Dungeons and Dragons Second Edition, AD&D 2nd edition Character creation, Immortal Powers, gods descriptions
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The Deities of Falgorna
Anga (Aun-GA) — The demigod of the fourth moon finds veneration among those who need hope, seek fortitude or desire patience. He is also the demigod of iron and receives sacrifice from those who search for the ore or use it to create tools, weapons and other objects. As reflected in his portfolio, he ever-patiently listens to the arguments, problems and longings of mortals and deities alike. In the face of hardship he perseveres no matter how difficult or extreme the situation.
The stern-faced Anga seldom sends his avatar among mortals. However, those who come to him through prayer or through actual travel to his great iron citadel on Falgorna’s fourth moon will find a warm, open-armed welcome.
Atrucia (A-TRUE-sha) Of all the deities of Falgorna, only Atrucia’s bonny daughter, Gorgouso, exceeds her mother’s beauty. The intermediate goddess Atrucia takes great joy in traveling the world to personally spread her credos of freedom and love while encouraging all she meets to drink deeply from the cup of life. She teaches her followers to take note of the beauty in all things, encourages free thinking and nonconformity, and takes joy in witnessing the expressions of true love between lifemates. She is also regarded as a fertility goddess. Artists and artisans of all sorts also pay her reverence.
Atrucia and her daughters Gorgouso, Zelva and Carpre often work together, frequently traveling the lands of Falgorna as swans or as a mature mother with three beautiful daughters. She bears no ill will towards her two evil daughters, Glavmoria and Sith, but does not normally travel with them.
Badbh (Bibe) Some believe the evil sister of Morrighan to be but another aspect of the great goddess of war. Regardless, mortals find it prudent to give this goddess a healthy dose of respect. The goddess of oblivion and doom is said to take the form a crow to await the death of a great king. Her minions, the crows and ravens, carry the souls of the dead to Lorminstra's gate and help return the corpses to the land by picking the flesh from their bones after a battle.
Badbh has a talent for prophesy and is the master of riddles. She revels in pain, suffering and torture and her hideous appearance is unequaled even by Bor. The goddess, often takes the form of a horrific hag with abnormally long shins, hardened black skin, a misshapen face and with "lower hair" hanging below her knees. She is also known to take shape as a woman with blood-red skin and hair. In this form she travels in a red chariot drawn by a one-legged red horse with a chariot pole thrust through its body.
Bal — The concupiscent Lady of Fire never attacks a task without spirit. This capricious greater goddess epitomizes the elemental force of fire, both its destructive and beneficial qualities. A volatile personality, Bal’s smoldering anger can quickly erupt into a destructive blaze of fury. Yet, she also offers comfort and warmth to those in need. Her followers revere her spontaneity and ability to quickly make a decision and stick with it regardless of the consequences. She is regarded as the goddess of the home fires and often invoked by cooks, smiths, candlemakers and those who wish to avoid her destructive wrath. The beautiful Bal is also associated with the heated passion of new love (but not as much so as Zelva) and strong or burning desires.
As one of the first deities of humanity, she is the mother or grandmother of many lesser gods and goddesses.
Beldar — The Red-haired Beauty, Mother She-Wolf, the Red Wolf, are all names used by followers of Beldar, goddess of the third moon, patroness of lycanthropes and queen of pride. Beldar seldom ventures outside her realm located on Fälgorna’s red moon, named after the goddess. She expects self-reliance from her followers and encourages boisterous, boastful storytelling and displays of physical prowess. As the patroness of lycanthropes she holds power over both true lycanthropes and those infected with the disease.
On the rare occasions which she travels the lands of mortals, she alternately takes the form of an animal or of a startlingly beautiful, red-haired female warrior. Her favored animal form is that of a red-haired wolf.
Bor (Boar) The god of ultimate evil and chaos vies for control of the multiverse with his brother and archenemy Omega. He sees constant struggle and strife as the only way for the multiverse to evolve to it full potential — that is, to reach a state of perfection. Despite his philosophy he does not attempt direct confrontation with his brother. He prefers to carry on his war through myriad minions sent to harm followers of the light and law.
Reigning from the foul pits of the 666th layer of the Abyss, Bor prefers to assume the shape of an exceptionally muscular humanoid of horrific visage. Insects and other vermin swarm across open sores covering his slimy black skin and leather dragon-like wings. Red horns spiral from his bald scalp and grossly oversize fangs bulge from his slobbering maw. His pupiless eyes and flat nose add a sense of completeness to his terrifying appearance. The odor of carrion and vomit follow him like a hot summer wind.
Bor never shows mercy and rejoices in depravity of all forms. He expects his followers to heed his example. As a personification of evil and dark forces, he has no equal.
Cernunnos (Ker-noo-nos)The Horned God holds power over the hunt and all other activities that take place in the forest. He jealously guards the wild places of the world, expecting them to remain as undespoiled shelters for the animals of the forest. He also has power of the plants of the forest, especially oaks.
Cernunnos frequently works in concert with his half-sisters Fandora and Hevrona and gets on well with all the other deities of the druids. A mysterious figure, his worshipers look to him as a protector from supernatural forces lurking unseen in the shadows of the forest.
Cobar (Koe-bar) — The Lord of Strife unrelentingly pursues the goal of inciting universal warfare among mortals. His every thought turns on plots to create unrest and warfare. Through struggle, he assumes the strongest, most cunning, most intelligent mortals will arise. He sees warfare as a test which serves to strain out the weak and identify those who have neared perfection.
Cobar frequently travels the mortal world in the form of a sharp-featured, red-haired warrior with cold iron-colored eyes and a chiseled physique. He disdains armor, preferring to fight in his blood red cloak while using his favorite red steel long sword.
Cobar is a favorite son of Morrighan and is held in disdain by his former consort, Lilnana. Legend says, he feigned love with the goddess only to produce children which would aid him in his cause of inciting warfare. He was for the most part unsuccessful in this task and considers all of his children save Iuz and Yheta to be complete failures.
Cumhail (Koom-al) Morrighan's favorite child, Cumhail is the god of battle, killing, and fighting. As the personification of the savage side of war, he finds pleasure in strife, anger, and unrestrained bloodletting. As such, he is not a very popular god, and is only worshipped (at least by a large number of people) in the Empire of Roland. He has the power to inspire terror, hatred, and fear in the heart of any intelligent being.
Although he can change shapes at will, in his true form Cumhail is a large man with burning, hateful eyes and a permanent scowl etched across his mouth. He is obstinate, hateful, quarrelsome, wicked, untrustworthy, jealous of his fellow gods, and easily offended.
Cumhail desires more worshippers and always looks for more. If called upon in battle, there is a 5% chance per level of the caller that he will send his avatar to aid the beseecher. His help does not come without a price, however. After the battle, the beseecher must take Cumhail as his or her patron — or face the avatar himself. Transgressions against Cumhail are generally punished by swift death.
Dagda — The Dozen King enjoys a position of leadership among the loose confederation of the gods. He has sired many deities and is considered the supreme druid. His powers include the ability to control the weather and the growth of crops, yet he normally leaves these duties to lesser deities. His great cauldron is a bottomless receptacle with food and drink and the abundance of the other-world from which he comes — there is virtually nothing he cannot pull from his cauldron.
Dagda is the custodian of the gods and all human peoples, using his charms and powers to protect and aid them whenever he can. His concern centers on the general welfare of his worshipers and he often send his avatar to appear at the scene of an impending battle and uses his charms to sway crucial male figures on the other side. He may also send an avatar during times of pestilence or crop failure to set things right. If he cannot accomplish his goals through straight forward means, he will not hesitate to resort to trickery to get his way.
A mirthful personality, Dagda enjoys playing the a comic, but retains an air of great power. As a warrior he is a great leader and scout, as a father figure he is both stern and fun-loving.
Diancecht (Dian-ket)The god of healing, Diancecht cares for the sick and wounded without regard to their worship. He is so insanely jealous of his abilities and will pass on knowledge only of the art only to those he deems worthy. He has healed the other gods, as well, fashioning at one time a silver arm for Nuada to replace one lost, and using a cat’s eye to replace a lost eye. He has a magical bath that can instantly and completely heal any mortal or god. Diancecht often uses his powers to enforce his notion that any wound is the responsibility of the inflicter to heal, or at least to pay for it. In combat, Diancecht will heal himself, friends, and enemies alike, for he is unable to control his penchant for medicine.
Diancecht is obsessed with healing, both among the gods and mortals. His avatar is forever wandering the lands of Fälgorna searching for those who need his assistance. When confronted, Diancecht will seldom involve himself in a situation that does not require him to heal.
Easoo, Noo, Soo, Woo — The demigods of the east, north, south and west winds, respectively, are quadruplets born of a union between Rega and Woofar. These brothers appear identical in appearance whenever they are together and share similar temperment. Each typically takes form as a translucent warrior with the powers of a double-strength greater air elemental. They constantly travel the world of mortals in a chaotic pattern typical of the wind, listening to all the secrets of the world. They dwell in individual “castles” known as the Homes of the Winds. Their homes are located on the “edges” of the mortal world.
The wind gods have been known to work in concert with their brother Horatio and their sister Sheva to take vengeance on mortals who fail to show them proper respect.
Equilbrium — The greatest of the three brother gods who emerged from the sleeping overgod, Javana, Equilbrium maintains balance in the multiverse. The god of balance and neutrality incessantly travels the planes with seeking out and correcting imbalances in the forces of the multiverse. He travels alone, save for his constant companions — a raven, Balance, and a dove, Universe. His followers recognize a dove and raven perched or flying together as a strong omen from their god.
Equilbrium prefers to assume the form of a wizened man of indeterminate age. He always wears twilight gray robes and bears a massive, rune-carved staff. Those who have had the opportunity to gaze upon the god of balance note he appears to exist "as one and many" simultaneously. This description is how the mortal mind perceives him. Words obviously prove inadequate to describe this mystery.
Erus (Air-US) — Erus is the champion of rightful combat, chivalrous deeds, victory, duty, obediance and loyalty. Those who fight for honor, justice, and the fair, good order of things often worship him as a patron deity.
Clad in chain mail and hefting a magical great sword, the youthful Erus walks among mortals as an unsurpassingly handsome, tall man with coppery skin, auburn hair and amber eyes. He is a "beloved of the Gods"; his skin is said to be magically enchanted to break most weapons striking him, and he possesses many natural gifts given him by the powers of law and good.
Officers, leaders, knights and paladins rather than the common warrior, typically revere Erus, but this is changing. Erus shows strength as a powerful warrior and as a protector, and this duality attracts many worshipers. He is widely revered throughout the nonevil lands of Fälgorna and the patron of the Knights of Erus who control the Kingdom of Dolan.
Erus shares a close friendship with his sister, Isla, but finds little in common with his sister, Atrucia. He is a devoted son to Thirna and shows due respect to his father, Dagda, though they do not always see eye to eye. Among the other gods, he finds the company of Solus, Lilnana and St. Cuthbert most to his liking.
Escalona — Earth Mother and goddess of nature, cradles the world in her sometimes tender, sometimes harsh, embrace. Escalona cares for the natural things of the world, the plants and animals, and is the personification of the element of earth. Most of her duties have been regulated to her many children. She is a bountiful and fertile deity and has coupled with many of the first gods. Her priests are the highest order of druids.
Fandora — The Lady of the Woods has many aspects — protector of trees, druid, ranger, queen of the animals and woodland creatures. She is concerned with all aspects of woodland life including the protection of good humans and demihumans, especially half-elves.
She is depicted as a young, lovely female (human or half-elven, choosing which form she wills). In any form, she is recognizable by her startlingly deep, blue-violet eyes and a very clear and fair complexion.
Fandora shows kindness and benevolence to those who respect the forest, but sternly opposes evil humanoids and marauders who despoil woodlands. Her faith is strong among those who live in lands bordering the Dark Forest, and in many scattered woodland communities throughout Fälgorna. Services of worship include simple repasts (often of uncooked, "natural" foods gathered in the woodlands), drinking of wine, and the playing of flutes, pipes and lyres. If a bard is at hand to entertain, so much the better.
Ferro — This intermediate god can best be described as the god of excellence, reputed to be not only the inventor, master craftsman and patron of the arts, but also an expert in such diverse fields as sorcery, history, story telling, and heroism. Ferro, also known as the “The Shining One,” is one of the most widely worshipped of the pantheon, with numerous monuments throughout the lands of Fälgorna where followers pray to him for guidance in any of his many areas of expertise. Ferro is often found in the company of Rosmerta, a goddess of wealth and material possessions. He controls endeavors in the arts and crafts and is a favorite of those who have diverse interests. In battle, Ferro is a formidable warrior, armed with a great spear and a sling.
Fharlanghn — The Dweller on the Horizon is the power of travel, distance, roads, and horizons. His restless feet ever wander the many worlds of the multiverse, his eyes ever on the horizon.
Fharlanghn is portrayed as a middle-aged man with weathered and wrinkled brown skin and bright green eyes. He is plain-clothed and unencumbered, carrying only an iron-shod staff and a disc with a curved surface representing the horizon. The disc is made of many woods and is inlaid with jade and turquoise. A bright golden sun-disc is set into the object. Fharlanghn is known to use the disc for divinations.
Since travel is perilous in much of the lands of Fälgorna, more folk now turn to Fharlanghn with offerings, if not actual worship. His priesthood is small, a wandering fellowship. Worshipers invariably conduct services to this lesser deity outdoors, preferably under a sunny sky. The ceremonies involve telling of traveler's tales, sharing stories of good people, and bestowing blessings on the worshipers while they drink ale and share simple food.
Freshis — The lesser goddess of the rivers, lakes, streams and rural life was raised on the milk creature of the other-world, a white, red-eared cow. She is most commonly worshipped by residents those who make their living on the rivers and lakes of the lands and by the residents of pastoral villages and towns. As a protector of flocks of geese and herds of cattle, seeing that they flourish to help feed her hungry worshipers, she like her brother and husband Agro is worshipped by farmers. Her dominion over the rivers allows her to use their waters for therapeutic purposes.
Freshis is of a relaxed, peaceful nature. She rejoices in the slower, quieter ways of the country folk, and never ventures into large towns or cities. Her tending of animals is compulsive, and she often keeps that task even when other pressing matters are brought to her attention.
She often wears a crown and is frequently depicted sitting atop a globe. She is also sometimes outfitted for war, wearing a breast plate and carrying a spear.
Glavmoria — The gorgeous demigoddess of jealousy and envy finds little satisfaction in her own stunning beauty nor in the worship offered by her followers. In Glavmoria’s eyes, that which she does not possess holds greater desirability than anything she already owns. Glavmoria only finds true satisfaction through taking possession of the treasures of others, treasures she only values because they are not hers. In similar vein, she envies the worship received by her fellow deities and works ardently to sway new followers to her cause. It should be noted she does not tolerate the worship of other deities among her followers. Even the slightest prayer to another god or goddess will bring down her wrath.

Glurg — This jolly lord of joyous drink and revelry receives veneration from many mortals, but he has no aspiration to increase his status among the gods and goddesses. Among all the deities, he is the only one who is at least tolerated by all others, and is therefore also known as a god of friendship. Mortals revere him for his gifts of wine and other alcoholic brews and honor him at most festivals: “May Glurg bless this gathering!”
He sometimes travels the land of mortals as a corpulent, laughing man dressed in loose fitting garments. He invariable carries a large cask or mug of ale, wine or some other alcoholic beverage and he tends to adorn his hair with a garland of ivy, oak leaves or wild flowers. He’s usually intoxicated on the rare occasions he appears.
Horatio — (Hoar-A-she-oh) The Devastator, The Wild Wind, Rider of the Storm, the lesser god of tornadoes and his sister, Sheva, goddess of hurricanes, care little for mortals, but usually do not go out of their way to harm them. The key to understanding this immortal being and his sister is to realize that neither cares at all for mortal creatures. The multiverse, in their consideration, would be as well off with mortals as it would be without them. The sole exception to this general disdain lies in the minimalist value they see in their priesthood and to a lesser extent their worshipers.
Horatio, like his sister (who has her own stormbeast), spends most of his time riding his massive stormbeast, Tyrno (Tear-no). He enjoys this pastime more than any other pleasure and the beast receives his constant care and doting. The great beast generally shows great devotion to his master, but on occasion finds it necessary (or enjoyable) to exert its independence and rage out of control across the lands.
Tyrno hates water and will only on rare occasion cross anything larger than a small river or lake. He loves to tear out trees and send buildings into the sky, but leaves the spraying of water to his elemental sibling, Hyrradbyr, the mount of Sheva.
Horatio seldom appears to mortals, but on the rare occasion that he does, he takes form as a wild-eyed warrior with wind-torn disheveled hair and beard. He bears a spear in battle and wears no armor save a simple breastplate and leather breaches which only partially conceal the tattoos which cover his body from head to toe.
Among the other deities Horatio enjoys the company of his sister, Sheva, the most. However, on occassion, he finds companionship with his siblings, Woo, Soo, Noo and Easoo, his uncles, Menos and Krenos and his cousin, Cirgena. He respects his mother, Rega, and father, Woofar, but is prone to chose his own course instead of heading their wishes.
Gorgouso — By far the most beautiful of all the goddesses of Falgorna, Gorgouso can easily bring a mortal man to his knees through her stunning appearance alone. This demigoddess takes many forms, but regardless of the form no other creature near her exceeds her beauty. Her favorite forms are those of a snow white swan with a silver beak and that of a perfectly proportioned, blonde-haired lass with jade green eyes.
Gorgouso’s beauty penetrates to the very heart of her being and exhibits itself fully in her capacity for the creation of artistic works of all kinds. However, she favors the art forms of painting and illustration.
The demigoddess of beauty has a reputation for responding quickly and with out careful thought when an activity holds promise of excitement or inspiration. Thus, she is also known as a the demigoddess of spontaneity.
Gorgouso often travels the lands of Falgorna in the company of her mother, Atrucia and her sisters, Zelva and Carpre. Like her mother, she does not normally keep company with her sisters Sith and Glavmoria.
Incabulos — This intermediate power of evil sendings — plague, sickness, drought, famine, nightmares — possesses an hideous aspect, with skeletal hands, a deformed body, and a nightmarish visage. The black-cloaked rider of nightmare steeds has few worshipers in Fälgorna, but many seek to propitiate him with offerings. This is especially true in lands ravaged by famine, where disease has spread from unburied bodies on battlefields, and where chronic fear grips the common folk.
The scattered priests of this power have opportunities to sway hearts and minds in places of despair. Incabulos delights in sowing fear as much as in being revered; he is said to be able to use an almost irresistible sleep spell on victims, but he loves to sense their abject fear before he closes their eyes.
Those who worship this terrible god are intensely secretive. Even other evil priesthoods hate them. Incabulos's temples are always subterranean affairs in forsaken lands or desolate places. Services to this deity feature weird humming and droning chants in near darkness, illuminated only by light from fat, smoky black candles. Followers celebrate multiple iniquities with their priests and pray for the birthing of more evils into the world.
Isla (ISS-la)— One of the wisest and most eloquent of the deities of Fälgorna, Isla serves as the goddess of justice and the arbiter of divine disputes. No one has ever found fault with one of her decisions, and Dagda often calls upon her to decide matters in which the chieftain of the gods feels he cannot be impartial.
In her true form, Isla is a striking woman who wears a dress of gold and cape of silver. She lives in a radiant palace called Caer Óre in Tir Na Og. Isla knows when a lie is spoken anywhere in the lands of the gods and goddesses and has the power to make any mortal, anywhere, speak the truth, whether the individual wishes to or not.
Isla is most concerned with justice and truth. Whenever a body of men gathers to make laws, there is a chance that Isla's avatar will come to aid them. If this body is making laws that affect more than 50,000 people, her avatar is sure to appear at the meeting disguised as one of the nobles who has a right to attend the meeting. There is also a chance she will send her avatar to aid those trying to throw off the rule of an unjust tyrant.
Iuz (Eye-ooze) — The least favored child of Lilnana, Iuz, demigod of oppression, deceity, wickedness and pain prefers to spend his time traveling the prime material, spreading misery wherever he goes, and plotting against his fellow gods. He nurses a deep hatred for St. Cuthbert and disdains his mother, Lilnana.
While traveling the mortal lands, this cruel being can appear as either a massive, seven-foot tall, fat man with demoniac features, reddish skin, pointed ears and long steely fingers, or as an old and wrinkled manikin, scarcely five-feet tall. Either might be Iuz's true form — or even both.
Jana — Ladyhawk, Dame of the Sky, the lesser goddesses of birds and flying creatures has little interest in humankind. She prefers instead to spend her time soaring through the clouds with the birds. Jana frequently takes the form of a sleek, winged woman with feathers for hair and hawk-like eyes. Her favorite among avians is the hawk and two to three of these birds of prey always travel with her. She has few mortal followers, however, she holds great popularity among falconers and others who use birds to hunt.
Jana has little interest in the activities of the other deities, but is extremely loyal to her father, Woofar. She also gets on well with Woofar’s consort, Rega, and has a liking for her half-brothers, the wind gods Easoo, Noo, Soo, and Woo. She doesn’t get along well with Sheva or Horatio.
Javana (Yaa-von-a) —The world of Falgorna, the planets, the sun, the stars and all other things rests upon the chest of the ever slumbering deity, Javana. Why he sleeps and when the omnipotent one will awake is unknown even among the deities of the realm.
In his slumber he dreams and his dreams form the fabric of the universe. All things originate in Javana’s dreams, splinters of his mind’s eye, pure magic which takes physical form. The deities of the realm were the first to originate from Javana’s dream. They formed from the substance of his subconscious thoughts, first Omega, then Bor and finally Equilbrium (who is perhaps shares the closest affinity with the true personality of the deity).
Those who practice the forbidden arts of the Will and the Way, revere Javana as the source of all psionic power.
It is unknown if Javana has the capability or desire to send an avatar to the mortal world.
Ledum — Tesme's torturer, Ledum Narvis, was elevated to demigod status upon his death. He now serves Tesme in the afterlife as an avenger of those who cause harm to his worshipers. Ledum’s symbol is a knife empaling a bloody heart. Ledum is called upon by those who wish to see the error of their ways, those who have committed a great wrong and seek forgiveness and those who wish to see justice brought to an oppressor.
Ledum's avatar appears as an exceptionally tall human with a bloody patch over his heart. He typically wears black robes and carries a long-hooked knife normally used by torturers.
Lilnana — The Silver Lady, Queen of the Heavens, The Morning Star, intermediated goddess of knowledge, wisdom and the heavens receives veneration from countless mortal souls and serves as the patron and protector (most notably) of Eirbron and Kent. A sorceress and scholar, as well as a traveler, she receives worship from sages, wizards, rulers, travelers of all sorts (especially those who use the stars for navigation) and by common folk seeking the wisdom to make a proper decision. Having born many children, she is even venerated as a fertility goddess by some.
Lilnana has few enemies among the pantheon, however, she abhors Bor, the destroyer, and has similar feelings for Morrighan. She holds special enmity toward her former husband, Cobar, and her priesthood strongly opposes the Cobaryn priesthood. In addition, she dislikes Throsho and has clashed with him on several occasions, but is not currently openly hostile toward him.
Lilnana’s friends and allies far and away outnumber her enemies. She gets on well with her siblings, Arioch, Oghma and Math, and is the favorite and first child of her mother Xionx, goddess of magic. Likewise, she works well with her father, Spester. Her husband, Solus, is devoted to her. Lilnana's children, with the exception of Iuz, all show her at least an obligatory respect. She frequently works closely with Morgantyr, her closest friend and ally, and gets on well with Rosmerta and her husband Ferro.
The Silver Lady most frequently appears as a beautiful, but stern-faced woman of middle-age dressed in flowing blue, silken robes. A silver headband adorned with a four-pointed star compliments her silver hair. She invariably arms herself with a razor-sharp four-bladed spear. Her pet, a large owl named Kylnyn, usually accompanies her.
Lorminstra — This greater goddess, Guardian of the Gate, rules the realm of the dead. All living creatures must eventually pass through her realm where they are judged and either reincarnated or sent on to their final resting place in the outer planes. She judges without bias and without mercy the lives of those who come before her. She recognizes no other authority in her realm and even her fellow deities respect her rulership over the dead as decreed by Equilbrium.
Her father Throsho is also a god of death, but he has no control over the destination of souls. He is, rather, a god of the act of causing death through murder and other evil deeds. Lorminstra would bear him no ill will if it were not for his rulership over the undead, which she considers an affront to the sanctity of the universe. Like her sister Ronaleese she and her priesthood are dedicated to freeing the undead so they may continue journeying to their ultimate destination.
Manannan — Sailors, fishermen and others who make their way upon the waters of the ocean, revere Manannan as their patron. This son of Sishar rides over the waves in a chariot, pulled by various creatures of the sea, admiring its beauty and governing its bountiful operation. To Manannan, the oceans are a vast plain, the various fishes either cattle or sheep — in his other-world reality, he lives upon the “land” while others must use boats to visit it. He generally wears armor made of metal and sea shells and carries a giant sword.
Manannan sends his avatar to roam the oceans his chariot, aiding sailors and fishermen in need. He has great respect for those mortals who can master the seas, but has no pity for those who fail and drown within them through their own incompetence.
Math — The lesser god of sorcery and spellcraft is the patron of wizards. He carries a mighty magical staff and wears a torc given to him by the other gods. As master of his household, Math insists on resting his feet in the lap of a maiden whenever possible. He does not tolerate mistreatment of his maiden foot warmers, nor does he abide treachery on their part, and has vented his wrath upon many who have violated his trust. He saves his magic mainly for his own purposes and seldom casts spells for the good of his followers or priests.
Math seldom sends his avatar into the world of men without some mission. He rarely gets embroiled in the affairs of humans unless there is some magical experimentation involved. Math is always in search of new magics and humans who know this can trick his avatar into action, but they might suffer his wrath at a later time.
Menos and Krenos — When the twin gods, Menos Lord of Thunder and Krenos Lord of Lightning, engage in a wrestling match the heavens rumble with thunder and crack with lightning. This inseparable pair continually spar with each other, honing their war skills, which they find need for frequently. Both rise quickly to anger and bring fear to the heart of all who cross their path on the wrong side.
The twin gods fight equally well unarmed as they do with weapons. However, in battle the muscular twins each have a favored weapon — Menos wields a massive war hammer and Krenos a barbed spear. Aside from their choice of weaponry, few can tell Menos from Krenos by simply looking at one or the other.
Menta (MEN-ta) — The demigod of the second moon, resentment, bitterness, grudges, spite, ill will and blood oaths has a fiery temper and unforgiving nature. Menta never forgets a slight or insult and typically broods and plots vengeance against those who cross him. Unlike Menstro, the god of hatred and vengeance, Menta always, very publicly, makes his desire for retribution known. Also unlike Menstro, he doesn’t care whether the party or parties upon whom he seeks retribution are those responsible for the alleged wrong-doing. Nor, does he care if a slight was intended; he often finds insult in innocent comments or actions. Those who swear blood oaths invoke often invoke Menta’s name: “By Menta, I swear to smite you and all your kind!”
The atmosphere and environment of the red moon, Menta, reflects the personality of the god for which it is named. Menta seldom appears among mortals, preferring to brood in his disrepaired castle located in a deep rift on Falgorna’s second moon. When he does appear, he takes the form of a blemish-faced warrior with dark red hair. He wears armor crafted from the hide of a red dragon who once insulted him.
Metalis — The smith hold a special fascination for the people of Fälgorna. Superstition holds that smiths have magical powers of charm and healing, bestowed upon them by the god of the smiths, Metalis. Metalis is actually one of a triad of deities fathered by Ferro — Luchta the wright and Creidhne the worker in metal are also important craftsmen deities. Together they fashioned weapons for Ferro to aide him in his battles against the thralls of Bor, each doing his part to create sound, sure weapons. Reputedly, weapons forged by the great Metalis will never miss their mark, and those stuck by them will certainly be slain.
Though Metalis' size and appearance may at first be threatening, he is a generally warm and friendly fellow. He is especially fond of sharing stories of battle and fine armaments. He often makes food and drinks for those he befriends, sharing with them a small feast — the wines and dishes of which will be of a magical nature and will both prolong life and heal damage. Legend speaks of great feast prepared by Metalis to honor the heroes and heroines who assisted him in battle with the dark gods. At this feast, the god served a variety of foods and drinks which soothed, healed, and most importantly made the consumers immortal.
In contrast to his good-natured side, when made angry, Metalis sends forth his avatar and will show no pity, slaying mortals who have crossed him without so much as a second thought.
Miik — The Temptress derives intense pleasure by enticing mortals to commit evil deeds. She who knows all thoughts and desires, uses her knowledge to lure mortals to wrongdoing by whispering hollow promises at moments of weakness. Miik employs legions of demons to aid her in deceiving the mortal world. These creatures act through projecting their wills into the mortal world, where they can act with impunity. Legend contends, six such creatures reside in every home.
Morrighan — The goddess of war is a fearsome warrior, who causes great fear in her opponents, driving home her battles with a spear in either hand. She is terribly ugly, laughs a maniacal laugh, and has dreadful manners. She expects all people and especially her followers to fight constantly, encouraging petty wars where there otherwise would be none. She can shape change to fool her opponents, and often calls upon her children Nuada, Cobar, Andarta and Cumhail to fight by her side.
Morrighan thrives on warfare at every turn. She enjoys picking fights to get mortals to attack each other by any means available. She uses her many forms to trick otherwise peaceful parties into conflict. Morrighan often observes battles and will not tolerate fear among her followers — she will strike dead any follower that turns and flees from a battle she is watching.
Nuada — Morrighan's least favored son, Nuada, draws worship from those who desire a fair fight, that is a battle where neither side has an extreme advantage. He revels in one-on-one combat and always shows respect to his foes, no matter their true nature or worth.
This demigod of war appears as a tall, handsome warrior with an artificial silver hand in place of a hand he lost in battle.
Oghma — This intermediate god, whose epithet, Grianainech, means “of the sun-like countenance,” is the god of eloquence and language. His speeches and words carry great weight with his listeners, and he is often depicted as having gold chains between his tongue and the ears of his listeners. The people of Fälgorna, particularly the Arrakians, have great respect for the powers of persuasive speech that Oghma personifies. He has the power to communicate his ideas accurately and quickly, swaying any number who hear him to his cause. Oghma invented the beautiful Oghma script which can be easily carved into stone or wood, especially at places devoted to his worship. Oghma is also known to be a champion, both as a warrior and as a patron of ideas.
Oghma enjoys visiting and speaking to his flock in the form of his avatar. He strengthens their collective resolve to worship him, and teaches his priests the arts of his lettering and persuasiveness. Oghma seeks justice and will occasionally go out of his way to see that it is done. He will champion small causes at times, even those that affect but one village with only a few worshipers, if an injustice is brought to his attention.
Omega — The Eternal Light, god of light, law and goodness, believes the multiverse can only reach perfection through order and cooperation. Strife and destruction only prove counterproductive. He seeks harmony in creation rather than balance or strife. He avoids conflict with Bor since conflict runs counter to his philosophy, yet he does not hesitate to defend in the strongest way or to send his minions into battle to prevent an imminent attack.
Omega prefers to take form as a strikingly handsome young man. His neatly cropped blonde hair, smooth features and immaculately neat garments provide him with an appearance stereotypical of a paladin. His sky blue eyes reflect the bottomless pool of eternity and his mighty sword sheds heavenly light over friends and enemies alike.
Quela — The lesser goddess of music, joy and purity, the Lady of the Harp, the Nightingale, receives great devotion from bards and all who enjoy music or make their living by performing. Sweet and delicate in continence, yet bold and fiery when infrequently aroused, Quela receives devotion from those who experience great eruptions of joy such as at the time of a first wedding dance or the birth of a child.
Quela often travels Falgorna in the form of a nightingale, perching outside the window of a favored bard and singing a new composition into his sleeping ears. She also appears as a tall, incredibly beautiful maiden with silky blonde hair hanging to her knees. She typically wears a loose-fitting, flowing dress tied with a silver cord at the waste and adorns her head with a garland of wild flowers. In this form she will visit the inns and taverns of the lands singing with blissful purity to the accompaniment of her favored instrument, the lyre.
Ralishaz — The Unlooked For, lesser power of chance, ill-luck, and unexpected misfortunes is also the patron Power of gamblers and those who take unusual risks. Most often, Ralishaz will not reward the latter, but if he does, the rewards may be great indeed.
Ralishaz is portrayed in a variety of forms. He may appear as an idiot or dolt, a hideously wrinkled old man, a scabby beggar, or even as a beautiful maid. He employs only wooden weapons, usually a staff. He is a formidable purveyor of curses and magical aging, and has a gaze that can cause sleep.
Victims of misfortune may try to placate Ralishaz; gamblers invoke him; those in peril beseech him; those planning speculative, high-risk adventures will make offerings to him.
Services to Ralishaz include playing semi-random note sequences on musical instruments, babbling paeans, the casting of augury spells, and wild interplays of light and darkness, heat and light, noise and quiet.
Rega (Ree-ga) — The Water of Life, the Greening, the lesser goddess of rain controls the waters that pour from the sky to bring life to the mortal world. She seldom withholds this gift intentionally, however, of all the gods and goddesses, Rega is known as the most easily distracted and the most forgetful. During times of drought, it is as likely that Rega has become distracted or forgotten to give rain as it is that she has been angered. Likewise, during times of overabundant rainfall, she may simply have forgotten to make it stop raining.
Rega infrequently travels the world of mortals, but when she does, the goddess appears as dressed in flowing green garments with living leaves and flowers growing from her hair. The smell of rain perfumes the air around the goddess and her voice has the same soothing effect as a gentle rain on a summer day.
Ronaleese — The powerful goddess Ronaleese holds sway over the changing seasons and the eternal cycle of life, death and rebirth. She also taught mortals to keep track of the changing seasons through her gift of the calendar by which farmers, tradesmen, rulers alike can track the seasons, plan when to sow crops, undertake journeys or make war.
Ronaleese’s avatar takes different forms as the seasons change, aging as the year passes from spring to winter. The ever changing goddess emerges reborn with the coming of each new spring. However, regardless of season, her deep blue eyes never change, always appearing as reflections from the well of time.
St. Cuthbert — This deity of dedication, zeal, and devotion to the causes of law (primarily) and good (secondarily) teaches his followers to take common sense, truth, and forthrightness as their watchwords. He opposes chaos and evil sternly, with no backsliding or compromise permitted. This is a stern god who, with his priests, sees matters in black and white terms. There is great enmity between Iuz and St. Cuthbert.
St. Cuthbert appears as a red-faced, barrel-chested man of nondescript appearance, even looking like a simple yokel at times. He is famous for wearing a crumpled hat and a starburst of rubies set in a platinum brooch.
St. Huebert (the Healer) — This former priest of Diencecht who operated a house of healing in the city of Kentbourne Keep approximately 1,000 years ago ascended to godhood after bringing lasting peace to rival armies fighting at the Battle of Iron Lake. He is known for healing wounds of enemies and friends alike by transferring the damage to his own body. He is revered as a peacemaker, healer, herbalist and one who empathizes with the suffering of others. He is also revered as the god of stoics.

Shakraan — The elemental force and patron of gladiators known as Shakraan gains power from shards of essence drawn from the numerous deities of strength, combat and warfare. These shards of essence in combination have created a force which calls itself Shakraan, though in reality Shakraan is a power who was created through the worship of the numerous deities called upon by gladiators seeking strength and skill in the ring. Worshippers of Shakraan often call upon only one aspect of the deity. For example, a gladiator who wishes to wield a battle axe with exceptional skill may call upon Shakraan’s aspect known as Clangeddin. Some priests have a special devotion to one aspect of the deity or another. Most priests perceive the deity as being of their race and sex.

Sheva (SHEE-va) — Fury of the Waters, Diva of the Howling Sea, the lesser goddess of hurricanes, typhoons and seaborne storms and her brother, Horatio, god of tornadoes, care little for mortals, but usually do not go out of their way to harm them. The key to understanding this immortal being and her brother is to realize that neither cares at all for mortal creatures. The multiverse, in their consideration, would be as well off with mortals as it would be without them. The sole exception to this general disdain lies in the minimalist value they see in their priesthood and to a lesser extent their worshipers.
Sheva, like her brother (who has his own stormbeast), spends most of his time riding his massive stormbeast, Hyrradbyr (Herr-ath-ur). She enjoys this pastime more than any other pleasure and the beast receives her constant care and doting. The great beast generally shows great devotion to her master, but on occasion finds it necessary (or enjoyable) to exert its independence and rage out of control across the sea and costal lands.
Hyrradbyr greatly prefers water to land and warmer climates to coler. The great beast refuses to ever travel far from water. She revels in sinking ships and washing coastal cities into the sea.
Sheva seldom appears to mortals, but on the rare occasion that she does, the winds of the sea continually blow through her raven locks even in the midst of a calm. Behind her sea blue eyes glows a the building fury of the calm before a storm. She always carries a trident carved of blue shell and breast plates and girdle are all that cover her deeply tanned body.
Among the other deities Sheva enjoys the company of her brother, Horatio, the most. However, on occassion, she finds companionship with her siblings, Woo, Soo, Noo and Easoo, her uncles, Menos and Krenos and her cousin Cirgena. She respects her mother, Rega, and father, Woofar, but, like her brother, is prone to chose her own course instead of heading their wishes.
Sishar — Father of the Waves, Lord of the Oceans, the chaotic greater god of the sea angers easily send ships and men to watery graves. Those who take his name in vane or who senselessly kill his creatures (especially his favorite, the dolphin) should take care to remain far inland. This powerful god rules the waters of the world and the creatures who live within them.
Sailors tell tales of this mighty god appearing in the heart of gales — a blue-skinned titan with whirlpools for eyes. His webbed hands clutch an immense trident . His hair and beard flow like a waterfall from his head.
Sith — In her favored form, the Queen of Harlots, takes shape as a sleek, dazzlingly stunning woman who easily arouses the sexual desires of mortal men. This goddess of lust and excess, however, is not only concerned with sexual desire. She rules over all who have overpowering urges, such as those who lust for power or popularity.
Sith often travels the mortal world in the shape of a black cat. On occasion she has even allowed herself to be taken as a “familiar” by a mortal seeking great power. She revels in seeing her protégée obtain and then be destroyed by the power which he or she sought.
The Queen of Harlots also pleasures herself in the red light districts and whorehouses of large cities. Posing as a lady of the night, she uses sexual favors to lure the pure and chaste toward destruction.
Solus — The Blinding Light, intermediate god of the sun and ruler of Fälgorna's five moons (his children), controls the heat and light of the sun, bringing these forces into focus to destroy or blocking them off to freeze when he wishes. He is a power with a fixed resolve to show all creatures the One True Path. This "Path" allows no deviation, but gives absolute assurance of rightness.
Solus is the sternest guardian of unbending Law, and a defender of rightful and just order. He can look unfavorably upon a particular village and cause the sun to stand still or never come up for some period of time. With such powers, he can easily bring otherwise powerful chieftains in line with his thinking.
During the summer solstice celebrations (Silven 15) cattle are driven through special Beltain fires while Solus watches with favor and raises the overall quality of the livestock. Solus encourages the construction of standing stones to measure the progress of his sun, the tending of sacred groves where his priests may meet and build great bonfires to him, and the construction of large pyramid-like structures upon high hilltops where his priests can stand closer to his side.
Worshipers of Solus are often rigid, unbending folk, and many of the not-so-devoted make offerings to this god of certainty during times of great need or trouble. Services to Solus often include candle-burning and long sermons. The anthem of the worshipers is "O Blinding Light." Many paladins and some warriors revere Solus.
Solus frequently sends his avatar to the world of men to visit with chieftains and court the ladies of the nobility. He is portrayed as a tall, slender man, clad in a white silk robe, with pale skin, flowing white hair, and bright blue eyes that shine with the inner fire of devotion. He wears a torc of finest gold and holds an ivory staff shod with silver and topped with a golden disc, the Golden Sun. He also occasionally appears as bright-eyed child clad in cloth of gold.
Spester — The penetrating gaze of Spester, father of time and Sage of the Gods, pierces any barrier. It is said, that looking into the eyes of Spester is like peering into an infinitely deep swirling pool from which no reflection is cast. As the lord of the will, worshipers often seek his attention when attempting to accomplish some great task or attempting to persevere over a long period of time. Oracles, sages, and other prophets also venerate this greater deity for his ability to gaze into the spinning wheels of the future and determine its most likely outcome.

Tach — The demigod of greed is perhaps the most handsome of all the male deities. He also possesses material wealth in a quantity that dragons only realize in their dreams. Tach stops at nothing to get what he wants. A glaring example of his attitude is the legendary rape of the beautiful Tanli (which produced the child Cirgena). Interestingly, he is also the god of speed and hasty action and so despite his other less savory portfolio, he maintains a small following among mortals.
Few of the other deities enjoy Tach’s company. However, he and Yheta are constant companions. Naturally, the goddess Tanli hates him with a passion of a level only achievable by a goddess.
Tesme — This gladiator leader and rebel was tortured to death on the rack before an audience of thousands, throughout the ordeal he never cryed out in pain. Upon his death, strength of will caused Tesme to be elevated to deity status. He has never been known to take an avatar but has sometimes appeared to his followers as an apparition. He is often seen by those undergoing fierce torture bravely and is known to offer relief from pain to those he feels have suffered well. He is called upon by those suffering both mental and physical pain, by torture victims, slaves--especially those who are treated unjustly or face physical punishment, those who defy authority and gladiators in general. Tesme’s symbol is a broken body on an x-shaped rack.

Thirna — Marriage, motherhood and fertility fall under the watchful eye of this kindly mother of gods. Her unswerving concern centers on the security and prosperity of the family and clan without regard for consequences or political implications. In matters of family strife, she takes a neutral stance, favoring neither one side or the other. She shows special favor to new mothers and widows with children. Of all deities of Falgorna, she shows the least proclivity for combat and warfare. She has, however, been known to take up arms in defense of children, families and mothers in need. Clan woman often invoke this greater goddess during times of great tribulation within the clan. Her even hand and motherly wisdom are sought as a means of settling disputes.
Ulaa — The patroness of miners, hill men, mountaineers, and quarry men, this intermediate power is the goddess of hills, mountains, gems and the riches of the earth. She has some following among the demihumans engaged in such tasks, and is often portrayed as a dwarf or gnome. In her more typical human portrayal, she is shown as a plain-faced, strong, determined woman with skin as hard as stone, clad in chain mail and hefting a military pick and great wormier.
Ulaa's following is concentrated in hilly rural lands such as the Rone Hills and Spur Passes. Nearly all her temples are underground. Services include displays of gemstones and fine minerals, rhythmic hammering on stone, and chanted hymns.
Woofar — The Lord of the Winds and Sky collects all the secrets of men as he travels the world. He hears all and sees all and quickly whips into an angry frenzy when displeased. Thus, mortals fear to use his name except in reverence. Yet, he is also venerated for his beneficial qualities. Woofar carries seeds in his satchel to spread during his travels, he brings a cool breeze on a hot day and can bestow propitious winds to carry a ship quickly to its destination. Those who wish to learn what others say about them behind their backs or who wish to determine secrets spoken only in quiet whispers pray to this deity. Veneration is also given to Woofar before imparting on any long sea voyage and offerings are made to him to protect against the ravages of the winds.
The presence of Woofar often fans Bal into a rage but less frequently excites her more pleasant passions. Despite his position as one of the first gods, he never settled down long enough to father more than a handful of children.
Xionx — The Mistress of Nine Sights, the Many-Jeweled Tree, the Ever-Changing Shore, the Many-Folded Cloak, are but a few of the names given to Xionx, the greater goddess of magic. Xionx cares for the tree of magic which grows on the banks of a sourceless stream in the lands of Tir Na Og. This immense oak bears acorns made of gemstones and its roots penetrate the fabric of the mortal world spreading magic wherever they touch.
The great sorceress jealously guards her power, requiring those who wish to drink from her cup to study for lengthy periods, memorizing eldritch formulas and gathering odd sacrifices (spell components). However, she respects those who persevere and rewards them with magical power.
The goddess of magic usually takes the form of an mature, but not wizened woman with silver-gray hair pulled back tightly in a bun. High cheek bones contribute to her rigid demeanor and soft crow’s feet outline her unusual eyes. Her eyes, however, prove her most marked feature. Each jade green eye has nine pupils. It is said this unusual physical attribute allows her to observe nine shades of a problem with one glance.
She usually clothes herself in a cloak made of silk-like material which she magically spins from the leaves of the tree of magic. Adorning the cloak are jewels from the tree. Typically, her only weapon is a slender wooden staff taken from the tree of magic itself. She is frequently accompanied by one of her many familiars. Her favorite, however, is a pixie sorceress named Vyrysta.
Xionx has no great enemies among the major powers of the pantheon, but in most cases prefers solitude to intimacy. She does make exceptions for her children, Lilnana, Arioch, Oghma, and Math, to whom she has passed on many secrets. She likewise maintains a close friendship with her husband, Spester, but she chooses not to live with him.
Za — The Ever Smiling Rogue, the trickster, god of humor and laughter finds most of his following among the bards of the lands, though his penchant for trickery, disguise and deception also attracts veneration from thieves and other roguish sorts. He finds fulfillment in pulling off practical jokes on a scale only possible for deities to achieve but manages to stay in the good graces of his fellow deities by bringing long and loud laughs to their lips.
Bards frequently sing of Za’s most notorious pranks, but some can hardly be believed. The favorite of many is the tale of Za stealing the keys to the Gate of the Dead, locking them tight and dropping the keys down the well of time. Of course, the humor of the joke ceased once Lorminstra noticed the poor departed souls piling up outside her barred realm. Other myths attribute deeds to Za such as stealing the light of the sun, transforming Morrighan’s spears to tall blades of grass and other more elaborate exploits.
Zelva — The youngest of Atrucia’s five daughters, Zelva normally takes the form of a winsome maiden of fair skin and hair. Boastings and tall tales, easily impress this demigoddess, even the tales of mortals. She is prone to quickly fall in love with the first handsome, story telling hero she meets, and then just as quickly, it is over. More than a handful of heroes claim to have felt the embrace of this young goddess. Zelva means no harm by her actions. In fact, she has no idea that she has left many a hero keening over a broken heart. Her fault is her apparent inability to disbelieve even the most outlandish yarns.
Zelva often travels the realms in the form of a swan or a young maiden with her mother Atrucia, and her sisters Zelva and Carpre. She actually admires her sisters Sith and Glavmoria and refuses to admit the possibility that their teachings are harmful to mortals. Interestingly, however, she does not promote veneration of her evil sisters to her followers.

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