The Gods of the Pantheon
More detailed information on the gods can be found on the Churches pages.
Brief Descriptions
| Name | Type | Sex |
| Nen | Overgod, Justice, Law, Rulership | N |
| Alia | Love, Fertility | F |
| Balthazar | Fate, Fortune | F |
| Brinnig | Sun, Light | M |
| Dorial | Wine, Drink, Revelry | M |
| Elune | Wisdom, Knowledge, Magic | F |
| Furthane | Blacksmiths, Crafts | M |
| Kahla-ran | Murder, Quick Death | F |
| Kintaka | Luck, Mischief | M |
| Kyta | Sea, Water, Sailors | F |
| Majenir | Healing, Peace | F |
| Perinnia | Hearth, Home, Family | F |
| Rannash | War, Victory | M |
| Sarana | Music, Poetry | F |
| Tiranon | Hunt | M |
| Tralados | Death, Afterlife | M |
| Ubrialla | Nature, Agriculture | F |
| Zotra | Weather, Storms, Thunder | M |
Note on Kits
Clerical kits are provided for priests with Cleric Magic. They are optional! By choosing a kit, the cleric gains the bonuses listed, but must accept the limitations. The kits may require that you purchase skills or take disadvantages. While you do receive the points for these disadvantages, they do not count towards your character's disadvantage total. Purchase of a kit should be noted on the character sheet, and a kit may not be "shed" without good reason (such as renouncing one's god, which is apt to get you in a whole other mess of trouble anyway).
If a spell is listed as "allowed," that means that a cleric with the kit gains access to that spell, as if it were listed in the cleric spell list at its normal level. Combat spells that are allowed share the clerical exception to the "hands-free" rule (see page 53) and the cleric may use countermagic on them normally.
Even if a spell's cost is changed, its level stays the same. Changing a spell's cost also changes the costs to counter and fortify that spell.
If a Combat spell normally available to clerics is prohibited, this also means that the cleric may not use countermagic on that spell (as it is no longer in that cleric's spell book).
Finally, if the kit says you get a spell "free," then you may cast that spell the specified number of times per day without having to spend any spell points. However, you must be a caster of at least the same level as the free spell in order to use it.
Nen
The chief of all the gods, Nen is a tall, imposing figure with glowing eyes who is of neither gender. Though referred to as "It," Nen is a humanlike god, not cold or alien, to whom many of the gods turn for wisdom and advice. Nen serves as the judge of souls' behavior and determines their place in the afterlife. Though chief of the gods, It makes few decrees to the other deities, save to settle disputes between them. Nen is a favorite of those seeking justice.
Priests/Priestesses
Often chaste out of deference to Nen's lack of gender and/or poor to prevent corruption. Followers of Nen seek to promote justice and eliminate lawlessness and often serve as judges or arbiters. Law-Abiding or Law-Enforcing is virtually a given trait, and Honesty or Complete Honesty is also common. For obvious reasons, few are Dishonest individuals.
Kit
Must take either Law-Abiding or Law-Enforcing, and either Honesty or Complete Honesty. Mage spell Interrogate allowed. Truth costs 2 spell points less. Dispel Magic costs 1 spell point less. Must obey and uphold the law at all times.
Symbol
A judge's hammer or gavel.
Alia (AHL-ee-ah)
Goddess of love and fertility, in the form of a beautiful human female whose irises fill minds with emotion. Alia is of mixed reputation; not only does she promote a happy, marital kind of love, but also finds amusement in toying with mortals' lusts and creating oddly matched pairings. Strangely enough, she is married to the bizarre Tralados.
Priests/Priestesses
Almost always female. Chastity vows are rare. Moral purpose (and reputation) varies from temple to temple: some are benign, trying to promote love and happiness among persons, while others use their wiles, magical or otherwise, to stir up passion (and trouble); some emphasize the beauty of love, while others stress the passions. Soothe and Emotion are common spells. Quicktalk ability common.
Kit
Must take at least one level of Quicktalk. Mage spells Forget and Suggestion allowed. Charm costs 2 spell points less. Safe Retreat spells cost 2 spell points extra.
Symbol
A flower of six petals.
Balthazar (BAL-thah-zahr)
Goddess of fate, in the form of a cat. As twists of fate are elusive, so Balthazar is enigmatic and often aloof. Followers pray that the "great Cat" will grant them a happy fortune—for one's fate is not fixed, but can be influenced through prayers and dedication. Many followers affect cat-like mannerisms (e.g., purring when happy, hissing when angered).
Priests/Priestesses
Chastity and poverty vary from order to order. Interpretations of how Balthazar's fate is expressed on earth vary widely from order to order. There are several monastic Balthazarian orders and three major crusader orders.
Kit
Must take at least one level of Will and one level of Awareness. Soothe, Emotion, Curse (but not Mass Curse), and Divine Wrath cost 1 spell point less. No Martyrdom. Fear spells and Nightmare also affect the caster.
Symbol
The "feligram"—a cat drawn with mostly straight lines, for a shape almost like a triangle with ears.
Brinnig (BRINN-ig)
God of sun and light. Brinnig consists of a human torso which gives way to streaks of bright light where his legs would be. Brinnig's holy light is often invoked to banish the unholy from the earth. Legends generally treat Brinnig kindly, as a just and noble character, though his fury comes through in his disputes with Zotra and his cloudy storms. Just as sunlight brings happiness, Brinnig is married to the mirthful Perinnia. Brinnig "works" during the day, then returns home to his wife, just as some mortal men do.
Priests/Priestesses
Male or female. No regular vows, especially not of poverty; gold is often considered holy, and Brinnig's churches are filled with gold decoration. Priests usually dress in bright colors, especially gold and yellow. Most services are outdoors. Curses are usually shunned as "dark."
Kit
Holy spells cost 1 spell point less. Wounding Grasp, Poisoned Grasp (smite from a distance), and Curse cost 1 spell point extra (but Divine Wrath and Mass Curse are okay).
Symbol
The "soligram," a sun with twelve triangular beams, the beams at 12, 3, 6, and 9 o'clock being slightly longer.
Dorial (DOHR-ee-al)
God of wine and revelry. Depicted as a man in loose clothing, carrying a wine cup and often draped in grapevines. Dorial is a notorious drunkard whose inebriated debauchery inevitably gets him into trouble (such as the time he used wine to seduce Ubrialla and thus sired Kintaka). Nevertheless, he is always welcome at feasts and banquets and is often invoked at such occasions. Dorial is good-natured at heart; it is the wine which causes his dubious moments.
Priests/Priestesses
Male or female. No regular vows, though it often seems that Dorialites have taken a vow to get drunk regularly and often. Dorial's priests have a reputation for intoxication rivaling Dorial's own—a reputation which may account for their well-attended services. Wine-like colors such as burgundy are common in their clothing. (Please remember that actual alcohol is forbidden at Quest events, though "in-game alcohol" is encouraged for Dorialites!)
Kit
Mage spell Forget allowed. Poisoned Grasp and Delusion cost 2 spell points less. No Revive, Cure Poison, Strengthen Will, or Iron Will.
Symbol
A wine cup or goblet, sometimes inscribed with a "D."
Elune (eh-LOON)
Goddess of knowledge, wisdom, and mystery. Depicted as a cloaked, three-eyed woman with hundreds of other disembodied eyes floating around her. Elune is enigmatic and tends to stand in the shadows, observing but not telling what she sees. Her popularity among mages and scholars, who pray to her for enlightenment, is tremendous.
Priests/Priestesses
Male or female. No common vows, though few are violent. Many have a reputation for being either incurable gossips or aloof book heads; Elune sanctions both. Elunians tend to be inquisitive, seeking out the unknown or mysterious. They are eagerly sought as advisers, ministers, scribes, and sages by nobles everywhere. Most priests have the Lore or Sage skill; some also possess Alchemy.
Kit
Must take at least one level of Lore or Sage. Mage spells Memorize, Determine Potion, and Identify allowed. Determine Enchantment and Reveal cost 1 spell point less. One free Detect Enchantment per day (noncumulative). No Emotion, Charm, or Delusion (they hide themselves from the target). Must act inquisitive.
Symbol
An eye, or a peacock feather (which has an eyelike shape on it).
Furthane (FURR-thane)
God of crafts and smiths, typically depicted as a blacksmith. Furthane is the master craftsman of the gods, his most significant work being Nen's gavel. He acts as the patron of all crafts, including woodwork and masonry, and his blessings are highly sought after during the construction of castles and houses. In addition, his association with armor and fortifications earns him prayers from the less violent soldiers who seek Furthane's defense rather than Rannash's might.
Priests/Priestesses
Male or female, though more often male. No vows required, though most priests are dedicated to a craft of their choice. Furthanian temples are well-known for their beauty of decoration. Priests often carry tools or implements of crafts.
Kit
Mage spells Ignite Fire, Barkskin, Spell Immunity, Stoneskin, Heat Metal, and Magic Absorption allowed. No Soothe or Charm (bad people skills). Mass spells cost 2 points extra (craft one thing at a time).
Symbol
An anvil with a star on it.
Kahla-Ran (KAH-la-RAHN)
Goddess of murder and quick death. Kahla-Ran is shown as a scowling female with long nails, holding a dagger and surrounded by spiders; sometimes she appears as a spider herself. Kahla-Ran is a truly vile goddess who believes that all mortals have their value eventually; sometimes one is worth more dead than alive.
Priests/Priestesses
Male or female. Priests hide their allegiance lest they be attacked. Chastity and poverty are unnecessary, but on holidays and special events, Kahla-Ran demands a bloody ritual of human sacrifice, with Spirit Speed cast on the victim to prevent convenient resurrection. Victims killed this way bypass Tralados and their souls are immediately at the disposal of Kahla-Ran herself.
Kit
Heal spells cost 2 points extra. Must kill a "good-natured" character (as saintly as you can find) in cold blood, using a dagger, during a game. Immediately after this is done, the following advantages are permanently gained: Mage spell Wraith Form allowed. Wounding Grasp, Poisoned Grasp, and Emotion cost 1 spell point less. One free Spirit Speed per day (noncumulative).
Kahla-Ranites are feared and distrusted for obvious reasons. Because of this, characters who are self-evidently Kahla-Ranite have Stigma: Disliked Race. (The Stigma does not apply with other Kahla-Ranites.) "Self-evident" means that your faith must be immediately obvious, for example, prominently wearing a Kahla-Ranite symbol and making no secret of your faith when talking to others.
Symbol
A circle inside a larger circle, the two circles joined by eight curved lines, resembling a spider inscribed in a circle. Followers rarely display this symbol in public!
Kintaka (kihn-TAH-kah)
God of luck, mischief, and trickery, commonly depicted as a man with a silver mask, though happily taking on other forms (especially a fox or fox-headed man) to better deceive. Kintaka is good-natured, happy-go-lucky, and spontaneous; he rarely takes anything seriously and is rarely malicious.
Kintaka is also known for wandering among his worshipers in the form of a wandering storyteller named Quince in order to see that his divine practical jokes are correctly performed. (Some Kintakan worshippers also wander the land as storytellers going by the name of Quince, in the hope that they can trick someone into mistaking them for their god.) Kintaka takes a perverse pride in his bastard heritage, and acts as patron to mortal illegitimates and orphans.
Priests/Priestesses
Male or female. No vows; vows are too restrictive. Almost anything goes for Kintakans, really.
Kit
Mage spells Blink and Invisibility allowed. No Safe Circle spells (they're no fun).
Symbol
Varies. Often a theatre mask, a fox, or a broken circle.
Kyta (KIGH-tah)
Goddess of the sea. Depicted as a mer-woman, with a spear or javelin in her right hand. Kyta is (understandably) popular among port towns and sailors, who pray to her for their well-being.
Priests/Priestesses
Male or female. No regular vows. Kytan priests are common, if not dominant, in large port cities, though they grow rarer as one moves further inland. Sailing cultures, especially the Kjolns, Roudoigne, and Delonans, are very fond of Kyta. Temples are usually on shorelines.
Kit
No Poison ability. Holy Bolt costs 2 spell points less (it's viewed as a "splash of holy water"). Cure Poison and Dispel Magic cost 1 spell point less. No Poisoned Grasp or Curse (but Divine Wrath and Mass Curse are okay). Must carry water at all times.
Symbol
The "piscigram"—a triangle (with one point up) atop an upside-down "T." It represents a fish facing upwards.
Majenir (MAH-zhen-eer)
Goddess of healing, in the form of a raven. Majenir believes in a balance with oneself; wounds and illness upset this balance, while healing restores it. Majenir, understandably, is a well-loved goddess, not only for her healing power but for the gentleness of her priesthood.
Priests/Priestesses
Male or female, encouraged to be non-chaste (as marriage fulfills balance). Usually bound to pacifism, most will not even touch a weapon, since violence is seen as overpowering the natural order. Usually will avoid offensive spells. Many are poets and musicians, as self-expression aids growth.
Kit
Must take either Peaceful or Pacifist. Heal Wounds (but not Mass Heal Wounds) costs 2 spell points less. One free Soothe per day (noncumulative). No Grasp spells, Holy spells, Undead spells, or Curse spells. Divine Wrath is okay, but you may only cast the affliction(s) the Game World Committee has approved for Majenir, and not the default affliction(s). Must encourage peaceful solutions to conflicts, and must help heal friends, companions, and innocents.
Symbol
A circle surrounding a diamond whose points touch the circle. The circle represents balance and the diamond, purity of spirit.
Perinnia (pehr-INN-ee-ah)
Goddess of the hearth, family, childrearing, and simple mirth. She is depicted as a middle-aged woman holding a distaff in one hand and an egg in the other. In legends, she acts as a mother-figure to the often childish (and neglected) Kintaka. She protects homes and houses, and thus is commonly invoked at mealtimes and toasted as banquets. Perinnia is not necessarily passive and can be quite formidable when she, her household, or those she protects are threatened.
Priests/Priestesses
Usually female. Charity common. Some sects are pacifist, while others arm themselves to better protect a household. Healing and Safe spells are common; harmful spells typically used only in defense. Perinnian priestesses have a reputation for being kind and generous, and are welcome almost anywhere.
Kit
Must take Charity. Martyrdom and Mass Safe spells cost 1 spell point less. Safe Retreat, Safe Circle, and Safe Journey cost 1 spell point extra.
Symbol
A distaff or an egg, and sometimes a distaff within an egg.
Rannash (RANN-ash)
God of war and victory, depicted as a man in full armor, bearing a shining long sword with a ring on the pommel. Rannash is inevitably the god of soldiers and warriors, who ask that his sword might fight on their side. Mighty as he is, he is not perfectly noble and has his cruel side, for disease and sorrow follow his battles. During wars, all involved praise Rannash to bring victory. He becomes a lot less popular during peacetime, when troublesome young folks grow eager to brawl and mothers remember fallen children.
Priests/Priestesses
Usually male. Many remain chaste to remain better dedicated to martial pursuits. Rannashite priests often serve as soldiers or chaplains. Most are well-trained in weapons. Offensive spells (Grasp spells, Curse spells, and Fear) are common.
Kit
Must take either Courage, Overconfidence, or Foolhardy. Must take at least 3 points of Weapon Skill. Mage spell Strong Grip allowed. Wounding Grasp, Poisoned Grasp, and Holy Weapon cost 1 spell point less. No Knit spells (they take too long) or Martyrdom (vengeance is better).
Symbol
An upward-pointing swordwith a circle on the pommel.
Sarana (sah-RAH-nah)
Goddess of music, tales, and poetry. Depicted as a young lady in bright garb, with a lute or a feather pen. There are many legends of Sarana's songs, known to inspire awe, fear, or, most notably, simple happiness. As most of history is oral, passed through bards' tales, Sarana is also the patron of historians and scribes. Sarana is wedded to Tiranon.
Priests/Priestesses
Male or female. No common vows, though some musical or oratory skill is a must. Saranans come in a variety of types, from good-natured to self-seeking. Rulers seek their backing, hoping their tales and songs can sway others to their cause. Quicktalk ability common.
Kit
Must take at least one level of Lore or Sage. Mage spell Memorize allowed. Soothe, Emotion, Charm, and Delusion cost 1 spell point less. No Mute, Truth, or Reveal (truth doesn't matter; the story does).
Symbol
A circle with three close vertical lines piercing it and extending out the top of the circle, where they are joined by a short horizontal line. The effect is reminiscent of a lute.
Tiranon (TEER-ah-non)
God of the hunt. Depicted in hunter's garb, with a longbow and quiver. Known to appear as a wolf, or a coyote in the Southern lands. To aid their tracking, many military scouts call upon Tiranon rather the more battlefield-oriented Rannash. In many legends, Tiranon is sent out by Nen to catch the fleeing unjust. Tiranon's popularity is stronger in rural areas than in the cities. He is consort to Sarana.
Priests/Priestesses
Of both genders, though more often male. Most Tiranonians are good-natured hunters, killing not for sport but for food, and remaining somewhat frugal (poverty is common). However, a small number emphasize are more bloodthirsty, hunting for the thrill; hunting for its own sake. Most Tiranonians carry a bow.
Kit
No metal armor. Mage spells Awareness, Camouflage, and Invisibility allowed. Mute costs 1 spell point less. No Wounding Grasp or Poisoned Grasp (they cheat the hunt), Fear spells, or Nightmare (they spook your prey).
Symbol
A semicircle with a horizontal line through the middle. The result looks like a longbow with an arrow nocked; sometimes an arrowhead is added.
Tralados (TRAL-ah-dose)
Mysterious god of death, a four-armed human-like creature dressed in black robes; two arms act as humans do, and two hold the chains which bind the dead to the world beyond. Tralados is not an evil god of death, but a neutral guardian of the dead from the living. The dead must pass through Tralados' gateway before heading to their final resting places. Tralados' marriage to Alia is one of the few exceptions to his typically enigmatic behavior.
Priests/Priestesses
Male or female. No common vows. Most folk consider Traladosian priests "creepy" but necessary; priests are sought out to either communicate with the dead or to return a restless spirit to the land of the dead. Undead-banishing spells are favored, as undead are considered abominations of Tralados' law.
Kit
Command Undead costs 2 spell points less. Speak with Spirit costs 1 spell point less. Truth costs 1 spell point less when cast on a spirit. One free Avert Undead, one free Spirit Speed, and one free Cause of Death per day (all noncumulative). No Resurrect or Restore Life. If killed, must refuse all attempts to be resurrected or restored to life (Miracles are okay, though).
Symbol
A horizontal chain of five links.
Ubrialla (oo-bree-ALL-ah)
Goddess of nature and agriculture, depicted as a lithe woman dressed in green cloth and bearing a silver scythe or as a majestic deer. The moon is considered to be Ubrialla's watchful nimbus. Farmers and foresters turn to her, along with the occasional night owl. Ubrialla was once seduced by Dorial and bore Kintaka. She is not terribly proud of her bastard son.
Priests/Priestesses
Male or female. No common vows, though most have little need for wealth. Priests will not harm nature or forests. Many wear greens and browns. Ubrialla believes in a natural balance; unnecessary violence against nature or humanity upsets this balance. Priests are wary of harmful spells. Temples are usually in forests or dales and are often outdoor shrines.
Kit
Mage spells Rootfoot and Heat Item allowed. Safe Circle spells cost 1 spell point less if the cleric is in a natural, outdoor surrounding. No Wounding Grasp or Poisoned Grasp spells (they're harmful to nature). Fear spells and Nightmare cost 1 spell point extra. Must protect nature.
Symbol
A circle with an additional internal curve carving out a crescent on the left side.
Zotra (ZOH-trah)
God of storms and weather, depicted as a tall figure holding a lightning bolt, with a dark cloud behind him. Legends show him as outspoken, sometimes argumentative. Zotra is a favorite, for obvious reasons, of sailors and farmers needing rain. He is popular in the southern lands, where people invoke Zotra to protect their coasts by sinking enemy ships with his storms.
Priests/Priestesses
Male or female. Poverty or Charity common; Zotra's rains are said to wash away needs. Chastity is rare; marital "thunderclaps" (so the metaphor goes) considered good for well-being.
Kit
Mage spells Thunderclap, Lightning Bolt, and Mass Thunderclap allowed. No Safe Retreat spells (stand fast and weather the storm).
Symbol
A letter Z with additional diagonal lines stemming from the upper left and lower right. The result is rather like a lightning bolt.
