Clerics are both closer and more distant than the common worshipper. While gods channel their divine power through them on a daily basis, they are not known to provide the sort of miraculous interventions that common worshippers enjoy. The holy symbols carried by each cleric is the conduit through which the god they serve grants them the ability to call upon his or her might and cast spells or drive off undead creatures. Should a cleric ever lose his or her holy symbol, he loses all spellcasting abilities and other divine benefits of being a cleric.
• A sailor adrift in a lifeboat without supplies calls upon Ashtorn the Lord of Waves. Within a few minutes, a dozen dolphins appear and push the lifeboat toward a verdant island where the seaman will be able to survive.
• A husband comes back from the fields to find his cottage ablaze. His sick wife and infant child are crying for help inside, yet the fire is too hot for him to reach them. He calls upon Messim the Rainbringer to help them. A strong wind suddenly tears across the countryside as the clouds overhead seem to darken instantenously and then cause a torrential downpour that extingushes enough flames so that he can get his wife and child to safety.
• An explorer is trapped by a cave-in in an underground tomb that predates Emperor Etahn the Great. As her torch starts to flicker and the air starts growing thick, she calls to Kevis the Lorekeeper for salvation. An earth-tremor rocks the chamber, shattering a secret door and thus revealing a way out.
Essentially, this mechanic is here to provide characters who are in deep trouble through bad luck with the dice, or even just GM feelings of mercy, with one last, slim chance for survival. Divine intervention should be used sparingly and the GM gets to chose whether there should even be a chance that the deity hears the character's cries for help. In order to receive aid from a god a character must have been played true to his or her alignment, and lived an examplary life according to the tentants of his or her faith. And even then, there's just that 1% chance the god will react.
Note: Characters who belong to classes and prestige classes that can cast divine spells or receive other god-granted benefits--such as Clerics, Paladins, and Druids--never receive the sort of extra-ordinary assistance described above. The gods already give those characters far more aid than normal mortals and the character has somehow failed to take full advantage of the benefit he or she possesses through the relationship with the god... well, then either the character is too foolish to be worthy of the god's attention, or the more powerful forces of the Five Fates have decided to made themselves known.
Paladins and other character classes who cast divine spells or who gain special abilities due to connection with churches or the divine are subject to this restriction as well. Servants of the Lichlords, however, are not required to carry holy symbols in order to retain any divine spellcasting abilities or powers.
Beguilement Domain
Deities: Haskir, Haskom, Tulari,
Granted Powers: Bluff and Sense Motive are class skills. The
character receives a +2 competency bonus to all Diplomacy skill checks.
Beguilement Domain Spells
1—Charm Person. Makes one person your friend.
2—Detect Thoughts. Allows “listening” to surface thought.
3—Suggestion. Compels the target to follow stated course of
action.
4—Emotion. Arouses strong feelings in the target.
5—Mind Fog. Imposes -10 to Will saves and Wisdom checks to subjects
in fog..
6—False Vision. Fools scrying with an illusion.
7—Teleport Without Error. As teleport, but no chance of off-target
arrival.
8—Screen. Illustion hides area from vision, scrying.
9—Mass Charm. As charm person, but affects all within 30 feet.
Secrets Domain
Deities: The Four Winds, Morgott
Granted Powers: The cleric is immune to all Divination spells
and magical effects that are cast by, or function at, lower than his or
her cleric level.
Secrets Domain Spells
1—Obscuring Mists. Fog surrounds the caster.
2—Obscure Object. Masks object from divination.
3—Nondetection. Hides subject from divination, scrying.
4—Detect Scrying. Alerts the caster of magical eavesdropping.
5—False Vision. Fools scrying with an illusion.
6—Guards and Wards. Array of magical effects protect area.
7—Sequester. Subject is invisible to sight and scrying.
8—Mind Blank. Target is immune to mental/emotional magic and
scrying.
9—Soul Bind. Traps newly dead soul to prevent resurrection.
Shapeshifting Domain
Deities: The Twin Gods
Granted Powers: Rebuke or command lycanthropes and doppelgangers
as evil clerics rebuke and command undead. The cleric can use this power
a number of times per day equal to his or her Charisma bonus.
Shapeshifting Domain Spells
1—Change Self. Changes the caster’s appearance.
2—Alter Self. As change self, plus more drastic changes.
3—Gaseous Form. Target becomes insubstantial and can fly slowly.
4—Polymorph Self. Caster assumes a new form.
5—Seeming. Changes appearance of one person/two levels.
6—Veil. Changes appearance of a group of creatures..
7—Statue. Target can become a statue at will.
8—Iron Body. The caster is transformed into living iron.
9—Shapechange. Transforms the caster into any creature, and
change forms once per round.
The following entries provide the most basic information of these deities in the standard D20 System format. You can click on the god's name for a full description of the faith. (These descriptions will be added as time goes by.) Outlawed faiths are marked with asterixes.
Paradoxically, the Overgods have some of the smallest churches of all of Elaan's deities. This is partially due to the fact that many of the centers devoted to their worship were destroyed during the rise of the Lichlord, but even before then other "lesser" gods were were more widely honored. The Overgods are only called upon during the most holy of holy days, and their clergy only ventures forth from their isolated strongholds or palaces in the capital when there is a truly dire need for them. (It is said clerics of the Overgods also wander the world in disguise and lend their support to those they encounter who actively oppose the Lichlords and their minions.)
The exceptions to the above are the the Five Fates. Although listed
here as a single entity, the Five Fates have thriving churches in isolated
parts of the Empire, and are more accurately considered mini-pantheons
until themselves. However, the sake of simpicity and clarity, they are
listed here as one group. It is also worth noting that their thriving church
is technically illegal within the borders of Elaan; a generation ago, priests
of the church conspired to overthrow the emperor because they saw him as
being too conciliatory to the Lichlords. The church was outlawed at that
time, and the present emperor has not revoked this degree. No active persecution
has taken place of clerics and followers of the Five Fates since shortly
after the failed coup, as the church is wise enough to not annoy the empire...
and the enforcers of the emperor's will are intelligent enough to not invite
the wrath of five gods onto themselves.
| Name | Power | Symbol | Alignment | Portfolio | Domains | Favored Weapon |
| Dawnbringer | Greater | Sun rising above the horizon | LG | Birth, Daylight, Life, Wilderness | Air, Animal, Earth, Healing, Plant, Sun, Travel | None; Dawnbringer is a total pacifist |
| Five Fates* | Greater | A five-headed hydrya | N | Destiny, Dragons, Fortune, Humanoids of all kinds, Misfortune | Chaos, Destruction, Evil, Good, Healing, Law, Luck | Varies; see full write-up |
| Master Builder | Greater | Silhouette of a tower on a white background | LG | Alchemy, Architectects, Artificers, Civilization, Constructs, Creation, Magic, Order | Earth, Good, Law, Magic, Protection, Strength, Sun | Longsword |
| Name | Power | Symbol | Alignment | Portfolio | Domains | Favored Weapon |
| Ashtorn | Lesser | Gray mountain on a blue background | LN | Elves, Magic, Mountains, Bodies of Water, Time | Magic, Protection | Mace |
| Domoran | Intermediate | A set of scales | LN | Justice, Law, Politics, Rulership, War | Knowledge, Law, Protection, War | Long sword |
| Khalish | Intermediate | Two white ovals on a black background | LE | Death, Dwarves, Dungeons, Executions, Rulership | Death, Earth, Law, Sun | Great axe |
| Messim | Greater | A stalk of grain across a spinning wheel | LG | Agriculture, Birth, Crafts, Growing Seasons, Homemaking, Humans, Husbandry | Animal, Good, Law, Plant, Protection, Water | Dagger |
| Morgott* | Intermediate | A human skull with red eyes | LE | Darkness, Disease, Dwarves, Secrets, Undead | Death, Destruction, Evil, Secrets | Short spear |
| Orlanth | Greater | Golden crown on purple background | LG | Family, Leadership, Parenting, Teaching, Rulership | Good, Healing, Law, Protection, Strength, War | Scepter (Light mace) |
| Stavish | Lesser | Stone tower | LN | Alchemy, Engineering, Fortifications | Law, Protection | Light Crossbow |
| Name | Power | Symbol | Alignment | Portfolio | Domains | Favored Weapon |
| Kevis | Intermediate | Green eyes on an unfurling scroll | NG | Knowledge, exploration, written works, libraries | Knowledge, Luck, Protection, Travel | Dagger |
| Deera | Intermediate | A road reaching to the horizon | N | Fortune, Halflings, Trade, Traveling | Luck, Strength, Travel, Trickery | Staff |
| Tulari | Lesser | A golden face, half of which is frowning, half of which is smiling | NG | Art, Music, Poetry, Performances | Beguilement, Good | Dagger |
| Vashar | Intermediate | A disk with a while spiral pattern | N | Elements, Magic, Other Planes | Air, Earth, Fire, Water | Light crossbow |
| Yava-Hul* | Lesser | A silver dagger | NE | Assassinations, Politics | Destruction, Secrets | N/A (poisons) |
It should be noted that the Four Winds and the Twing Gods are actually
several deities. They are, however, each served by a single church and
almost always worshiped or honored in conjuction with one another, so they
are listed here as single entities. The detailed write-ups spell out the
differences between the gods.
| Name | Power | Symbol | Alignment | Portfolio | Domains | Favored Weapons |
| Fahlerene | Greater | A disc with a lightning bolt across it, made of wood or stone | CN | Unsettled Wilderness, Storms, Seasons, Lycanthropes | Animal, Earth, Plant, Protection, Sun, Water | Sling |
| Four Winds | Lesser | A white amulet shaped like a cloud | CN | Sea travel, Storms, Weather, Winged Beings | Air, Secrets | Short bow |
| Haskir | Greater | A rotund, smiling face | CG | Celebration, Halflings, Humans, Joy, Pregnancy, Trickery | Air, Beguilement, Chaos, Good, Luck, Trickery | Mace |
| Haskom | Intermediate | A tree silhouetted against a red background | CG | Beauty, Elves, Passion, Romance, Sex/Lovemaking | Air, Beguilement, Chaos, Plant | Short bow |
| Talvis* | Lesser | A charred humanoid femur bone | CE | Dwarves, Fire, Jealousy, Hatred, Murder | Destruction, Fire | Morning-star |
| Twin Gods | Intermediate | Two faces, each looking in a different direction | CN/LN (see write-up) | Animals, Blue Dragons, Lycanthropes, Silver Dragons, Shapeshifters | Animal, Shapeshifting, Strength, Travel | Natural weaponry (see full write-up) |