| Celenia |
| Anthor |
| Meldread |
| Elenar |
|
Mahacto |
Urban Gods, lesser

" 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
| 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 |
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: |
|
| 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 |
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: |
|
| Paladin | Normal |
| 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 |
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: |
|
| 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 |
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: |
|
| 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...
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| 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 |
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: |
|
| Worshiper's obligations (All worshipers): |
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. |
