Quolen is the most powerful, and widely respected of the gods of the humans. She teaches in the sanctity of all life, and the need for mercy. Animals and plants may be killed for food, or self defense, but must never be wasted.
Symbol:An egg in a bed of leaves
Other Names/Titles:The Mother, LifeGiver
Favorite Form(s): A middle-aged woman of matronly beauty, black hair streaked with white and a face of kindly wisdom, enhanced by traces of fine wrinkles. Almost always depicted in an ancient marble temple in white robes. Quolen has also been known to appear in the form of a swan and a white rabbit.
Priests of Quolen must always advocate peacefull solutions to all conflicts. They may fight in self defense, but must never start a fight, and should encourage their companions to do the same. They may put the mortally wounded out of their misery (for this reason, they always carry a blessed dagger, used for no other purpose.) if they cannot help them, but none of the truly faithfull will be able to do this without some inner pain. None of these restrictions apply against the undead, which Quolen teaches must be destroyed whenever possible.
Favored Weapon: None. When necessary club or quarterstaff
Domains: Good, Animal, Healing, Protection, Plant
Kentell has a large following along the Belfiad coast, and throughout the land of Romaldin. He is the patron god of sailors and fishermen. Pirates often pay him lip-service. Kentell teaches that the sea is the source of all life, and insist that it be well cared for. But he protects his followers, bringing them through storms safely, and guiding lost ships back to safe port. Inland, he is often prayed to for spring rains to feed the crops and in time of droughts.
Symbol:A fish crossed with a trident or a fishing boat
Other Names/Titles:King of the Sea, The Youngest
Favorite Form(s): Either a merman, or a weathered seacaptain. In either form, made distinctive by a mane of greenish-white hair
Priests of Kentell are most common among the sea-going folk, but some make regular trips upriver to serve the inland folk. They tend to look down on farmers and city-life, but preach the importance of the sea and the stormy seasons even to them.
Favored Weapon: Trident
Domains: Good, Chaos, Air, Water
Gerrain believes war and combat are a valid means of solving conflicts. One must never let an opponent see your weakness. He does not, however, advocate blindly entering combat. If outnumbered/outclassed, one must retreat before you are killed or seriously injured.
Symbol:A flaming sword or a Sword held in front of the sun
Other Names/Titles: The Unifier, Maker of Kings
Favorite Form(s): A knight in shining silver armor 8 feet tall wielding an impossibly huge sword, in this form Gerrain never shows his face. Also known to have appeared once as a large wolf at the head of a large pack.
The priest must never run from a fight, unless he is clearly outclassed. When members of his party are fighting, he must join in the combat, aiding the weakest part of the "battleline" (ie. helping the character in most danger.) Should discourage the party from running into combat without a good plan, and without juding the power of the opposition.
Favored Weapon: Longsword
Domains: Law, War, Strength
Bordel is the bringer of food, the feeder of the nation. He teaches the strict lessons that care and respect of the land will bring great rewards.
Symbol:An ear of corn lying on a plow.
Other Names/Titles:The Father, Feeder of the Nation
Favorite Form(s):An elderly man with deeply tanned and weathered skin. Wearing either a tattered grey robe, or the common tunic and clothes of a peasant. Short cut grey hair with beard,
Priests of Bordel may not live in cities or other urban areas. Their are no great temples of Bordel, only small village churches and shrines. While in an urban area, a priest of Bordel casts spells and turns undead as if one level lower. Priests of Bordel must always treat the land with respect.
Favored Weapon: Scythe
Domains: Good, Law, Plant, Sun
Menaia is the favored god of mothers, Philosophers and mages. She teaches the beauty of all people, the purifying properties of true love, and the pursuit of knowledge for its own sake.
Symbol: An open book with white feathered wings. If the symbol is large and intricate enough, it will often include symbols of vaguely phallic nature, or other sexual symbolism. Followers of Menaia also commonly use a wide variety of other symbols.
Other Names/Titles:The Red Lady, The Daughter
Favorite Form(s): A beautiful young woman in a flowing red sequinned gown (or the red irredescent robe of her priests' formal garb), often depicted in either a ball-room, surrounded by handsome young suitors, or absorbed in a stack of books in a library. Menaia is rumored to have appeared once as a female satyr, among a band of male satyrs. This has lead to the belief by many that the satyr are her direct servents.
Priests of Menaia must always treat other intelligent beings with love and respect. They must always listen to another's story before judging them. They will ignore insults
aimed at themselves, or their friends (but will correct anyone who insults their goddess). If the npc's become violent, however, priests of Menaia have no qualms about fighting back to defend themselves, and their companions.
They must preserve any books or writings they might find and if possible take them home. They will highly protest the destruction of libraries, or other places of knowledge.
Favored Weapon: Shortbow, flail
Domains: Good, Knowledge, Magic, Charm
Zakath is a strict and unforgiving god, but a just one. Zakath teaches that all are equal in death, all must be responsible for their actions. It is Zakath that the souls of the dead must answer to.
Symbol:A set of scales, with a human skull on each side.
Other Names/Titles:The Arbitrator
Favorite Form(s):A gaunt, but powerfully built man, an albino in black robes. Depicted among graveyards, but known to have appeared more often in prisons and houses of law.
Priests of Zakath must spend 2 rounds to perform the last rites for any humans killed whether enemies or friends. He can wait for a moment of peace (ie. he doesn't need to do this in the middle of the battle), but he must do it within 1 hour if possible. All priests of Zakath may be of any alignment.
Favored Weapon: Scythe or sickle
Domains: Law, Death, Retribution
Rambin is a defender of the human race. He preaches the use of the sword against any who would harm the innocent, or threaten the human nations. He is ever at war with evil races who would invade, enslave. When peaceful negotiations are an option, though, he encourages his followers to try to find a non-violent solution
Symbol:The sword and the helm, both brilliant silver metal
Favorite Form(s):A powerfully built man with long blonde hair and a handsome, clean shaven face. He wears shining silver armor, with an open-faced helmet under his arm
Priests of Rambin are relatively rare. More often he embues Paladins with his power. Those priests that do exist, often work closes with priests of Gerrain to try to temper their war-like demeanor.
Favored Weapon: Longsword
Domains: Law, Good, War
Dorian is a travelling god, uncomfortable staying in one place for long. He teaches personal freedom as a primary good, urging his followers to fight oppression at all turns.
Symbol:A wagon wheel
Other Names/Titles:The Troublemaker
Favorite Form(s):A thin, roguishly handsome travelor, or ranger.
Priests of Dorian have a poor reputation as freeloaders and borderline thieves. They teach the masses to live life as they would, ignoring the demands of government. This earns them nothing with the mayors of towns they try to set up temples. Priests of Dorian tend to work out of any spot for only a few weeks.
Favored Weapon: Rapier
Domains: Chaos, Travel, Trickery
The most powerful and popular of the elven gods, Lorelon stands for the harmony of nature. Elvenkind must live in nature and treat its creation with respect and love.
Favorite Form(s):A lone elf woodsman, or a white stag
Priests of Lorelon are at peace with nature in all its forms. They rarely sleep indoors, preferring only the shelter of the forest canopy. Temples of Lorelon are usually open air buildings, with small roofed sections to protect sacred relics, and provide comfort for the sick and wounded. Little beyond nature's gifts holds value to the priests. They may never own more treasure or equipment than they can comfortably carry themselves. They may never kill any animal unless for food or self defense, and where possible will use the furs, bones and other parts of the animals.
Domains: Law, Good, Animal, Plant
Voris is a wild god, and his priests reflect this. His priests are reckless and wild. They range untamed through the forests. Voris is almost as popular as Lorelon among the Weslien elves.
Favorite Form(s):An elven hunter
Priests of Voris never settle in one place, they are nomadic, ranging through the forests,stopping to preach in many different elven settlements. Priests of Voris, live entirely on meat they've hunted themselves, they will not eat vegetables, or grain.
Favored Weapons:Longbow, Spear
Domains: Chaos, Good, Animal, Travel
Armalia is the embodiment of the elves' warrior spirit. Though mostly a peacefull race, elves can be driven to war, and when they do they call upon Armalia for aid. In return, Armalia shows them an enlightenment in the form of self-hypnosis. A warrior's-trance bringing untold bloodshed.
Priests of Armalia must never show fear. To flee from an enemy is to surrender your power to him. The enemies of the elves must be crushed, and deserve no mercy. Priests of Armalia will refuse to accept surrender from any "evil" creatures, and will only accept surrender if they believe the enemy was misguided.
Favored Weapons: Longsword
Domains: Chaos, War, Protection
Putalra was killed hundreds of years ago by Gerrain, the human god of war. The Weslien elves, have accepted her death, and while they continue to respect her memory, there is no organized worship. The Lorien elves, on the other hand, continue to insist she was merely severely weakened. In Loreia an organized church of Putalra still exists and has considerable political power.
Putalra was a Goddess who believed in the holiness of knowledge, study and research. Her priests are the greatest sages, and wizards of the elven world.
"Priests" of Putalra gain no divine powers from their god. Her priests are either sages, who rarely leave the temples, or the few adventurers are usually mages. On occasions priests of a more warrior bent exist. But all "priests" are relentless in their search for knowledge, research and the recovery and preservation of lost knowledge. Priests of Putalra should be built as mages, or fighters (or maybe some other class) and be played as "Priests"
Favored Weapons: Sickle, Quarterstaff
Eirderan is a God of the night, reveling in dancing under the Moons. He is favored by young elves seeking fun, friends and lovers.
Priests of Eirderan are carefree, often decadant, elves. They hold midnight parties in joyous worship of their God. When pressed, they commit themselves to fighting for the freedoms of their charges and their rights to enjoy themselves.
Favored Weapons: Rapier
Domains: Chaos, Good, Moon (FR Guidelines.pdf)
Delwyde is a reserved god, gathering all elves who seek knowledge under his wing. His followers love libraries and seeking lost artifcats from the height of elven civilization
Symbol:An open book dangling golden chains
Priests of Delwyde either spend time in the library, or other places of study and learning, or they travel the world seeking new knowledge or uncovering that which was lost.
Favored Weapons: Sickle
Domains: Knowledge, Fate (FRGuidelines.pdf), Magic
Kurek is the god of craftsmen. He values hard work, craftsmanship, beauty and practicality. He teaches that nothing is more beautiful than a sturdy and well crafted masterpiece, whether it is a weapon, jewelry, or a stone fortress.
Priests of Kurek always prefer equipment of dwarf construction. They feel uncomfortable in non-dwarf built buildings. Any fine pieces of craftsmenship (particularly dwarven) that the party finds as treasure, the priest of Kurek will insist on taking for himself (to return to the dwarven peoples)
Favored Weapons: Battleaxe
Domains: Craft, Metal, Charm, Knowledge
Elarkta is the most ancient of the dwarven goddesses, watching over the ancient dwarven homelands, and teaching the arts of mining and building beneath the surface of the earth.
Priests of Elarkta are hardy dwarves, that prefer the confines of underground mines and caverns. They feel distinctly uncomfortable above ground, more so than other dwarves. They strongly believe in the benefits and eternal nature of stone, and encourage its use instead of wood as a building material. They will be extremely reluctant to enter wooden buildings, or cross wooden bridges.
Favored Weapons: Warhammer, Pick
Domains: Law, Good, Earth, Strength
Damtel is the ancient goddess of protection, wife of Kurek. She extends her divine hand to guard the dwarven nations from harm. She warns of the dangers of the outside world, and aids the injured, and enbattled.
Priests of Damtel must defend all dwarves from injury and harm of all kinds, particularly from the dangerous surface dwellers. They commonly travel on the surface with other dwarves, guiding and advising them. Priests of Damtel, must always use their powers to help and protect dwarves, before helping other races. Then, they must see to the protection of their companions. They will not willing hurt another dwarf, allowing themselves and their companions to be hurt or killed before they would sink to this level.
Favored Weapons: Mace
Domains: Good, Protection, Luck
Bietor is the bringer of Justice to the dwarves. He wields of Flames of Vengeance and Redemption, punishing the guilty.
Priests of Bietor are adamant about strict interpretations of the law. Violaters must be punished. Those who wrong the dwarven people, or specifically the priest, must be destroyed with great predjudice.
Favored Weapons: Hammer
Domains: Law, Fire, Retribution
Vrakor is a vengeful and violent god, advocating the complete annihilation of his enemies in endless combat. He spurs his followers to war against whatever adversary is available. He is not commonly worshipped among most of the dwarves. Only among the southern kingdoms in the Agnarthid mountain range is his worship common, and their he is worshipped as the high god.
Symbol:A Greataxe embedded in an orcish skull
Priests of Vrakor are the epitomy of warrior priests. They view all conflicts as combat situation, and will act violently unless they're obviously outclassed. They are particularly violent when dealing with the traditional enemies of the dwarves (Orcs, giants, and ogres).
Favored Weapons: GreatAxe
Domains: Evil, War, Death
Finley is an easy-going god, advocating peace and harmony among his people, but always ready to protect his followers by any means necessary. Clerics of Finley are known for both sedantary lifestyles, staying home to protect and nurture, and traveling abroad to ward off any dangers that might confront the community.
Symbol:A roaring fireplace
Finley asks little of his followers, but they must never harm another halfling, extending any help they can to others of the short folk. A Cleric of Finley's larder is always open, and his hearth is always lit and warm.
Favored Weapons: Sling, shortsword
Domains: Good, Protection, Healing
Gavin is the god of wanderers and merchants among the halflings. He rides the winds on a flying sailboat and wanders the plains on his own furry feet.
Symbol:The flying sailboat, or a (hairy) foot
Clerics of Gavin never feel at home in villages or towns and feel downright uncomfortable in real cities. A cleric of Gavin has no place he calls home.
Favored Weapons:Quarterstaff, shortbow
Domains: Chaos, Good, Travel, Air
While most halflings are at heart good and honest folk, Brady represents a streak of lawlessness and selfishness among the halflings. He is the god of thieves, rogues and swindlers. But along with these qualities, Brady is also a champion of personal freedom and a crusader against tyranny. (Though Brady and his followers have a tendancy to apply the label tyranny a bit too freely).
Favored Weapons:Dagger, sap
Domains: Chaos, Trickery, Illusion
The gnomes were a clan of dwarves who through the years developed a higher magical affinity than their cousins and slowly drifted apart from the dwarves. They found a champion in the form of Brever Glowstone, who guided and shaped the young race, nurturing a great respect for the magical arts among them, illusion in particular. Brever continues to champion scholars and wizards among the gnomes, keeping them in positions of power among the gnomish clans
Symbol:A flame of multicolors
Domains: Magic, Illusion, Knowledge
Spade Brightstone represents the more grounded side of the gnomes. A miner and a jeweler, he is said to be ever digging deeper looking for new more exotic gems.
Symbol:A brilliant green gem
Domains: Earth, Good, Strength
The goddess Calywn is a mysterious and secretive deity who wishes to guide her race to new places and new prosperity. Her name is spoken quietly whenever a gnome seeks good luck or travels beyond his routine environs.
Symbol:A red mushroom
Domains: Luck, Good, Chaos, Travel
Zidri is regarded with both fear and respect by the gnomes. At odds with Spade Brightstone, he lurks far in the depths of the mines and caverns, spelling doom for gnomes who stray too far from home, and ultimately accepting them to the world beyond.
Symbol:A skeletal hand
Domains: Earth, Death, Protection