| Tyre |
| Aqualie |
| Terrarie |
| Fyrre |
| Aerie |
| Thr |
Gods of Nature

" I see all this governors saying that they rule the cities, the lands, the world… I laugh at their faces, cause we all know that is the nature who rules our lives. And the gods control the nature."
Antysa, dwarven priest

| The Gods of Nature are responsible for the elements (fire, water, air and earth), the fertility, the seasons and many other vital components of nature. Most of these Gods are good, but a few still think chaos should rule the world. |
| Portfolio: | Creation, Nature, Fertility, Fauna & Flora |
| Aliases: | None |
| Superior: | None |
| Allies: | Celenia, The Creator |
| Foes: | Diadria, Ballog, Sembral |
| Symbol: | Giant tree at the center of a forest, illuminated by rays of light coming from the sky. |
| Wor. Alignment: | LG, NG, CG, N, CN |
|
Tyre is the goddess of life and fertility. She is concerned about the balance of nature and harmony between all races and animals. It is said she was the first tree in the world, bringing peace and tranquility. She will do her best to prevent any destruction, and will nurture life wherever possible.
|
| The Church | CLERGY: | Clerics, Specialty Priests, Druids, Rangers |
|---|---|
| CLERGY ALIGN: | LG, NG, CG, N, CN |
| TURN UNDEAD: | C: yes, P: yes |
| CHARM UNDEAD: | C: no, P: no |
Dogma: The clergy of Tyre believe all life is sacred and will give their lives to protect a living being. They will often congregate in natural settings, as they prefer peace and tranquility to the oppression and restrictions of city life.
Major Centers of Worship: The church of Tyre has no established temples. Instead, they have druidic shrines within the confines of a natural setting (e.g. A mountain top, a forest grove, etc).
Affiliated Orders: Tyre has many affiliated orders of rangers and druids.
| Specialty priests (Naturlist) | |
|---|---|
| Races Allowed: | All |
| Requirements: | Wisdom 12, Charisma 15 |
| Prime Requisites: | Wisdom, Charisma |
| Alignment: | NG, N. |
| Weapons: | Only type B weapons |
| Armor: | Limited to non-metallic armors and shields |
| Major spheres: | All, Animal, Creation, Elemental (All), Healing, Necromantic, Plant, Summoning, Sun, Weather. |
| Minor spheres: | Charm, Protection |
| Magic Items: | Same as clerics |
| Required proficiencies: | Herbalism |
| Bonus Proficiencies: | Healing |
| Special Abilities: |
|
(The Ever Flowing River)
Intermediate Power, N
| Portfolio: | Water, Change, Cycles, and the Sea |
| Aliases: | None |
| Superior: | None |
| Allies: | Aerie, Tyre |
| Foes: | Fyrre |
| Symbol: | A circle of water. |
| Wor. Alignment: | Any |
|
Aqualie is the goddess of the Sea and the balance of nature. She is the most analytical of the gods, weighing each and every situation to maintain balance before she acts. As the goddess of water, Aqualie brings on the seasons, drawing water away in the hot months and making it plentiful in the colder, wetter months.
|
| The Church | CLERGY: | Clerics, Specialty Priests, Druids |
|---|---|
| CLERGY ALIGN: | LN, N, CN |
| TURN UNDEAD: | C: yes, P: yes |
| CHARM UNDEAD: | C: no, P: no |
Dogma: The priesthood of Aqualie believes in maintaining the balance at all costs. Before acting, they will weigh the possible outcomes of their actions and then choose the one that will be of the most benefit to all parties.
Major Centers of Worship: Like most gods of nature, Aqualie has no permanent temples. Instead, her followers create temporary shrines around rivers and seas and move on when they have the desire to.
Affiliated Orders: The Protectors of the Flow is a nomadic order of druids that are faithful to Aqualie. They travel the lands cleaning waterways and protecting them from pollution.
| Specialty priests (Wavekeeper) | |
|---|---|
| Races Allowed: | All, excluding Dwarves and Barren Orcs |
| Requirements: | Intelligence 9, Wisdom 12 |
| Prime Requisites: | Intelligence, Wisdom |
| Alignment: | N |
| Weapons: | All type P weapons |
| Armor: | Only non-metallic armors |
| Major spheres: | All, Animal, Charm, Creation, Elemental (Air), Elemental (Water), Healing, Weather |
| Minor spheres: | Divination, Elemental (Earth), Protection, Sun |
| Magic Items: | as for druids and clerics |
| Required proficiencies: | None |
| Bonus Proficiencies: | Swimming |
| Special Abilities: |
|
(The Immovable Stone)
Greater Power, LN
| Portfolio: | Earth, Guardians, Stasis, Protection |
| Aliases: | None |
| Superior: | None |
| Allies: | Thr, Tyre, Anthor |
| Foes: | Aerie, Aqualie |
| Symbol: | A shield of rock. |
| Wor. Alignment: | LG, NG, LN, N, LE, NE |
|
Terrarie is the hardest of all the gods and unchanging in his ways. He cannot abide by chaos or even change. He sees the world as a stone block that should remain that way forever. He is the primary god of the dwarven race and many warriors pray to Terrarie to grant them vigilance.
|
| The Church | CLERGY: | Clerics, Specialty Priests |
|---|---|
| CLERGY ALIGN: | LG, LN, N, LE |
| TURN UNDEAD: | C: yes, P: yes |
| CHARM UNDEAD: | C: no, P: no |
Dogma: The clergy of Terrarie like things to remain the same. If something is changing, they will fight to resist the change.
Major Centers of Worship: Terrarie is mainly worshiped in Stonebridge, but has minor temples throughout the rest of the continent. The largest temples are in High Helm, Soldur and at the south of the Rotun Mountains.
Affiliated Orders: Many warriors devote their lives to Terrarie, but there is no order among them at the moment.
| Specialty priests (Stoneguardian) | |
|---|---|
| Races Allowed: | All |
| Requirements: | Strength 12, Constitution 14, Wisdom 12 |
| Prime Requisites: | Constitution, Wisdom |
| Alignment: | LN |
| Weapons: | Any |
| Armor: | Any |
| Major spheres: | All, Combat, Elemental (Earth), Guardian, Healing, Protection |
| Minor spheres: | Divination, Elemental (Fire), Necromantic |
| Magic Items: | as per fighter and cleric |
| Required proficiencies: | Stonemasonry |
| Bonus Proficiencies: | Endurance |
| Special Abilities: |
|
(The Burning Flame)
Intermediate Power, CN
| Portfolio: | Fire, Burning, Heat, the Sun |
| Aliases: | None |
| Superior: | None |
| Allies: | Ballog |
| Foes: | Anthor |
| Symbol: | A fist covered with flames. |
| Wor. Alignment: | NG, CG, N, CN, NE, CE |
|
Fyrre is the god of the flame: undying, indestructible and all-powerful. Fire is this god's favorite toy and he immensely enjoys watching it destroy something. He is one of the more chaotic gods and his whims are subject to change without notice.
|
| The Church | CLERGY: | Clerics, Specialty Priests |
|---|---|
| CLERGY ALIGN: | CG, N, CN, CE |
| TURN UNDEAD: | C: no, P: no |
| CHARM UNDEAD: | C: no, P: no |
Dogma: The clergy of Fyrre have a fascination with fire in all its forms. Fyrre's temples will always contain a flame that the priesthood will never let die out. The clergy of Fyrre always offer a prayer to their god with the rising of the sun each day.
Major Centers of Worship: The largest temple to Fyrre is in Sur. Fyrre also has minor temples in Soldur and High Helm.
Affiliated Orders: The Warriors of Flame are a group of warriors that wander the lands seeking the eternal flame.
| Specialty priests (Flamewarriors) | |
|---|---|
| Races Allowed: | Any |
| Requirements: | Strength 14, Constitution 12, Wisdom 12 |
| Prime Requisites: | Constitution, Wisdom |
| Alignment: | CG, CN, CE |
| Weapons: | Any |
| Armor: | Any non-metallic armors and shields |
| Major spheres: | All, Combat, Elemental (Fire), Guardian, Protection, Sun, Weather |
| Minor spheres: | Divination, Elemental (Air), Healing |
| Magic Items: | As per fighter and cleric |
| Required proficiencies: | Fire-building, blacksmithing |
| Bonus Proficiencies: | Weaponsmithing |
| Special Abilities: |
|
(The Never Ending Winds)
Lesser Power, CG
| Portfolio: | Air, Movement, Freedom, The Wind |
| Aliases: | None |
| Superior: | None |
| Allies: | Aqualie,Tyre |
| Foes: | Diadria,Anthor |
| Symbol: | A pair of wings with represented gusts of wind behind it. |
| Wor. Alignment: | NG, CG, N, CN |
|
Aerie is the god of freedom and movement. His travels through the celestial heavens are rarely hindered. He has a wild sprit and will not submit to any laws or bureaucracy. While against the laws of common society, he believes strongly in natural law, the law of nature and natural order. As such, he will ally against those who kill needlessly and without justifiable reasons.
|
| The Church | CLERGY: | Clerics, Specialty Priests, and Rangers |
|---|---|
| CLERGY ALIGN: | NG, CG, N, and CN |
| TURN UNDEAD: | C: yes, P: yes |
| CHARM UNDEAD: | C: no, P: no |
Dogma: The clergy of Aerie believe in unhindered movement and freedom. They do not follow the laws made by governments, relying purely on their moral compasses.
Major Centers of Worship: Aerie is worshiped in major wilderness areas and has no established temples. The clergy of Aerie do not like to be held in any one place for any length of time. There are, however, many shrines devoted to Aerie set up in the mountain ranges of Near World.
Affiliated Orders: Aerie has several orders of Rangers that wander the lands, bringing freedom to the oppressed of Near World.
| Specialty priests (Windwanders) | |
|---|---|
| Races Allowed: | Any |
| Requirements: | Dexterity 12, Wisdom 14 |
| Prime Requisites: | Dexterity, Wisdom |
| Alignment: | CG |
| Weapons: | Only type B and P weapons |
| Armor: | only leather armors, no shields |
| Major spheres: | All, Animal, Charm, Creation, Elemental (Air), Elemental (Water), Healing, Plant, Summoning, Sun, and Weather |
| Minor spheres: | Divination, Protection |
| Magic Items: | same as clerics |
| Required proficiencies: | Direction sense, Mountaineering |
| Bonus Proficiencies: | Riding (Airborne) |
| Special Abilities: |
|
(The Mountain Lord)
Lesser Power, NG
| Portfolio: | Mountain, Royalty, Endurance, Might |
| Aliases: | None |
| Superior: | Terrarie |
| Allies: | Terrarie |
| Foes: | Ballog, Diadria, Aqualie |
| Symbol: | An enormous mountain with the sun behind it. |
| Wor. Alignment: | LG, NG, CG, LN, N, CN |
|
Thr, the first and original peak in Near World, was created to secure the lands together with his unyielding might. Thr is the protector of the land, shielding it from the wrath of the other gods. He only failed in his task for a brief time, yet it was enough to let part of the sky fall... He has yet to recover completely for failing in his duties.
|
| The Church | CLERGY: | Clerics, Specialty Priests, Rangers |
|---|---|
| CLERGY ALIGN: | LG, NG, CG, N |
| TURN UNDEAD: | C: no, P: no |
| CHARM UNDEAD: | C: no, P: no |
Dogma: The clergy of Thr are vigilant guardians of the land. They roam the lands and prevent the races of the realm from spoiling the land. They often work closely with the clergy of Terrarie.
Major Centers of Worship: Thr has only one established temple, which exists in High Helm, but like many of the nature gods, he has many shrines devoted to him in the wilderness.
Affiliated Orders: Thr has scores of devoted rangers who have pledged to protect the land.
| Specialty priests (Mountainlord) | |
|---|---|
| Races Allowed: | Rotunnians, Dwarves, Gnomes and Barren Orcs |
| Requirements: | Constitution 14, Wisdom 12 |
| Prime Requisites: | Constitution, Wisdom |
| Alignment: | LG, NG, CG |
| Weapons: | Any |
| Armor: | Any |
| Major spheres: | All, Combat, Elemental (Earth), Guardian, Healing, Protection |
| Minor spheres: | Divination, Necromantic, Animal |
| Magic Items: | As fighter and priest |
| Required proficiencies: | Mountaineering, Running |
| Bonus Proficiencies: | Endurance |
| Special Abilities: |
|
