The Creator
Ballog
Diadria
Sembral
Kaldinsky

Urban Gods, greater

Litography by M.C.Escher

" There are many gods on our lands, but only one was there… at the Creation."

 

The Holy Codex

 

The Urban Gods deal with the humanoid beliefs, feelings and struggles. Being much more present on the civilized world then the Gods of Nature, these gods claim to be powerful and immortal beings whose eyes can watch everything...
The Greater Powers among the Urban Gods are described bellow.

The Creator | Ballog | Diadria | Sembral | Kaldinsky

The Creator (The True God)
Greater Power, LG


Portfolio: Space, Time, Creation, Truth... Almost Everything
Aliases: The True God
Superior: None
Allies: Anthor, Kaldinsky
Foes: Ballog, Diadria
Symbol: A great ball of pure light
Wor. Alignment: LG, NG, CG, LN, TN, and CN

The Creator was the original God. He was the one who calmed the chaos at the dawn of time. He is said to have the greatest power of all the gods. However, even more than the other gods, he rarely involves himself in the working of mankind. He is seen to be withdrawn and reclusive, not involved in what happens in Near World.


The Church
CLERGY: Clerics, Specialty Priests, and Paladins
CLERGY ALIGN: LG, NG, LN, and N
TURN UNDEAD: C: yes, P: yes, Pal: yes
CHARM UNDEAD: C: no, P: no, Pal: no


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

Dogma: The priests of the Creator seek to bring truth and nobility to Near World. They act for their god in defending the innocent and weak, or those that lack the ability to defend themselves.

Major Centers of Worship: The Creator has temples in the cities of Soldur, Talantha, Bak, Niadia, and Sur


Affiliated Orders: The Creator has only one affiliated order: the Order of Truth, a group of noble paladins.

Specialty priests (Truthseekers)
Races Allowed: All
Requirements: Intelligence 10, Wisdom 12
Prime Requisites: Charisma, Wisdom
Alignment: LG
Weapons: All type B weapons
Armor: Any
Major spheres: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun.
Minor spheres: Elemental (All).
Magic Items: Same as clerics
Required proficiencies: Etiquette
Bonus Proficiencies: None
Special Abilities:
  • +3 reaction adjustment with non-hostile beings
  • Spells cast from the creation sphere have their effects doubled (eg range, duration)
  • Once per day, a truthseeker can cast detect lie (priest spell, 4th level)
Paladin Normal

Ballog (The Lord of Chaos)
Greater Power, CE


Portfolio: Total Chaos, Nihilism, and Armageddon.
Aliases: None
Superior: None
Allies: Diadria
Foes: The True God, Anthor, Mahacto
Symbol: A trident involved by flames
Wor. Alignment: N, CN, LE, NE, and CE

Ballog is the lord of chaos and all that is inherently evil. He is the lord of all the demons in Near World. His main goals are the destruction of life and to plunge the world into chaos and darkness. It is said that Ballog seduced the Balrog to his cause when he was a young emissary in the service of the True God. Ballog is feared greatly by mortals of the world and the blame for all evil falls heavily upon his shoulders. Although Ballog does not have an all-powerful church, he has many extremist underground cults. Most followers of Ballog tend to be lone agents who attempt to seed the world with chaos and death.


The Church
CLERGY: Clerics, Specialty Priests, Anti-Paladins
CLERGY ALIGN: CN, LE, NE, and CE
TURN UNDEAD: C: no, P: no, Pal: no
CHARM UNDEAD: C: yes, P: yes, Pal: yes


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

Priests of the Lord of Chaos are commonly referred to as chaoslords, or chaosladies (which commonly retains higher positions among the cultists).

Dogma: The clergy of Ballog believe that the spreading of chaos and strife throughout the realm is the best way they can serve their god. Those who cross the clergy of Ballog must be tormented by the entire clergy until they have met a fate worse than death.

Major Centers of Worship: In Near World, Ballog is scorned by the general population. They blame him for all the bad things that happen to them. As such, the clergy of Ballog rarely act openly and they are forced to worship their god in secretive temples, usually very well hidden. The only region where Ballog is widely revered and accepted is in the continent of Dordread, particularly at the Isles of Disgrace, where the major temple of Ballog is set.


Affiliated Orders: There is only one associated order that follows Ballog: the Order of the Dark Heart. The ranks of the Black Fist consist of many warriors, with the paladins of Ballog leading them.

Specialty priests (Chaoslords)
Races Allowed: All, excluding Uldras and Hobbits
Requirements: Intelligence 12, Wisdom 15.
Prime Requisites: Intelligence, Wisdom
Alignment: Any Chaotic or evil.
Weapons: Any
Armor: Any
Major spheres: All, Charm, Combat, Guardian, Healing, Necromantic, and Protection
Minor spheres: Elemental (Fire and Air), Divination, Sun (reversed only).
Magic Items: Same as clerics
Required proficiencies: None
Bonus Proficiencies: None
Special Abilities:
  • Aura of fear: 5' radius/level. (Usable 1 time/day at first level + 1 use per every 5 levels of experience. )
    Opponents who fail a ST vs Rod/Staff/Wand will either (70% chance) flee at their maximum movement rate for 1-4 rounds or (30% chance) attack the priest. The ST is made with a +3 bonus at first level and for every 3 levels of the priest the ST gains a -1 penalty
  • Charm undead: Instead of destroying undead, the priest will control them (look in PHB to see if they are turned or charmed).
Paladin Reversed

Diadria (The Lady of Death)
Greater Power, NE


Portfolio: Death, Disease, Corruption and Darkness.
Aliases: None
Superior: None
Allies: Ballog, Sembral
Foes: Celenia, Anthor and Kaldinsky
Symbol: A bleached white skull
Wor. Alignment: N, CN, LE, NE, and CE

Diadria is the queen of the dead. She rules over the dead with an iron fist. She is the presence that hovers over the terminally sick and wounded, waiting patiently for their soul. As such, she is one of the most powerful gods as everybody returns to her sooner or later.


The Church
CLERGY: Clerics, Specialty Priests
CLERGY ALIGN: N, CN, LE, NE and CE
TURN UNDEAD: C: no, P: no
CHARM UNDEAD: C: yes, P: yes


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

Dogma: Priests of Diadria worship death in all its forms. They seek to help cause deaths. A priest of Diadria will not willingly heal someone who is dying. They can use their healing powers to heal minor wounds, but nothing that could possibly cause death. Although serving the Lady of Death, priests of Diadria do not go on ruthless killing sprees. They prefer to wait for death to occur naturally.

Major Centers of Worship: The bulk of Diadria's worshipers are centered in Torann with large temples in the cities of Sur, Talantha and Niadia. The next largest temple is situated in the distant lands of Dordread.


Affiliated Orders: There are several orders of monks that hover around dead battlefields showing allegiance to the Lady of Death. It is rumored that their are several orders of assassins that work for Diadria as well.

Specialty priests (Darkbringers)
Races Allowed: All
Requirements: Constitution 10, Intelligence 12, and Wisdom 14.
Prime Requisites: Constitution, Intelligence, and Wisdom
Alignment: CN, NE, CE
Weapons: All type B weapons, scourges, scimitars and scythes
Armor: Limited to non-metal armors. No shield.
Major spheres: All, Combat, Divination, Guardian, Healing (reversed only), Necromantic, Protection, Summoning, Sun (reversed only)
Minor spheres: Elemental (Earth and Fire), Healing
Magic Items: Same as clerics
Required proficiencies: Herbalism, Scythe
Bonus Proficiencies: None
Special Abilities:
  • Darkbringers have their charismas lowed by 2
  • Darkbringers shun the bright light of day and suffer -1 to all rolls when in sunlight, or in the presence of a continual light spell
  • Darkbringers suffer a -3 to all reaction rolls with the living
  • Darkbringers charm undead at 2 levels higher than normal and with double effects
  • Darkbringers are disease carriers. They can catch and pass on any disease, but due to a boon from Diadia, a darkbringer will suffer no debilitating effects from any disease
  • All Darkbringers receive 60' infravision. If the character already has infravision, it gets a range boost of 30'
  • Spells cast from the Necromantic sphere have their effects doubled (Range, area of effect, ect)
  • Darkbringers can cast spells from the wizard school of necromancy. These spells are cast as if the priest was a wizard of the same level, the darkbringer does not have to memorize these spells but prays for them instead.

Sembral (The Lord of War)
Greater Power, CN


Portfolio: Battle, War, Fighting and Warriors.
Aliases: None
Superior: None
Allies: Diadria, Mahacto
Foes: Kaldinsky, Anthor
Symbol: A hand holding an axe
Wor. Alignment: Any

Sembral is the lord of battles. They say that Sembral's influence can be felt in Near World by the continual wars that plague the land. Sembral does not seem to care for the destruction warfare brings, only for the glory of battle. Sembral is worshiped by many of the warriors in the realm because he symbolizes strength, courage and prowess in battle. Sembral is quick to anger and even quicker to battle. He is impatient and always looking for a good fight. Due to his chaotic nature, Sembral will give favor to any side in any given battle and will often switch sides to prolong the battle.


The Church
CLERGY: Clerics, Specialty Priests, and Warriors
CLERGY ALIGN: NG, CG, LN, N, CN, NE, and CE
TURN UNDEAD: C: no, P: no
CHARM UNDEAD: C: no, P: no


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

Priests of Sembral are commonly known as battlelords or battleladies (though priestess's of Sembral are not very common).

Dogma: The clergy of Sembral are in a continual search for battle. Most priests of Sembral are quick to anger and quick to fight anything that offends them. The faithful of Sembral will charge into battle when they see it, but should flee when against overwhelming odds. The clergy of Sembral will never seek to avoid a battle.

Major Centers of Worship: Due to his nature, Bak suits the battlelords designs for a city, and host the major temple of Sembral. There are many others, particularly at Soldur and Talantha.


Affiliated Orders: Sembral has many orders devoted to him. Nearly all the warrior guilds and mercenaries follow the faith of Sembral.

Specialty priests (Battlelords)
Races Allowed: All
Requirements: Strength 12, Constitution 14, and Wisdom 9.
Prime Requisites: Strength, Wisdom
Alignment: CG, N, CN, and CE
Weapons: Any (no missile weapons are allowed. Thrown weapons which can also be used as melee weapons, such as warhammers, spears and daggers, are allowed but no bows or crossbows)
Armor: Any
Major spheres: All, Combat, Creation, Guardian, Protection and Sun
Minor spheres: Elemental (Fire and Earth), Divination, Healing, Necromantic
Magic Items: As for clerics and fighters
Required proficiencies: Hunting
Bonus Proficiencies: None
Special Abilities:
  • After reaching 3rd level, Battlelords can specialize in any one melee weapon as a warrior (they must spend the properly WP points, of course)
  • As he progresses in level, a battlelord's number of attacks per round progresses as a warrior (eg 3/2 at 7th, 2 at 12th)
  • Once per day, before entering battle, battlelords can spend one complete round praying. After doing this, they recieve +1 to hit and damage for every 5 levels of experience

Kaldinsky (The Minister of Arts and Knowledge)
Greater (Intermediate) Power, NG


Portfolio: Art, Knowledge, History, Wisdom, and Philosophy.
Aliases: None
Superior: The Creator
Allies: The Creator, Anthor and Celenia
Foes: Ballog, Diadria, Maldread and Sembral
Symbol: A book with a quill and ink pot beside it
Wor. Alignment: LG, NG, CG, LN, and N

Kaldinsky is the god of art, knowledge and philosophy. It is said that he knows everything that has transpired, but will not reveal anything but the smallest portion to anyone. He is extremely intolerant of ignorance and goes to great lengths to educate Near World. It is said that Kaldinsky is loosing his power these days, appoaching a Intermediate Power level, and made an alliance with True God to maintain his church powerful.


The Church
CLERGY: Clerics, Specialty Priests
CLERGY ALIGN: LG, NG, CG and N
TURN UNDEAD: C: yes, P: yes
CHARM UNDEAD: C: no, P: no


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

Dogma: The clergy of Kaldinsky seeks to enlighten the world by bringing knowledge to all those in need. They run most of the schools and academies in Near World and allow anyone with the desire to increase their knowledge to come and learn.

Major Centers of Worship: Kaldinsky has at least a small temple in every town in Torann and Stonebridge. The largest of these temples are situated in Talantha, Soldur and Pravokia.


Affiliated Orders: There are several monastic orders that devote their lives to the pursuit of knowledge.

Specialty priests (Scribemasters)
Races Allowed: All
Requirements: Intelligence 12, Wisdom 14.
Prime Requisites: Intelligence, Wisdom
Alignment: NG
Weapons: All type B weapons
Armor: Limited to leather armors. No shield.
Major spheres: All, Astral, Charm, Creation, Divination, Guardian, Healing, Plant, Protection, Summoning, and Sun
Minor spheres: Elemental and Necromantic
Magic Items: Same as clerics
Required proficiencies: Ancient History, Local History
Bonus Proficiencies: Ancient Language (pick one), Modern Languages (pick any two), Reading/Writing
Special Abilities:
  • Scribemasters can learn any non-weapon proficiency with no cross-over penalties.
  • Divination spells cast by scribemasters are cast at three levels higher than their actual level.
  • Can read languages as a Bard (starts at 10%, and progresses at 5% per level)
  • Can cast identify (as the first level wizard spell) once a week
  • At 3rd level, they can cast comprehend languages (as the first level wizard spell) once a day.

 

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