I have been designing where-ever I find the time for my new campaign. I wanted to provide a rich tapestry of Gods for Clerics and thus have gone for a top down approach to my design. Therefore the first thing that I tackled were the celestials or Gods for the campaign. I wanted to run with something a little different to the normal and so have worked up a pretty extensive pantheon that has flexibility and depth. Bits and pieces have certainly changed since I first started but I present the first public version of the Gods in my up and coming 2nd Edition AD&D campaign. Feel free to use them in your own campaigns and games.

Three Faces of the Gods
Each God in my system has three faces. Good, neutral and evil that they use in the world. That means that the god is a facet of Law, Neutrality or Chaos but have three separate personas in each. In reality this would be a gradient effect but those that worship clutch that which they identify with. There are a number of gods but only one for each race, apart from Humans. They have a much different approach to the Gods as described a little later in this blog.
The Horned God (Chaotic/Elven)
The Horned God lays claim to all of nature in its wildest forms. His form is of a great elf sporting the horns of an antelope. He hunts and supplies his families from the lands. He is also depicted warring with all things that burrow and mine. The followers of the god say that they hear the scripture in all things that nature provides (singing of birds, babbling of the brook, sound of an avalanche etc.).

- Good: The Horned King focuses on the preservation and expansion of the natural world. He seeks to bring nature back to the areas that have fought to turn nature aside for civilization. He does this so that elves may prosper all over the world.
- Neutral: Return nature to its full glory, filling in the holes drilled into the world so unnaturally. Bring plant growth back to the areas stripped for the building of the cities and villages that dot the lands. Let all know of the prevalence of Nature – that which all return to.
- Evil: Bring nature back to all the places it has been taken from, forcibly. Destroy the settlements of man and dwarf for it is they that do the most damage to appear civilized. Eliminate all that seek to turn nature to their own use for nature is a force for all to live alongside, not pervert.
Cleric Information
Ability Requirements: Wisdom 12
Prime Requisites: Dexterity 16, Charisma 15
Races Allowed: Elf, Half-elf
Major Spheres: Animal, Creation, Elemental, Plant, Sun
Minor Spheres: Divination, Guardian, Healing, Protection, Weather
Weapon and Armor Proficiencies: Natural and Elven armor, club, longsword, staff or any weapon made of natural materials, any bow except crossbows, sling
Powers
- Ability to Turn as a Cleric of their actual level
- They receive the powers of a 3rd level Druid at 1st level
- Identify plants, animals and pure water with perfect accuracy
- Pass through overgrown areas (thorn bushes, vines, briars etc.) without leaving a trail at half speed until 3rd level when can move at normal speed.
- Learn the languages of woodland creatures. These include centaurs, dryads, elves, fauns, gnomes, dragons, giants, lizard men, manticores, nixies, pixies, sprites, and treants. The cleric adds one language at every even level (i.e. 2nd, 4th, 6th etc.). Languages of other wilderness creatures (e.g. merfolk) can be substituted depending on the elven homeland type (aquatic etc.)
- At 7th level the Cleric attains the ability to once per day change shape to appear as a like sized natural object. This shape change can last a number of turns equal to the Cleric’s level. In this form the cleric is fully aware of their surroundings and can drop the shape change at any time giving any surrounding individuals -6 die modifier to surprise. For example, the elf may change into a young fir tree, a boulder, a bramble or even a small pond.
Stoneheart (Lawful/Dwarven)
Stoneheart is seen by the Dwarves as the foundation of all that is civilised. He is a powerfully built dwarf that appears made of precious stones and gems. The God has a treatise several thousand pages long (first carved on the walls of the first Dwarven City) detailing every action a Dwarf should obey in their daily egress. It is called the Scripture of Union.

- Good: The highest powers in a Dwarven life is to mine, provide and educate. Guide development in building architecture and engineering advancement. Share these skills with the younger races and eradicate the world of those that work against these ideals.
- Neutral: Mine and provide to those that seek to live the Dwarven life. Focus on the heart of Dwarven culture. Stand firm in the beliefs of the Scripture of Union and plant both feet on solid earth to defend this life.
- Evil: Dwarves are the only concern. Those that seek to follow his ways that are not Dwarven are doomed to fail. Destroy everything they would seek to achieve as they make a mockery of Stoneheart. Defend vehemently against the elves and create discord between the elves and the other younger races.
Cleric Information
Ability Requirements: Constitution 10, Wisdom 12
Prime Requisites: Constitution 16
Races Allowed: Dwarf
Major Spheres: Combat, Divination, Elemental, Protection
Minor Spheres: Charm, Creation, Guardian, Healing, Necromantic, Summoning
Weapon and Armor Proficiencies: Any armor except any kind of Plate or Scale, any shield, pick, warhammer, mace, club, flail or any dwarven racial weapon, any crossbow
Powers
- Ability to Turn as a Cleric of their actual level
- At 3rd level (and every 2 levels beyond that) the cleric learns an elemental language. It is always Earth at third level.
- At 6th level whenever searching for secret doors/compartments that involve stonework the cleric is always successful
- At 9th level it is impossible to knock the cleric prone whilst they stand on earth/stone
Tricksy (Neutral/Gnome)
Many other races see Tricksy as a Chaotic nightmare of disrespect and vitriol. In fact, from the Gnomish perspective Tricksy is respectful of laws and frivolity. The prime force behind this god is to live life to the fullest and respect the ways of others, as long as they are living a fun life. Tricksy has many depictions by the gnomish community – the only sameness between them though is the color and energy that the god is depicted in. Sex, features and all other stylings are second to the fun and frivolity that the God appears embodying. There is no known text associated to the religion.

- Good: Every individual wants to have fun and be happy. Every individual deserves this as a right. Find out how you can make them happier and endeavor to do so – you will be appreciated for your efforts.
- Neutral: Your existence and happiness is everything. Through your joy others will be enlightened and uplifted. Do what it is that makes you happy and oppose any that would seek to reduce your enjoyment of life.
- Evil: Only your happiness matters. Do whatever it takes to achieve this and make others look foolish in your wake. It is only then that others realize that you have chosen the right path and follow what you do as a result.
Cleric Information
Ability Requirements: Charisma 10, Wisdom 10
Prime Requisites: Charisma 16, Intelligence 16
Races Allowed: Gnome
Major Spheres: Astral, Charm, Creation, Necromantic, Weather
Minor Spheres: Combat, Elemental, Guardian, Protection, Summoning, Sun
Weapon and Armor Proficiencies: Natural armors only, dagger, short sword, spear, whip, lasso, short bow, sling
Powers
- Ability to turn as a cleric of their actual level
- At 3rd level the Tricksy cleric gains bard abilities (as a bard of 1st level). That is Climb Walls, Detect Noise, Pick Pockets and Read Languages with same skill points to spend. Each level after 3rd the cleric improves as described under the bard entries
- At 6th level the cleric gains access to the Cantrip spell at will and the Change Self spell once per day
Halflings have no gods
The halfling character does not have any gods to speak of. Racially they were once devout to someone they called the Mother. Scholars of Halfling lore claim that this reference though is to halflings actual mothers. Halflings exist almost in their entirety near and in human settlements. It is rare that a halfling finds themselves a devotee to religion, but when they do it is invariably in support of one of the Human aspect Gods.
Human “Aspect” Gods
Being the youngest race and also the shortest lived in most cases, humans have a unique perspective of their gods. Their “pantheon” are a dozen plus one in number and each is an aspect of human life. Most humans give reverence to each in their daily chores. Each aspect is thanked as appropriate in the actions of the human. The human gods are also unique in that their avatars are likely to be encountered on a daily basis somewhere in the world. If an intense focus of that aspects focus exists it is likely that an avatar of the god will be among the thick of the activity.
The aspects are also dependent on followers. If all of a sudden no one believed in love and beauty then Briandor (see below) would cease to exist for example. The Human deities are transient and fragile. This relationship has its strengths for humanity though. In a time of need, or indeed at times of great passion, deities arise at the call of collective desires. The pantheon of twelve are the most permanent of aspects that exist but other aspects will, and do, appear as human kind calls for them.
Religious texts are not a large consideration for many of the aspects. For that matter – there are few formal ceremonies in the human religions. Most of the aspects accept thanks on a daily basis from all humans and there is no requirement for formalities. That is not to say that followers of a particular aspect do not verbalize their love and faith of an aspect. It just means that the locations of these sermons are often spontaneous and at a site that particularly suits the aspects devotion.
Non-Specialized Clerics
The only “generic” clerics that exist in this setting are human only. They are worshippers of all twelve of the major aspects and as such follow the general cleric rules in the player’s handbook and can be of any alignment. This type of cleric is ultimately very rare in this setting as most take the role of the specialised cleric devoted to one of the major (or perhaps a smaller arisen aspect god) aspects as detailed below.
Briandor (Chaotic/Aspect)
Derived from the driving forces of love, beauty and artistry. Briandor appears at sites where great love or artistry appears. Often given a female appearance in imagery the Aspect appears just as often as a beautiful man or woman. The aspect is popular earlier in life on most occasions as most are filled with passion at a youthful age. Even still though the aspect warms the hearts of elderly couples and ancient artistry at a more dignified level.

- Good: Briandor seeks to bring love and beauty through all avenues to all that she can reach. In this form raw unbridled love and beauty is the aim. Briandor seeks spontaneous expressions of love for all that can be reached.
- Neutral: In this form the aspect is far more fickle and unpredictable. Seeking largely to focus on art and artistry in any form is the major focus. The focus of the art is largely supporting the roles of beauty and love but in original and unexpected ways.
- Evil: This aspect fuels jealousy and envy. The aspect produces objectionable art that always stirs up deep feelings from those that view it. The cleric pushes the limits (and often breaks them) of comfort and decency. Briandor is outrageous and selfish in this face of the aspect.
Cleric Information
Ability Requirements: Wisdom 9, Charisma 13
Prime Requisites: Charisma 16
Races Allowed: Human, Half-elf, Halfling
Major Spheres: Animal, Astral, Charm, Creation, Plant, Sun
Minor Spheres: Divination, Elemental, Healing, Necromantic, Protection
Weapon and Armor Proficiencies: Any armor, any bow, Mancatcher, Lasso, Net
Powers
- At 3rd level the cleric has the ability to turn as a cleric of their level – 2 (i.e. a 3rd level Briandor cleric turns as a first level, 4th level as a 2nd level etc.)
- At 3rd level the cleric can cast Hypnotic Pattern once per day
- At 9th level the cleric can cast Suggestion once per day
- At 12th level the cleric can appraise any form of artistic expression as though they had the appraise proficiency. If they already have the appraise proficiency no roll is required as they are automatically successful.
Onyx (Lawful/Aspect)
This aspect represents the mercantile drive of human kind. Money, merchants, investments and anything to do with finance you will find Onyx at its heart. Usually represented as a merchant of either sex Onyx can actually take many forms when appearing among the populace.

- Good: Philanthropy to the betterment of all is the key to this aspect. Making money is an endeavor that brings wealth and safety to many. Sharing of money to the betterment of civilization is the key for this face of Onyx. As an employer they are kind and benevolent to their employees and generous with those that help them to further their goals.
- Neutral: To Onyx, this face is all about making money. Efficiency and quantity are the measurements here. This aspect honors the letter of the law and uses it to create multiples of anything they have. It takes money to make money is the motto of many clerics that follow this face of the aspect.
- Evil: Profit at any cost within the letter of the law. Many of the devotees to this face deal in contracts and laws that can be turned to the favor of the individual. They enforce small clauses and laws that turn a profit, often at the detriment of the customer. Many see those that follow this aspect as scam artists and selfish tyrants corrupted by greed.
Cleric Information
Ability Requirements: Wisdom 9, Intelligence 12
Prime Requisites: Wisdom 16
Races Allowed: Human, Half-elf, Halfling
Major Spheres: Charm, Combat, Creation, Divination, Protection
Minor Spheres: Elemental, Guardian, Healing, Necromantic, Summoning, Sun
Weapon and Armor Proficiencies: Any armor, bill, flail, sickle, any crossbow
Powers
- Ability to turn undead as a cleric of their actual level
- At 3rd level the cleric gains appraise as a bonus proficiency. If they already have the proficiency the cleric never needs to make a check unless the item is sufficiently rare or unusual
- At 7th level the cleric can cast Fool’s Gold once per day
- At 9th level instead of establishing a religious stronghold the priest may take a role as a mercantile agent in a settlement. This pays a monthly stipend of 100 GP per month. One week per month needs to be devoted to these duties.
Crandon (Lawful/Aspect)
This aspect is truly human. He stands for the love of bureaucracy and the implementation of laws and order. The followers of Crandon are often the elite and powerful who control much of the known lands. They are often situated in the heart of major cities and towns and use the worship of Crandon to further the city or their own goals. Crandon is also an exception to the rule. The followers of Crandon follow a strict observance of rituals and organisation. The religious text “Crandon’s Law” is a treatise of over a thousand pages filled with observances, laws and requirements of this aspects worship. Crandon is often depicted as a studious and wise individual.

- Good: In this form of the aspect the followers seek to create laws that are fair and just. The purpose of creating law is to uphold the society that it underpins and protect the rights of all who need it.
- Neutral: In this facet of the aspect laws are created to lubricate the needs of civilization. There is no doubt that a civilization is in need of law and these are designed to support the society, for good or for ill.
- Evil: In this facet of the aspect the laws created are those that support the elite few. Laws that are contentious and unpopular are created by these followers, such as slavery and property protection for the elite.
Cleric Information
Ability Requirements: Wisdom 12
Prime Requisites: Intelligence 13, Wisdom 16
Races Allowed: Human, Half-elf, Halfling
Major Spheres: Astral, Divination, Guardian, Necromantic, Protection
Minor Spheres: Combat, Creation, Healing, Summoning, Sun
Weapon and Armor Proficiencies: Any armor except plate of any type, hammer, maul, light or heavy crossbow
Powers
- At 3rd level (and every 6 levels thereafter) the cleric reduces their saving throws by 1. Note – this may not reduce any save to below 2
- At 5th level the cleric can turn undead as a cleric of their level – 4. E.g. a 7th level cleric would turn as a 3rd level cleric.
- At 15th level a cleric of Crandon may deliver a judgement that prevents one ability of an opponent that can’t be used (no save – in the case of spells, it can only be one spell, not a generic ban of all spells).
Vivanus (Neutral/Aspect)
Vivanus is concerned with movement, activity, motion and effort. For those that are in the need of constant motion and action they often thank Vivanus for the energy. The aspect is often encountered as an athletic youth of either sex. The manifestation is always boisterous and constantly in action trying to spur on those around them.

- Good: Energy is spent on toil and effort to support others. Expending energy to provide for the whole is reward in and of itself.
- Neutral: In this form the goal is simply to be constantly moving. Energy is a resource and motion is the result. Keep moving for there is plenty of time for rest when one passes.
- Evil: Keep ahead of all your opponents and you will always win. First to the goal and take what you want. If you are faster and more energetic than the rest you will always live the best.
Cleric Information
Ability Requirements: Wisdom 9, Dexterity 12
Prime Requisites: Dexterity 16
Races Allowed: Human, Half-elf, Halfling
Major Spheres: Combat, Elemental, Protection, Sun, Weather
Minor Spheres: Animal, Creation, Plant, Summoning
Weapon and Armor Proficiencies: Leather armor and wooden shields, any bow (not crossbow), any bladed weapon
Powers
- At 3rd level the cleric’s land movement rate increases by 50% (rounded down). This occurs again at 10th and 16th level. The increases are cumulative
- At 4th level the cleric can turn undead as a cleric of their level – 3. For example, a 13th level Vivanus cleric turns undead as a 10th level cleric
- At 7th level the cleric gains a climb speed at the starting movement rate of the race (not the enhanced speed as calculated above). This never improves. If the cleric already has a climb speed from any source add this movement rate to that speed.
- At 14th level the cleric gains a swim speed as per the 7th level climb speed rules.
Tauron (Neutral/Aspect)
For those that prefer nothing more than their hearth and home Tauron is there. Often appearing as a matronly figure Tauron is a fierce protector of home and family. Possibly the most revered of all the aspects due to her nature Tauron plays a role in everyone’s lives and is beloved by many.

- Good: In this form they are always welcoming and seek to create a sanctuary for those in need. This aspect seeks to protect the righteous and forgive those that err if they seek redemption from them.
- Neutral: In this form Tauron seeks her followers to look after their own families. To protect their own communities and focus on providing a loving home.
- Evil: Bar the doors to your home from all but the ones that you know. Others need to make their own preparations and you should not have to share with those that do not look out for themselves.
Cleric Information
Ability Requirements: Wisdom 10
Prime Requisites: Wisdom 16, Charisma 15
Races Allowed: Human, Half-Elf, Halfling
Major Spheres: Charm, Creation, Guardian, Healing, Protection
Minor Spheres: Combat, Divination, Plant, Necromantic, Summoning, Sun
Weapon and Armor Proficiencies: Chainmail or any natural armor, only weapons that deal bludgeoning damage
Powers
- Turns undead as a cleric of actual level
- At 3rd level the cleric may cast Leomund’s Tiny Hut once per day
- At 6th level the cleric may cast misdirection for any divination on a home at will
- At 15th level the cleric may cast Leomund’s Secure Shelter once per day
Stam (Neutral/Aspect)
When dealing with the natural world in any way the populace give thanks to Stam. Be it a farmer growing crops or a civilization that lives among the trees it is to the natural aspect of Stam they give thanks. The aspect mainly appears as a figure with wild growths coming from his or her body. This makes his manifestations the easiest to discern from other humans which is almost unique among the aspected gods.

- Good: The aspect seeks to protect all of nature in this form. It also seeks to provide for as many as it came the fruits of nature’s harvest.
- Neutral: Nature is a fine balance. Cultivation among the natural world is balnced precariously and this face protects that balance. Anything that would seek to destroy this balance had better beware.
- Evil: In nature it is a war for survival. Only the strongest and most pure succeed. Defeat that which would compete with you and evolve as Nature shows us. Become the heart of the predator and make all bow before you.
Cleric Information
Ability Requirements: Wisdom 12
Prime Requisites: Wisdom 16
Races Allowed: Human, Half-Elf, Halfling
Major Spheres: Animal, Elemental, Plant, Sun, Weather
Minor Spheres: Charm, Creation, Guardian, Healing, Protection
Weapon and Armor Proficiencies: Only natural armor, club, staff, sickle, sling
Powers
- Cleric may never turn undead
- They receive the powers of a 3rd level Druid at 3rd level
- Identify plants, animals and pure water with perfect accuracy
- Pass through overgrown areas (thorn bushes, vines, briars etc.) without leaving a trail at half speed until 3rd level when can move at normal speed.
- Learn the languages of woodland creatures. These include centaurs, dryads, elves, fauns, gnomes, dragons, giants, lizard men, manticores, nixies, pixies, sprites, and treants. The cleric adds one language at every level gained. Languages of other wilderness creatures (e.g. merfolk) can be substituted depending on the elven homeland type (aquatic etc.)
- At 9th level the Cleric gains the Druidic ability to Shape Change
Wenland (Chaotic/Aspect)
Change and revolution is at the heart of this aspect. For everything that alters its path from that set it is said to have the fingers of Wenland weaving the tapestry. Staid tradition is destroyed at the hands of this aspect. Manifesting in any form Wenland may appear at any time of change, no matter how small. Wenland believes that even the smallest changes can have the greatest effects.

- Good: Opression exists among all societies. There are those that live in those societies under the yoke of its oppression. Bring change to these people so that they may live a better life.
- Neutral: How can one know what life is meant to be? Change everything until you find the truth. You will know it when it is found.
- Evil: Laws are made to be broken. True life exists when artificial impositions are destroyed. Never be constrained, change everything until there is only change.
Cleric Information
Ability Requirements: Wisdom 9, Charisma 12
Prime Requisites: Intelligence 15, Charisma 15
Races Allowed: Human, Half-Elf, Halfling
Major Spheres: Astral, Charm, Combat, Summoning
Minor Spheres: Divination, Elemental, Healing, Necromantic, Sun, Weather
Weapon and Armor Proficiencies: Any armor or weapon (weapons not ranged must be one handed only)
Powers
- Clerics of Wenland turn undead as at their own level
- At 3rd level the cleric gains the ability to use the spell Change Self once per day
- At 9th level the Cleric gains the ability to cast Suggestion once per day
- At 15th level the Cleric gains the ability to cast Geas once per day
Ulman (Lawful/Aspect)
The true arbiter of law. Ulman is the aspect of the Law enacted. Judges, rulers, organizers all give thanks to Ulman for his dealings and measurement of the Law. This aspect is not the Law maker (that is Crandon) it is the Law enforcer. Often manifesting as a serious individual with an heir of authority.

- Good: Interpretation of the Law must be made in the light of the betterment of society. Law stands to protect and enhance life for everyone.
- Neutral: Laws were created specifically. They are not to be interpreted, and to guess the intent is the greatest heresy. Judge on what the Law states and never extrapolate from that simplicity.
- Evil: Laws are very important. Many can be interpreted in a way that benifits yourself or your friends. Twist that wording until only you are the winner
Cleric Information
Ability Requirements: Wisdom 9, Intelligence 12
Prime Requisites: Wisdom 16, Intelligence 15
Races Allowed: Human, Half-Elf, Halfling
Major Spheres: Combat, Divination, Guardian, Healing, Protection
Minor Spheres: Charm, Elemental, Necromantic, Summoning, Sun
Weapon and Armor Proficiencies: Any metal armor or metal weapon
Powers
- Clerics of Ulman turn Undead as a cleric of their own level
- At 3rd level the cleric receives Read/Write as a bonus proficiency. If they already have it they gain another language that they can read and write.
- At 7th level the cleric focuses on tells from humanoid NPC’s. If focusing the DM rolls a d10;
- 1-3 they get a true or lie response as appropriate
- 4-9 they are told they are unsure
- 10 They are told true or lie but it is actually the opposite of the actual case
Yendil (Neutral/Aspect)
It is said of those touched with the qualities of a pure leader that Yendil stands with them. Yendil is the embodiment of all that people follow. Leadership, endurance, tolerance and strength. Yendil always appear of noble visage, an inspiration to all those around the manifested aspect. Wherever many rally to the call of an individual Yendil will be in the thick of it.

- Good: The best can be drawn from any individual. You just need to coax it from them. Develop potential and encourage those around you to lift to the next level.
- Neutral: Focus on your own resilience. Others will flock to your banner if you simply show them that you are the best. Self development is the only development you can truly be faithful to.
- Evil: Sometimes to lead you must make others follow. No matter what you must do, ensure that others follow. Let your followers develop endurance to follow your high expectations.
Cleric Information
Ability Requirements: Wisdom 9, Constitution 12
Prime Requisites: Wisdom 15, Charisma 15
Races Allowed: Human, Half-Elf, Halfling
Major Spheres: Charm, Combat, Guardian, Necromantic, Protection
Minor Spheres: Creation, Divination, Healing, Summoning, Sun
Weapon and Armor Proficiencies: Any armor, any weapon save club or sap
Powers
- The Yendil Cleric turns undead at the same level as their own
- At 4th level the cleric gains a “Performance” proficiency (e.g. singing) and can influence NPC reactions as per the rules for influencing reactions in the bard class. The Cleric’s effective bard level for this is their cleric level – 3
- At 9th level the cleric attracts followers as per a fighter of 9th level
Korn (Chaotic/Aspect)
At the heart of every physical conflict, every swing of the blade, every shield bash you will find Korn. Only through testing oneself can you find if you are a winner. Korn is the heart of conflict and is on every battlefield and every arena where physical and mental contest is tried. Manifesting normally as a warrior of great skill of either sex this aspect is often seen in battles.

- Good: War and conflict are at the forefront of honor and valor. When your battles are fought to help the weak and right injustices how can you ever fail?
- Neutral: Battle and conflict is all. To exist in a moment where battle and conflict does not exist means you may as not exist at all.
- Evil: You are strong. Use conflict to take what you need or want. Make your opponents cower before your show of pure might.
Cleric Information
Ability Requirements: Wisdom 9, Strength 13
Prime Requisites: Strength 16, Constitution 15
Races Allowed: Human, Half-Elf, Halfling
Major Spheres: Combat, Creation, Elemental, Healing, Protection
Minor Spheres: Divination, Guardian, Necromantic, Summoning, Sun, Weather
Weapon and Armor Proficiencies: Any armor, any weapon
Powers
- Clerics of Korn turn undead as their actual level
- At 3rd level the cleric can incite a rage a number of times equal to half their level (rounded down). The rage lasts the entire combat and gives them a +2 to attack and damage but opponents receive a +2 to hit them while the cleric is raging.
Perinal (Lawful/Aspect)
At the heart of everything manufactured or crafted are the skilled hands of Perinal. Civilization needs its tools and its creations built. Every time these skills are used the craftsmen utters a thanks to Perinal. In the greatest of constructions and crafts you may find a manifestation of Perinal helping or urging the crafters on. No matter the building or craft, if something is to be built Perinal will not be far away.

- Good: Skilled engineers and craftsmen are the foundation of a better society. Work together to assist all in the beauty of cooperative creation.
- Neutral: Building and crafting create and maintain civilization. Create, expand from shat should be to what is. Produce and thrive.
- Evil: Construction and creation is one thing but continual need keeps you employed. Create quickly without too much of an eye for quality. Low cost means you can create and sell more.
Cleric Information
Ability Requirements: Wisdom 9, Intelligence 12
Prime Requisites: Wisdom 16, Intelligence 16
Races Allowed: Human, Half-Elf, Halfling
Major Spheres: Creation, Divination, Elemental, Protection, Sun
Minor Spheres: Charm, Guardian, Healing, Necromantic, Weather
Weapon and Armor Proficiencies: Any armor except any type of plate, warhammer, pick, light or heavy crossbow, dagger
Powers
- A cleric of Perinal turns undead at their actual level
- At 3rd level and every three levels after that the cleric gains a bonus “Crafting” proficiency. The proficiency list these are chosen from are Blacksmithing, Brewing, Carpentry, Cobbling, Leatherworking, Pottery, Seamstress/Tailor, Stone Masonry, Weaving
- At 15th level the cleric can cast Wall of Stone once per day
Dendat (Chaotic/Aspect)
At the heart of every fool and trickster are the ideas of Dendat seated. He travels with the circus and performs at the feet of the King. Practical jokes and sleight of hand are this aspects bread and butter. Dendat manifests often in the heart of entertainment like circuses and festivals. The manifestations often wear brightly coloured clothing, or appear as jesters at the heart of every laugh.

- Good: Jokes and entertainment bring out the best in those around you. Keep life fresh and exciting with new fun every day.
- Neutral: You can achieve anything you want by fooling others! Take the unexpected route and while those set in their ways attempt to figure you out take what you were after all along.
- Evil: With the right tricks people expose themselves. Take advantage of this and strike. Make sure your tricks bring them down, permanently.
Cleric Information
Ability Requirements: Wisdom 9, Charisma 12
Prime Requisites: Intelligence 15, Charisma 16
Races Allowed: Human, Half-Elf, Halfling
Major Spheres: Astral, Charm, Creation, Elemental, Necromantic
Minor Spheres: Animal, Combat, Healing, Summoning, Sun, Weather
Weapon and Armor Proficiencies: Any non-metal armor, dagger, sickle, sling or whip
Powers
- At 3rd level and at every 4 levels beyond that the cleric may choose a non-animate form (from tiny to large) that they can shape change into. When altered into this state the cleric is fully aware of their surroundings. The shape change can last a number of turns as half the characters level (rounded down). This can only be done once per day and once the form is chosen for the shape change it cannot be altered for the duration. The change is automatically detected by true seeing until the cleric is 15th level at which state only a disbelief (as per illusions) can detect it. Disbelieving can be used prior to 15th level also.
- At 4th level Clerics of Dendat turn undead at their actual level – 3
- At 11th level the character gets a +4 to any roll disbelieving illusion spells
Epthos (Chaotic/?)
Epthos is possibly an aspect, but is largely unknown to most of the populace. Those that do know of the God and live claim that she is not an aspect, but a true old god whose worship has been in operation since the creation of time itself. Epthos is a represented always as a female god and she focuses on the aspects of trickery, thieving and death. Always represented as a young Queen dressed in black and scarlet clothing. She is pale skinned and wears a crown of ruler-ship and a scepter of power.
There are portions of her representation that suggest she is a true God. There has never been a male manifestation of Epthos in all recorded history. Manifestation as per the aspects is incredibly rare. There are records of her having her own outer plane that she rules over. There is much organisation in her religion. Her domain also seems to cover a portion of Dendat’s which is unusual for aspects. There is a religious “text” that is actually a series of rituals and stories stored in the form of a blood diamond.
Epthos is a name not often used aloud. Only those that know of her may say her name and not fear repercussion. Many in cities know this name only because a merchant cursed it just before they went missing. Most are found later in a river, mutilated. As such Epthos is a secret god who may not be chosen as a starting god to worship. She accepts only humans to serve her (even half breeds are not welcome). That means the only way to be a cleric of Epthos is to start in a different class. Once her presence is found and desired the character must then dual class to cleric to follow her. There is a special ritual of acceptance that all Clerics of Epthos go through.

- Good: In her kindest form Epthos is a force for trickery and thieving. She seeks to make the other races look foolish wherever she can so that humans are seen in the kindest light. She wishes only that her followers live comfortably and so she encourages them to steal and share it among the poor and themselves. She also seeks to encourage those of her followers to learn how to kill swiftly and hunt those out that would kill for fun. Her focus on this is at odds with her evil persona though seemingly accepted by those that follow her.
- Neutral: Anything goes, and so it should! Steal, trick and kill. Does not matter in what order, when or where. Just by doing these things means that you are closer to Epthos and the actions all warm her heart if done in her name.
- Evil: The greatest assassins are said to kill in Epthos’ name. In this form she kills for pleasure. She tricks others maliciously and steals for her own benefit. There can be only one shadow in the dark and it should be yours.
Cleric Information
Ability Requirements: Wisdom 9, Dexterity 12, Intelligence 12
Prime Requisites: Dexterity 16, Intelligence 16
Races Allowed: Human
Major Spheres: Astral, Charm, Creation, Divination, Protection
Minor Spheres: Animal, Elemental, Guardian, Sun, Weather
Weapon and Armor Proficiencies: Leather armor and wooden shields, only weapons that deal lethal damage
Powers
- The Cleric of Epthos is completely unable to turn undead
- At 3rd level the Cleric becomes immune to all poisons, magical and non-magical
- At 5th level the Cleric gains access to Backstab as per the thief ability. The clerics effective Thief level for this is her Cleric level – 4
- At 12th level the Cleric regenerates 1 hit point per turn. This will always work unless the cleric is placed in a pool of acid or is disintegrated
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I love this concept – it’s got completely under my skin!