with dead at first level
+2 when saving vs. Death magic
At 6Th level priests of Arawn are immune to the paralyzing touch of ghouls and Ghasts
At 9th level priests of Arawn are immune to energy draining attacks from undead



Balacris god of the arts
This church sponsors bardic colleges
Clergy: multi-classed priest/bard, monks
Abilities: must meet bard and priest minimum requirements
Alignment: any good
Armor: as bard
Weapon: as bard
Major spheres: all, charm, travelers, creation, divination, healing, thought
Minor spheres: guardian, protection, combat, animal, wards, sun
Bonus proficiencies: religion, read/write, and artistic ability
Required proficiencies:
Turn undead: no
At 3rd level Priests of Balacris can cast comprehend languages once a day
At 5Th level they can cast friends once per day


Briganta "Hand maiden of Rhea" goddess of rivers, agriculture
Bridges are sacred sights and must be prayed at before crossing
Clergy: priests
Abilities: wis 12+ con 11+
Alignment: neutral good
Armor: leather
Weapon: club, staff, and spear
Major spheres: all, animal, charm, creation, healing, plant, protection, weather,
Elemental [water], plant
Minor spheres: divination, elemental [earth], and travelers
Bonus proficiencies: religion, agriculture
Required proficiencies: swimming; engineering [bridges] animal handling
Turn undead: no
At 1st level priests of Briganta can cast the wizard spell mending
At 3rd level priests of Briganta can cast water breathing
At Th level the priest is able to cast stone shape.
At 7th level priests of Briganta can summon either an earth or water elemental of 8-HD once a week. The earth elemental must be summoned from an orchard, garden or field. The water elemental must be from a fresh water river, stream, or lake. The elemental remains under the control of the priest for one hour and cannot be taken control of by another creature. If the summoner is killed or struck unconscious, the summoned goes on a rampage, attacking everyone in sight except it's summoner until it's one-hour time limit on the prime material plane has elapsed. It is important to note that the summoned elemental is not a servant of the priest, but rather an agent of Briganta sent to the aid of her faithful.

*Forsetti god of justice
Forsetti is the personification of order. His concern is in seeing that justice is served. Priests of Forsetti must strive to see that order is always served regardless of any influencing factors.
Clergy: priests, monks, and crusaders
Abilities: INT and wis 13+
Alignment: lawful neutral
Armor: any
Weapon: mace [first], morning star, battle-axe, and war hammer
Major spheres: all, creation, law, divination, combat, protection, time, thought, summoning
Minor spheres: healing, necromantic, guardian, and sun
Bonus proficiencies: religion, read/write
Required proficiencies: ancient history
Turn undead: yes
Priests of Forsetti are very familiar with the laws of the lands in which they reside. General information can be obtained without a proficiency check. Specific information or little known laws require an INT check at +2.
At 4th level priests of Forsetti can cast detect lie once a day
At 5th level priests of Forsetti can cast true seeing once a day
At 7th level priests of Forsetti can cast the wizard spell detect invisibility.

Goibhniu god of smiths and artisans
Clergy: priests
Abilities: St 13+ INT 11+ con 12+
Alignment: any neutral
Armor: any
Weapon: any (war hammer 1st)
Major spheres: all, combat, creation, elemental, thought, war, numbers, wards
Minor spheres: healing, protection, and guardian
bonus proficiencies: religion, black smithing, artistic ability
required proficiencies: weapon smithing, armorer
turn undead: no
When casting the spiritual hammer spell the range and duration is doubled and the magical bonus is increased by +2 to hit and damage for every six experience levels of the caster up to +6 for a 12th level priest.
At 3rd level priests of Goibhniu can cast the wizard spell unseen servant once a day.
At 7th level priests of Goibhniu can cast the wizard spell enchant a weapon once a day.


Heldar " Guardian of the dawn"
God of Duty, Oaths, and the Dawn
Heldar is the bringer of the dawn. He is revered as the patron of renewal and new beginnings. He is also the god of duty and oaths. An Oath sworn in Heldar's name is not to be taken lightly. Heldar has a special hatred for undead and it is the duty of his priesthood to seek out and destroy any known undead. Heldar is often venerated as the patron of watchmen, common soldiers, and those whose duties require constant vigilance. He has several orders of knights and paladins dedicated to him, the most famous of which is in Pellen and is known as the Knights of the Dawn Temple, or more commonly the "Templars". Another famous order are the knights of the Morningstar, this order is exclusively female and is headquartered in Glyffa. Monastic orders are also common. The Monastery of St. Stavros in the mountains of Aragos is famed for training the most efficient bodyguards on Erisa.

Clergy: Priests, Crusaders, and Monks
Abilities: Wis 12+
Alignment: Lawful good
Armor: any metallic armor
Weapon: Mace, Morningstar, Flail, and Warhammer
Major spheres: All, Astral, Combat, Divination, Guardian, Necromantic (Restorative forms only of reversible spells), Protection, Sun, Wards
Minor spheres: Charm, Elemental, Healing, Time
Bonus proficiencies: Blind fighting, Etiquette
Required proficiencies: None
Turn undead: Priests of Heldar turn undead as if four levels higher than their listed level if the undead is affected by direct sunlight. Other undead are turned at the priests listed level.

Priests of Heldar are able to cast the Light spell three times a day.
Priests of Heldar may create a short term Glyph of Warding once a day, which lasts one day per level. They may choose the effects of these Glyphs from those spells they would be capable of casting at their current level.
At 3rd level Priests of Heldar are able to cast Faerie Fire once a day.
At 3rd level Priests of Heldar are able to cast Sentry of Heldar once a day.
At 5th level Priests of Heldar are able to Cast the Sunrise once a day.

*Ishtar goddess of love, lust, and romance
Ishtar can charm any male, either god or mortal, and can generate any strong emotion (such as love, hate, anger, sorrow, etc.) in any intelligent being. She appears as a scantily clad woman of great beauty, though she is a gifted illusionist who can appear in many guises. Ishtar is the lover of Lugh; the two priesthood's have strong ties.
Although priests of Ishtar may themselves be extremely handsome or beautiful, they are expected to treat the less fortunate with compassion and kindness. They must also do what they can to aid anyone who is in trouble because of a forbidden love. Many bards venerate Ishtar as well.
Clergy: priests
Abilities: wisdom 11+, char 13+
Alignment: any non-evil
Armor: any [must be highest quality]
Weapon: dagger, staff, and rapier
Major spheres: All, charm, divination, Guardian, Healing, protection,
Minor spheres: animal, necromantic, and travelers
Bonus proficiencies: religion, etiquette
Required proficiencies: Artistic ability, singing, dancing, or poetry (pick one)
Turn undead: yes

At 1st level priests of Ishtar are able to cast the wizard spell friends once a day.
At 1st level priests of Ishtar are immune to the effects of the charm person spell.
At 5th level priests of Ishtar can detect lies.
At 6th level priests of Ishtar are able to cast wizard spells from the Enchantment /charm school of magic as priest spells.
At 9th level priests of Ishtar are immune to charm magic

* Mandos (The Sailor of Sea and Sky)
Mandos is the Erisian god of all things nautical and meteorological, worshiped in ports along the coasts of the world and by humans of all types, particularly fishers and sailors who seek to placate his tempestuous nature. He is portrayed as a muscular, large man with blue-green skin and hair and golden eyes, armed with a great spear from which hangs fronds of seaweed. Mandos is also worshiped in inland regions, albeit to a lesser extent, as the god of weather. A few sentinent aquatic creatures, particularly Mermen, worship him as well.
     Mandos is served by the four wind gods-Atroa of the East wind, Sotillon of the Sirocco, Telchur of the Mistral, and Wenta of the Zephyr- all of whom are among his offspring. The Lord of the Seas maintains good relations with most other powers of the Erisian pantheon.
The Sailor of the Sea and Sky is as mercurial as the wind, as powerful and unforgiving as the oceans. Mandos vacillates between ebullient high spirits, characterized by humor and passion for life, and dark, morose brooding, characterized by pessimism and a violent temper. The only constant in Mandos' emotional state is that neither extreme persists for long. He is ever greedy for treasure, hoarding that which grows or falls on the seabed.
The Church
All Priests and Crusaders of Mandos receive religion as a bonus non-weapon proficiency.
Along the coasts of The Northern Continents and Prince Samuel's Isle, the primacy of the church of Mandos with regards to the sea is unchallenged.
Regionally prominent temples of the Lord of the Seas are granite structures whose soaring spires seem to touch the sky. The Ancient Mariner's cathedrals are built to embrace both storms and the sea. Most are drafty and damp and set in the path of oncoming storms. Mandos' shoreline temples are typically situated on rain-lashed bluffs overlooking the sea. Inland temples sit in the foothills of one of the mountain ranges atop the highest tor in the local region or amid low-lying salt flats. Smaller chapels and shrines catering to sailors are known as Bethels. They can be found dockside in most port cities where worshippers of Mandos live or visit.
Specialty priests (wave rangers)
Requirements: Con 14
Prime req.: Wis
Alignment: CN
Weapons: cutlass, harpoon, net, staff, staff-sling, spear (1st), and trident
Armor: leather or chainmail, shield
Major Spheres: all, chaos, combat, Divination, Elemental (air, water), Healing, Protection, Summoning (aquatic creatures only), sun, Weather
Minor Spheres: Animal, Charm, creation, Necromantic, Plant, travelers, war
(* Priests are granted major access in relation to aquatic animals and plants)
Magical items: priests & fighters
Req. Prof.: spear, navigation, rope use
Bonus Prof.: religion, seamanship, swimming, and weather sense
Bonus Spell: Frost fingers (1st level)
Turn undead: yes (aquatic undead only)
At 1st level Wave Rangers can cast create water (as the 1st level priest spell) thrice per day.
at 3rd level Wave Rangers can cast water breathing or water walking as (as the 3rd level priest spell) once per day.
At 5th level, Wave Rangers can cast call lightning (as the 3rd level priest spell) or weather prediction (as the 3rd level priest spell) once per day.
At 7th level, Wave Rangers can cast lower water (as the 4th level priest spell) or weather stasis (as the 4th level priest spell) once per day.
At 9th level, Wave Rangers can cast airy water (as the 5th level priest spell) or control winds (as the 5th level priest spell) once per day.
At 14th level, Wave Rangers can cast control weather, conjure air elemental, conjure water elemental or tsunami (as the 7th level priest spell) once per day.

Frost Fingers
(Evocation)
Level: 1
Sphere: Combat, Weather
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: The caster
Saving Throw: 1/2
Frost Fingers is a cold form of the Burning Hands 1st-level wizard spell. When cast, it causes freezing cold and shards of ice to blast from the caster's fingertips to a distance of 3 feet in a 120-degree arc in front of the caster. Any creature in this area suffers 1d3 points of damage plus 2 points for every level of the spellcaster, to a maximum of 1d3+20 points of cold damage. Those who make a successful saving throw vs. spell receive half damage. Liquids engulfed by the cold freeze unless an item saving throw vs. cold is successful.

Norebo "Lord of Chance" God of Luck, Gambling, and Risk
The Church
Churches and temples dedicated to the worship of Norebo are often located on the outskirts of a town or city, or even further out in the country. Norebo prefers natural settings for his places of worship, however some temples are located in larger cities and most resemble gambling houses, which are popular for their varied games of chance. On Erisa temples to Norebo abound in Ravvika, amongst the Border kingdoms and in various cities of the Northermark Confederacy. Services in his honor always involve serious drinking and gambling

The Clergy
All specialty priests of Norebo receive the religion as a bonus nonweapon proficiency. Norebo's priests are a garrulous, good-spirited lot, and will happily wager against all who visit their temples. They often act as banks of information (for those who will game with them), with an eye for the long-term interests of their god (advancement of his worship, protection of individual freedom, and the fleecing of the foolish). Priests of Norebo must always give their opponents a sporting chance in all things

Day to day activities
Priests of Norebo preach that life without a little risk is not worth living. They are firm believers in chance, so they can usually be talked into making a wager on just about anything. Many work in or own gambling houses, while others wander the world seeking to add randomness to the lives of everyday people. They especially enjoy bothering the priests of Forsetti and Kharas.

Holy days/important ceremonies
During any paired moon cycles (full, new, quarter, or half), offerings of valuable gems and spices are made.

Affiliated orders
The church has no affiliated knightly or monastic orders. However there is a group of thrill-seeking worshippers known as "The League of Peril" who dedicate their lives to risk taking and tempting chance. This group consists of Warriors, rogues, specialty priests, wild mages and a few assassins who take on seemingly impossible missions and specialize in beating the odds.

Priestly Vestments
When performing their ceremonial functions Norebo's priests dress in brown or dark green robes Bare or hooded head, brown or dark green robes

Adventuring garb
Priests of Norebo tend to dress plainly so as to easily mingle with large groups quickly if need be. When adventuring they often wear protection favored by rogues

Specialty priests (Fortunes)
Requirements: DEX 14+
Prime req.: std
Alignment: CG, CN, CE, N, NG, NE
Weapons: As thieves (sling and dagger first)
Armor: As thieves plus chain
Major Spheres: All, Chaos, Combat, and Healing
Minor Spheres: Charm, Divination, Elemental (all), Guardian, Numbers, Protection, Sun (reversed), Travelers
Magical items: any useable by priests or rogues
Req. Prof.: none
Bonus Prof.: Religion, Gambling
Bonus Spell: Boon of Fortune (3rd Level)
Turn undead: No

All fortunes receive the religion and gambling proficiencies at no cost.
Half Elven Fortunes may be Multiclassed Priest/Fighters or Priest/Mages
Wemic Fortunes may be Multiclassed Priest/Fighters
At 1st level all fortunes are able to Hide in shadows, move silently, climb walls, remove traps they begin with 30 discretionary points and are granted 15 points/level above 1st to allocate to these skills.
At 1st level all fortunes may attack twice per round with a dagger or a sling.
At 3rd level All fortunes are able to cast the Wizard spell alter self or wizard lock once a day.
At 6th level All fortunes are able to cast dispel magic or phantom steed once a day.
At 7th level All fortunes are able to cast the Wizard spell polymorph self once a day. The form taken must be a natural animal no larger than a horse.
At 9th level all fortunes increase their dexterity by 1 (maximum Dexterity of 19)
At 10th level dagger and sling attacks are increased to 3 per round At 13th level All fortunes are able to cast find the path once a day.

Boon of Fortune
(Alteration)
Level: 3
Sphere: Combat
Range: Touch
Components: V, S, M
Duration: 7 rounds
Casting Time: 6
Area of Effect: One being
Saving Throw: None
This spell temporarily increases an adventurer's skills and abilities. While a boon of fortune is in effect, its recipient can wield an unfamiliar weapon as if he was proficient with it. The recipient gains an attack and damage bonus of +2 with all weapons he is truly proficient in the use of (not one this spell has just allowed him to wield with temporary familiarity), and enjoys a +2 bonus on all ability checks. Boons of fortune are only effective on bipedal land mammals (and not even on them when underwater). Once cast, a boon of fortune cannot expire before its normal duration, even if its caster no longer wishes the recipient to enjoy it. The material component of a boon of fortune spell is a four-leaf clover (or, alternatively, a piece of amber of any size-but the use of this component reduces the duration of the spell to 6 rounds).


Obra-Irca " the journeyer" god of healing and travelers

Obra-Irca is the patron of travelers and pilgrims. He aids and comforts the stranger. He is also revered as the god of healers. Ceremonies to him are often conducted before a long journey or quest is begun.
AL: NG WAL: any non-evil AOC: travelers and healers SY: footprints on a trail to the setting sun.
Priests of Obra-Irca must forever travel the lands of Erisa. They never remain in one land for more than a year. The priests are highly valued for the news that they gather in their travels. Many a tavern keeper or local lord will offer the priest and his companions a free meal and a nights lodging in exchange for news of other lands. The priests travel freely for the most part from nation to nation for it is generally considered bad luck to harm "a follower of the path". The main responsibility of the priesthood is to insure the safety of travelers. Temples to Obra-Irca are essentially hostels or caravansaries located on major trade roads and small trailside shrines that can be found anywhere. When priests are no longer able to travel due to age illness or disability, the ceremony of "sending " takes place.
Clergy: priests
Abilities: Con 12+
Alignment: any non-evil
Armor: leather
Weapon: staff, staff sling, dagger, and sling, short sword, bow, hand axe
Major spheres: all, astral, charm, creation, travelers, healing, guardian, protection,
Minor spheres: animal, divination, sun, weather, time, plant
Bonus proficiencies: religion, healing, and weather
Required proficiencies: none
Turn undead: yes

In order to better defend themselves from the dangers of the road, priests of Obra-Irca are taught the martial art Tajik at no cost. They can further specialize by expending proficiency slots in the same manner as warrior-monks.
at first level priests may cast lighten load once a day
At third level priests are able to communicate with canines at will.

*Rhiannon "the silver lady" Goddess of night, the moon and good magic
Rhiannon is the patron of the night, the moon and good magic. She is the Goddess responsible for teaching the most important spells and rituals to mortal mages.
Priests of Rhiannon, in addition to encouraging her worship, act as scholars of magic. They help preserve libraries of magical information and encourage correspondence and the exchange of ideas (and spells) between mages. These priests must participate in celebrations to "The Silver Lady", which take place once each moon (different temples may celebrate on the full moon or the new moon) she is also venerated by sailors, woodsmen and good aligned thieves. Her worship is widespread in Pellen and on Prince Samuel's Isle.



Clergy: Priests, Monks, and Paladins
Abilities: INT 13+ Wis 12+
Alignment: Any good
Armor: Any
Weapon: Bludgeoning only
Major spheres: All, Animal, Astral, Charm, Creation, Divination, Elemental, Guardian, Healing, Numbers, Protection, Summoning, Thought, Travelers, Wards, and Weather
Minor spheres: Combat, Law, Necromantic, Plant,
Bonus proficiencies: Astronomy, Religion
Required proficiencies: Spellcraft, Navigation, Read /Write
Turn undead: Yes (as one level higher at night)



At 1st level the Priests of Rhiannon are granted Infravision (same as the elf ability; an elven or half-elven priest of this faith has Infravision of doubled range, to 120').
At 1st level the Priests of Rhiannon are granted magic resistance of 5% per level. This power only manifests itself at night.
At 6th level the Priests of Rhiannon are granted the ability cast wizard spells as if they were five levels lower in experience.