Imperial Pantheon

Deities of the Imperial Nations

The deities mentioned below do not represent the entirety of every deity worshipped by members of the Imperial nations. Innumerable other deities are worshiped, be they real or not. Those deities mentioned below are the focus of some of the larger or more politically influential churches in the Empire. The deities mentioned below do not fall into any sort of collective or a true pantheon. The only tie that binds most of these deities together is that the majority of their worshippers live among the Imperial nations.

 

Drey (Dray)
The Platinum Knight, General Drey, The Lord of Battle
Symbol: Two swords clashing with a shower of sparks
Alignment: Lawful Neutral
Portfolio: Honorable combat, war, the souls of dead soldiers
Domains: Law, Protection, War
Favored Weapon: Longsword

Drey is The Platinum Knight, the warrior of warriors. His cause is to find honor and glory through righteous battle. His clerics are holy warriors and leaders of great armies that fight just and honorable battles in the name of their holy General.

Dogma
The most important weapon a warrior can have is his honor. A warrior without honor is a warrior that is destined to fall by his own folly. Only through the fires of honorable combat can the soul be purified and forged to ultimate perfection. Death is a small price to pay for glory, and true glory holds the key to a warrior’s immortality. Those who attain glory in battle and fight with honor are afforded a special place in The Heavens, where they may fight at Drey’s side for all eternity.

Temples and Clergy
There are relatively few temples dedicated to Drey. Those that do exist are as much war colleges as places of worship. The philosophy of Drey’s teaching says that every true and honorable warrior carries his own temple within his heart. Services, be they in a temple or in a camp just prior to a battle, are usually filled with references to great battles and warriors from history, which are meant to inspire the listener to greater acts of glory.

 

Clerics dedicated to Drey are among the most fanatical warriors in the world. They never back down and they only retreat when there would be no glory in dying at the hands of the enemy. They tend to do little evangelizing, preferring to prove the rightness of their dogma through action, be it a one-on-one duel or a full-scale war. Drey’s clerics generally forego typical cleric vestments, and favor battle-scarred armor covered in symbols of their faith.

 

Hamon-Ti (Hay mon tee)
Lady of the Hunt, Primus, The Bear
Symbol: A bear’s paw the with an arrow behind it.
Alignment: Chaotic Neutral
Portfolio: Hunting, tracking, predators, primal nature
Domains: Animal, Chaos, Strength
Favored Weapon: Longbow

 

Hamon-Ti is nature itself. She is the primal animal spirit and the thrill of the hunt. Those who revere Hamon-Ti recognize and embrace the chaotic order of the natural world.

Dogma
All things have an instinct to survive at any cost, and all things carry inside them a killer’s instinct. There need be no malice in it, but every living thing must kill to survive. The predator stalks and kills his prey for survival, but also for the thrill of the hunt. The thrill of the hunt honors the prey and thanks it for the gift of life it has given. Those who ignore this fact and allow their instincts to be dulled by allowing others to provide for them for too long are destined to one day become prey themselves.

Temples and Clergy
There are not many proper temples dedicated to Hamon-Ti. Where ground is consecrated in Hamon-Ti’s name, standing stones and stone circles are used in place of closed buildings. These are generally in fairly out of the way locations, such as forest clearings, but a few do exist near towns and cities for service to the faithful that choose to live in urban areas.

 

Clerics dedicated to Hamon-Ti are usually as much hunters as priests. They maintain the sites holy to Hamon-Ti and guide others towards her teachings. In some areas, clerics of Hamon-Ti are heads of local druid circles, acting as a direct line between the goddess and her followers. Many rangers, druids and hunting enthusiasts revere Hamon-Ti as well.

 

Hahr’ur (Har ur)
The Reaper, Lord of the Dead, The Final Judge
Symbol: A disembodied head wearing an executioner’s hood.
Alignment: Neutral Evil
Portfolio: Death, execution, divine judgment
Domains: Destruction, Evil*, Trickery
Favored Weapon: Scythe

* Replace desecrate with death knell and create undead with planar ally (evil creatures only).

 

Hahr’ur is the lord of death and the arbiter of souls. He is the final judge of the dead before a soul is sent to its eventual fate. It’s often said that he is a harsh judge.

Dogma
All things that live eventually die. How one lives decides whether the soul flies free or is weighed down by the chains of guilt and responsibility. Those that live a life of innocence and value are judged fairly on the scales of Hahr’ur, and ascend to the highest Heaven. Those whose souls are burdened by the chains of their deeds, however, tip the scales of Haur’ur and slide to the deepest Hell. Those who attempt to escape judgment by cheating death must be hunted down and destroyed.

Temples and Clergy
Temples dedicated to Hahr’ur exist, but they are widely unpopular in most places. Many see the foundation of a temple dedicated to a death god as a sign that people will soon die. Where Hahr’ur’s temples are concerned, they are correct. Very occasionally, a temple of Haur’ur will arise near an area plagued by undead. In this case, they are warily welcomed by the locals, as Haur’ur despises the undead and his followers actively hunt them down and destroy them.

 

Clerics of Hahr’ur are often called reapers. While they take no vow to it, they are usually silent, speaking only occasionally. They wear black robes and shave their heads, tattooing their bald heads and faces with scripture in a language that is gibberish to most. Most menacing of all, however, are the scythes they carry with them. When a temple of Hahr’ur is established, people disappear. Unknown to most of the public, authorities at the temple watch the local population and pass judgment on them in seemingly-random patterns. Once judgment is passed, the reapers carry out the sentence of death.

 

Reapers are among the very few clerics in Eckor that do not evangelize. As they silently carry out their mysterious and grim business, no shortage of prospective priests submit themselves to the clergy of Hahr’ur. Most do not survive the dark rituals that are part of a priest’s education, but those who do go on to become reapers themselves.

 

Hephesius (Hu fez e us)
The Harvester, The Straw Man
Symbol: A bundle of harvested grain
Alignment: Lawful Neutral
Portfolio: Domesticated plants and animals, the rain, astrological events
Domains: Animal, Plant, Water
Favored Weapon: Sickle

 

Hephesius is the farmer’s god. He controls the rains that feed harvests and tells mortals when to harvest with signs from The Heavens.

Dogma
Hephesius is a loving master who watches over simple people and helps them make the best of their lot. It was Hephesius that first taught mortals the skills of farming and animal husbandry. Hard effort pleases him and results in a good harvest. Those who slack or try to benefit from the work of others are cursed with a fruitless harvest. In his displeasure, Hephesius allows blight and famine to slip into the world, for as a burned field clears room for a healthy crop, so too does the will of Hephesius make a community healthier.

Temples and Clergy
Hephesius has few temples. He is the god of simple farmers and herders and though many worship him fervently, services to his name are often conducted in barns or open fields instead of temples of stone and glass. Nothing in his dogma decrees the need for sacrifice, but many of the faithful do so anyway, tithing an animal or a portion of their harvest to their local cleric. Most often, this tithe is returned directly to the community during a feast after the Harvest Moon.

 

Clerics dedicated to Hephesius are likely to be somewhat more rustic than many other clerics. Like the people they shepherd, they are often farmers or herders as well, and work just as hard as their charges. Most often, they are responsible for agricultural advice and veterinary assistance, but they also act as horse whisperers and often as community leaders as well. Their main function, however, is to pronounce the moons, a process that identifies when a sign from Hephesius dictates that fields should be planted or harvested, when the best time for animal breeding is and the like. In many communities, this is largely ceremonial, but in some areas, a harvest won’t occur until a cleric pronounces the will of Hephesius.

 

O’haara (O har a)
Wavemaster, Lord of the Tides
Symbol: A cresting wave
Alignment: Chaotic Neutral
Portfolio: The sea, aquatic creatures, storms
Domains: Air, Chaos, Luck, Water
Favored Weapon: Trident

 

O’haara is the expansive ocean and god of all above and below his waters. Even among humans, he is most often represented as a gnome, and is in fact the patron god of most gnomes.

Dogma
While the sea has the outward appearance of ordered calm, under the waves lies another world, a chaotic collection of life that violently resists any attempt at structure or order. The sea has the power to conjure great storms, and its denizens can drag down the strongest of ships. However, the sea also provides, and gives back to those who respect its power.

Temples and Clergy
Those who make a living from the sea are superstitious by nature. A temple dedicated to O’haara can be found in almost every port city and fishermen’s village. Sailors, fishermen, whalers and even pirates quickly learn to respect the sea, and even the toughest of them at least give lip service to O’haara. His temples are rarely fancy establishments, often being made from bits of broken ships that wash up as flotsam, but they are rarely empty in an area with a sizable number of people that live and die by the sea.

 

Clerics dedicated to O’haara are often most active in marine ecology. They speak out against overfishing and the pollution of the sea. They also tend to be hard workers, being every bit as willing as the next man to haul a net or help construct a new dock. The services of a cleric of O’haara are in high demand among captains. The ability to influence the sea in positive way and control the wind a vessel sails by are prized benefits.

 

 

Shimar (Shee im ar)
Mindbender, He Who Knows, Lord of the Mind
Symbol: A humanoid head profile with a glowing mind showing through
Alignment: Neutral
Portfolio: Psionics, forgotten and lost knowledge, the mind
Domains: Knowledge, Mind*, Trickery
Favored Weapon: Sling

* new domain; see below

Shimar is the master of the mind. All things known and all things forgotten are his jurisdiction. No secret can be kept from him, for the mind is his domain. Shimar is the patron god of many who practice psionics. The number of clerics dedicated to him is small, though they hardly seem concerned with that triviality.

Dogma
All thoughts are sacred things and should be shared with the universe. While sentience and independent thought are the first steps to enlightenment, psionics is a greater form of thought process that is more highly evolved. Through speech, people make their will known with their words, but through psionics, people make their will manifest through their thoughts. Controlling, manipulating or even suppressing thought processes is merely a way to impose one’s will on another, but permanently blocking or destroying a being’s ability to produce thought altogether is as great a crime as any in the world. Death is a natural part of life, even ascension to a higher form of thought, but intentionally causing brain death will bring Shimar’s wrath upon the offender.

Temples and Clergy
Temples dedicated to Shimar are almost non-existent, as there are usually not enough clerics or acolytes in any one area to maintain anything resembling a permanent structure. Most guildhalls belonging to the Guild of the Mind have at least a small shrine dedicated to Shimar. Most of Shimar’s believers come from the psychic population, though many among the guild offer little more than lip service.

 

Clerics of Shimar are usually very aloof and preoccupied. They are constantly thinking about some problem or puzzle in an effort to forward the will of their deity. Members of the general public usually consider them to be arrogant or on a high horse due to their constant detachment. Clerics tend to favor rusty red colored robes or cloaks and usually wear them with the hood thrown forward.

Mind Domain*
Granted Power:
Once per day, you may manifest one psionic power as a psion of your cleric level. Upon taking the Mind domain, choose one psionic power you qualify for. When you gain a new level, you many choose to replace your current power with a new psionic power, but you may only know one power in this fashion at a time. The power may come from any psionic discipline and may be augmented, but must have a power point cost equal to or less than your cleric level and follow the normal rules for augmentation.

Add Knowledge (psionics) and Psicraft to your list of cleric class skills.

Mind Domain Spells
1 Charm Person:
Makes one person your friend.
2 Detect Thoughts:
Allows “listening” to surface thoughts.
3 Clairaudience/Clairvoyance:
Hear or see at a distance for 1 min./level.
4 Modify Memory:
Changes 5 minutes of subject’s memories.
5 Mind Fog:
Subjects in fog get –10 to Will and Wis checks.
6 Telepathic Bond:
Link lets allies communicate.
7 Antipathy:
Object or location affected by spell repels certain creatures.
8 Mind Blank:
Subject is immune to mental/emotional magic and scrying.
9 Astral Projection:
Projects you and companions onto Astral Plane.

*Note that taking the Mind domain bestows the psionic subtype on the cleric. See page 68 of the Expanded Psionics Handbook for more information.

 

Tuganja (To gan ja)
Khan of Khans, Lord Protector, The Strongest One
Symbol: A broken chain
Alignment: Chaotic Good
Portfolio: Orcs, freedom, strength
Domains: Chaos, Good, Protection, Strength
Favored Weapon: Orc Double Axe

 

Tuganja is a deity of protection and freedom. While under his protection, no one will ever be cruelly subjugated and bent to the labor or will of another. He is revered by orcs and freed slaves, and secretly sought by those still in servitude.

Dogma
No person belongs to another. No person has the right to own another as property, to tell another what to do or think or believe. Under the protection of Tuganja, no one will be a slave to another for long. But freedom is as much a privilege as a right and must be earned. The weak-willed who bow down and never raise a single question in protest are not deserving of Tuganja’s protection. Only those who will stand up and fight for their freedom are heard. The strong must protect the weak, but the weak must not be afraid to become strong.

Temples and Clergy
Tuganja’s temples are found in many places in Eckor. There are very few in the nations of the Great Desert, but it’s difficult to find a village or town in Bralda that doesn’t have at least one shrine. Tuganja’s dogma is welcome in the nations of the Empire and many non-denominational temples include Tuganja next to other deities of the common people.

 

Tuganja’s clerics tend to be as much warriors as priests. Most try to spread their message of hope through displays of great skill and strength. His clerics tend to work by inspiring hope in others and whenever they find a people enslaved, they consider it their duty to inspire the slaves to rise up in freedom. Clerics of Tuganja favor armor instead of clerical robes, but many have started wearing blue capes with the symbol of Tuganja as a clasp to make themselves known.

 

Veni Raci (Ve ni Ra se)
The Wellspring, The All-Knowing Mistress, She Who Sees and Knows
Symbol: A book with an open eye on the cover
Alignment: Neutral
Portfolio: Arcane magic, enchanted items
Domains: Knowledge, Magic, Trickery
Favored Weapon: Quarterstaff

 

Veni Raci is the ebb and flow of arcane magic. Every spell that is cast, every scroll that is used, every hidden pool of arcane energy is a piece of her. Without her, arcane magic would quickly shrivel up and fade away.

Dogma
Magic is everywhere. It surrounds and infuses everything in the world. Blessed are those who learn to shape it and mold it to their will, for they will begin to realize their true potential. Most cursed are those who would destroy magic in any form or by any means. Magic is a force to be used and protected.

Temples and Clergy
Temples of Veni Raci are not very commonplace. Most exist in the southern civilized nations, since Veni Raci was originally a deity worshiped by the Zymian Empire. More often that not, the guildhall of a mage’s guild will have some token shrine dedicated to her.

 

Clerics that dedicate themselves to Veni Raci are not especially common. Most that believe that arcane magic is a special force become arcane casters themselves. Still, they do exist, many taking up arcane magic as well as divine, and some even becoming mystic theurges. Clerics of Veni Raci tend to favor brown or dark red robes covered in all manner of arcane writings, which sets them apart from the average arcane caster.

 

Wis’a (We sa)
The Healer, The Lover, The Blue Lady
Symbol: A blue heart
Alignment: Neutral Good
Portfolio: Healing, love
Domains: Good, Healing, Protection
Favored Weapon: Shortbow

 

Wis’a is the personification of all that is good and warm and loving. She is responsible for lovers finding their soulmates and for the healing of broken hearts. She is equally known as a healer and protector of the downtrodden.

Dogma
Wis’a loves everything and everyone. The arrows of her angels fly straight and true and wherever they land, love is certain to blossom. She is troubled by sickness and disease, and commits her followers to healing the wounds of the world. Through truest love and honest faith, anyone can realize the love Wis’a bears for them and the entire world.

Temples and Clergy
Wis’a may have more temples dedicated to her than any other deity in the Imperial nations. These range from giant cathedrals of stone and stained glass to tiny hovels maintained by a single faithful priest. The smallest temples rarely charge for their healing services, while some of the larger ones do, but do a good bit of charitable work as well.

 

Clerics of Wis’a are almost always among the kindest souls anyone would want to meet. They are interested in spreading the love of their deity through healing, but it would be a very rare cleric who withholds divine healing to someone of another faith. Clerics dedicated to Wis’a rarely become warriors, but many spend a good portion of time as battlefield medics, and some do occasionally join an expedition to lay to rest a group of unruly undead. Clerics of Wis’a favor white robes with a blue heart sewn in. They also tend to favor turquoise in any jewelry they wear.

 

Yangu (Yang gu)

Holy Light, The Good Son, The God of Day
Symbol: Half a broken heart, always white.
Alignment: Lawful Good
Portfolio: Healing, love, the sun
Domains: Good, Law, Sun
Favored Weapon: Flail

 

Yangu is the good personification of a dual-natured deity. Together with his twin sister, Yinga, they make up one body with two minds.

Dogma
Everyone and everything is sacred in its own way. Every living thing has the capacity to both love and hate. Oppose the forces that would kill and destroy, but never hate them. Hate is a tool of the Dark Half, and must not be used by those who wish to remain pure. Look inside always and tend to the light of love and forgiveness until it outshines hate and darkness.

Temples and Clergy
Temples dedicated to Yangu tend to be grand affairs. They often feature stained glass and large, open sunwindows int he ceilings of the common rooms to allow the light to fill the temple. One sect of Yangu's worshippers build temples that offer worship and praise to the deity's twin sister, Yinga, as well (referring to the two synonymously as "The Dichonomy").

 

Clerics of Yangu are extremely active among the smallfolk. They preach tolerance and understanding and encourage worshippers not only to forgive wrongs done to them by others, but to look within themselves and recognize the potential for darkness in their own hearts as well. Yangu's clerics favor white garments and tend toward polished armor when it's required.

 

Yinga (Yin ga)
The Dark Half, The Lady of Night, Darkheart
Symbol: A burning sphere
Alignment: Chaotic Evil
Portfolio: Hatred, destruction, war
Domains: Chaos, Destruction, Evil, War
Favored Weapon: Dire Flail

 

Yinga is the evil personification of a dual-natured deity. Together with her twin brother, Yangu, they make up one body with two minds.

Dogma
The world was created only for the fun of destroying it. Take enjoyment from everything and then watch it burn. Let no one stop you or hold you back. Do as thou wilt.

Temples and Clergy
Almost no temples dedicated solely to the worship of Yinga exist. A goddess of evil that commands her followers to destruction is typically not welcome in civilized society. Most followers of Yinga keep their true faith a secret from their neighbors.

 

Clerics dedicated to Yinga are generally solitary figures that travel from place to place. When they have stirred up enough trouble or worn out their welcome, they move on before they are brought down, only to start their particular brand of trouble all over again.