Tyre
Aqualie
Terrarie
Fyrre
Aerie
Thr

Gods of Nature

Picture taken from Real World music CD by Peter Gabriel

" 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.

Tyre | Aqualie | Terrarie | Fyrre | Aerie | Thr

Tyre (The Tree of Life)
Greater Power, NG


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


All clerics and specialty priests of Tyre receive religion as a bonus non-weapon proficiency.

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:
  • Naturlists turn undead as if they were 3 levels lower than their actual level
  • The Naturlist can learn the languages of woodland creatures as a druid can. For each NWP slot spent learning them, the Naturlist chooses any two.
  • At 3rd level, the Naturlist can cast speak with animals (as the 2nd level Priest spell)
  • At 7th level, the Naturlist is immune to charm spells cast by woodland creatures.
  • At 11th level, the Naturlist can shapeshift into any natural mammal once a day.

Aqualie (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


All clerics and specialty priests of Aqualie receive religion as a bonus non-weapon proficiency.

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:
  • Wavekeepers turn undead as if they were two levels lower than their actual level.
  • Once per day, wavekeepers can immerse themselves in a natural body of water and heal or hurt any creature (including themselves) by 2hp/level, though the intended target must be immersed at the same body of water (consider a maximum range of 60 feet).
  • At 3rd level, they can cast detect good or detect evil (as the 1st level priest spell) three times a day
  • At 9th level, they can shapeshift into any natural waterborne creature.

Terrarie (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


All clerics and specialty priests of Terrarie receive religion as a bonus non-weapon proficiency.

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:
  • Stoneguardians turn undead if they were 2 levels lower then their actual level
  • Stoneguardians gain a +2 bonus to all saving throws
  • Stoneguardians do not need to ever sleep when they are on guard

Fyrre (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


All clerics and specialty priests of Fyrre receive religion as a bonus non-weapon proficiency.

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:
  • Flamewarriors are immune to non-magical fire
  • Flamewarriors receive a +2 ST vs magical fire
  • Non-living targets (including structures) receive -3 penalty to their saves against Flamewarrior spells dealing with fire
  • At 2nd level, they can cast burning hands (as the first level wizard spell) once a day
  • At 5th level, they can cast flaming sphere (as the second level wizard spell) once a day
  • At 7th level, they can cast fireball (as the third level wizard spell) once a day

Aerie (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


All clerics and specialty priests of Aerie receive religion as a bonus non-weapon proficiency.

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:
  • +3 bonus to initiative and surprise rolls (cannot be combined with the fast perk)
  • At 3rd level, they can cast pass without trace (priest spell, 1st level) once per day
  • At 7th level, they can haste (wizard spell, 3rd level), themselves only once a week. The windwander is not aged by using this ability
  • Windwanders cannot be held through the use of magic
  • Windwanders turn undead as if they were two levels lower then their actual level

Thr (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


All clerics and specialty priests of Thr receive religion as a bonus non-weapon proficiency.

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:
  • Mountainlords can use Fighter proficiencies with no cross-over penalties
  • A Mountainlord's THAC0 progresses as a Fighter, not as a Priest
  • A Mountainlord receives a +2 bonus to all saving throws
  • Rangers who worship this god gain access to the sphere of Elemental Earth instead of the Plant sphere

 

Entrance | Gods

 

[Introduction] [Maps] [Races] [Kits] [Cities & Places] [Monsters] [Items & Artifacts] [Ancient Lores] [Gods]
[Miscellania] [DM`s Guide] [Adventures] [Groups&Persons] [Library] [Get my Banner!] [Sign our Book!] [Design Team]