Gods Part 1 (Core Deities)

The Core Deities are the only Gods who are except from the rules of Gods, because they are responsible for keeping the world from breaking apart. They spend most of their time trying to prevent the world from falling apart, otherwise they act normally relying upon their natural advantages to be annoying bitches

Boccob God of Magic
Titles- The Uncaring, the Lord of All Magic, the Archmage of the Deities
Home Plane- the Concordant Domain of Opposition
Power- Major God
Symbol- Eye balanced on a pedestal inside a pentagon.
Al- N (LN, NG, CN, NE)
Color- Blue
Favored Weapon- Quarterstaff
Portfolio- Magic (all)
Governs- Magic, arcane knowledge, Runes, Force, Oracle, Trickery, Knowledge, Mind, Spellcraft, research, Foresight, Nonintervention, Neutrality.
Superior- None
Aliases- Among the Bakluni Humans, A’Zarad use to be what he was called on the Material plane, before breaking off and becoming his own god. this suits them both fine, as Boccob doesn’t want to involve himself on the Material Plane anyways bitches.
Description- Boccob is the God of all Magic, and governs the entire existence of Magic in the world as it is. his main job is maintaining magic as a power source and keeping magic alive, and in order to best do this, he tries to avoid any involvement with any form of politics. For as long as he is uninvolved, he is too powerful for anybody to risk antognizing him, but should he make enemies, people might take the risk to try to fight him. As the God of Magic, he knows that their are possibilities, and with so many power blocs out their, one of them might eventually destroy him. Better to maintain magic and keep himself pure than risk diluting its glory with petty concerns. Besides, magic is a force of nature, it has no political loyalties. Boccob is usually portrayed as an aging man with white hair who wears purple robes decorated with golden runes. He is described as carrying the very first Staff of the magi with him at all times. In addition, he knows every spell ever created and can travel to any to any time or dimension. He is the possessor of the only magical library that contains a copy of every potion, spell, and magic in existence. he has little desire to interfere with events occurring upon the Prime Material PLane, and as of such he is the least interested of the Core Gods, having no agenda to push, unlike others such as Wee Jas, Heironeous, or Vecna.
Relationships- He is Served by the mad Demigod Zagyg, who is one of the few who cares enough about him to deal with him directly. He is also allied with Delleb and has a working relationship with Mystra (he disagrees with her involvement policies, as seen by her numerous deaths, but as long as it doesn’t effect him no matter). Among his own pantheon, he is largely uninvolved, but is honored by them all as its most powerful member. His only open enemy is Tharizdun (God of the World’s Destruction) who he devotes most of his energy keeping entrapped and will only involve himself in politics to fight the power of his nemesis.
Realm- Boccob’s realm is known as the library of Lore, located in the Concerent Domain of Discord. To get their, one must pass through plains of pure magic, all of which are in conflict, until they can find the tower which is where the magic all comes together in unity. This imposing citadel sits atop a barren bluff of antimagic. Those who would access the library and its knowledge must climb a single narrow stair guarded by four elder elemental one of each of the cardinal types. The Walls themselves are proof against teleportation and astral meddling, and those who try will find themselves at the base of the great stair. Within the walls of the library, spells that access other planes do not function. The library is a convoluted mazework of passages that cross beneath and occasionally through each other, leaving no mark of their passage but foiling the most diligent of mapmakers. Within this structure are private meditation cells for spellcasters, sealed armories of magic items, and both true and false libraries taht conatain much of the magical and mundane knowledge of the multiverse. Those granted access to the true library (done with the approve of Boccob himself) can find the answer to any question, after an hour of research. However, this permission isn’t granted lightly, and often only comes at the end of decades of study within the confines of the tower, some powerful revelation of the source of Magic, or some great service in the name of the God. The library of Lore contains a copy of every non artifact magic item created by mortal hands, sealed beneath magical wards and traps. Golems of every possible types, alone with Clockworks and Shield Guardians patrol the Halls, while Terrocotta Warriors guard the items themselves. Elementals, Spirits, and Souls are all bound to various parts of the library, either to defend the tower, speak to mortals, or try to understand the nature of magic. In addition, many of his most powerful worshipers dwell here, trying to understand the world around him. Souls who worship Boccob in life research here, if found worthy (IE, caring about magic itself) and are constantly searching the library in the hopes that they might catch a glimpse of Boccob working, catching glimpses of the secrets of the multiverse. They can always tell who is an outsider, and they can always tell their true motivation. As Boccob is a major power, the effects of his realm can be felt far beyond the walls of his library, and he may enhance or limit magic at will. Spells are no longer limited within this realm, Mana is always full, spells are never replenished and power points are never lost. Within this realm, visitors can discussion the nature of magic, help souls with their experiments (for they cannot leave the tower) and involve themselves in the infinitely subtle politics, which tend to involve what form of magic is best and how that might effect the world around them.
Dogma- Boccob’s dogma emphasis neutrality above good, evil, law, or chaos, and holds magic to be the most important thing that their is. Likewise, he had equal interest in Signs or Colors, which are all just part of magic in his eyes. Boccob teaches that magic is the most important force in the cosmos, and that balance between law and Chaos, and Between Good and Evil, should be preserved. Magic, according to the Boccobite dogma, is an energy source of finite extant, and may eventually wane, thus everybody must respect it to prevent that from coming about. Boccob promotes the research and creation of new spells and magical items, under the theory taht this increases the amount of magic available to everyone. Critically, Boccob believes that magic must have rules and be governed by natural principles, something which other Magic Gods find contension with. None are powerful enough to press the point, and even if they were, they would not want to risk the release of Tharizdun.
Seek balance above good, evil, law, or Chaos. Fight to push back the encroachment of Good just as you would the oppression of evil. Magic is the most important thing in life, and must be preserved so that balance may be preserved. Signs and Colors are simply another facade of magic, and should not interfere with its pursuit.
History- Unknown, he has always been around……….watching
Clergy- Boccob seems not to care whether he is worshiped or not. nonetheless, he receives devotion from oracles, sages, and seers, and many wizards and archmages consider him their patron. He is known to every culture, save those that ban the use of magic. His clergy are described as echoing his detached stance on wordly affairs, and instead look towards different pursuits such as magical research and the creation of magical items. Members of Boccob’s clergy are often multiclass spellcasters, bad level design be damned. his clerics are usually neutral, though a sizable minority are Lawful Neutral, with a smaller minority being Chaotic Neutral. Their are a few neutral Good members and occasional Neutral Evil, though both are fairly rare. Despite his neutral stance on colors, Blue is by far the majority, followed by Green. Colorless are very common as well, though White, Black and Red are rare. Among the signs things are pretty much the same. The Church does not actively encourage its members to learn magic (though they must study it) but it certainly doesn’t discourage it, and the Church main focus is balance. Politically they are almost always neutral, they will sell magic items to any side or faction, though they determine their own prices. As long as no side attacks them, tries to limit the use of magic, or worship Boccob’s enemy, they simple do their own thing.
Relics- These may be found in temples, on the persons of high priests, or given out as gifts.
Boccob’s blessed Book- A thousand page spell books, which allows a single page per spell. Inscribing costs nothing
The Tomb of Ancient Lore- This Spell book contains every spell that has ever been made, and yet it is extremly difficult to use, requiring many powerful rituals, riddles, and quests in order to ssimply read it
Darvax’s Staff was owned by an Oeridian Wizard at the Great Kingdom’s height. Darax disappeared on his 40th birthday on an expedition to other planes of existence, but his staff- carved from the thighbone of a black dragon and topped with an adamantien symbol of Boccob, is occasionally seen
Razor Bands of the Archmage- is series of razor bands that rotate around each other, creating a crude orb. It can be used as a magical power source, but communication is tricky
the Sphere of Time Scrying is a blue crystal ball that can be used to see into the distant past
Clerical Training- his clerics are alter for signs of magical apitiude among younstesr, and they offer education to any youth they deem worthy of of the privilege, regardless of background or race. They are taught at the local templers, but the vast majority never stay, mostly because they actually care about things more than magic, so only a few of every graduation class ever move on.
Quests- Anything that involves powerful magical studies, such as rescuing a sorcerer from being captured by bugbears in an ancient ruin, finding an old spell book in a ruin, or break up a cult of ur-priest in a ruin.
A) A Cleric of Boccob is trying to find an ancient document that discusses weather or not Arcane and Divine Magic might actually come from the same source (a spark of divinity inside every being). However, the document is located in the Planar Library of a powerful Efreet bibliophile, who is not willing to easily give away something that he paid millions for. The PCs might be able to get him to make a copy if they could entertain him with their knoweledge of magical theory, if they could offer a trade for another interesting document, or they could steal, trick, or fight it out of his hands.
B) After a long and hard war, a Paladin Kingdom has finally defeated an evil Kingdom, Lead by a Lich with a host of evil magical servants. After killing the leadership, all that is left for them is to destroy the evil scepter possessed by an ancient demon. they have figured out how to destroy it, however a fanatical wizard devoted to Boccob is trying to interfere. All magical items have their place, even the vile ones he says, and he feels it should be locked away rather than destroyed. In addition to the natural hazards and the fanatical followers of the lich, the Paladins have to content with a bunch of Boccob Zealots. And maybe the PCs
C) An ancient text from the age of the fey (literally about 5 million years before current events) is found talking about a time when magic didn’t have defined rules, and was instead far more flexible and fluid than it is today, the key point of magic being that it would evolve to fit the location. This flies in the face of EVERYTHING that is known about magic, and if this is true, then it is possible that Boccob is actually halting the natural flow of magic. however, it is also possible that this book is referring to something more specific, is an artistic interpretation rather than a documented source, or the fey are a bunch of lying assholes. To make matters worst, the book is extremism hard to decipher and requires a massive amount of research just to find out how it works. Different magical clerics have different ideas of what to do with it, however the Clerics of Boccob wish to study it alone without interference from anybody else to figure out what it actually means. PCs can take any side in this conflict.
Allies- Janni genies, invisible stalkers, Huge Elementals of any species can be found in his temples and realms.
Herald- When ever a Herald is summoned, it is normally a 20th Level Petitioner Wizard.

Titles- The Sun Lord, the Shinning One, the Sun God, the Sun Father(the Lord of Cancer?)
Portfolio- The Sun
Governs- Sunlight, Light, Strength, Healing, Mercy, Love (sunburn, Cancer, Drought, and heat exchaustion)
Home Plane- Blessed Fields of Elysium
Power Level- Major
Gender- Male
Al- NG (LG, CG, LN, N)
Color- White
Sign- Summer Heart
Domain- Community, Glory, Good, Healing, Strength, Sun
Alias- Sol, Al’Asran, Aurifar, (the Burning Sun)
Realm- He used to Dwell in Lights Blessing, however when he became a Core Deity, he made the Fortress of the Sun in Elysium. Lights Blessing is a Manor surronded by orchards, vineyards, and farmlands for miles, which he left to his Aspect Sol. Now that Pelor is a more militant God, He dwells in the Fortress of teh Sun, a massive gold-plated citadel that forms a beacon atop the largest island upon Elysiums layer o Thalasia. This massive fortress appears on the outside to simply be a massive light house, though once you go inside like all God’s realms, it is very different. The light from this light house is moved across all of the Outer Planes, bostering the spirits of all the good creatures, revealing evil in the realms of neutrality, and providing a brief beacon of home in the realms of evil. Any good creature touched by the Light (which is a 100 foot wide Circle) are effected as if by the Bless Spell, the Courage Spell and Healed 1D10 Damage. Any Neutral Creature is simply briefly gain the ability to detect evil, and see through illusions, while Any evil Creature is effected by the Doom Spell. This light operates on an extremely complicated schedule, so the odds of this Deus Ex Machina (quite literally actually) appearing are slim, but possible for any adventuring party (1% on any plane….i should make that less, maybe you have to roll 100 on a D% three times).
Description- Once a Flan (human Ethnic group), Pelor was one of the most adaptable Gods ever to exist, because worship of the Sun was so Universal that Pelor was able to transcend his humble roots and become……THE SUN GOD (duh duh duh).
Dogma- Pelorians believe that the life-giving sun is the best cure for the world’s ills. Justice and freedom are brought about through charity, modesty, perseverance, and self sacrifice. Pelor’s priest teach taht the truly strong don’t need to prove, just do what is right (yes, these guys are militerent early Christains, deal with it). Pelorians strive to preform so many good acts taht evil has no room in which to exist, though they will fight….alot….against Irredeemable forces of evil. Pelor is wrathful against evil, in particular the undead. however, he urges his followers that excessive attention to things of evil can blind one to the truly important things, compassion, generosity, and goodness. Pelorian dogma has it that the energy and power of life originates in the sun.
There are two basic tenants of the faith of Pelor: “Aid Those in Need” and “Vanquish Evil.” The two tenants are meant to compliment each other, and a priest should never, for example, sacrifice compassion in his urge to see evil brought to heel.

“Aid Those in Need”: Nurturers and protectors, the priesthood of Pelor is heavily involved in charity work and caring for the needy, the sick, the injured, the suffering, and the unfortunate. Priests of Pelor will the community by building orphanages, acting as midwives, providing education, officating at funerals and weddings, orany number of charitable works. They are also expected to lend their strength to the weak, and to aid in the defense of their flocks. They view kindness, mercy, and compassion as virtues which all must aspire to.

“Vanquish Evil”: The priest is expected to be ever vigilant against the forces of evil, especially undead. Pelor considers undead to be abombinations, and his priests are expected to do their utmost to bring about the destruction of undead creatures. After destroying undead, priests of Pelor will often say the last rites over the remains in order to lay the creature’s soul to rest.
The Light of Pelor is the most common Pelorian holy book, beginning with Pelor’s creation of the sun and telling of how Pelor instructed the first mortals. How in a time of great evil and darkness Pelor shown his light on the Rock of Pelor and gave his message to Marius. Some versions portray Pelor as the sun ( Liga) itself, rather than its creator, and tell of Pelor’s attempts to win back those who have strayed from his light. The Light of Pelor only has minor variations in it, and all are considered canonical, despite these small discrepancies. The book is often enchanted to glow with a soft solar radiance when it’s closed, and some versions are gilded.
The Five pillars of the faith are laid out in the Light of Pelor:


Shahadah is professing the glory and power of Pelor. This message is formost in the church, it does not claim that Pelor should be the only god simply that he is the most important god, both practically and metaphysically. During their lives a worshiper of Pelor must proclaiming the following with full understand and acceptance saying in Pelorian:

“Pelor is the first among equals, without his light nothing is possible”
“Deus est primoris inter par, vacuus suus lux lucis nusquam est venio”


The second pillar of Pelor is Salat, the requirement to pray 5 times a day at fixed times during the day. The time of day to pray are at dawn, mid-morning, noon, mid-afternoon, and sunset. Each salat is performed facing towards the west in the morning and east during the afternoon, the prayer at noon is done to the west in summer and spring and to the east in fall and winter. Salat is intended to focus the mind gifts which Pelor is giving us each day; it is seen as a personal communication with Pelor, expressing gratitude and worship. According to the Light of Pelor, the benefit of prayer “restrains [one] from shameful and evil deeds”. Light of Pelor 29:40

Salat is compulsory but the body and clothing, as well as the place of prayer, must be cleansed.

All prayers should be conducted within the prescribed time period (the vicis) and with the appropriate length of time (tempus). While the prayers may be made at any point within the vicis, it is considered best to begin them as soon as possible after the call to prayer is heard. That comes from the bells on a tempel.

The prayers are essentially expressions of adoration of Pelor, but the worshipper may add his own personal request. The most commonly repeated prayer is the short first verse declaired my Marius after his revolation, ‘Praise be to Pelor, Lord of the Sun, the compassionate, the merciful’. Laus exsisto ut Deus , Senior of Sol solis , pius , misericordaliter Light of Pelor 3:01


Zakat or alms-giving, is the practice of charitable giving by Pelorians based on accumulated wealth, and is obligatory for all who are able to do so. It is considered to be a personal responsibility for Pelorians to ease economic hardship for others and eliminate inequality. Zakat consists of spending a fixed portion of one’s wealth for the benefit of the poor or needy, including slaves, debtors and travellers. A Pelorian may also donate more as an act of voluntary charity (sanctimonia), and all are incouraged to do so if able.

There are four principles that should be followed when giving the Zakat:

The giver must declare to Pelor and his Priest his intention to give the Zakat.
The Zakat must be paid on the day that it is due, traditionaly the last day of Raaping. If one fails to pay the Zakat, people think he is refusing to fulfill God’s wishes.
Payment must be in kind. This means if one has a lot of money then he needs to pay 2.5% of his income. If he does not have much money, he needs to pay in a different way. For example, if he has a lot of cattle, then he pays in cattle instead of money.
The Zakat must be distributed in the community in which it was taken from. This is a recent command on the Zakat placed by Sun Keeper Maxius Rellius Vespis II.
Keeping the Fast during Reaping

In the Pelorian faith the month of Reaping is known as Pia Pium Oris Sane the Holy Month of Rationing. Ritual fasting is an obligatory act during this month and Pelorians must abstain from food, drink, and sexual intercourse from dawn to dusk during this month, and are to be especially mindful of other sins.

The fast is meant to allow Pelorians to seek nearness to Pelor, to express their gratitude to and dependence on him, to atone for their past sins, and to remind them of the needy. During the Oris Sane, Pelorians are also expected to put more effort into following the teachings of Pelor by refraining from violence, anger, envy, greed, lust, harsh language, gossip and to try to get along with people better than normal

Fasting during Oris Sane is obligatory, but is forbidden in some cases, for several groups for whom it would be dangerous or excessively problematic. These include pre-pubescent children, those with a medical condition such as diabetes, elderly people, and pregnant or breastfeeding women. Observing fasts is not required for those who ‘already spend their lives longing for food, for they observe the sacred fast year round’ Light of Pelor 37:29. Other individuals for whom it is considered acceptable not to fast are those who are ill or travelling. Missing fasts usually must be made up soon afterwards, although the exact requirements vary according to circumstance.


The Peregrinus is a pilgrimage that occurs during once a day to the greatest Temple that their sect reveres, called the "Winterhaven) Every able-bodied Pelorian is obliged to make the pilgrimage to Winterhaven at least once in their lifetime if they can afford it. When the pilgrim is around ten kilometers from the high tempel in Winterhaven, they must dress in Ihram clothing, which consists of two white sheets. Both men and women are required to make the pilgrimage to Winterhaven, as the Peregrinus is mandatory for both males and females. After a Pelorian makes the trip to Winterhaven, he/she is known as a peregrinus/peregrina( one who made the pilgrimage to Winterhaven). The main rituals of the Peregrinus include walking seven times around the High Temple, touching the Rock of Pelor under the Sacred Light.

The pilgrim, or the peregrinus, is honoured in their community. For some, this is an incentive to perform the peregrinus. Pelorian teachers say that the peregrinus should be an expression of devotion to Pelor, not a means to gain social standing. The believer should be self-aware and examine their intentions in performing the pilgrimage. This should lead to constant striving for self-improvement.

A pilgrimage made at any time other than is called an Umrah, and while not mandatory is strongly encouraged.

So did i Just combined early Christianity, The church of the Unconquered Sun, and Islam? Fuck yeah I did, monotheism bitches. Actually the Muslim stuff i stole from another website, who stole it from Islam. So um……does that make me less of a plagurist or worst?

Scriptures- In the Sun Father’s hand- In the Sun Father’s Hand is a controversial text accepted at present by only a handful of Pelorian temples. It was written about 476 CY by a woman named Tephos. Tephos was not a priest, but she believed herself to be Pelor’s chosen representative on Oerth. Somehow she performed miracles, including curing an entire village of plague, before writing about her beliefs and vanishing in front of her disciples in a flash of golden light. Tephos taught that all property should be held communally, that society should return to a more “natural” state like that assumed to exist before the spread of civilization, and that clerics were unnecessary; Pelor could intervene directly instead. Most branches of the Pelorian faith consider Tephos to be gifted but delusional.
The Light of Pelor is the most common Pelorian holy book, beginning with Pelor’s creation of the sun and telling of how Pelor instructed the first mortals. Some turned against his teachings, thus creating evil, and this evil spirit has waxed and waned over time. Some versions portray Pelor as the sun (Liga) itself, rather than its creator, and tell of Pelor’s attempts to win back those who have strayed from his light. The Light of Pelor only has minor variations in it, and all are considered canonical, despite these small discrepancies. The book is often enchanted to glow with a soft solar radiance when it’s closed, and some versions are gilded.
Quests- Doing good is essential for any priest of Pelor, and most of their quest involve going out and doing shit. More than any other quest, Clerics of Pelor often find themselves striving against the undead. They also undertake healing wherever they can- whether that healing is physical or spiritual. Quests to break up a cabal of necromancers in a ruin, broken a peace between rival warlords in a ruin, or destroying an ancient lich queen once and for all in a ruin are some examples
A) A group of of Five Clerics of Pelor (5 Level 5 Clerics 1 Level 6) are all that is left of a village overrun with undead. the clerics are maintaining a safe zone in their Temple in the middle of the town, where they are trying to treat any surivors, however they refuse to leave the town until all of the undead are exterminated. However, they are running out of food and supplies, and the undead are closing in.
B) After a long and brutal Civil war, a Town that worships more traditional gods (greeks, Romans ect) is trying to find the strength to rebuild. A trio of Pelor Clerics (Level 4) have determined to spiritually heal the village, and are trying to help bring an end to the suffering and damage done by the civil war. However, in doing so, they are interfering the local culture, forcible releasing slaves, taking abused children away from their families, and outlawing the societies sexist treatment of women. While these are “good acts” it is causing a great deal of resentment and anger, as the Clerics will literally break into people’s houses at night and take away battered children. However the fact that they are actually helping people has kept it under control, until they have started to forbid certain religious cerymonies. Local villagers are looking for somebody to mediate between the two groups, the local conservatives want somebody to replace the Clerics, while the Clerics are looking for people to keep the populace under control until they can finish reforming the society. In addition, local authorities are trying to restore stability, and wish to investigate the situation.
C) A group of fanatical Pelor worshipers (no clerics, but maybe some mystics or priests) have seized control of an abandoned fortress and are using it as staging point to raid the underdark. Their philosphy is that any race untouched by sunlight must be “purified”, by being forced to live on the surface, and killed if they cannot embrace Pelor’s glory. So far they have only raided evil races, however local deep gnomes don’t like the idea of being forced to be “baptized by the sun”
Worshipers- Pelor is a popular deity, much beloved- by the common folk. He is particularly revered in the cultures that i am stealing from Greyhawk, with all of the shame of a North Korean Propergandist. Although Pelor’s church has a few heresies and schism, the heads priests in his powerful tempels are in contact with one another and the religions overall leadership. If the secular leaders of one nation place an onerous tax on Pelor’s temples, the word will spread though Pelor’s hierarchy. Other nations might be persuaded by their Pelorians to apply diplomatic pressure to get the tax repealed. Yes, wars have been fought over this.
Clergy- Despite how powerful he is, their is no central orthodox Pelorian faith, and each region tends to have its own sect which runs things in their own way. However, all clerics heal the sick, bless crops, help the needy, and destroy evil (specifically undead). They try to be caring and nutruring, with backbones of steel (and balls of mulch….i don’t know what that means). The Pelorian priesthood attracts many naive youths to his service, but training is rigorous enough to send many of them back to their farms. His elite priest are called the Radiant Servants, whose role is to make sure no sect strays too far from his teachings. He is also served by a small number of druids, who behave in ways similar to his clerics, but with a greater emphasis on the care of plants and animals. they usually associate themselves with settlements rather than living as hermits, aiding the community with their hands, spells, animal companions, and drug money wherever they can. They are considered to have priest status within the church, though this is often denied its powers and have a separate hierarchy. He is also revered in the Old Faith as a god of Summer. His Paladins, called the Crusaders of the Sun, are rare, having appeared in large numbers only since he became a core God. Pelor’s Paladins seen themselves as the burningl light of the sun which scours away darkness and evil, and brings strength and comfort to the innocent. However, Pelor is more of a community god, so Paladins often have trouble fitting in. Though uncommon, almost every sect has at least a few of them, who mostly focus on wiping out undead. Crusaders believe that laws are helpful, but that they are at best a secondary goal and must be tempered with mercy. Their slogan is "equity for the Meek with Perseverance and Strength). when not in formal dress, the Crusaders favor light colored tunics or wearing commoners clothes. On formal occasionals, they wear a black cloack emblazoned with the symbol of the sun, as they blend into darkness, with only the light to make them noticible to their enemies.
Relationships- Pelor gets alone with all Good Gods, at least partially, as he tries to support their quest for a better world. His closest ally (apart from his aspects) is Mayaneine, the Demigoddess of Protection who he sponsered to Godhood. He is very closely allied with other sun Gods as well, specifically Rao, though his relationships with the other Egyptian sun Gods can be tense at times. He sees himself as a partner of Heironeous, helping the victims of evil after Herioneous vanquished them, he has a friendly rivalry with St. Cuthbert, and is friends with Trithereon God of Self Defense and Zodal God of benevolence
Allies- Archons, astral devas, Planetars. He has a tense alliance with Pholtus, God of Inflexibility and Light, though their churches get along great. He ignores most gods outside the pantheons he is closest with, except for Yondalla who is very close friends with, and he keeps taps on Moradin, Corellon Larethian and Garl Glittergold. He helps Boccob fight Tharzdun, but his greatest enemy is Nerull, who he sees as the greatest threat to life on earth. Nerull for his part, makes a point to simply ignore him.
Herald- Grand Solar
The burning hate- Their is a sect that has been saying that Pelor is in fact evil, and has just been tricking everybody for centuries, showing him as the God of Cancer. The Church of the Burning Hate either is trying to destroy him, serve him, or try to make him reveal himself as a true evil God.

Obad-Hai, God of Nature
Titles- The Shalm
Power Level- Major
Home Plane- The Happy Hunting Grounds
Alignment Neutral (Neutral Good, Neutral Evil, Lawful Neutral, Chaotic Neutral, Chaotic Good)
Color- White
Sign- Path of Spirituality
Portfolio- Nature
Governs- Woodlands, Hunting, Beast, Animals (all types), Plants (all types), Fey, Fae, Fae, Faries, Sidhye, the Natural World, Freedom, Druids,
Domains- Aair, Animals, Earth, Fire, Plant, Water, Nature, Weather, All Elemental Domains, All Season Domains
Prayers- Midnight
Gender- Male (Worshipers can be any)
Description- He is most often depicted as a lean and weathered old man of inderminate age, dressed in brown or russet. He carries a wooden staff called the Shalmstaff and is known for playing a woodwind instrument called shalm or shawm. Obah-Hai can appear as human, drwarf, gnome, or halfling, and has worshipers among all four races. He is also depicted in forms of various animals or fey.
Relationships- Obah-Hai has an unfriendly rivalry with Ehlonna, and is the sworn enemy of Phyton. He is an enemy of the vile nature diety Karaan, because he feels he forsakes his duties. He is allied with the gods Beory and Berei. He views Silvanus as his second in Command, though he feels that the Oak Father has grown too attached to the old ways, and not realized that nature is ever evolving. He views in similar Chauntea light, in the other direction.
Realm- the Hidden Wood of Obah-Hai is a patchwork of thick woods, open glades, and rolling fields. Explorers’ notes place of the Hidden Wood in several specific locations in Happy Hunting Grounds, though their are entrances in the outlandes near the Gate-Towns of Fortitude or Fanunel. Its rarely found at all except by travelers who become lost in the woods, and by those souls who were dedicated to the Shalm during their mortal lives. Obad-Hai’s domain is nature in all its forms: wild and tamed, savage and domesticated. All four seasons exist simultaneously in balance within the Shalm’s realm. I the space of a quarter-mile, snowfields give way to forest draped in fall color next to orchards heavy with fruit and newly plowed fields. Creatures encounter within the Hidden Wood tend to be axiomatic or anarchic, but include a large number of Prime Material Plane animals, beasts, and plants. These creatures are usually hostile to travelers who don’t respect them, an attitude Obad-Hai encourages. Societies within this society are often in a state of nature, take that as you will. The Shalm has changed the magical traits in his realm. Spells cast by druids here are enhanced, and all spells targeting animals or plants are heightened. He has the power to make other changes if he wishes. Petitioners serving Obad-Hai appear humans when they first arrive and have the traits of typical Hunting Ground petitioners, in addition to having speak with animals and speak with plants at will. They start their lives gardening, hearding, hunting, purning, planting, or harvesting. Great feasts are common within their realms. As time goes by however, they eventually become one with nature, reverting back to animal like figures, and then starting anew. Basically they go through the cycle of human evolution, all from the start at an increased rate, before going to the state of “civilization” and beyond, before starting again. The Point is clear, Obad-Hai is not beholden to the typical views of nature, everything he does is part of nature, even things such as cities.
Dogma- Obad-Hai teaches one should live with harmony with nature and those who would damage the natural balance deserve swift vengeance. Balance with nature is not balance with the natural world however, its more balance with one’s own human instincts and coming to terms with the way in which one understand their way of the world. Its not a matter of where you live, but how you live your life, realize you are an animal and come to terms with your place in the world.
Worshipers- Obad- Hai is revered by humans, dwarves, fey, gnomes, and haflings. His faith is strong among many of the old societies.
Clergy and Temples- Obad- Hai’s priests favor russet- colored clothing and simple quarterstaves. They have no hierarchy, all members are treated as equals. They keep to the wilderness and to themselves, living as hermits, often trying to come to understand their place in the grand scheme of nature.
Druids- Many Druids revere Obad-Hai, and many of those of the Old Faith see him as the “Great Spirit” They have no hierarchy, all members are treated as equals, provided they are full druids. Druids of Obad-Hai must be Neutral
Clerics- The Clerics also dwell within nature like a bunch of freaky hippies, however they tend to have a more formal heirachy, and are more about trying to determine man’s place in the world
Cleric Training: Obad-Hai’s adherents learn to become
one with the Shalm in isolation, surrounded by wilderness.
Only at the beginning and end of a new cleric’s training
does he receive guidance from a senior member of ObadHai’s clergy. The rest of the time is spent living off the land
and developing an instinctive connection to Obad-Hai’s
will. Not surprisingly, Obad-Hai counts more druids among
his followers than clerics.
Quests: If it takes place in the wilderness, Obad-Hai’s
followers are interested. Quests that protect a forest from
woodcutters, cleanse the corrupted heart of a swamp, or
prevent a dwarf mine from unleashing a volcanic eruption
are smiled upon by the Shalm.
Sample Quests
A) A Druid of Obah-Hai has determined that the disconnect between man and nature isn’t really needed, and wishes to request alot of local rulers in order to make a primordial version of a reservation land, where nature can simply be loved and appericated without being disused or mistreated. However, many things stand in his way, all of the local rulers dislike each other and don’t trust the others for a treaty, many are not at all interested in the proposal, seeing this land as legitimate to claim, and many private interest groups want to use the land to their own purpose. The natives of the land are mostly fine with it, but don’t want their homes to be made into tourist attractions, and a small group of gnome/elf terrorists wish to instead reclaim the human lands through force. Finally the lands themselves are rather dangerous, and will require a through purge of all dangerous monsters (humanily of course) before travliers can come to appericate the natural world. The Druid is a hermit, totally unschooled in the ways of politics and needs adventurers who can go and convey his message better than he ever could.
B) A group of Druids of Obah-Hai have determined that the “real life animals” are not actually natural, as magic is part of us, and yet creatures like Cats, Deer, and Snake don’t posses any essense, something even dire creatures have. In order to restore the “natural Order” they wish to destory all animals. Some of the more radical members even thing to include humans in that group
C) A group of Obah-Hai (wait for it) Druids have a theory that the “Balance” maintained through the Planar cosmology is in fact not part with Nature. Nature is natural selection, evolution, chaos and constant change. They wish to undermine the balance to restore freedom of the Material plane from Extraplanar powers

Prayers: Obad-Hai’s prayers and psalms often start with
a reference to birth or growth and end with a reference to
death or ending. One common prayer for guidance begins
“Shalm, my thirst for knowledge grows/Lend me your
wisdom and bury my doubts.”
Temples: Groves of oak trees deep in the wilderness
mark Obad-Hai’s shrines. These temples are defended by
dozens of guardian animals and other denizens of the wilderness, many of whom are content to observe visitors from
a distance.
Rites: Obad-Hai’s rites are exclusively seasonal and are
triggered by a real-world event: the fi rst songbird of spring
and the fi rst snowfl ake of winter, for example.
Herald and Allies: A centaur 20th-level cleric is ObadHai’s herald. Allies are Medium, Large, and Huge elementals (any type).
Relics: Armor of the fallen leaves, staff of the unyielding oak

Myths and legends

Obad-Hai and the Summer Tree
According to the ancient traditions of the Old Faith, Obad-Hai is reborn every spring, hatching in the form of a young boy from the fruit of a sapling that grows from his own grave. By summer Obad-Hai takes the form of a strong young man, the Stag King, leading the Wild Hunt against those who would defile Nature. By autumn he has grown into the weathered old man of his standard depictions. When winter begins he is slain by Nerull, who hangs his corpse on the Summer Tree. After seven days, Pelor cuts him down and buries him in the earth, where Beory’s tears cause a new sapling to grow, which drops the fruit that hatches into the young Obad-Hai once again in the spring.
“One must live in harmony with nature, as no thing can exist without its opposite. Those who destroy indiscriminately deserve indiscriminate destruction. Those who judge will be judged. Those who are one with nature fear not death, nor anything else.” —The Fourth Tenant

“The Shalm,” is an archaic deity of deific idea of nature and wildlands. It has some of the oldest associations in the Flanaess and is one of the most ancient beings worshipped by the Flan prior to the arrival of invading Aerdi. According to the Druids of the Old Faith, Shalm is actually a word for the presence and existence of cyclical eternity, rather than the deific persona Obad Hai (OH-bahd HI) has become, as the god of nature. Indeed, the ancient stone circles that are scattered about the Flanaess are often referred to as “Shalm stones,” even though even the highest druids and clerics of Obad-Hai cannot explain their existence; only recognize their significance and power.
While many of Obad Hai’s followers refer to him as “The Shalm,” the Druids of the Old Faith insist that the true idea of the Shalm is above even the gods, above even Obad Hai. This sore point has split the druidic organization.
Obad Hai can appear in human form as a lean, weathered man of indeterminate but considerable age. He is usually clad in brown or russet, carrying a hornwood staff, looking as if he were a pilgrim, hermit, or merely a rustic. In the legends of the demi-humans, he has also appeared as dwarf, gnome, or Halfling, and does not seem to favor humanity. Obad Hai is also able to assume the form and characteristics of any natural animals. He can take any new form instantaneously. It is not uncommon for The him to roam about in the guise of any of these creatures.
Obad Hai’s symbol is an oak leaf and acorn. Because of their difference in perspective, Ehlonna and Obad-Hai are unfriendly rivals. He also counts Phyton as his enemy.
Clerics of Obad Hai tend get along very well with rangers and druids. They serve as protectors of nature, agents of retribution when their protection is insufficient, and preachers of conservationist methods of cultivation and hunting. Obad Hai’s adherents learn to become one with the Shalm in isolation, surrounded by wilderness.
Only at the beginning and end of a new cleric’s training does he receive guidance from a senior member of Obad Hai’s clergy. The rest of the time is spent living off the land and developing an instinctive connection to Obad Hai’s will. Not surprisingly, Obad Hai counts more druids among his followers than clerics. Quests that protect a forest from woodcutters, cleanse the corrupted heart of a swamp, or prevent a dwarf mine from unleashing a volcanic eruption are smiled upon by the Shalm. Obad Hai’s prayers and psalms often start with a reference to birth or growth and end with a reference to death or ending. One common prayer for guidance begins, “Shalm my thirst for knowledge grows/Lend me your wisdom and bury my doubts.” Groves of oak trees deep in the wilderness mark Obad Hai’s shrines. These temples are defended by dozens of guardian animals and other denizens of the wilderness, many of whom are content to observe visitors from a distance.
Obad Hai’s rites are seasonal and are triggered by a real-world event. The first songbird of spring and the first snowflake of winter, for example. While Obad Hai’s Druids are hierarchical, almost pack-like in the way rank is ascended, the clerics of Obad Hai have no formal hierarchy. They treat all those of their order as equals. They wear russet-colored clothing and maintain hidden woodland shrines that are usually located far from civilization.
Churches or chapels of Obad Hai are always in rustic settings and made of rough timber. Services are brief and not particularly ritualized. Living flowers, earth, water, and fire are typical service adornments

Nerull, the God of Death
Titles- The Reaper, Foe of all Good, the Hater of Life, Bringer of Darkness, King of All Gloom, the Reaper of Flesh, the Reaper of Life
Power Level- Major
Portfolio- Necrophobia (Fear of Death), Evil Aspect of Death, Death
Governs- Death, Darkness, Murder, Covert Activity.
Aliases- Infestix (Who broke off), Tharoth,
Home Plane- Carceri
Al- NE ( LE, CE, LN, N, CN)
Color- Oh fucking lord Black
Sign- Closed Fist
Description- Nerull is usually seen as a black-robed skeleton, with rust-red body and green ropy hair. He carries a reaver scyth called “Lifecutter” with scarlet energy.
Relationships- He has a tenuous alliances with Faluzure and Hextor. He respect Incabulos, who starts the work that Nerull complets but has nothing to do with him, their priest do not cooperate unless faced with a common enemy. the Foe of All Good sponsored the ascension of his mortal follower Kyuss to godhood He seeks to destroy and reabsorb the power of Mellifeur who stole divine energy meant for one of Nerull’s own servants, Kyuss, who went mad due to the disturbance. He deliberatly ignores all other Gods of Death, seeing them as foolish children, and is totally disinterested in involving himself in their politics. He doesn’t care who is in charge of death, as long as mortals understand its place in the world and its inevitability. His only friend is Wee Jas, who he respects, and his only Enemy is the Raven Queen, who briefly stole his proftfolio, the only time in history when death didn’t work.
Realm- Nerull dwells in Carceri. He used to dwell in a realm called the Necromateion, Tharoth’s new domain, located in its outermost layer. After his defeat of the Raven Queen, he had a new realm in the most innerpart of Carceri, called the Crypt, an empty realm vapid of life. Unlike most people who dwell in the Red Prison of Carceri, he was never banished their, he is here because he likes it. While the entrance to his realm is full of fiends of all species, with plenty of undead backing them up. When you enter the deeper levels, powerful spirits of death dwell their. souls who go here simply dwell here as ghost,

Quests- Nerull’s Clerics quest often involve being total dicks, including but not limited to killing puppies and forcing small children to watch the Room. Ok seriously most of his clerics are invovled with trying to overthrow the establishment and replace it with a necrotocracy. Others simply want to find out the true nature of death, while others wish to remind the populace of why death is so terrifying
A) Some Clerics of Nerull have a point of contention with the Sigil Faction the Duskmen, who believe in a hypothetical “true Death”, which exists as the true Nivannah. the Priests of Nerull find this….upsetting and wish to put an end to this. Unable to directly touch their leadership in Sigil, as Worshipers of gods are not tolerated, they instead they have hired a group of interplanar mercaneries to take out their leadership, mostly made up of fiends. A lone Apostate wishes to to instead try to reconcile his views with the Dust men. The Pcs can join with the Priests, they can join up with the Priests, protect the Duskmen, or try to negociate a truce
B) In order to remind mortals about the fear of death, a fanatical group of undead priests lead by a powerful necormancer wight who wishes to bring about an undead plague in civilian areas.
C) A group of strange subcultists have determined that undead are actually not in Nerull’s favor, and are going on an anti undead crusade, hoping to whip out all of creatures that expend their natural lifespan.

Heironeous God of Valor
Titles- The Archpaladin, the Invincible, the Valorous Knight
Home Plane- Seven Mounting Heaven of Celestia
Power Level- Major
Portfolio- Valor
Governs- Chivalry, Justice, Honor, War, Daring, Justice, Bravery, Mercy.
Domains- Glory, Good, Inquisition, Law, War, Honor.
Alignment- Lawful Good (Just Lawful Good bitch)
Color- White
Description- He appears as a tall human man in a full robe of chainmail so fine that it moves with him like cloth. Over that he wears some of the most amazing armor ever made. His most notable feature however, is his skin, which seems like pure silver. No weapon has ever pierced his skin, and he famously has immunity to all possible damage. This is due to a secret solution that he covered his skin with known as meersalm. His signature weapon is a great magical battleaxe, though he has recently taken to the longsword. Then he realized….duel weilding bitches.
Relationships- His ultimate foe is his Half Brother Hextor, the God of Tyranny. They are both the son of Stern Alia, the Goddess of Motherhood and Family duty. Which is funny cause she has three different husbands. His third brother Stratis was once as powerful as the other two, but due to the fact that he represents a moderation between their extremes and is ignored. He is allied with the paladin god Murlynd, and is allied with Al’Akbar, Allitur, Bahamut, Daern, Delleb, Fortubo, Johydee, Mayaheine, Murlynd, Pelor, Pholtus, Rao, St. Cuthbert, Zilchus, and Zodal, all were his old allies from his days as a lesser god. How that he has joined the Core pantheon, he has become somewhat distant to the rest of them. He still has yet to get to know of the new gods, through he has a great deal of respect for Torm, Tyr, and Illmater. Within the core pantheon itself, he hates Hextor, and is upset that his influence can be spread. He despises Vecna, Erythnul, and Nerull, and focuses most of his energy upon these three evil gods, as they are part of the core pantheon and can spread their rot accross the world. He respects Pelor and St. Cuthbert, but thinks they are too mild, and too harsh respectfully. He doesn’t like Olidammara as he is very annoying. He also hates Beltar, Bralm, Damaran, Luz, Kyuss, Kurell, Lerg, Meyanok, Pyremius, Ralishaz, Raxivort, Syrul, Tezcatlipoca, Tharizdun, Tlaloc, vara, and Wastri. Being the God of Valor, he has alot of enemies, and I expect you to have all of these written down and memorized for class.
Finally, he also has a daughter named Chalice, who is currently imprisoned by Dispater in the second level of Hell. Due to her own sense of virtue she cannot be touched by any of the devils in HEll, but she can’t escape. Heironeous plans to free her, through he knows they cannot touch her, and thus they often wastes their resources when they think he is going to rescue her, but instead attacks in other locations.
Realm- Heironeous’s realm, known as the Fields of Glory, is located in Venya, the third of the Seven Heavens. It is a massive war camp, where people are constantly training for the eventual great invasion of the realms of evil, where they will finally be purged once and for all. While his mortal followers and his servitors are constantly off fighting evil, his souls are simply preparing for the final invasion of the realms.
Dogma- Heironeous sees the world as a deadly place, filled with perpetual challenges and trials for those who battle for justice and defend the weak and innocent. His followers should always act with honor and chivalry, and to uphold justice. Danger is to be faced head-on, with calm and resolve. Those who defeat evil are rewarded with glory, while those who uphold the tenets of the Arch Paladin in the process are rewarded with Virtue. the Arch-Paladin’s teachings have been codified in a chivalric code known as the Heironean Code.
the code consists of three sets of duties.
Duty to the people- This duty stresses courage, justice, mercy, valor, protection of the weak, and faithfulness to church superiors of officers of righteous law.
Duty to the Arch-Paladin- this duty stresses obedience to Heironeous himself, devotion to the church, generosity, champion good against evil, putting the needs of the church and faith above those mortals.
Duty to a Lady- This is the whole concept of courtly love, respecting love and “proper” treatment of women in general. The possibly sexist implications…..will not be discussed here.
Worshipers- The faith of Heironeous is a very militaristic one, launching crusades against evil and championing causes. As one would expect, many soldiers, city watchmen, mercenaries, and others who make their living by the sword find themselves honoring the Archpaladin
clergy- Priest of Heironeous often travel the world on orders from their superiors to seek out and destroy evil. Older priest often work as strategists, military instructors, or judges.
Novices of Heironeous are known as the Blessed. Full priests are called the Glorious or, collectively, the Valorous Host. Other titles used by Heironian priests are Hero of the Third Rank, Hero of the Second Rank, Hero of the First Rank, Champion of Glory, Knight Gallant, Knight Courageous, Knight Valiant, and Knight Champion. Senior priests are called Paragons, while those who command armies are known as Paragon-Generals. These titles are separate from duty-titles such as postulant, novitiate, professed priest, cloistered cleric, affirmed priest, and templar. They are also separate from ranks within the temple hierarchy such as hierodeacon and abbot. In everyday use, senior priests are called Father or Mother, while lesser priests are known as Brother or Sister. There is also an elite order of priests known as the gloryaxes.
Priestly vestments include chain mail and blue robes with silver trim.
Paladins- As you can most likely figure out, large number of paladins follow Heironeous, as himself is one of them. Because of this, and his utter dedication to Law and Good, Paladins of Heironeous are among the most devout, albeit overbearing, people in the Material Plane. The order of White Paladins is a group jointly devoted to Heironeous and Murlynd. The order dedicated solely to him is called the Order of the True Strike, famous for their hilariously high mortality rates, even by Paladin standards.
Affiliated Orders- The church is supported by numerous religious-military orders. The Order of the Shinning of
A) The group of Paladins are planning to a raid into the palace of a powerful Devil Lord, hoping to liberate the slaves who have been kept in torment their. Their plan involves a totally spontanous attacks so the Devils have no forwarning. As this is a hilariously risky mission, they have all provided themselves with suicide pills so that they can avoid capture. They want a group of brave adventurers to assist them, either by moving the slaves out as they fight, help them in killing the devils, or securing the portals so they can retreat. However, a Yuguloth spy hwill attempt to bribe the PCs into abandoning the paladins so the assult can fail, and he can hire out his professional interrogators.
B) A Trio of paladins have assaulted the Palace of the Emperor of the Elven Empire, hoping to kill him and purge the Empire of evil. Currently they are have trapped the Emperior in his personal chambers, and have barricaded themsveles in the rooms outside his Chambers. The Paladins wish to end the brutal Empire, however in doing so they are causing some massive geopolitical problems, specifically possibly triggering a massive civil war. The High Minister has begged the PCs to solve the problem discreetly before the news of this situation leaks to the rest of the Empire.
C) A group of hyper fanatical Paladins have chosen to set up their new church right in the center of the Wildlands, a world without any good, or even neutral powerbases, where evil is constantly fighting among themselves. Here they plan to set up a bastion of goodness in the center of the Wilderlands so that their is a refuge for the refugees from the evil civilizations. Currently however, they need a strong defensive fortification, and wish a group of scouts to help them find a location for their new realm.

Gods Part 1 (Core Deities)

Imperial Dreams EvilElitest