Religion of Trysin

    The gods of Trysin are seen as an important, if subtle component of people’s day-to-day lives. Typically citizens of the minor realm determine a single god to guide them in their paths through life, while asking aid from the occasional other. Most who truly connect with their deity’s dogmas possess a similar generalised viewpoint surrounding their day to day living; a patron of Alstin who shuns risks and bring sorrow upon others is unlikely to enter her kingdom!
    The most devoted in the realm are most certainly the common folk. They live in awe of the deities, and expect that their devotion will lead them to a greater realm when their existence is at an end. The only group that believes otherwise are the atheists and worshippers of the neutral powers, who expect their souls to disintegrate or rejoin the great cycle, respectively. The middle and upper classes vary in their devotion to the lords and ladies of greater realms. Some, mostly those who have recently ascended to their social rank, hold the teaching of the gods dear to them, using them to guide their every-day actions. Most, however, call upon the gods when it suits them; if they are in need of rain they may call to Kemetar, but it is more likely that they simply hire a member of that priesthood or wizard of power to alter the weather currents. The only exception to this is the Power Mstam, who strikes a cord within most of the nobles of the realm. They accept his teachings willingly, as they customarily allow them to retain their authoritarian positions in the society.
    This has led to the priests of the various deities to realise that, generally, the common folk possess a great inner belief, which leads to their ascension to the great realms when they pass beyond the wall. They rulers, however, are recycled through the great cycle, constantly being reborn and regaining positions of authority in their birth lands. The consequence has been a relatively stagnant power structure for the last millennium, with the type of rule changing little, as most are ambitious, power-hungry men and women. The rare few that are noticed in the eternal movement of rulers are those who are strongly devoted to their own views, which are often represented by a power other than Mstam, and rule accordingly. These are both the most benevolent of the rules, the most just, and the most horrendous and tyranical of the lot. While the people’s of the lands commonly gravitate to these sorts of leaders, they also fear the power that backs these mighty leaders.

Death and the Grey Halls
    When denizens of Trysin perish they pass through the Grey Wall, the barrier seperating the living and dead, and enter into the Grey Halls. In these massive chambers they seen dozens of passageways that lead to different areas of the Grey Realm, as well as to the passways that permit travel through the Elemental Realms. The dead are prevented from choosing a pathway for several days, in case the people in Trysin perform magics that rip the dead back into the minor realm. The only exception to this is those who worship one of the neutral gods, who are whisked away from the Halls and into the domain of their deity. Following the normal waiting period, the dead gravitate towards the passages ajoining the Halls, and follow them according to their own intuition. After days of travel they arrive at a destination appropriate for their moral focus. This means that some traverse a passway through the elements, while others are guided to the place and position that they will be at and hold when they are returned to Trysin.

Some beings, upon passing through the Grey Wall, are prevented from returning to Trysin. This can be the result of passing into the minor realm too many times, being impeded by rivals who have positions of power with Avern, or being held in the Grey Realm at the whims of one of the powers. These beings, after decades of stasis, occasionally push through the Wall through sheer force of will, returning to Trysin as one of the angry dead.

The Realms of Existence
    There are several major realms that dominate the universe surrounding the minor realm and Grey Realm.


    Avern is the domain of lawful creatures and the home of the law dominant powers. They exist at the end of a Grey Pathway that leads from the Grey Halls through the dense Realm of Water. To its right is the major realm of Sacern, the home of the good gods and their most devoted worshippers. New entrants to the domain, in their course along the Grey Pathway leading into the domain are treated to what the heart of the Realm of Earth appears as. Nasean is filled with the gods of chaos and their mismatched bunch of followers. When travelling to the major realm entrants can watch as the inhabitants of the Realm of Air move through their native home. The final major realm, Macean, is the fortress of all that is evil in the universe. When walking along the Grey Pathway leading to the realm new residents are treated to the scorching heat that surrounds them, narrowly protected from the devastating effects of heat generated by the Realm of Fire. The Grey Realm, which it miles above Trysin, is the origin of the Grey Passways, and is where people who held a neutral moral focus remain until revisiting Trysin.

Avern – Major Realm of Law
    The home of several minor and major deities, Avern is a land where every action is perscribed by the being that have senoirity in the realm. The ancients in the realm sometimes rival the powers of the lesser powers, occasionally overturning their decisions in favour of their own. Courts exist within this realm that are equipped to mediate any and all disputes, including the wilful disregardation of order as well as a large section devoted to prosecuting travellers from the minor realms that attempt to venture into the major realm. It is within Avern that the List of the Cycle exists, a document that determines when all the residents within the Grey Realm are permitted to re-enter Trysin. This document is protected by several of the various deities most loyal guards, each nearly a lesser power in their own right. These guards, known as the Keepers of the Scroll, have defeated countless attempts to remove the List from Avern. On the lone occasion that it was stolen away retrieved it before any changes could be made to it.
    The realm is a near replica of Trysin, with the only difference being that everything is set at precise angles, all the laws have been clarified and all citizens are aware of them, and all beings act more like a collective hive mind than as individuals. It is a foreign place to those who arrive from Trysin, who can find the various important areas found on a map in their realm, but all recognise the subtle, but important differences. Chaotic characters that try to pass into the realm find themselves unable to, no matter their power. This has led to difficulties in negotiating deals between the choatic deities and others, simply because all other deities prefer to have a deity devoted to the law finalise all contracts in the presence of all involved parties.

Sacern – Major Realm of Good
    As the residence of the Good powers of the universe, there are few, if any incidents where people act out of selfishness or attempt to intentionally harm others. This realm is overseen by heroes of the Good gods, and they do their utmost to ensure that every being that passes into Sacern is treated with equality and presented with everything that they desire. The deities of the realm rarely interfere in the activities of their residents, preferring to let them rest and relax after following the hard road for their existences in the minor realm. Occasionally, members of the realm, usually past heroes, are asked by the lesser or greater powers to represent them on missions back to Trysin. Most readily accept, though there are some who refuse, with no harm or ill will resulting from the decision.
    The major realm is similar to Trysin, though the lack of any evil influence leaves much of the landscape altered. The absence of evil governing bodies, deadly threats created by those devoted to evil, and dominance of helpful people has led the nations to be much more open. The people try to help one another, strengthening one another instead of opposing one another, which has led to countless new inventions and wonderful friendships that would have been impossible without these neutralised tensions.
    Travellers from other realms are generally welcome, with the exception of those possessing evil intent. When passing through the magnificent gates leading into Sacern the guardian dweomers are able to determine an individuals intentions, and those who are evidently malevolent are crushed under thousands of pounds of rock and mud, removing them from the universe entirely.

Nasean – Major Realm of Chaos
    The domain of Crast and his cronies, this is a realm that endures constant change. People change appearances as often as they breathe, and items that haven’t even been thought of in Trysin are commonplace here. The only authorities are the few who ensure that members of this realm are not succumbing to stasis, and those that are are brought before their deity for a talk, after which most regain their dynamic spirit. There are some that even this doesn’t cure, and those are sent back into Trysin to experience the low scale change that constantly occurs there, and are given the opportunity to change their focus in life, if it suits them. Members of the realm that do return to Trysin retain their memories, and are given complete choice surrounding whether or not they would like to change their focuses, there is no compulsion to return to Nasean.
    As a land of constant change, visitors that have chosen law as their focus in life are uncomfortable, but residents of Nasean are open with them and there are no defences in place that would prevent them from entering the realm. The constant change has resulted in the landscape being completely different from Trysin; few would even recognise it as an image of the minor realm. With this in mind, it is possible to find locations that correspond to those in the minor realm, it simply requires the being to conjure a compass with their minds, after giving it instructions to direct them to a specific location. While there destination might be different that what they remembered it as in the minor realm, some semblance of it certainly exists somewhere in Nasean.

Macean – Major Realm of Evil
    The major realm devoted to evil, this is the most dangerous location in the entire universe. The deities here are very active, commonly interfering in the activities of the residents of this land, usually to command them to do something or other that is either incredibly dangerous or fiendishly clever towards one of the other realms, most commonly Sacern. Massive standing armies are employed by the deities, consisting of both their own followers and other natives to Macean that were present when the gods arrived and creatures that dwell in the Realm of Fire. These forces are employed to protect the fortresses and cities dedicated to the deities, as none trust the others to not attack them in fits of rage or passion.
    Macean bears semblance to Trysin, though the unwary traveller should be cautious at all times. The lands are slightly more war-torn, the people moderately more corrupt, but initially the realm seems very navigable. The true danger of the realm is very subtle, it does not take long before visitors begin to interact with those around them in equally treacherous manners as they are being treated. This causes their focus to shift from what they initially began their trek with towards evil, and once the alteration is completed the traveller is trapped within the realm permanently, or at least until he is freed by one of the deities of the realm. Those that attempt to break free, or force their way into the realm are burned to a cinder by the harsh nature of the Realm of Fire

Grey Realm – Major Realm of Neutrality
    Literally existing on top of the minor realm of Trysin, this is where those favouring neutrality exist until reincarnating into the lands below. Those destined for one of the greater realms are rushed through this Realm via a Grey Pathway, never to return. The grey realm has hosts of beings within it, most of whom mindlessly carry out the tasks they will be performing on Trysin. The exception is those who devoted their lives to a neutral god, who can move about the plane, with the devoted of Kemetar ensuring that the souls will be able to succeed at their future professions while those of Lalyic destroy the souls of the weak and incompetent. The Grey Realm holds these souls, as well as the essences required for plant life, animals, and other non-sentient things.
    The realm also holds the Stone of Thoughts. Protected by both Lalyic and Kemetar, this ancient substance generates all of the thoughts and reams that pass through the minds of sentient beings, from the most basic animal to most ambitious dragon. In the recent century alone there have been dozens of attempts to remove the Stone by denizens of Trysin, not to taking into account the near constant attempts of agents of other realms, but each expedition has resulted in the thieves meeting the wrath of the two deities.

Deity
Holy Symbol
Typical Worshippers
Alstin [cG]
Foaming Mug
Teenagers, rogues, fighters, tavern owners, adventurers
Arastor [Cg]
Pink heart draped by a blonde wig
Prostitutes, bards, ladies in waiting, couples, courtseans
Azoroth [nE]
An image of Azoroth's flaming red eye
Warriors, farmers, desert folk
Balnor [Ln]
Star shooting past hourglass
Messengers, calvary officers, tax collectors
Bithum [cE]
A bulging, muscular arm
Barbarians, smiths, wrestlers
Craestlor [nG]
A tightly rolled, sealed letter
Judges, paladins, the elderly, guilt-wracked people
Crast [Cn]
A set of dice
Gamblers, adventurers, inventors, the poor
Factis [Le]
Mountain with a pick laid overtop
Miners, rogues, explorers
Gisthis [cE]
Black wave with red eyes at crest
Tyrants, monks, pirates, sailors, counsellers
Hala [cE]
A twisted deep blue knife with green venom at the tip
Assassins, torturers, poisoners, politicians
Kemetar [N]
A large tree wrapped in a wide circle
Druids, ambassadors, most commoners
Kroswen [lG]
A wooden unicorn made of oak
Healers, warriors, the old and young, the sick
Lalyic [N]
Massive storm cloud
Druids, barbarians, tribal groups
Mral [Cg]
An open lock
Thieves, adventurers, comedians, travellers
Mstam [Lg]
A long twisted sceptre firing silver bolts of lightening
Sorcerers, wizards, bards, aristocrats, tyrants
Salsyio [nG]
Baby rattle
Parents, drummers, crafts folk, merchants
Shaphra [Le]
A skeletal hand clutching a leg
The sentient dead, gravediggers, tomb robbers
Yayg [Cg]
Long bow
Hunters, rangers, thieves, hunter/gatherers

Neutral Gods
Lalyic [Lesser Deity of Destructive Natural Forces, N]
    Seen as a nuisance by some and a major source of danger by other, Lalyic is believed angry at those across the grey barrier who attempt to stabilise the realm.  He strikes down everything that he can with his might, opening spaces for the souls caught on his side of the wall, giving them another chance at entrance into one of the greater realms.  While there are some who recognise the admirable goals that Lalyic has set down, most simply consider his a deranged power with no sense of right or wrong.
    He is commonly venerated in the Wastes, seen as a younger sibling of Kalran the powerful. The elves of Quesair have been known to worship Lalyic as well, though devotion to him has always paled in comparison to the fidelity shown to Azoroth. In Quesair is a massive complex, the Thunderhalls, which are devoted to the Stormlord, along the northern border of the Duchy along the coast. Other locations devoted to Lalyic are the Tidehome, near Pirate’s Port, and the ornate Earthshatter Domain, an exquisite temple that changes location every time Lalyic shakes the earth near the temple.

Dogma
    Worshippers of Lalyic come in two general types. The Stormpath’s believe desperately in his goal to permit those on the other side of the wall a chance to enter into a great realm, while the Lighteninghurlers enjoy watching those around them suffer. The result of these radically different reasons for worshipping the Stormlord, those who are devoted to his goal are commonly accepted by the population, while the others are not. Stormpath’s commonly attempt to aid the population following a natural disaster, not wanting to send those who have not chosen a path to the other side of the grey wall. They attempt to guide people along a path that will enable them to ascend to a great realm. Lighteninghurlers on the other hand, don’t care who they remove from the minor realm of Trysin.  Most believe that those who ascend would have at one point or another anyways, while those who pass to the other side of the wall will simply add to the company that their deity has around him.

Game Rules
Domains: Air, Earth, Fire, Water
Elemental Strike (Su): Worshippers of Lalyic have the ability to channel elemental essences into their attacks one per day. This attack causes them to add their base attack modifier to their damage roll, which causes either air, earth, fire or water elemental damage. This ability must be activated prior to making an attack roll, and is used regardless of whether or not the attack hits the target.
Neutral Benefits: As a worshipper of Lalyic, clerics gain a +1 to their effective casting level of all air, earth, fire and water spells.
Neutral Drawbacks: The result of worshipping a neutral god, it is harder to pull these clerics back from the dead. To raise a cleric of a neutral god the caster must use a resurrection spell, costing 750 experience/level of the neutral cleric and use a 2000gp diamond as a material component.  Additionally, as a priest of a neutral god, these clerics are unable to spontaneously cast.
Favoured Weapon: Warhammer

Kemetar [Major Deity of Nature, Elements, and Peace, N]
    Kemetar is regarded is one of the most important members of the pantheon in the eyes of the common man. She delivers the life giving rains which nurse crops, deliver fertile lands for growing and grazing, and is devoted to making life quiet and peaceful, all of which are positive qualities. Performing all of these tasks while demanding nothing, she is the perfect compliment to the often violent Lalyic.
    A massive portion of the population of Trysin adores Kemetar and her clergy, and consequently many of her order live in sturdy and free, if not ornate homes built by members of their communities. Her primary temples, which are designed to act as both centres of worship and food storage, the largest places of worship existing within the nations of Shinar and Carlon. Shinar’s Blessed Basket is a huge place of worship, taking up more than 100 acres of space, in which there are graneries, orchards, and a huge temple. Carlon’s church is smaller, taking up a mere 10 acres, but is similar in all other aspects.

Dogma
    Kemetar’s clergy is taught to maintain the sancticy of nature without resorting to violence to maintain its beauty. This has resulted in massive movements within the church developing to protest the abuse of nature, such as what is often found in the Empire of Kanar. They also act as the emissaries between warring nations, as each is assured of the Peacemaker’s neutrality in the matter. There is a small branch of the church that is devoted to actively fighting against the destruction of nature and tyranny that encompasses much of the land, but they always raise their weapons only if absolutely forced to.

Game Rules
Domains: Animal, Death, Healing, Plant, Protection
Wilderness Affinity (Ex): Clerics of Kemetar receive a +2 bonus to animal empathy, handle animal, and wilderness lore, all of which are considered class skills for these clerics.
Neutral Benefits: As worshippers of Kemetar, clerics receive four of her domains as their own. They are considered to have +1 effective levels when casting spells from these domains.
Neutral Drawbacks: The result of worshipping a neutral god, it is harder to pull these clerics back from the dead. To raise a cleric of a neutral god the caster must use a resurrection spell, costing 750 experience/level of the neutral cleric and use a 2000gp diamond as a material component.  Additionally, as a priest of a neutral god, these clerics are unable to spontaneously cast.
Favoured Weapon: Sap

Good Gods
Alstin [Lesser Deity of Drunks, Joy, Recklessness, CG]
    Commonly disregarded most of the year, but widely venerated during major festivals, Alstin is a goddess whose influence is felt often, but thanked rarely. Drunks are commonly called “Alstin’s children” and many grow up with a belief that she simply represents the lose of inhibition. The smaller intellectual population that understands the deep importance of Alstin speak of how every time someone is happy they are being blessed by the goddess.
    There are few actual temples of Alstin that have been built, but she has more shrines than most of the other gods combined. In nearly every bar, inn, tavern, and other establishment that serves alcohol there is a table set aside for the goddess, where the faithful may pray. Her largest temple, The Grand Vine, located in the city of Jaeth, takes up an entire city block, and serves as the nation’s winery. He devoted followers commonly undertake a pilgrimage to the city at least once in their lifetime, claiming that the bottles that they return home with result in them seeing visions of the goddesses home in Sacern and their place at her table.

Dogma
    The few who take up Alstin as their patron deity find that they are welcomed in almost any area of the world, but disregarded in their opinions as a result of their goddesses portfolio. Many simply accept the viewpoints of the population as a whole, endeavouring to bring happiness to others. A few others, instead of allowing themselves to be disregarded, take it upon themselves to strike down beings and creatures that interfere with the happiness of others, winning their admiration and respect. The former usually belong to the Brotherhood of Glee, while the latter belong to the Foes of Sorrow.

Games Rules
Domains: Good, Luck, Plant
Hardy Constitution (Ex): Priests of Alstin receive a +1 on all fortitude rolls.
Good Benefits: Alstin’s clerics have access to each of their matron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Good Drawbacks: The result of worshipping a good god is that smite good causes double damage against clerics of this god.
Favoured Weapon: Dagger

Salsyio [Lesser Deity of Children, Loud Noises, Parties, NG]
    Seen as a deity that corresponds perfectly to Alstin, the god of parties and god of drunks are commonly thought as complementary deities. Salsyio is seen as more than just the lord of parties, however, he is also seen as the patron of parents, who pray that he will keep their children safe and well. The result of his portfolio is that there is a wide number of common folk that worship him at different points in their lives, resulting in him having a very transient group of worshippers.
    There are several temples of Salsyio, many of which double as nurseries and festhalls. The grandest of these buildings is the High Young Hall in Disphar within the borders of Carlon. Here is a huge building capable of simutaneously holding several thousand people in the huge convention-style halls, over a hundred infants in their nurseries, and a sizeable congregation gathered in the temple proper as well. Another temple that is important to the religion is in Ruha, called the Rattling Fest. Here there is a constant party going on, with infants being placed in a silenced portion of the building so they are able to rest under the careful guise of attendants of Salsyio while parents unwind.

Dogma
    Worshippers of Salsyio usually are people who like to unwind every now and again, and the clergy exists to enable that period of relaxation. They are experts at throwing decent parties, and do so to help relieve the stress that other people gather in their day-to-day lives. This leads most to believe that the deeply faithful of Salsyio are relaxed, but some are the exact opposite. These Stressharbourers believe that they can lower the amount of stress in the world by personally dealing with more than their fair share. They often undertake trying and risky actions in order to prevent another from having to do these sorts of actions.

Games Rules
Domains: Destruction, Good, Destruction
Social Creature (Ex): As a result of your intense dealing with people, you are able to pick on the hidden aspects of what people are saying. Clerics of Salsyio receive a +1 bonus to listen and innuendo checks, which are considered class skills for these clerics.
Good Benefits: Salsyio’s clerics have access to each of their patron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Good Drawbacks: The result of worshipping a good god is that smite good causes double damage against clerics of this god.
Favoured Weapon: Light Flail

Kroswen [Major Deity of Healing, Health, Loyalty, and Medicine, LG]
    Respected as a deity concerned for the well being of all people in Trysin, most in the minor realm regard her as benevolent. Kroswen inspires those who seek to heal others, either by giving them visions of cures to diseases, or simply relieving them when they are ill. Her teachings are widely received, with only those who are interested in death and mistrust in their hearts resenting her dogma.
    Kroswen has been blessed with dozens of churches established in her name across the realm. The most magnificent of the lot are the Helping Hands located throughout Manchu and the House of Honour in Kanar. The Hands are opulent hospitals that were built to study diseases that affect the various races across Trysin. The House in Kanar was created by the massive military that exists in that country to serve as an academic setting where officers receive not only first aid training, but also courses where they see the important of loyalty and honour on the battlefield.

Dogma
    Followers of Kroswen are usually good at helping others in their times of need, regardless of the concequences. Many find it within themselves to live in poverty if it means they can spend their coin on medicines for ill neighbours, leaving many of her worshippers poor in money but rich in heart. Priests of Kroswen usually travel the lands of Trysin, seeking to put an end to illnesses that confront the people that they encounter. A small group of the priests, the Preventative Measure, delve into dark places of the realm, putting an end to things that would cause harm to the people in the areas surrounding the dangerous creatures.

Game Rules
Domains: Earth, Good, Healing, Knowledge
Kroswen’s Touch (Su): Kroswen’s priests may, once per day, cast any healing spell at its maximum potency.
Good Benefits: As worshippers of Kroswen, clerics receive three of her domains as their own. They are considered to have +1 effective levels when casting spells from these domains.
Good Drawbacks: The result of worshipping a good god is that smite good causes double damage against clerics of this god.
Favoured Weapon: Short sword

Craestlor [Major God of Honesty, Kindness, Redemption, NG]
    Craestlor is regarded as an excellent patron of judges and other groups involved in law enforcement. Most criminal are fearful of this god and his disciplinary ways, but the common person regards him as a helpful force that aids to stabilise society. When he has been involved in dealing with mortals in vision, he is seen as an attractive elderly man with an excellent sense of humour and a blunt method of communicating.
    Craestlor has shrines and temples in many places around the realm, usually in prisons or courthouses. His primary place of worship is in the city of Kanar, where the people have established a church that dominates the centre of the city. Within this building, the House of Law, new judges and members of the watch are trained. It also serves as the high court for Kanar, where the members making up the spheres of Kanarpass judgement on crimes of the greatest magnitude. Another important area devoted to this god is located in Manchu; the Guiding Eyes is an institution where those who have fallen from a great path are led back to it, if they so chose.

Dogma
    Priests of Craestlor usually come in three forms. The Lawgivers are harsh, who primarily believe that honesty will lead to the other two aspects of Craestlor’s portfolio, and it is important for them to ensure that when dishonest acts occur which harm others, the offender is brought to justice. The Helpers are members of the clergy that strongly believe that by guiding others to do kind acts, teaching by example, will ensure that the other aspects of the portfolio will be met. Finally, the Redeemers try to guide those who have fallen off of a great path back to the way in order to send them to a major realm. They believe this will fulfil the second and third aspects of the portfolio while on the minor realm of Trysin, which will elevate them to their greater plane where the first principle of Craestlor will be dominant around them.

Game Rules
Domains: Good, Protection, Strength, Travel
Craestlor’s Insight (Ex): Members of Craestlor’s clergy receive a +4 bonus to all sense motive rolls, which is considered a class skill for them.
Good Benefits: As worshippers of Craestlor, clerics receive three of her domains as their own. They are considered to have +1 effective levels when casting spells from these domains.
Good Drawbacks: The result of worshipping a good god is that smite good causes double damage against clerics of this god.
Favoured Weapon: Warhammer

Lawful Gods
Balnor [Lesser God of Chariots, Stars, Time, LN]
    While one of Balnor’s portfolio’s is seen as important, his control of time, the other two components are seen are reasonable insignificant, resulting in his status as a Lesser God. Never-the-less, he is commonly prayed to by those that have to be punctual, as well as many sailors because of their reliance on the stars for navigation. He is the power that moves the heavens from his many leagues long chariot with his seven white coursers.  With these horses made up of stars, he works with Azoroth to continue the cycle of night to day, though only the most highly educated are aware of his involvement in this important matter.
    Balnor has few temples or churches set up in his name, though all timepieces typically bear his stamp somewhere, as do all chariots. The largest building that has been devoted to him has been the Obervetory of Deepened Sight in Baxinar. This holds the most powerful seeing lens in the minor realm of Trysin, and is nearly capable of seeing the major realm of Avern. A large coleseum in Kanar is devoted to Balnor in the city of Kodarn. The Coleseum of Tavest is open each night, and the gladiators battle one another, first on chariot and then on foot.

Dogma
    Those who devote their lives to Balnor do so by aiding sailors, watchmakers, and budding astronomy students. They lead large classes in universities alongside members of Crast’s church, teaching that order is a required component of understanding the universe. There are members of the church who go out of their way to eliminate beings and devices that make the night dangerous, which reduces the likelyhood of people venturing away from their town and villages to observe the night sky in areas devoid of man made light. These Starseers rarely live long, as they tend to take on powerful undead creatures, desperately trying to ensure the safety of the night for all in Trysin.

 
Game Rules
Domains: Law, Sun, Travel
Balnor’s Gifts (Ex): After years of studying priests of Balnor become experts at guiding horses and navigating by the stars. Consequently, they gain a + bonus when making intuit direction and ride checks, which are both considered in class abilities for them.    
Lawful Benefits: Balnor’s clerics have access to each of their patron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Lawful Drawbacks: The result of worshipping a lawful god is that smite law causes double damage against clerics of this god.
Favoured Weapon: Whip

Factis [Lesser God of Darkness, Miners, and Mountains, LE]
Revered by many within Trysin, though more out of fear that love, Factis is a power that is widely seen as a necessary evil. Without him Azoroth’s eye would never leave the sky, preventing crops from growing, and hindering people’s procreation. Additionally, his protection of miners and aid in discovering large mineral bodies within mountains is critical to the economies of the minor realm, ensuring that his temples will consistently receive donations and his considerable fellowship with be with him for as long as there are economies.
    Factis has many shrines and temple, most of which have been built near or around mines. The most notable type of temple of this nature exists near the Arrowhawk Mountains. The huge Depths of Darkness temple can hold more than a thousand worshippers with ease, with the massive storage spaces for ores and forges devoted to producing mining materials operating at full capacity. Another of his prominent churches can be found in the Pazok Desert, where his devoted thank him for bringing the cooling darkness to the sea of sand every eve.

Dogma
    Priests of Factis openly acknowledge that their liege is a harsh taskmaster who gives no quarter. For this reason, the priesthood often is meticulous in ensuring that mines are safe, people protected from the creatures that emerge when he throws his cloak of darkness across the world, and advise where to place mountain residences and towns. Many of the priesthood that perform these tasks are appreciated, unlike the members that instead encourage the darkness and all of its evils. This branch of the priesthood, calling themselves the Darkcloaks, perform hideous acts under the guise of darkness, which includes collapsing mines, summoning creatures of darkness, and giving miners blacklung. It is because of this aspect of the church that Factis is commonly feared, as the Darkcloaks are often benevolent during the harsh light of sun.

Game Rules
Domains: Death, Earth, Law
Cloak of Shadows (Su): Once per day clerics devoted to this god may cast darkness.
Lawful Benefits: Factis’ clerics have access to each of their patron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Lawful Drawbacks: The result of worshipping a lawful god is that smite law causes double damage against clerics of this god.
Favoured Weapon: Heavy Pick

Mstam [Major God of Magic, Power, and Royalty, LG]
Mstam and his followers are commonly regarded as the most egotistical beings in the minor realm. With his power over the magic controlling the world, Mstam has the ability to unravel the very essence of the world, and he and his clergy ensures that others are aware of this fact. His incredible influence with the ruling classes only enhances his poor perceptions in the eyes of the common folk, as they see both arcane spellcasters and their rulers as creatures who are often entirely foreign to their ways of life.
    Despite Mstam’s poor perceptions with the common man he has massive temples and churches across the minor realm, most of which were contructed by the aristocrats of the realm. The Church of the All-Seeing Sceptre was built in Carlon in 560KC, making it the oldest and most powerful of his churches in the realm. Other important churches are the Magician Finger in Mundan, Crown’s Home in Rhinalst, capital of Laes, and the Enchanted Jewels in Nzkar, the enchanted city.

Dogma
    Worshippers of Mstam are taught to strive for perfection, and that once one has found this state of mind they should lead others out of the chaos that they dwell in toward the simplistic and flawless law. Several groups exist within the church, each seeking this mindframe in their own ways. The Sceptre Lords attempt to combine the teaching of their god and the intricasies of arcane magic to discover the ultimate method of drawing on their lord’s power. Another group, the Followers of Crowns attempt to gain seats of political power, trying to guide the common people towards the encompassing order of Mstam. The third, and final major faction within the church, tries to win their positions of power through protecting the commoners of the realm by slaying beasts that would harm them. They believe that by confronting different threats, and learning how to defeat them, they will be able to achieve a greater understanding of how the realm works, leading them on the first of many steps towards understanding Avern.

Game Rules
Domains: Knowledge, Law, Magic, Water
Mstam’s Understanding (Ex): Clerics of this god receive a +2 bonus to diplomacy and knowledge (Arcane) rolls. These skills are considered class skills for these priests.
Lawful Benefits: Mstam’s clerics have access to two of their patron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Lawful Drawbacks: The result of worshipping a lawful god is that smite law causes double damage against clerics of this god.
Favoured Weapon: Longsword

Shaphra [Major God of Crypts, Death, and the Undead, LE]
    Regarded as a threat to the population as a whole, Shaphra is treated similarly to the evil powers. As the god of death, she is feared as a potent and deadly woman who is fickle in her attentions, when one has fallen out of favour with her they lose the spark that keeps them alive. Her command over the undead, a plague upon the land at the best of times, leads most to think of her as a danger to the minor realm, though she gained the portfolio only after having it forced upon her by Mstam when he dealt the portfolios to the Gods.
    Her meager following has led to few churches being built. Her most prominent temple exists in the Shadowpass, and is called the Long Bite. Her followers in that portion of the world venerate her as the creature responsible for their existence, and pay bloody tributes to her each evening. She also has several small shrines in morgues and most graveyards have at least a two room temple for praying to her.

Dogma
    Shaphra has instructed her clergy to allow illnesses that would cause death to continue, and orders them to oppose actions that would prolong lives that would otherwise have been lost. Her reasoning is that it is the only way that the great cycle can be properly maintained; keeping people alive longer than is natural prevents those who have been waiting in the grey dusk from re-entering the minor realm. Some of her priesthood has taken this to mean that they should speed along deaths, which has led to them starting massive plagues responsible for thousands of corpses. Others in her service destroy undead that seek to turn people into creatures similar to themselves, trapping them in the minor realm for eternity.

Game Rules
Domains: Death, Destruction, Law, War
Shaphra’s Gaze (Su): Clerics of Shaphra gain the feat extra turning.
Lawful Benefits: Mstam’s clerics have access to two of their patron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Lawful Drawbacks: The result of worshipping a lawful god is that smite law causes double damage against clerics of this god.
Favoured Weapon: Sythe or, if unusable, sickle

Chaotic Gods
Mral [Lesser God of Cunning, Escapes, and Wits, CG]
The favoured god of thieves and rogues, Mral is rarely a well-liked deity in the minds of the common folk. He is, however, a appreciated deity in the minds of many soldier and almost all adventurers for his help in escaping nearly certain death through extraordinary means. Mral is also thanked when an especially daring rescue is made when lives are at risk, though he is quickly forgotten following the quick utterance of his name.
    Mral has few churches of his own, though almost every church of Crast possesses a shrine to Mral. The largest of his meager temples is the House of Hidden Exits, a large subterrainum building under the city of Zyroin. The Citidel of Flight, an ancient stronghold of the Empire of Kanar that has been recently abandoned due to its inability to contain prisoners has been turned into a place of worship towards Mral, and is achieving a great deal of prominence in the priesthood.

Dogma
    Mral espouces the importance of quick thinking. Disregarding the importance of large, ornate plans, he prefers to have his clergy live by experiencing new things and learning how to cope with them without the benefit of research performed by others. This has led to innovative new techniques in all walks of life being created by his clergy, as well as terrible disasters being laid at the feet of his priests for their dealings with matters they failed to comprehend. The Tricksters, the dominant group within his church, go through their lives day to day, getting into dangerous situations and then discovering methods to solve their problems. This has led to a priesthood that is prone to wandering, with a weak central authority that is generally ignored by its members.

Game Rules
Domains: Chaos, Travel, Trickery
Cunning Insights (Ex): Members of Mral’s clergy receive a +1 bonus to bluff and escape artist rolls, both of which are considered class skills for these priests.
Chaos Benefits: Mral’s clerics have access to each of their patron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Chaos Drawbacks: The result of worshipping a chaotic god is that smite chaos causes double damage against clerics of this god.
Favoured Weapon: Rapier

Yayg [Lesser God of the Bow, Hunting, and Stealth, CG]
The matron of most hunters and many thieves, Yayg is worshipped by most who exist in a hunter-gatherer society. Her powers with the bow have made her an important deity to the elves of Quesair, who rely upon their superior bowmanship for their continued survival as a nation. The thieves of Jaeth have made her their patron as well, and their dominant rule in the local government has resulted in her being venerated by many of the people of that massive city.
    Her primary centres of worship are in the cities of Jaeth and Shinar. Jaeth’s Church of Perpetual Disguise has been recently created by the city’s citizens, and is an opulent building that has a lone rule for entering it; those within the confines of the building must appear as someone else. Shinar’s Building of the Eternal Hunt lacks the magnificence of the Perpetual Disguise, instead decorated with rich furs and teeth of dangerous animals as the people of this simple society offer their most valued aspects of the animals they hunt to their matron.

Dogma
    Yayg demands that her followers seek to achieve a deep inner patience, which will aid them in navigating the chaos that surrounds them. It will also enable them to survive the randomness of life that surrounds all existence within the minor realm that her priests find themselves. Many of her clergy travel with military and civilian groups, trying to show them how to move through the world without the tides of chaos noticing them. Others seek to spread the randomness of the realm, intentionally hunting people whose loss will send their communities into chaos.

Game Rules
Domains: Animal, Chaos, War
Superior Hunter (Ex): Clerics of Yayg receive deep insights on how the world’s patterns move, allowing the a +1 bonus on hide and move silently rolls.
Chaos Benefits: Mral’s clerics have access to each of their patron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Chaos Drawbacks: The result of worshipping a chaotic god is that smite chaos causes double damage against clerics of this god.
Favoured Weapon: Longbow

Arastor [Major God of Beauty, Emotions, and Sex, CN]
Acting as one of the most fickle of all gods, Arastor speaks to the people of Trysin through their emotions. She is the most widely curse and thanked god in the major realms, with her following deriving from all walks of life, young and old, rich and poor. With her influence of procreation, she is often worshipped along with Salsyio by future parents, and cursed by those who have their heart broken as widely as thanked by those deeply in love.
    She has many shrines devoted to her throughout the minor realm, though most are unofficial. Every whorehouse in the minor realm are legacies to her charms, as are all beauticians shops and fashion strips. Her most important temple is within the borders of Quesair, in the city of Luct. There, a massive part of the tree city has been devoted to her, and it is where the elves go to propogate and relax their sore bodies.

Dogma
    Encouraging her followers to follow what they feel, the priests of Arastor are well known as a flighty group. They are taught by their ancient records the arts of pleasing others with their body, as well as the methods of learning what others are feeling, and how to manipulate those emotions. Some within the priesthood do everything in their power to create beauty within the minor realm, performing serguries to increase the physical attractiveness of others. There is another branch of the priesthood who do everything in their power to remove dangers to beauty through eliminating beasts that could reduce the physical attractiveness of other creatures through special abilities and physical injury.

Game Rules
Domains: Air, Chaos, Luck, Trickery
Attractive Physique (Su): After undergoing the ceremony of perfect images priests of this god gain a +1 to their charisma scores.
Chaos Benefits: Arastor’s clerics have access to two of their matron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Chaos Drawbacks: The result of worshipping a chaotic god is that smite chaos causes double damage against clerics of this god.
Favoured Weapon: Net

Crast [Major God of Change, Fun, Inventions, and Luck, CN]
Known for his eccentric ways, Crast is a well loved deity in the minor realm. He is the most commonly seen deity within the realm, and he arrives to aid those in desperate need, usually to deposit them into situation of only slightly less danger. Nevertheless, he is seen as champion of the people, and has massive followings throughout the minor realm. Crast’s worst flaw is that many of the inventions that pass into inventors minds are costly devices, most of which fail to function entirely.
    Crast has major temples throughout the minor realm, with the most substantial one being in the capital of the Empire of Kanar. The Empire created the temple of Infernal Machines as a place to hold their inventors. The derogotory term came from the citizens of the city, who have grown fed up with the explosions and contraptions that venture out of the temple on a regular basis. The Accident Tower is his other chief centre of worship. This small, three story tower in the middle of the Wastes attracts pilgrims every years because it is believe to be Crast’s first inventions, a tower that was meant to cater the the occupants every want and need. Unfortunately, it performs random tasks at random intervals, though few of these have ever been dangerous.

Dogma
Followers of Crast rarely concern themselves with the variations of canon that have been created at various points by their deity. Crast consistently sends messages to the clergy, revising earlier visions, which in the early centuries of the priesthood led to infighting over the correct interpretations of his visions. Most now simply accept that their dreams will occasionally be intruded upon by their lord, and continue on their way propogating fun and innovation. The Brotherhood of Devices is a large group of men who believe that they will be able to create an invention that will open a gateway between the minor realm of Trysin and Nasean. The Sisterhood of Benevolent Gears opposes the Brotherhood, trying to accomplish the exact same take before their male counterparts. The two groups travel the globe, seeking to learn how the realm works, transforming all of their observations into quatifiable data in an attempt to master an equation that would open a gate between the realms.

Game Rules
Domains: Chaos, Destruction, Luck, Travel
Benevolent Odds (Su): Clerics of Crast may call upon their god once per day to aid them in a task at hand, receiving a +2 bonus on their next roll.
Chaos Benefits: Crast’s clerics have access to two of their patron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Chaos Drawbacks: The result of worshipping a chaotic god is that smite chaos causes double damage against clerics of this god.
Favoured Weapon: Repeating crossbow

Evil Gods
Bithum [Minor God of Battle-rage, Strength, and Weapons Mastery, CE]
Valuing the raw power of war over the intricacies of planning, Bithum receives patronage when armies rage against one another in emotional struggles devoid of a highly organised officer corp. His gaze is known to aid individuals in their struggles of the moment, enhancing their natural ferocity, potence, and skill with their weapon at hand. Bithum is regarded as a dangerous member of the pantheon because his portfolio encourages blind attacks motivated by whim alone, leaving perpetrators of crimes of passion with a realm to come to when they finally pass from the minor realm.
    He has several large temple devoted to him, most of which are within the nation of Shinar and the Wastes. In each the barbarian tribes offer themselves to him before heading into battle, begging for his eye to fall upon them whilst they hunt. The Academy of Martial Perfection, within the Empire of Kanar, is one of the few large centres of worship within a civilised nation, and it is where most young soldiers receive a basic training in the weapons of war before being sent to other training centres across the country.

Dogma
    Bithum’s faithful regard the world as a battleground where they can master their martial abilities through utilisation of them on others, which includes both other sentient creatures and dangerous natural and unnatural beings. They encourage the commoners to master weapons to prevent large, organised forces from claiming dominion over then, as well as purporting that through a strong devotion to Bithum they will be better able to perform tasks that require large sums of strength. His clerics often wander the realm, seeking to teach others the intricacies of melee weapons, returning years later to test their skills against their former students.

Game Rules
Domains: Evil, Strength, War
Martial Skill (Ex): From their years of training, members of Bithum’s clergy learn the feat weapon focus for a single melee weapon of their choice.
Evil Benefits: Bithum’s clerics have access to each of their patron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Evil Drawbacks: The result of worshipping a chaotic god is that smite evil causes double damage against clerics of this god.
Favoured Weapon: Bastard Sword

Gimthis [Minor God of Fear, Turmoil, and Self-Denial, CE]
A god known for his determination to send the people of Trysin to an early grave through fear alone, he is seen as a menace to the realm at large. Whenever someone doubts themselves, it is due to his interference in their thoughts, and this minor issue often leads to turmoil, which leads the victim into a spiral towards his or her fears. Most commoners fear his influence on their lives, and this stance causes him to have quasi-worshippers; they do not actively pray to him, but their deep concern sends silent messages to him on a very regular basis.
    His primary holdings are in the Bandit Realms and the Wastes, with some small but well known shrines within the Dragon Isles. The Twisted Smile in the Bandit Realms was once a festival for children, where they would go and be presented with frightening things in good spirit. Over the decades of its existence, however, it has attracted followers of Gimthis instead, who seek to be confronted with horrors that will lead them to a deeper understanding of themselves. The Wastes Citadel of Repression has a large body of followers, mostly ex-worshippers of Kalran who seek to find another deity that will rein terror upon their enemies. The shrines that adorn the Dragon Isles are appreciated by the wyrms that reside there because Gimthis’ fright prevents large numbers of mainlanders from travelling to isles and displacing the ancient beings from their final homeland.

Dogma
    Gisthis masks his true desire to simply cause fear unto the people by claiming that by seeking your deepest fears a person grows in both character and spirit. His priests understand that this is simply a piece of proganda that is used to prevent the annihilation of the clergy, and a small branch of the priesthood, the Truthsinkers, has been established to propogate this particular lie. Another branch of the clergy, the Terror Masters, seek to accomplish Gisthis’ true task, to drive people to their graves via their deepest fears, and succeeding at this often involves breeding unique monsters which are then released upon the population of Trysin.

Game Rules
Domains: Evil, Knowledge, Trickery
Soul Fright (Su): By glimpsing at a persons soul, priests of Gisthis are able to frighten nearly any person through their innate ability to cast cause fear 1/day.
Evil Benefits: Gisthis’ clerics have access to each of their patron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Evil Drawbacks: The result of worshipping a chaotic god is that smite evil causes double damage against clerics of this god.
Favoured Weapon: Spiked Chain or trident

Azoroth [Major God of Fire, Hatred, and War, NE]
The champion of war in a war torn land, Azoroth has no shortage of worshippers. From simple mercenaries who desire success in their missions to general who seek the safety of their troops, followers of Azoroth come from many social classes. He also is revered for the eye that he tore out of his head to watch Trysin with everyday, acting as a source of light and heat for the land as a whole. In spite of his importance, however, he is not a well-liked god because of the negative emotions that he encourages among his followers and those around them.
    His primary temples can be found in Helinar and the Duchy of Quesair. Helinar boasts the Temple of the Eternal Torch, the only religious site that lasted through the isolation of that tiny nation. For its perseverance in the absence of support from other divisions of the church Azoroth has smiled upon the clergy and worshippers there, blessing them with his protection. The Duchy of Quesair has adopted him as their patron deity, and has constructed a major church for the god in each of their major cities. This has led to areas rife with hostile feelings as a derivative of his teachings, but has also left the realm with an army that is supported with by the presence of the deity of war.

Dogma
    Devoted members of Azoroth’s church attempt to change the realm that exists around them, trying to remove the static airs that follow peace and replace them with the dynamism of war and conflict. To achieve this goal they engage in warlike pursuits, gathering large bands of armed warriors behind them and rampaging throughout the nations of the world. They also seek to remove the old growth of the world, causing fires so that new and improved things can replace centuries old objects and creations. The Flame of War, a prestigious branch of the church is often at the head of such actions, and seeks to spread their beliefs to all the downtrodden of the realm in the hopes that they will rise up and cause war to run rampant throughout the land.

Game Rules
Domains: Evil, Fire, Sun, War
Touch of the Orb (Su): Once per day clerics of Azoroth may draw some of their deity’s might from his fiery orb and strike their opponents with his raw power, causing an additional 1d8 points of damage if the attack is successful. This ability must be announced prior to making an attack roll, and is used up for the day regardless of the success of the attack roll. This ability may only be used during the day.
Evil Benefits: Azoroth’s clerics have access to two of their patron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Evil Drawbacks: The result of worshipping a chaotic god is that smite evil causes double damage against clerics of this god.
Favoured Weapon: Battleaxe

Hala [Major God of Cruelty, Murder, and Torture, CE]
    Unpredictable at the best of times, Hala exists to witness injury inflicted upon others. She is the matron of assassins and petty thugs alike, enjoying their cruel acts upon their fellow creatures. Hala, the Painmistress, is regarded by the common folk as one of the most horrific evils that they must endure because of her disregard for the sanctity of life.
    Her major centres of worship are few and far between, with many of them being located in hidden locations across the globe. The most important of these centres, as well as most highly concealed, is the House of Prologued Pain, where assassins and torturers alike receive training on how to properly perform their tasks. It has been sought after by several goodly nations in the past, always with the emphasis on destroying the ubholy place if found. Her other major architechutral achievement is the Pit of Dismembered Tongues, a large hole in the Wastes surrounded on all sides by a temple devoted to her. The pit contains pieces of important political figures that have suffered under the skilled hands of torturers who worship Hala.

Dogma
    Wanting only for others to experience pain in its most perfect form in order to convey their deepest secrets, Hala’s priests seek to learn how to apply their craft as a surgeon seeks to learn to cure patients, with the utmost dedication. They move across Trysin, rarely staying in a single place for too long as a result of law enforement seeking their heads on a platter, members of Hala’s church try to learn how to harm other in both direct and subtle physical manners. They are expert poisoners, precise killers, and brutal torturers. There is little room for diversification within the priesthood, which simply means that most of the clergy is skilled in the ways of brutally harming their fellows.

Game Rules
Domains: Evil, Destruction, Knowledge, Magic
Hala’s Touch (Su): Priests of Hala have the ability to, once per day, inflict incredible pain upon another being as their matron herself is able to. After a successful touch attack, which does not provoke an attack of opportunity, the target is wracked with pain for the next four rounds, suffering a –2 to attack rolls, saving throws, and armour class, along with skill checks.
Evil Benefits: Hala’s clerics have access to two of their matron’s domains. They are considered to have +1 effective levels when casting spells from these domains.
Evil Drawbacks: The result of worshipping a chaotic god is that smite evil causes double damage against clerics of this god.
Favoured Weapon: Light flail


Hosted by www.Geocities.ws

1