Celenia
Anthor
Meldread
Elenar
Mahacto

Urban Gods, lesser

Painting by Sir Edwin Landseer

" The Mighty One have started it all, but we all know that these days He prefers to give the job to The Lesser Ones."

 

Rudolph the Wise, polemic philosopher

 

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 Lesser and Intermediate Powers among the Urban Gods are described bellow.

Celenia | Anthor | Meldread | Elenar | Mahacto

Celenia (The Lady of Cure)
Intermediate Power, CG


Portfolio: Healing, Love, Peace and Serenity.
Aliases: None
Superior: None
Allies: True God, Anthor and Kaldinsky
Foes: Ballog, Diadria and Sembral
Symbol: A white rose
Wor. Alignment: Any

The Lady of Cure is the most benign of the Near World pantheon. She is kind and compassionate and never says a bad word about anything. She cares not for war, combat or battle. The intentional wounding of another being is completely against her views.


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


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

Dogma: The clergy of Celenia believe that warfare and combat are wrong. They roam the lands striving to put an end to combat, acting as mediators to end such conflicts in search of a peaceful solution. The clergy of Celenia will always heal the wounded at no personal gain. Their healing services are offered to friend or foe, with no squabbling as to who receives it. It is the will of the lady that all are healed.

Major Centers of Worship: More temples are dedicated to The Lady of Cure than any other god of Near World. Her temples are bastions of peace and serenity. No one will draw blood on the holy ground of Celenia. There are temples devoted to Celenia in Soldur, Talantha, Bak, Sur, Pravokia, Niadia, and even at Zirmandia!


Affiliated Orders: None at the present time.

Specialty priests (Healers)
Races Allowed: All
Requirements: Intelligence 12, Wisdom 15
Prime Requisites: Intelligence, Wisdom
Alignment: NG
Weapons: The only weapons they can use are the quarterstaff, the lasso, the net and the sap
Armor: Limited to non-metal armors
Major spheres: All, Animal, Charm, Creation, Divination, Guardian, Healing, Protection, Summoning, Sun, and Weather
Minor spheres: Elemental (Air and water), Necromantic
Magic Items: Same as clerics
Required proficiencies: Herbalism
Bonus Proficiencies: Healing, Reading/Writing
Special Abilities:
  • A healer can never start a fight. If they do so, they will be subject to loose all their powers for an undetermined period of time
  • Healers are immune to all forms of disease
  • Healing spells cast by a healer receive a special bonus (a bonus of +2 per die rolled)
  • Healers can heal by laying on hands as a paladin, curing 2hp/level once per day
  • Healers can cure diseases as a paladin, healing up to one diseased person for every 5 levels once per week
  • At 13th level, healers starts to regenerate 1hp/6 turns, just as they had a Constitution score of 20

Anthor (The Lord of Honor and Chivalry)
Intermediate Power, LG


Portfolio: Law, Honor and Chivalry
Aliases: None
Superior: The Creator
Allies: The Creator, Kaldinsky
Foes: Ballog, Diadria
Symbol: A shield with two long swords crossed behind it
Wor. Alignment: LG, NG, CG, LN, N, and LE

Anthor is known for his great sense of honor. He is never seen to act with anything but honor. Anthor seeks to bring law to the realms and many of his clergy are active members in town guards. Those who serve Anthor with honor and remain true to themselves will be rewarded for their good deeds. As a god of honor, many of Near World's paladins and noble warriors serve him.


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 Anthor receive religion as a bonus non-weapon proficiency.

Dogma: The clergy of Anthor believe honor is the most important trait in any man. In the eyes of Anthor "Those who live without honor, do not truly live". Members of Anthor's clergy seek to uphold the laws of whichever nation-state they are in (unless it conflicts with their deep sense of honor).

Major Centers of Worship: The largest temple devoted to Anthor resides as a monastery outside of Bak. There are also small temples in Talantha and Soldur.


Affiliated Orders: Many of Near World's paladins follow Anthor.

Specialty priests (Honorblades)
Races Allowed: All
Requirements: Wisdom 12, Charisma 15.
Prime Requisites: Wisdom, Charisma
Alignment: LG
Weapons: All type B weapons, plus the longsword (which must be made of steel or silver)
Armor: Any
Major spheres: All, Charm, Combat, Creation, Divination, Guardian, Healing, Summoning, Sun.
Minor spheres: Elemental (All), Weather
Magic Items: Same as clerics
Required proficiencies: Heraldry
Bonus Proficiencies: Etiquette
Special Abilities:
  • +3 reaction adjustment with non-hostile beings
  • Can cast charm person (wizard spell, 1st level) once a day at 3rd level
  • Can cast suggestion (wizard spell, 3rd level) once a day at 7th level
Paladin Normal

Meldread (The Deceitful One)
Lesser Power, CE


Portfolio: Lies, Confusion, Mistrust, Thievery and Deceit.
Aliases: None
Superior: None
Allies: Diadria and Ballog
Foes: Kaldinsky, Anthor and True God
Symbol: An arrow with two points
Wor. Alignment: CG, N, CN, NE and CE

Meldread is the god of lies and confusion. He will always try to confuse everyone with false riddles and tales. After all, every path pointed to by this god will always be the wrong path.


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


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

Dogma: The clergy of Meldread can never be trusted in any way, shape or form. They twist their words and the words of others so that a new meaning appears. As such, the clergy of Meldread will never admit to being a faithful worshiper of the god of deceit.

Major Centers of Worship: The temples of Meldread will always be disguised as something else. The temples move as soon as their true nature is discovered.


Affiliated Orders: Many thieves guilds worship Meldread.

Specialty priests (Concealers)
Races Allowed: All
Requirements: Dexterity 14, Wisdom 12.
Prime Requisites: Dexterity, Wisdom
Alignment: CE
Weapons: Same as thieves
Armor: Same as thieves
Major spheres: All, Astral, Charm, Divination, Guardian, Healing, and Sun
Minor spheres: Necromantic, and Protection
Magic Items: Same as clerics
Required proficiencies: Disguise
Bonus Proficiencies: Forgery, Reading Lips
Special Abilities:
  • Tricksters can use thief skills as a thief can, but they receiveno initial discretionary points. The modifiers for race, armor and dexterity still apply. Each time a Trickster gains a level, he gains 20 points to allocate amongst his abilities, with no more then 10 points assigned to any one ability.
  • Concealers are totally immune to detect lie spells or powers
  • At 3rd level, concealers can cast Charm Person (as the first level wizard spell) once a day
  • At 5th level, concealers can cast Suggestion (as the third level wizard spell) once a day
  • At 9th level, concealers can cast Confusion (as the fifth level wizard spell) once a week

Elenar (The Trickster)
Lesser Power, CN


Portfolio: Mischief, Trickery, Stealth, Luck.
Aliases: None
Superior: None
Allies: Meldread
Foes: Anthor
Symbol: A silver hook
Wor. Alignment: NG, CG, N, CN, NE, CE

Elenar is the trickster, a constant annoyance of the Near World pantheon. When something is missing, he is usually the first one accused, even though he has never actually been caught... He is prone to be mischievous and is worshiped by many a thief in the realm. More often then not, a random occurrence in the realm will be blamed upon him.


The Church
CLERGY: Clerics, Specialty Priests, Thieves
CLERGY ALIGN: CG, N, CN, CE
TURN UNDEAD: C: no, P: no
CHARM UNDEAD: C: no, P: no


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

Dogma: The clergy of Elenar believe in creating mischief and havoc. They will randomly steal from others for no other purpose then enjoyment. Elenarites are often gamblers and love to show their expertise at gaming with others. As such, they will seek to set up places of gambling in cities.

Major Centers if Worship: Elenar is worshiped widely in Near World, except in Dardeeh. The clergy does not form temples in the normal sense of the word. Rather, they set up gambling establishments or safe-havens for those in need. As a result, Elenar's major temples are in the trading towns of Niadia and Zirmandia.


Affiliated Orders: Many thieves guilds and bard colleges show devotion to Elenar.

Specialty priests (Tricksters)
Races Allowed: Torannians, Elves, Half-Elves, Syllian Orcs, Gnomes and Halflings
Requirements: Dexterity 14, Wisdom 12
Prime Requisites: Dexterity, Wisdom
Alignment: CG, CN, CE.
Weapons: all type B and P weapons.
Armor: same as thieves
Major spheres: All, Astral, Charm, Creation, Divination, Guardian, Healing, Sun
Minor spheres: Protection, Necromantic
Magic Items: Thief and Cleric Items
Required proficiencies: Gaming
Bonus Proficiencies: Forgery
Special Abilities:
  • Tricksters can use thief skills as a thief can, but they receive no initial discretionary points. The modifiers for race, armor and dexterity still apply. Each time a Trickster gains a level, he gains 20 points to allocate amongst his abilities, with no more then 10 points assigned to any one ability.
  • Tricksters enjoys a uncommon, annoying kind of luck. Anytime that they find themselves on a really dangerous situation, they can claim to roll their dices again (once per adventure)
  • At 3rd level, Tricksters can cast phantasmal force (as the 1st level Wizard spell)
  • At 5th level, they can cast invisibility (as the 2nd level Wizard spell)
  • At 9th level, they can cast spectral force (as the 3rd level Wizard spell)

Mahacto (The Spirit Inside All Swords)
Intermediate Power, LN


Portfolio: The Sword, The Sun, Battle Skills and Bravery.
Aliases: None
Superior: Sembral
Allies: Sembral
Foes: None
Symbol: A glowing sword, set upon a sun.
Wor. Alignment: LG, LN, N, CN, and LE

Mahacto is the faithful servant of Sembral, god of war. He seeks no dominance of others, just that souls that venerate him be brave and faithful to the sword. In the lands of Dordread, Mahacto is worshiped as the punishing god of the sun. There are some sects of his church who actually believe that Mahacto is the spirit inside KaranBlade, and that he can be felt inside any other sword as well...


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


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

Dogma: The worshipers of Mahacto are seen to be honorable guardians of Near World. They seek to prove themselves in battle with bravery and honor. A priest of Mahacto lives to serve, and will carry out any given order by a person of authority to its full extent (whether they feel it is just or not).

Major Centers of Worship: The clergy of Mahacto has minor temples set up in Talantha, High Helm and Sur. Mahacto's major temple resides in Bak.


Affiliated Orders: The Order of the Blade is a contingent of blademasters that serve Mahacto

Specialty priests (Blademasters)
Races Allowed: All, excluding Gnomes, Hobbits and Uldras
Requirements: Strength 12, Dexterity 10, Constitution 12, and Wisdom 12.
Prime Requisites: Strength, Constitution, and Wisdom
Alignment: LN
Weapons: All swords
Armor: Only armors made of leather (padded and studded)
Major spheres: All, Combat, Divination, Guardian, Protection, Summoning, Sun.
Minor spheres: Creation, Elemental (All), Healing
Magic Items: As for clerics and fighters
Required proficiencies: Running, Endurance
Bonus Proficiencies: Weaponsmithing
Special Abilities:
  • May select warrior proficiencies with no group cross over penalties
  • Can feel magical swords of any kind up to 60 feet away
  • Can use any sword without non-proficiency penalties
  • At 3rd level, a priest of the blade can opt to specialize in any one sword (must still spend two weapon proficiencies on it)
  • At 5th level, a priest of the blade can enchant his sword to be +1 to hit and cause double damage on a successful blow (lasts for 1 round per level). He can use this ability three times in any given week, and he will be unable to cast spells for the next 1 to 6 turns.
Worshiper's obligations (All worshipers):
  • All worshipers must pray to Mahacto at least once every evening when the sun is setting.
  • All worshipers must take great care of their weapon, polish it and clean it after each usage.
  • All worshipers must pray beside the body of the creature they killed.
  • All worshipers must wear a symbol of Mahacto on a necklace at all times.
  • Mahacto's worshipers cannot eat meat.
  • Any violation of these obligations will be greatly punished by Mahacto, who will remove all spell casting ability, weapon usage and any power he granted the worshiper for 2 weeks. During this time, if the worshiper refuses to fight anybody to hide how weak he has become, he will also lose -2 to all statistics and dice rolls he has to make.

 

Entrance | Gods

 

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