Saturday, September 15, 2012

Gods of Aokdawn


Aokdawn is the name of my campaign world, and has a unique, rich history. Below is a brief explanation.

The creation story goes that Aokdawn was a vast entity in an endless void. The only other creatures that shared this void were creatures like Aokdawn, but they were no where near his size. Aokdawn was so large in fact, that he could not see the others sharing the void with him, and so was eternally alone. At some point, due to his extreme loneliness, the entity known as Aokdawn chose to go to sleep, even though the concepts of sleep and death were non existant to those beings . Aokdawn grew still, and his power grew inward. The entity known as Aokdawn ceased to be, and the multiverse known as Aokdawn came into existence.

The Gods - There are many Gods that came into Aokdawn. Below is a description of them.

CYNOFIR
Cynofir is not a true god, but one of the created. Cynofir at one point was a human, and was elevated by the gods as a reward for some great deed. The deed, the task, and the human that once was are all a fading memory however. Cynofir now stands as the god of Time, Tradition, and Fate. The image of Cynofir is commonly that of a blue crystal column, though sometimes an image of a crystaline knight, a crystaline raven, or a crystaline robed figure are used. Cynofir is a popular god among any major civilization, and many priests make up the judges, lawyers, and historians of a city. Cynofir demands that its devout stick to tradition and law, and those worshiping Cynofir are usually lawful in nature, or at the very least respective of the law.

DOMAINS
Cynofir has dominion over several aspects of the universe. Priests worshiping Cynofir can choose from the domains below. Symbols of cynofir tend to be crystal pendants, though silver pendants with an etched column can sometimes be found as well.
Death / Earth / Knowledge / Law/ Protection / Balance / Fate / Inquisition / Purification / Time

The dwarven kingdom of Hammerdull has many major churches to Cynofir, and the high priest governing matters of Cynofir can be found there. Cynofir can be cruel and seemingly unjust, but it believes that the strict adherance to law and tradition will allow the glory of the past continue into the future.

Turn Options / A priest of Cynofir gains an optional use of his turn ability. By expending a a turn attempt in response to getting hit by an attack, the priest can reduce his hp to 1 and negate the damage of the attack in question. This can be done only once per round. Others viewing the priest using this power see him briefly become a statue of blue crystal. Priests who multiclass lose this ability, and those multiclassing into priest do not gain this ability.

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TOR'KIR
Tor'kir is the youngest of all the gods, and many worshippers of other gods see Tor'kir as being both young and naive. Tor'kir is the god of Justice and Honor. Tor'kir is a protector, but also believes in keeping ones word, and having honor in every aspect of ones life. Priests of Tor'kir are often found in military service, and often act as combat medics or steadfast defenders. Priests of Tor'kir are respected wherever they go, and it is said that there priests cannot tell lies. Like all gods in Aokdawn, priests of Tor'kir need not be moraly good, though evil priests of Tor'kir are all but unheard of. Most followers and priests of Tor'kir seek to maintain justice and honor, and right wrongs wherever they go.  The image of Tor'kir is commonly that of a great warrior in silvered plate armor, holding a platinum tower shield, and having a white bulls head, surrounded by a thick fog, and blinding light.

DOMAINS
Tor'kir holds a small amount of power, though he's respected all over Aokdawn. Priests of Tor'kir can choose from the domains below. A shield is a common symbol for Tor'kir.
Good / Law / Protection / Courage / Pride / Family / Inquisition / Liberation / Nobility

Candomia holds the most worshipers and practitioners of Tor'kir, and the high priest of Tor'kir runs the lead church within the capital city of Candomia itself. Tor'kir stands for the protection of family, friends, and freedom. Even though like all gods, he's unaligned, he gives hope and faith to many people throughout Candomia, and thus will forever be seen as a god of good.

Turn Options / Priests of Tor'kir get an additional power that can be fueled by there turn attempts. By spending a turn attempt a priest can create a protective ward. This grants a +3 deflection bonus to the priest and every allied creature within 10' of the priest. The ward sheds light as a torch. The ward lasts 1 round per cleric level. Creating the ward is a swift action. Priests of Tor'kir lose this ability if they multiclass, and those multiclassing into priest lose this ability.

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TYLLA and VARUNA
The twin godesses are extremely powerful, though they lack the reach that many of the other gods have. Tylla and Varuna govern the powers of Art and Magic, as well as that of the Fey. Creativity, playfulness, love, lust, and wonder stem from the Twin Godesses. Priests of the Twin Godesses are usually the leaders of the Artistic movements in most major citys, though they can be found with equal footing amongst the more creative of arcanists. Fey courts also worship the twins, and the seasonal courts vie for supremacy of there woodland homes in her name. The image of the twins is often two robed women, seemingly in dance, there hands entwined with one another. Other images are that of two robed women holding a chalice skyward, light and color pouring onto the canvas around them. A darker, older image, is that of a woman with no center head, instead, a neck and head grow from each shoulder. One of the heads is that of a fanged woman smiling menacingly. The other is that of a sorrowful fey weeping.

DOMAINS
Tylla and Varuna hold sway over many forms of universal magic. Priests of the twins can choose from any of the domains below. A common symbol of Tylla and Varuna is that of two flowers entertwined. Another symbol is that of two tree's, converging at the center.
Chaos / Luck / Magic / Trickery / Madness / Charm / Craft / Dream / Lust / Illusion

The wilder elves of the Ever Woods have always sought out the twin godesses for protection and strength. The high priest of Tylla and Varuna can be found within one of the many great temples spread throughout the Ever Woods.  Tylla and Varuna stand for creativity, happiness, love, and a carefree attitude.

Turn Options / Priests of Tylla and Varuna can create a double of themselves, as per mirror image. This image of themselves however does not disapear when struck, and remains for 1 round per cleric level. Creating the image is a swift action, and uses a turn attempt. The image is a figment, and an illusion. Priests multiclassing out of this class lose the ability. Multiclassing into this class does not grant this ability.

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GANIVEIL
Ganiveil is the god of Civilization, though in ages past he was known as the god of Organization. Ganiveil is one of the most powerful gods, not only in raw power, but in reach as well. Priests often serve as advisors and seneshals to those in places of power. They also strive to expand and secure the lands around them, and to grow there civilization to new area's. Followers and priests of Ganiveil can be extremely varied. Merchants, hospices, military branches, nobility, smithy's, orphanages and many other city based structures and organizations pay homage to this god, for without the structure of civilization, misery would claim everyone. Ganiveil is respected, but many know that his priests and his ways are also the makers of war. The image of Ganiveil is often that of a great noble, a look of determination on his face. Other images of Ganiveil depict a king in heavy armor, holding a sword made of cold iron. Older images show Ganiveil as a great clockwork monstrosity of unimaginable size looming over a darkened world.

DOMAINS
Ganiveil holds great power over the universe, and his followers can choose from any of the domains below. Holy symbols of ganiveil are that of a city gate, that of an iron sword and crown, or that of a cog.
Healing/ Protection / Law / Community / Craft / Envy / Family / Liberation / Nobility / Pride / Planning / Trade / Tyrrany / Wealth

The temples of Ganiveil are spread throughout the world and usually are near the political hub of any city. Volasia is said to house the lead temple and high priest of Ganiveil, and it is located very near the main palace of the great queen herself. Others say that the hobgoblins have a magnificent temple of Ganiveil deep in the heart of Tree-Under-Mountain, and that the true priest of Ganiveil is actually located there. The claims would be impossible to prove, but the ever expanding Hobgoblins definitely could boast the claim that they were indeed blessed by Ganiveil.

Turning Option / Priests of Ganiveil gain an additional power that can be fueled with there turn attempts. A priest of Ganiveil can spend a turn attempt when he fights defensively, or when he charges. When a priest of Ganiveil fights defensively and spends a turn attempt (spent while declaring the action) he gains DR 3/- so long as he continues to fight defensively each round. When a priest of Ganiveil charges and spends a turn attempt he does +3 points of damage if the attack hits. The attempt must be spent before the attack roll is made. (See rules above for multiclassing and alternate turn options)

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YUN
Yun is the god of prophecy and knowledge. Yun believes that by knowing the future it can be changed, and thus knowledge is the most imporant thing a creature can posess. Yun is a well respected and powerful god, and has a decent reach, at least among the more educated members of Aokdawn, though even primitives worship yun for his ability at foresight and change. Priests of Yun often have temples that function as libraries, and offer any and all of there knowledge to the open public. Many priests of yun are also sought after sages. Although generous, priests of yun can get in trouble by putting the wrong information in the hands of people that cant understand, control, or harness the knowledge they seek. Still, yun believes that by enlightening and educating the world, that more possibilities can be opened up in the future.  The image of Yun is that of a large floating eye. Another image is that of a man in a robe containg many eyes on it, the man himself blind folded.

DOMAINS
Yun governs a specific, yet important power in the universe, and so is greatly respected for it. Priests of Yun can choose from any of the domains below. Holy symbols of yun always depict some form of eye or eye motif
Fate / Knowledge /  luck / mentalism / mind / mysticism / oracle / spell

The temples of yun are usually kept in the larger, or major cities. They tend to be libraries or large tavern like buildings designed to be a place of scholarly pursuit, philosophy, and debate. Priests of yun are well respected, even though they often represent sudden change, or a break from tradition. Talking to a priest of yun can be intimidating, for it is said that looking into the eyes of a priest can reveal your soul to him. The high temple of yun is located in the five stone isles, there are major temples in every main area in aokdawn, though the most elaborate and respected temple is in the heart of the isles. The small races of the five stone have always prided themselves on knowing when to face adversity, and to meet challenges, there worship of yun would definitely back that claim up.

Turn Options / Priests of Yun gain an aditional turn option that can be fueled by there turn attempts. By spending a turn attempt a priest of yun can gain an insightful ward. The ward lasts 24 hours. During this time if a priest is flanked, suprised, or caught flat footed he automatically discharges his ward to ignore that effect. Ignoring a suprise round grants you a mutual suprise. Putting up an insightful ward takes a full round action and the expenditure of a turn attempt. The priest can also discharge the ward as an imiediate action to gain a +2 insight bonus to AC or a save. This can be used after the result of the attack roll or save, but before the consequence of the roll is resolved.

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K'VATCH
K'vatch is the god of battle. If it involves war or conflict, K'vatch knows of it. K'vatch is a powerful, respected god, with one of the greatest reaches of all the gods. War and conflict are all over the lands of Aokdawn, and so K'vatch treads on those lands. Priests of K'vatch live to battle, and live for war. They tend to oversee military traditions, and are most often trainers and recruiters for such traditions. In primitive lands they tend to be the spiritual advisors of war lords, or sometimes the war lords themselves. The image of K'vatch is that of a monstrous bull headed muscular creature. It has a seemingly infinite number of arms, and each arm is a different weapon.

DOMAINS
K'vatch governs conflict and war, and though it is a niche power in the universe, it is an extremely widespread concept, and so K'vatch grows constantly. Priests of K'vatch can choose from any of the available domains below. Symbols of K'vatch can be an etching of any weapon with a fist enclosed on the hilt. A pinwheel of arms is also a popular holy symbol.
Destruction/ Death / Strength / War / Competition / Glory / Wrath / Courage

K'vatch has temples in all the main cities, though RavenSpire holds the most major temples. The high priest of K'vatch currently resides there, though there is another well respected shrine in Uldrak which has housed the high priest in the past. The temples usually represent war and battle, and most military traditions will ask for K'vatch's blessing before any major initiative.

Turn Option / Priest of K'vatch have an aditional turning power that can be used by expending turn attempts. By spending a turn attempt before an attack roll, the priest can make the attack threaten a critical if it hits. This must be announced before the attack roll is made. Until the start of the priests next round, the first attack that hits him also threatens a critical hit. This power can be used once per turn. (See limitations of multiclassing for details on this ability)

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WELEYWIN
Weleywin is the godess of the sea and wilderness. During the creation age, the world was in turmoil, though with the help and powers of the other gods it slowly began to calm. Weleywin opposed this calming influence, and declared that no creation was worthwhile if not constantly tested. Great oceans and winds beat against the mountains and lands, and have done so forever, in the great Godesses name. Weleywin tests the world around her, and priests of weleywin do the same. Her church is not a popular one, especially in civilized lands. Priests of Weleywin are not welcome on water voyages or caravans across the great lands of aokdawn, for it is said they bring bad luck on any passage they assist. There is no appeasing Weleywin, though she respects those that test themselves constantly. Gaining her blessing is incredibly hard, and incredibly fleeting. Weleywin is commonly depicted as a great, expansive cloud. She is also seen as a woman with snakes for arms, cloven hooves, a deers head, and an expanse of winds and storm surrounding her.

DOMAIN
Weleywin governs many of the forces that directly relate to the environments of the land, though appeasing her does not mean these forces become docile. Priests of Weleywin can choose ther domains from the ones below. Common holy symbols for Weleywin are a simple wooden symbol with any kind of animal track burned or etched into it. Other holy symbols depict a cloud or rain motif etched on wood or silver.
Animal / Plant / Travel / Storm / Cold / Ocean / Scalykind / Windstorm

Weleywin has no major temples in any of the main areas on the continent, however, shrines are usually built as waypoints along the road as a means to appease her, and sacrifices of something important or personal at these shrines is said to bring good luck throughout ones travels. Also, as the creator of storms, many believe that she has a great shrine or temple somewhere far to the east, for it is from the east that most great storms come from. Who or what is willing and capable to worship such a godess enough to place shrines and temples to her is a terifying thought on its own.

Turn Options / Priests of Weleywin get a special turn option that can be fueled by the priests turn attempts. A priest can spend a turn attempt when taking damage from an affect but before the dice are rolled. The damage is at maximum value. For the next round all damage dealt by the priest of weleywin are also at maximum value. This is a dangerous gamble, but teaches that by being tested, one becomes much stronger. (See limitations of multiclassing for further details regarding this feature)

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AVANIA
Aside from Aokdawn, Avania was probably the second largest entity in the great void. At the time of Aokdawns slumber, Avania sailed through the cosmos, her loneliness sated only by the infinite personas she created for herself, and the madness that came with it. Avania became something different when she collided with Aokdawn. All the presonas and madness that were within her exploded from her body and filled the illusions that Crescea had set upon the world. Avania thus, was the unkowing creator of all life and substance on Aokdawn. Avania slept for most of the first age, waking up towards the beginning of the second age. Her madness cured, the newly awakened Avania looked over her creations and how they had changed, and helped guide them into something more. Avania is known by all as the Godess of creation. She has probably the longest reach of all the gods, and is easily considered the most powerful. All creatures of any intelligence respect and revere priests of Avania, even if from normaly hostile races. Priests of Avania commonly serve as midwifes, doctors, confidantes, and diplomats.  Avania is commonly seen as a woman with a robe that depicts all the stars. Some depict avania as a robed woman, though the robe contains a myriad faces instead.

DOMAINS
Avania governs over the key, and most powerful mysteries of the universe. The ability of creation and rebirth are hers, as are the grand knowledges of such a powerful, and ancient being. Priests of Avania commonly use silvered holy symbols with star motif's on them.
Healing / Creation / Darkness / Madness / Mysticism / Chaos / Renewal / Sloth

Temples of Avania are housed at every city. Most temples of Avania serves as a hospice, though some are more politicaly minded and act as courtrooms and places for public speaking. Each main city or nation houses a high temple and a high priest of Avania. The priests of avania have a strict code of non violence among there own kind, so priests often travel to other nations to talk diplomaticaly and start relations with warring or hostile neighbors.

Turn Option / Priests of Avania gain a special turn option that can be fueled by there turn attempts. A priest of Avania can spend a turn attempt and touch an ally as a standard action. This ability heals d8 points of damage (plus charisma modifier) and cures one point of ability damage. at every 4th level increase the die and amount of ability damage regained by one. (See rules for multiclassing)

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EMBER
Ember is known as  the first light. Stories say that during the age of creation Ember saw aokdawn slumbering and slammed into the massive entity, breaking through and into the reality that aokdawn now was. What Ember saw changed it. The great light of Ember illuminated the universe, and gave color to a reality that was bathed only by the palest, most illusory lights. Eager to see more Ember crashed down upon Aokdawn, and immiediately the fragile forms of budding life were burned out of existence. Not wanting to see these amazing creations burnt away, Ember rose to the heavans and began moving all throughout the many planes and realities within Aokdawn, forever seeking to shed its light on even more wonders. Priests of Ember are most often adventurers, travelers, map makers, astronomers, and lore keepers on various cultures and planes. Ember is always depicted the same, as a large, luminous ball of fire.

DOMAINS / Ember has one very important power that it is dominant over. Many believe that Ember was the only light in the great void, and it was sheer luck, or fate, that caused him to merge with Aokdawn. Priests of ember can choose from any of the domains below. Priests of Ember often use gold pendents depicting a ball of fire. Wooden pendants are also used, with the fire ball emblem often done up with gold plating. 
Fire / Sun / Luck / Travel / Celerity / Portal

Temples of ember appear in all the major cities, however the outlying cities and border towns are far more popular places for temples of ember. Temples serve as hubs for communication among many adventurers, and its commonplace to see adventurers seeking out priests for tips and clues on local adventures.  The current high temple is located in Alborine, and the high priest currently resides there.

Turn option / Priests of Ember gain an optional ability that they can use turn attempts to fuel. A priest of ember can spend a turn attempt to create a floating orb of light that hovers next to his head. The light lasts for 24 hours and spreads illumination as a torch. Creating the light is a standard action. A priest of ember can discharge the effect when the light orb is created to turn it into a flaming projectile. The projectile can fly up to 60' away and is treated as a range touch attack. The fire does d6 points of damage and does an aditional point of damage per cleric level. Firing the orb is a swift action. Turning the orb into a flaming projectile discharges the ball of light. (See above for rules on multiclassing and turn options.) Undead struck by the flaming projectile take double damage.

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CRESCEA
Crescea is known as the godess of the moon, and trickery. Her importance in the creation history is second only to Aokdawn, for it was she who gave the spark of creation to a voidless space. When Aokdawn went into his slumber, it was Crescea, a small, but loving entity that was too small for Aokdawn to see, that first entered into the new reality of Aokdawn. What Crescea saw when she entered was a void of loneliness and solitude, and it was Crescea who gave form and presence to the multiverse. Using her minor powers she created the illusion of existence within Aokdawn, wondrous shapes and images that could ease the loneliness and despair of the desolate multiverse. Crescea was never powerful enough to create anything on her own, but she used all of her power to create an illusion of everything. When Avania burst into the existence of Aokdawn, all the madness and shifting personas of the sleeping godess filled the shapeless illusions of the multiverse, finalizing its creation. The only illusion that still exists of crescea is that of the moon, the constant reminder of a time when even the very light itself, was nothing more than a faded dream. Priests of Crescea constantly where plane white masks, and it is forbidden for them to reveal there faces. Priests of Crescea teach the wisdom of stealth, misdirection, and silence, and many commoners go to priests of crescea to help better understand the unknown elements of the universe, such as dreams, odd behavior from people, or similar circumstances. A common image of crescea is that of the moon. Some see Crescea as a tall robed woman with flowing hair, but no face, instead the void inside is filled up with stars and wonder.

DOMAIN / Crescea rules over the mysterious, hidden powers of the multiverse. Her popularity isnt as far reaching as many of the other gods, but her power is said to be immense, which is probably due to her hand at the creation of everything. Priests of Crescea can choose from any of the domains below. Popular holy symbols of crescea are silver or gold moon pendants. The mask, or mask motif's are also common holy symbols.
Chaos / Luck / Tricker / Dream / Illusion / Mentalism / Moon / Planning

Crescea has temples throughout Aokdawn, mostly in the major cities. The high temple of Crescea rests in Volasia, and the high priest resides there as well. Some say that Lichus, the newly formed nation oposing the mainland empire has also created a grand, vast temple in honor of crescea, though this rumor has not been confirmed. Rogues, thieves, bandits and the like flock to crescea for protection, but artisans and arcanists often find wisdom in her ways as well. Some warriors also adhere to the Moon Godess's ways, and prosper because of it.

Turn Option / Priests of crescea gain a turn option that they can expend there turn attempts on to fuel. By spending a turn attempt the priest of cresea can turn all of his body invisible, except for his masked face. This gives the priest concealment. The concealment lasts for 1 round per priest level and creating the concealment takes a standard action.

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SHESHENSIS
Sheshensis is know by all as the god below. Sheshensis governs all things hidden and shrouded. The great depths of the ocean, the great caverns of the underdark, the eternal space of the mortal mind, Sheshensis reigns over all of these hidden depths. Priests of Sheshensis are lore keepers, however, unlike yun, they lock there secrets away and do not reveal them. Priests are usually given relics and knowledge that should be kept locked away and secured, for the safety of others, or simply because there time has passed. Priests of Sheshensis also govern over matters of death, and all souls are said to go through the hands of the great death mother on there way to ther afterlife. Priests of Sheshensis are known to be reliable nuetral parties as well, and will almost always give there wisdom on personal matters or debates, and so are sometimes sought out to handle petty squables and disputes that dont need to be taken care of in a royal court. Sheshensis has two main images, one is that of a monstrous sea serpent, the other is that of a robed skeletal figure with the head of a cobra.

DOMAINS
Sheshensis governs over the forces of death, and the secrets of the universe. She wields great power and that power is far reaching. Priests of Sheshensis can choose domains from the list below. Common holy symbols for priests of Sheshensis are that of a serpent, that of a skeletal hand, or that of a book bound with a chain.
Earth / Water / Death / Cavern / Knowledge / Darkness / Metal / Oracle / Scalykind /

The temples of Sheshensis can be found in large and small cities alike. The temples are extremely important for dealing with burials, and also for locking away potentialy dangerous secrets and relics. The old high temple was located in Volasia, and the high priest resided there, however recently the high temple was rebuilt in Ravenspire, and so the high priest currently resides there.

Turn Option / Priests of Sheshensis have an aditional turn option that can be fueled with there turn attempts. A priest of Sheshensis can create the equivelant of an arcane lock on a door or lid by spending a turn attempt and touching it. Alternatively a priest of Sheshensis can roll a turn attempt on a visible creature. This is just like turning undead, save that the priest attempts to bind that creature. A succesfull turn attempt dimension locks the creature for 3 rounds and binds it in place for 1 round. (cannot take a move action to move). Finally, touching a harmful artifact or item can be done by a priest of sheshensis by spending a turn attempt. The item cannot be used by the priest, but can be safely handled for 1 minute per cleric level of the priest.

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PHAETHON
Phaethon is known as the god of glory. He is not a true god, but a god that was elevated from a mortal being during the current age. Phaethon stands for the glory of actions. Glory in war, competition, or simply overcoming obstacles that others cannot. Phaethon is often seen as a god of good, though this is definitely not the entire truth. Evil seeks glory just as much as the forces of good do, sometimes more-so. Priests of Phaethon often serve military disciplines all over Aokdawn, and try to perpetuate there subordinates into acts that could gain glory for themselves and there superiors. Phaethon is a new god, but he has amazing reach. Almost everyone wants to be glorified and gain glory, adventurers, fighters, scholars, even the commoner. Phaethon is often depicted as a man in gold platemail armor, wielding a sword of white fire, and having the head of a menacing dragon.

DOMAIN
Phaethon governs only a specific power in the universe, but it is a far reaching and widely accepted power, and so Phaethon is far stronger than many of his peers for it. Priests of Phaethon can choose from the domains below. A common holy symbol of phaethon is that of a flaming sword, or that of a draconic head.
War / Strength / Protection / Competition / Courage / Dragon / Glory / Liberation / Pride

Temples of the new god have sprouted up all over the major cities in Aokdawn. It is said that a grand temple has been created in Lichus, and that a person calling themselves the high priest resides there. Candomia boasts a magnificent temple to Phaethon in its main city, and says that the true high priest of Phaethon resides there. All manner of beings flock to the banner of Phaethon, though war seems to bring out the best in the god, so military traditions are usually the first to adopt his ideology and philosophies.

Turn Option / Priests of Phaethon gain a turn option that can be fueled by there turning attempts. A priest of phaethon can spend a turn attempt before they strike an opponent. The turn attempt is part of the action and must be declared before the attack roll is made. Add 2d6 points of damage to the attack. In adition if a critical hit is secured the attack does an additional 1d10 points of damage. If an opponent is killed with this attack the turn attempt is not wasted. The damage is untyped. Priests using this power set there weapon ablaze with white flames just before impact.

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FAYN
Fayn is the God of pain, suffering, murder and destruction. According to the tales of old it was Fayn who first introduced the concept of murder among the gods, he did this by killing another god and stealing its power. The concept of murder and death among gods was then sealed, so that gods could no longer kill each other, though by this time Fayn had gained the power he had sought out.  The outward worship of Fayn is illegal in the empire, it is too dangerous a religion, and its practices lead to suffering and death. Priests of ember not directly sworn to evil preach to those that would listen that destruction, deciet, pain, trickery, hunger, hatred all lead to greater resolve and strength by weeding out the weak and leaving those strong enough to lead others away from calamity. Although the outward worship of fayn is prohibited, there are a myriad secret followers, for Fayn also lords over the concept of tyrany, war, and finding the truth through whatever means is available, including torture. Fayn represents all the dark and evil aspects of mortal existence, but it is a vital force within existence, and leads to a multiverse of balance through strife. Fayn is widespread and powerful, and isnt going anywhere anytime soon. Fayn is most often depicted as a demonic noble wearing regal robes. Fayn is also depicted as a great cloud of ash, with two red burning motes of lights for eyes. Fayn in his war aspect is seen as a great imposing humanoid in black plate mail armor, a great sword made from onyx and midnight is his weapon, his face is demonic, and serene.

DOMAIN
Fayn holds some of the darkest mysteries and powers the universe has to offer, and although his worship is outwardly banned, his presence is felt throughout the multivers, and so his power is extremely far reaching, and greater than most of the other gods. Worshipers of Fayn can choose from any of the below domains. Common holy symbols of Fayn are a rose motif, others are a drop of blood or similar imagery on a silver medalion. A black thorn or dagger is yet another widely used holy symbol of Fayn.
Chaos / Destruction / Evil / Trickery / War / Hatred / Hunger / Suffering / Inquisition / Pestilence / Tyrrany

There is no known church of Fayn throughout the main empire, though some say that open worship is allowed in Lichus, though the church in Lichus preaches specific ideals that are more widely accepted among a large populous. There are rumors that there was or is a secret organization in Alborine or Volasia that is dedicated to the worship of Fayn, though this has never been officially confirmed or denied. The fact that most people realize is that there are no known temples of Fayn, but there are probably dozens of secret active temples dedicated to his worship throughout the land.

Turn Option / Priests of Fayn recieve a special turn option that they can spend there Turn attempts to fuel. A priest of Fayn can spend a turn attempt in response to taking damage that does not kill him. The priest gains temporary hit points equal to the damage recieved. These temporary hit points vanish if any magical healing is applied to the priest. A priest cannot gain new temporary hit points until the currents ones are depleted or vanish, which takes one hour. Priests of Fayn relish in the pain they endure, and because of it they can seem almost indestructable. A priest of fayn gains a +1 to attack and damage rolls while he has temporary hit points from this ability.

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AZASH
Azash is the God of Undeath and Immortality. Azash, like Phaethon, was created during the current age. Unlike Phaethon, Azash is not nearly as popular, and is gaining a reputation as dark as that of Fayn's. Azash lords over the concept of Immortal existence. The most common form of immortal existence is that of Undeath. The worship of Azash has been recently banned in most of the main cities of the world, though it is still allowed in some manner of worship within Ravenspire. Most worshippers take the teachings of Azash to evil places, and so it tends to spread the plague of undeath wherever its worship turns up. Priests of Azash teach that immorality is a cold and lonely existence that can lead to madness for those too weak to posess it, but can lead to incredible power for those with a will strong enough to withstand it. The god himself is a demanding, tyrannical god that wants to see the concept of undeath spread througout reality, and the fastest means to do that is of course through the spread of undeath. Priests of Azash looking to further there gods goals are also known to harbor pacts and arrangements between immortal creatures and mortals to grant extended power and life to mortals, at a cost. People seldom seek out priests of Azash for any good reason, but no other organization knows more about the workings of undeath than these worshippers, so smart adventurers sometimes look them up to find weaknesses and information about ancient, immortal foes. Azash is commonly depicted as a great knight in black plate mail. His weapon is a sword of black fire, and his open helm depicts an empty void. Others depict Azash as a great column of black fire, faces of tortured souls appearing in the flickering of the corruptive flame.

DOMAIN
Azash rules over the concept of Immortality, this is a powerful concept in the multiverse of Aokdawn. Azash has an extremely limited reach, and he is said to be one of the weaker gods. Recently however it seems that the power of the god of undeath has increased, some say its because of a rumor that some ancient continent has risen far out in the ocean. A continent of undead monstrosities, and immortal creatures. Priests of Azash can choose from any of the domains below. Common holy symbols of Azash are a black skull, a skeletal hand holding a black flame, or sometimes just simply a black flame.
Cold / Deathbound / Domination / Time / Hunger / Pact / Tyrrany / Undeath

Azash has only one main temple located in Ravenspire. This is a magnificent temple, and the high priest of Azash can be found there. Others say that temples are also constructed in Lichus, though the worship there doesnt seem to be as popular as it is in Ravenspire. If the rumors are true of the continent rising up far out in the ocean, then no doubt those creatures and undead have created magnificent temples in the name of Azash, and this would confirm the dark gods recent rise in power.

Turn Attempt / Priests of Azash gain an alternate turn option that can be fueled by there turn attempts. Living priests of Azash can spend a turn attempt as a swift action on there turn to gain the undead template for character. Do not changer there stats, hp, etc, they only gain the base features of being dead, such as immunity to critical hits, mind affecting effects, positive and negative energy etc. Undead priests using this ability are immune to the turning, controlling, rebuking effects of other priests, and confer this ability to any undead within 20' of them. Both of these powers are swif actions to use and last 1 round per cleric level.

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SKISK
Skisk is simply known as the thing in the dark. Skisk is the god of the uknown, commonly referred to as a god of fear, a god of madness, and the god of darkness. Skisk is not one of the true gods, and like cynnofir, was elevated from a mortal who had achieved greatness during the second age. There is great speculation as to how a great hero of the second age could have been transfomred into such a horrific god. The worship of skisk has long since been banned, however recently new followers of skisk are teaching about the god in a way that is more popular with society. Instead of preaching madness, they teach about overcoming the uknown, or delving into it to seek out greater power and knowledge. By not fearing the darkness, and seeing past the unfamiliar nature of a person, event, place or idea, one can gain enlightenment. Still, many priests and followers of Skisk bring insanity and horror to those around them, so the open worship of Skisk is still a matter of open debate. People do seek out priests of Skisk however, for no person knows madness or the unknown better than they, or at least, in a way that is more accessible to the common man or adventurer. Skisk is said to have a portal to his godly domain actually located on the prime material plane, this area, known as the endless dark, is part of a great dark forest far to the east. The inhabitants of this dark forest tend to be mad, corrupted aberrants, so this lends credibility to this rumor. There are a multitude of images of skisk. The most popular image of skisk is that of a great, monstrous toad, with the hind legs of a goat, a scorpion tail, and bat wings. Some depict skisk as a great inky darknes, formless, maddening shapes existing just out of view. During the second age he was commonly depicted as a man in rusty plate armor, his closed helm seemed to leak out a viscous slime. This depictions is not as popular during the third age, but is still seen in artwork from time to time.

DOMAINS
Skisk rules over the maddening, corrupting qualities of the universe. Skisk is not evil, and is seldomly worshipped as such, but his domains tend to be about things that are unsettling to most mortal creatures. His reach might not seem far, but for such a loathed and shunned god, he is extremely powerful, though that power has yet to be tested. Priests of Skisk can choose from any of the domains below. The most common holy symbol of skisk depicts a toad in some fashion. A representation of darkness is also an accepted holy symbol, as is any symbology depicting a tentacle.
Chaos / Darkness / Dream / Force / Gluttony / Hunger / Madness / Mentalism / Slime / Sloth / Spider

 No known high temple exists of Skisk, though cultists sometimes create make shift temples in the ruins of other temples. Some say that there is a dedicated group of worshippers around Candomia that use one of the first constructed temples of skisk, though this rumor has not been confirmed. Though he is unpopular to most, some pray to skisk in helps of unkown matters, and many great minds that deal with alien concepts seek out the god for his blessing.

Turn Option / A priest of Skisk gains a turn option that can be fueled with there turn attempts. A priest of skisk can attempt to turn any living mortal creature with an intelligence higher than 4. This turn attempt is just like turning an undead. If the attempt is succesful the creature is blinded for d4 rounds and runs away in fear for 1 round (in a random direction due to his blindness). This is a fear  effect. This requires a standard action, though the quick turning feat coud take that down to a swift action. Creatures that are naturally blind or unseeing are not blinded by this effect, but run in fear for d4 rounds instead.

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SORLAH
Sorlah is commonly known as Sorlah the Seeker. Sorlah is a new god, or new to the main continent. Sorlah was sealed away long ago by members of an ancient race, and only recently released from its imprisonment by a band of powerful adventurers. The remnants of the race that sealed Sorlah away are the ones that now run the empire. Rumors insist that Sorlah has something to do with the incredible power of the queen, though this fact is not known. Sorlah is the sister of Sheshensis, and it is said that the two were at one time, the same entity, though they grew apart (literally) as time passed. Priests of Sorlah and Sheshensis are always amiable to each other, though sometimes there philosophies contradict and clash with each other. Sorlah seeks out knowledge for the simple act of seeking it out. Hidden, forgotten lore, uknown places, rumors and stories of ages past, the Seekers of Sorlah look for these old and new lore to catalog and store. Sorlah's philosophy is simple, seek out knowledge for the sake of that knowledge. Yun believes in using knowledge for the purpose of changing the fugure, Sorlah seeks only to find out new things. Priests of Sorlah make excellent adventurers, for there primary goal is to simply find and reveal new things. Sorlah is commonly depicted as a great worm, the entirity of the body covered in small black eyes. Some say the goblins of Tree-Under-Mountain have different depictions of Sorlah, though this rumor has not been confirmed.

DOMAINS
Sorlah holds all the mysteries in the universe that govern curiosity. Sorlah has a limited reach due to its imprisonment, but is being widely accepted by adventurers all over the continent, and priests of sorlah are actually just as sought after in adventuring parties as priests of ember. Priests of Sorlah can choose from any of the domains below. The only known holy symbol of sorla is that of an earthworm, though different variations are being created every day.
Knowledge / Earth / Liberation / Luck /  Planning / Portal / Mind / Rune / Magic / Travel /

There are many temples being created in Sorlah's name, though most priests can be found at taverns and local libraries looking for things to uncover. There is a great temple created in Sorlah's name in Volasia, though there has been no high priest declared as of yet. Candomia is taking a liking to Sorlah, though it is still an unpopular concept in both Uldrak and Ravenspire.

Turn Option / Sorlah has a turn option that can be fueled with turn attempts. A priest of Sorlah can create an aura of curiosity that lasts for 24 hours. The aura of curiosity grants the priest and allies within 10' of the priest a +2 to search, spot, and listen checks. Creating the aura takes a full round action. While the aura is activate the priest can touch an item to determine if its magical, though finding out more would require a detect magic spell. A priest can also discharge the aura and touch an object to cast knock on the object with a caster level equal to the priests level. Finally, while the  aura of curiousity is up the priest can refesh the duration of any current divination spell that the priest had cast. This refresh is just as if the priest had recast the divination. This requires an additional turn attempt. Refreshing a diviniation spell does not discharge the aura.

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