Agrah [AH-GR-AH]
Goddess of providence, abundance, harvests and agriculture
(The Kind Harvester; The Provider)
Plane: Twin Paradises.
Alignment: Good.
Symbol: Two golden wheat blooms over a blue background.
Aliases: Tanari Earthmother (gnomes), Agraella (halflings).
Worshiper's Race: Cathoon, Halfling, Human, Gnome.
Worshiper's Alignment: Non evil (druids, farmers, rangers).
Agrah appears as a beautiful maiden with long, curly red hair, a dark, tanned skin and brilliant, laughing green eyes. She often dresses in a flowing green dress and always adorn her head with a crown made of laurels and flowers. She speaks with a kind, but somewhat deep, voice, which conveys calmness, wisdom and understanding. It is said that she continually strolls throughout the almost endless fields of her vast estates, enjoying the sun and fresh air, as she patiently toils and attends to her crops and animals. She is always accompanied by six, huge (each being almost 5 feet high and 9 feet long!) sheppard dogs which, although quite playfull and loving, will fight ferociously to protect their beloved mistress. Agrah's influence and powers extend to almost everything related to nature. However, Agrah's particular domain is that of agriculture and farming, as vital means to provide food, providence and abundance without being detrimental to the environment and wild life. Hence, she cooperates with Lugath and often work with Miellakar and Chloros. She also cooperates with Lharishar. Agrah is a kind and caring deity, preferring to resolve differences through dialogue and goodwill, instead of using confrontation and violence. Because of her benevolent outlook on life and nature, she will often work as well with all goodly Powers. She has a profound dislike of all evil deities, in particular of Maelstrome and even more of Shanarak (her absolute opposite).
As representatives of the Goddess of Agriculture, priests of Agrah act as counselors and sage figures to farming families, often relaying news of the bigger towns or cities to isolated farming communities, as well as dispensing agricultural knowledge and wisdom when needed, or performing acts of crop/animal caring, preservation, or rescuing, when the weather has shown to be detrimental (such as a drought or flood). They act as well as protectors, defending or helping farming families in times of need. The first love of Agrah's priests is nature, with a special interest for crops (i.e. fruits, vegetables, silk, cotton, etc.) and domesticated farm animals (cows, sheep, horses, poultry, etc.). Finally, Agrah's priests do not sport any special type of apparels. They simply wear shirts and breeches (with the occasional cloak) and always openly display their holy symbol, thus identifying them as Agrah's chosen.
Religious Holidays:
Greening's Feastnight (first day of the Greening season, on the 25th day of the month of Winterhold): priests visit the farming families under their spiritual careone by one throughout the whole day, performing small masses and blessings, inquiring on the families' health and affairs after living through another Wintering season, and helping to plan for the upcoming time of seeding.
Seeding's Eve Festival (5th day of the month of Springfest): on the first night of the festival, priests hold major masses, asking for Agrah's providence and blessing for a good seeding and bountiful crops; a small bag of seeds is burned in sacrifice during the ceremonies.
Sunhold Festival (first day of the Sunhold season, on the 15th day of the month of Springfest): performance of small masses to welcome the Sunhold season and praying for Agrah's blessings to provide good rainfalls and good sunshine.
Harvest's End (30th day of the month of Fallfest): prior to the feast, performance of religious masses to give thanks to Agrah for providing yet another harvest; two bushels of wheat and two baskets of produces are burned in sacrifice.
Wintering's Feast (first day of Wintering, on the 15th day of the month of Yearend): the priests visit the farming families under their spiritual care one by one, performing small masses and giving blessings, praying Agrah for a clement Wintering, and helping to make plans for the duration of the Wintering season.
Yearend's Goodbyes/New Year's Feast (30th day of the month of Yearend/first day of the month of Yearchange): visitation of families throughout the day by priests to give thanks for the ending year and dispense blessings for the upcoming one.
Anaele [ANA-EH-LAY]
Goddess of compassion, trust, grieving, consoling and mourning
(The Consoler; The Caring One; The Maiden of Tears)
Plane: Seven Heavens.
Alignment: Good.
Symbol: Compassionate eyes of a woman, with a tear falling from the right eye.
Aliases: None.
Worshiper's Race: Human, any goodly race.
Worshiper's Alignment: Non-evil (crusaders, healers, monks, mourners, sufferers).
This Goddess appears as as 12-year old girl which is evidently of the lowest social class, with long, immaculate blond hair, soft white skin and dressed in dirty street rags, with wide blue eyes that reflect kindness, compassion and wisdom beyond her apparent age. She speaks in a shy, sing-song voice, which conveys timeless youth, naiveté and eternal hope. It is said that she lives in a humble and derelict shed, content of being alive, healthy and well fed. Anaele is the epitome of compassion, caring and understanding. To her, these are the best and foremost ways to spread healing of the souls and rid the hearts of evil. Basically, she is non-violent and thus abhors acts of violence, as well as dark emotions such as anger, always striving for absolute peace of the minds, of the hearts and of the souls. Anaele works closely with Athor and Lharishar. Inclined to cooperation, trust and friendship, she often works with the other goodly Powers; she is very close to Essans, Dianchuur, Sorune and Jaele. She strongly dislikes Barask, Danuur, Domorash, Graaz and Narune, while she is thoroughly disgusted by Bhalal, Fang, Knife and Neralkuur. However, it is Hates which is Anaele's absolute opposite.
Because of their pacifist and non-violent outlook, Anaele's priests will fight only if all other alternatives of conflict resolution have failed, and/or if the circumstances leave them absolutely no other choice.The meat and drink of every priest of Anaele is to dispense compassion, care and understanding toward others. Material needs are irrelevant: hence every priest makes a vow of poverty, requiring just enough money to clothe and feed themselves. Conversely, they wear a simple brown hooded robe over their armor and/or modest vestments, and openly display their holy symbol. Likewise, they gladly tithe almost all of their income (whether coins, jewels, magical items or rewards) to their temple or monastery, which in turn re-distributes the wealth to the poor and the needy, or use it to provide clothing and food. Anaele's priests constantly wander the streets or travel through the country-side, comforting the poor and the lost, trying to give them help, hope and a more positive outlook on life. Likewise, they will unselfishly give of their time (and of themselves) to console and give strength to those in mourning, or to those which feel desperation. Whenever someone dies, a priest is sent to perform a small prayer mass and to provide comfort and consolation for the afflicted family and friends. A priest of Anaele is always there to give a helping hand, offer a shoulder to cry on, a listening ear, a warm meal or a few coins, to those who need it.
Religious Holidays:
On each Endweek, priests must spend one hour in prayer (either alone or in mass) for those who have suffered, asking Anaele to relieve their suffering and bring them hope; they also ask her to give them strength and clear purpose for the coming week, so that they may better serve the world; small treasure (coins, gems, jewelry) is given in sacrifice.
Darknight (when all three moons are dark on the same night): on darknight's eve, performance of prayer masses in the memory of those lost cherished ones and asking Anaele's blessings to relieve grief and give strength and hope for the coming darkness; on darknight's day, priests wander the streets or the country-side, dispensing blessings, strength, comfort and hope to those who fear the coming darkness; on the day after darknight, performance of masses to give thanks to Anaele for showing again that the darkness can never win over hope, and asking for her blessings and her compassionate presence until the next darknight.
Gathering of the Sisters (when all three moons are full on the same night): performance of religious masses, giving thanks to Anaele for her unlimited compassion for the world; a small treasure (coins, gems, jewelries) is given to her in sacrifice.
Yearend's Goodbyes/New Year's Feast (30th day of the month of Yearend/first day of the month of Yearchange): for the course of these two days, the priests welcome any and all unfortunates to provide them with a feast, performing masses and counseling the poor, trying to help them as best as possible, if not only giving them hope for the upcoming year.
Astrane [AH-STRAH-NAY]
Goddess of the moons, the stars and the heavens
(The Light of the Night; She Who Owns The Heavens)
Plane: Astral.
Alignment: Lawful (good).
Symbol: A star-filled black background.
Aliases: Ashanok (minotaurs), Astraella (halflings), Moonglow Silvereyes (gnomes), Staristyl Astrae (elves).
Worshiper's Race: Elf, Gnome, Human, Halfling, Minotaur, any non-evil race.
Worshiper's Alignment: Non-evil (astrologers, astronomers, explorers, monks, sailors, seers, shamans, wizards).
Astrane appears a petite woman of startling beauty, dressed in a black, silken hooded robe emblazoned with numerous mystical runes and symbols etched in platinum. Her long, black and silver curly hair sparkle as if it held countless stars; her ebony skin likewise sparkles, while her piercing brown eyes reflect immense knowledge, intelligence and wisdom. Although her appearance may seem foreboding and serious initially, her kind (and almost impish) smile, and the good humor reflected in her eyes, betray an easy-going, good-natured temperament. Her voice is sweet -almost musical- and conveys the self-assurance and inner enlightenment, as well as experience, brought about by countless millennia of research and travel throughout the universe, other dimensions and other planes. She lives in a great tower which, when viewed from afar, appears to be made of stars; in fact, the tower is constructed from obsidian and is littered with small lights which pulsate slowly and at different rates. As the Goddess of the moons, stars and heavens, Astrane is quite independent and pretty much go about her own ways. However, she will often work with goodly Powers; she is quite close to Athor, Quanthaas and Woralduur, and enjoys very much the company of Codan, Erond, Lore, Myst, Lharishar and Sorune. Astrane embodies the majesty and mysteries of the heavenly bodies, the universe, the dimensions and the other planes of existence. Knowledge of these not only brings understanding of All That Is, but brings as well understanding of life itself and, ultimately, of ourselves. Thus, in order to embark on a journey of understanding the without, one must at the same time undertake a journey of understanding the within: the two are not only intimately related, they are in fact interchangeable. Because of her outlook, Astrane is peaceful by nature, preferring intellectual pursuits and insightfull understanding; however, she will never hesitate to fight if there is need. Finally, she greatly dislikes evil or non-good chaotic Powers. But above all, she has a profound animosity for two particular ones: Knife, who assassinated her two younger sisters, and Hates, who commanded Knife to commit the assassination (see next paragraph).
It is noteworthy that Lhari-Orin's biggest and brightest moon has been given Astrane's name; it is in fact a rather widespread notion that the goddess keeps some sort of retreat on this moon, which she uses whenever she comes back from any one of her long journeys of discovery of the universe. Lhari-Orin's two other moons, Crimsane and Shimmers, are seen as the physical representations of Astrane's beloved younger sisters which, according to legends, died tragically during the fabled Wars of Light and Darkness of some twenty thousand years past. Still according to legends, a mourning Astrane managed to save a piece of each of her sisters' souls and infused each of the two other moons with the pieces, renaming the moons thereafter according to each of her sisters. It is said that to this day, Crimsane and Shimmers play a joyful game of hide-and-seek with the moon of their older sister, just like when all three of them were child godlings. They always happily welcome their sister back from her journeys on the Gathering of the Sisters, when the moons Astrane, Crimsane and Shimmers are full at the same time.
Astrane's priests seek to understand All That Is, whether within or without. Hence, they constantly wander throughout the world, meeting new people, new cultures and new ideas, promoting at the same time Astrane's teachings; they also act as sages, mentors and wise men, always remaining open to new ideas and concepts (or actually seeking them from personal observation). All the while, every priest strives to understand (through experience, reading and/or research) the inner workings of the multiverse, and the complex relationships between life, the universe and his own inner self. Although such journey of enlightenment seems quite the tedious and serious undertaking, Astrane's priests are surprisingly humble, easy-going, friendly, patient and understanding, and quite the interesting conversationalists. Like their Goddess, they are the peaceful lot but will never hesitate to fight if there is need. Material needs are irrelevant for Astrane's priests: hence every one makes a vow of poverty, requiring just enough money to clothe and feed themselves. Likewise, they gladly tithe half of any income (whether coins, jewels, magical items or rewards) to their temple or monastery (or sacrifice it to Astrane). Finally, Astrane's priests always wear a dark-blue hooded robe over their armor and/or vestments, on which Astrane's symbol is etched in silver (just above the heart). They usually display their holy symbol only when praying, performing masses or casting spells.
Religious Holidays:
Every night, when the sun sets, priests spend one hour in meditation in order to welcome "again" Astrane and speak to her about any new experience, knowledge or insight they have gained during the day (to do this, they need not be outside). Out of love and respect, they also welcome the child-like sisters Crimsane and Shimmers. Finally, whenever they witness any special non-weather related phenomenon (shooting star, morning star, evening star, fireball, meteor shower, etc.), they must stop whatever activity they are doing and bear silent (but scrutinizing and greatly attentive) witnesses to such phenomenon, thereafter explaining them to any who does not understand, then thanking Astrane (in prayer and with burning incense) for revealing the glories of the heavens.
Darknight (when all three moons are dark on the same night): priests spend the day explaining the nature and meaning of this phenomenon to those who do not know or understand, reassuring them and comforting them (if need be) by performing small masses and conveying Astrane's teachings. The analogy that Astrane has gone onto yet another journey of exploration of the universe, while her sisters have simply hidden themselves well in their eternal child-like game of hide-and-seek, is often used and referred to. During the night, priests spend their time (alone, with other priests or with followers) in prayer, deep mediation and star gazing, wishing Astrane well on any journey she is currently undertaking, and asking for her blessings and guidance until the next darknight. They also celebrate the childish joy of Crimsane and Shimmers, finding humor in the fact that their game can unwittingly lead to the absence of all three moons on the same night and, without realizing it, cause much insecurity in the world below. Finally, priests take a long look back at what they have experienced, learned or understood since the last darknight; incense is burned, holy water is sprinkled in the air and a small treasure (coins, gems, jewelry, art objects, magic items) is sacrificed.
Gathering of the Sisters (when all three moons are full on the same night): a priest must go to any one of the gathering places where he knows that other priests of Astrane may go, in order to meet with his peers, feasting with them and exchanging gossips, knowledge, stories, insights, etc.; a religious mass is performed (with or without followers or anyone who wishes to attend), thanking Astrane for her guidance and teachings, and asking for her blessings until the next gathering of the sisters. They also celebrate the joyful reunion of Crimsane and Shimmers with their older sister, welcoming her back from her journeys. Exotic incense (supplied by each priest attending) are burned throughout the gathering and, during the ceremony, a substantial treasure, consisting of small treasures (see above) from each priest, is sacrificed.
Astrane's Mourning (when the moon Astrane is eclipsed): during the day, performance of religious masses; then, the priests must retire in one of the church's monasteries (or places of worship), spending the night in silent retrospection and prayers as Astrane is yet gone again on one of her journeys of discovery.
Crimsane's Mourning (when the moon Crimsane is eclipsed), Shimmer's Mourning (when the moon Shimmers is eclipsed): priests, wherever they may be at the time, must spend the night reading Astrane's teachings (to themselves and/or to others) and pray for her guidance and blessings, while burning incense. They also celebrate the joy of life -even after death- as Astrane's sisters continue playing their eternal game of hide-and-seek.
Light's Mourning (when the sun is eclipsed): during the day, the priests, wherever they may be at the time, must explain the phenomenon to anyone who does not understand or is fearful of it, trying to provide comfort at the same time. Finally, priests spend the night reading Astrane's teachings (to themselves and/or to others) and pray for her guidance and blessings, while burning incense.
Yearend's Goodbyes/New Year's Feast (30th day of Yearend/1st day of Yearchange): priests return to their monasteries (or gathering places) in order to share (with other priests and/or followers) any important experience, knowledge, lesson or insight they have gained in the past year, all the while celebrating to welcome the upcoming new one; performance of major masses to praise Astrane's wisdom, knowledge and guidance, thanking her for her blessings and her sharing of knowledge about themselves and the universe; exotic incense is burned.
Athor [AY-THOR]
God of the sun, air, weather, and good dragons
(The Bright One; The Lord of the Skies; The Dawning King)
Plane: Twin Paradises.
Alignment: Good.
Symbol: A dawning sun over a blue background.
Aliases: Ashar-Terok (barbarians), Athorallis (halflings), Solaran Goldcrown (gnomes), Soleron Aerie (elves).
Worshiper's Race: Elf, Gnome, Halfling, Human, Storm Giant, any goodly race.
Worshiper's Alignment: Good (farmers, kings, lords, rangers, knights, sailors, travelers).
Athor appears as an old, sturdy and strong healthy man, with dark tanned skin, white curly hair and sporting a long and thick, white beard. He is dressed in a flowing white robe and wears a kingly crown on his head, which continuously radiates warm sunlight. His eyes are as blue as the open sky, sparkling with kindness, warmth and immense wisdom. His voice is a deep, fatherly one, which conveys assurance, authority and goodness. His other preferred form is that of a magnificent platinum dragon, which he uses mostly when dealing directly with good dragons. Athor lives in a magnificent crystal castle which floats among the clouds and radiates lights of all colors. When in human or demi-human form, he often rides on a chariot of pure light, which is towed by four huge pegasi, and is always accompanied by four giant eagles (two polymorphed, huge adult gold dragons). This Power has dominion over all that is light-giving and -warming, as well as over all that is air- and weather-related, including creatures which soar -or live in- the skies. Athor's creed is lawful goodness; although he strives for peace, order and the well-being of all, he does have a somewhat turbulent temperament characterized by some degree of impatience and lack of tolerance for any unlawful and evil attitudes. He will never hesitate to do battle against chaotic and/or evil forces (in fact, it is not uncommon for him to actually seek out evil adversaries to fight them!). Athor works closely with Anaele, Essans and Tyr; he often cooperates with Lharishar and Ukkor, whereas he is in very good terms with Codan, Astrane and Quanthaas. On the other hand, he strongly dislikes Narune and her lot, and he bears great enemity to all evil Powers, in particular toward Hates, Maelstrome, Shades, Shanarak and Orcas.
The primary role of Athor's priests is to act as parent figures for the followers, teaching and showing by example the ways of law and goodness. They involve themselves in community services and protect their bethren as much as they can against violent or disastrous weather occurances (hurricanes, tornadoes, blizzards, etc.). In times of invasion, they are at the front lines, acting as staunch defenders, protectors and healers to the soldiers (or warriors). Also, they often roam the lands to seek and root out evil wherever they find it. Finally, priests of Athor usually wear a light, white robe over their armor and/or vestments, and always openly display their holy symbol.
Religious Holidays:
On each setting of the sun, priests must pray aloud to thank Athor for providing light to the world for another day, and ask for his blessings, his protection and the gaze of his watchful eyes over all people of good conscience during the night to come (they need not to be outside for this). Finally, on each Resting, priests must spend two hours in mass or prayers, asking Athor to grant them a portion of his light, his guidance and blessings for the coming week; incense is burned.
Greening's Feastnight (1st day of the season of Greening, on the 25th of Winterhold): performance of religious masses, giving thanks for the end of Wintering and asking for warm and benevolent weather for the upcoming Greening and Sunhold seasons; exotic incense are burned.
Fallfest's Gathering (1st day of the Falling season, on the 10th of Fallfest): performance of religious masses, giving thanks to Athor for a benevolent Greening and Sunhold seasons, and asking him to provide strength and determination as they must face the upcoming Falling and Wintering seasons with his light and warmth dimed; exotic incense are burned.
Wintering Feast (1st day of Wintering, on the 15th of Yearend): before the feast, performance of religious masses for the renewal of the blessings, strenght and determination of facing the Wintering as Athor's light and warmth are dimed; during the day, priests spend two hours in prayers, chanting praises to Athor and renewing their vows of devotion and service; exotic incense are burned.
Yearend's Goodbyes/New year's Feast (30th of Yearend/1st of Yearchange): the priests dispense blessings and perform religious masses, giving thanks to Athor for protecting them from evil and providing the light and the strength to fight chaos, darkness and desperation, and asking for his divine blessings for the upcoming year; exotic incense are burned.
Light's Mourning (when the sun is eclipsed): throughout the day and during the eclipse, priests carry openly a stone imbued with the spell shine, comforting and giving strenght to those scared or distressed by the eclipse; once the eclipse is over, performance of small masses to praise Athor for conquering once again the evil and darkness of the world, and for returning the light of the sun to Lhari-Orin; exotic incense are burned in the temples (or places of worship) throughout the day and a small treasure (coins, gems, art objects and/or jewelry) is sacrificed at the beginning of the mass.
Barask [BAH-RAS-KH]
God of war, conquests and might
(The Warlord; The Mighty Warrior)
Plane: Limbo.
Alignment: Chaotic.
Symbol: A warhammer crossing a battle axe, over a red background.
Aliases: Shekurak (minotaurs), Bakkar Battleaxe (dwarves), Baras Warsong (elves).
Worshiper's Race: Dwarf, Elf, Human, Minotaur, Orc, any warrior race.
Worshiper's Alignment: Any (fighters, pirates, rogues, soldiers, warlords, warriors).
Barask appears as a forty feet-tall warrior, dressed in plate mail with a full-face helm (through which two red-burning eyes flash determination and righteousness), on which 5-foot long curved tusks of a mammoth protrude menacingly. He always carries a huge, shining battle axe in his right hand and a huge, sparkling warhammer in his left. His demeanor exudes incredible strength, skills-at-arms, might and power. He seldom speaks, preferring to lead by example; but when he does, his is a deep voice of steel as hard, strong and sharp as his two awesome weapons, conveying fearlessness, fierceness, undenying leadership and uncompromising authority. Wherever he goes, Barask is always accompanied by a retinue of fifteen mighty warrior-spirits, each being the transformed and empowered soul of the best warriors (and followers) of the God of War to have ever walked upon the world, and which died in the most glorious of battles in their past lives. His mood is usually dark and brooding as he sits silently upon his kingly throne of steel and jewels, deep within his unconquerable fortress, pondering on his past battles and conquests, and remaining ever watchful of his followers in order to judge or test their conduct and mettle in combat (or war). But when he is himself in battle, his mood changes drastically: in those times, Barask laughs aloud and sings songs of glory while he fights, praising both his allies and adversaries, only then feeling truly alive. It is no surprise, then, that Barask is a restless Power, always looking and seizing opportunities to fight, do battle or wage war. Barask works with Narune, albeit quite reluctantly; in fact, he lives for the day when he will finally depose her and take her place of leadership of the world's chaotic neutral mytho. Obviously, he serves no one but himself; however, he is always willing to side with any Power going to war, regardless of the reasons. Indeed, to him, it is not the cause of war which matters, but how one tests himself in battle and who prevails, thus demonstrating to all who is the mightiest and who deserves to be "blood-brother" to him. Interestingly, Tharak and Thask are so far the only Powers to have been granted such "honor". Finally, Barask bears a very special enemity to Odan, his absolute opposite.
The primary role of Barask's priests is to act as parent figures, promoting his views and teachings on the value and meaning of doing battle and waging wars, and how any race can grow in both inner strenght and outer might through such conflicts. To Barask's priests and followers, there is no greater honor than to die in a glorious battle, under the acknowledging and approving eyes of their God of war and might. In battle, priests are always on the front line (if circumstances and space allow this), leading by example, showing no mercy to the enemy and -not unlike their God- singing songs of glory while they fight. In times of war, they often act as wise war-counsels, morale providers and healers to the wounded warriors. Finally, Barask's priests wear only normal apparels (shirt, breeches and the occasional cloak), but make it a point to always be dressed in their suit of armor, proudly wearing a helm adorned with a bull's horns and openly displaying their holy symbol.
Religious Holidays:
Before any battle, priests must perform a short mass or prayer to praise Barask's might and ask for his blessings, promising to please him in battle and thus showing him that they (priests and/or other warriors) are worthy of his attention.
On the eve of a major battle, a slave or a coward must be executed during a religious mass, in which Barask's blessings are asked.
After a victorious battle, a mass is performed in which a captured enemy is executed (swiftly and mercifully) in Barask's honor and glory.
In the aftermath of any defeat, a mass is performed in which the war-leader (or any of his second-in-command if he was killed in battle) must be executed to appease Barask's anger and atone for disapointing him so; if no leader of significance is left, then the highest-ranking surviving priest must instead cut off one of his fingers.
After any battle, priests must perform small masses for those warriors and soldiers that have fallen, but which are to be welcomed in Barask's fortress to serve at his glorious side.
New Year's Feast (1st day of Yearchange): before the feast, performance of religious masses to thank Barask for granting victories and bathing his priests and followers with his might and glory, to ask for his generosity in providing further guidance and teachings during the coming year, and to sing his glory as well as those who have "joined him" in the previous year; during the feast, all celebrate, sing and re-tell the stories of previous battles (both past and recent).
Bhalal [B-HA-LAH-L]
God of pain, suffering and torture
(The Lord of Pain, The Tormentor)
Plane: Acheron
Alignment: Evil
Symbol: A trident's head with the tips covered in blood.
Aliases: None known.
Worshiper's Race: Human, Goblin, any evil race.
Worshiper's Alignment: Evil (bounty hunters, despots, inquisitors, monks, rogues, shamans, warriors).
Bhalal appears as a seven-foot tall human. Very handsome in features, he has short grey hair (which is longer in the back, going along his neck and just above his shoulders) and sports a neatly-kept grey goatee; however, he possesses pointed ears, two small, devilish horns protrude from his head, and his outer-worldly eyes shine bright red with callousness, evil and genius. Furthermore, his smile betrays unsurpassed cruelty, especially with his two lower canines that have a tendency to protrude from his grey lips. His skin is of the darkest of ebony, whereas his body is quite muscular, indicating great strength. Bhalal usually dresses in full military garb and always carries a huge trident, which is said to inflict unbearable pain whenever it strikes. When he speaks, his voice is usually that of a whisper, full of coldness and hardness, but conveying complete emotional control, tremendous intellectual sharpness and accuity, and absolute authority. Should he ever speak with a normal tone of voice, any mortal within hearing range would be wracked by waves of pure agony. Bhalal lives in a huge fortress made of black marble and steel, with a hundred spiraling towers and a thousand furnaces, sitting regally on his throne of basalt and jewels from which he rules his realm with an uncompromising iron fist. It is said that the plaintive wails and the horrifying screams of thousands of voices can be heard miles away from the fortress, belonging to those poor souls that are continually being tortured by Bhalal himself or his servants. Finally, Bhalal is always accompanied by two powerful devil dukes. To the God of pain, suffering and torture, life is nothing but a series of inflicted pain and suffering. Hence, mastering one's pain threshold not only makes one strong and more endurent, but provides one with a distinct advantage and inner strength over all others. In understanding pain (whether physical, emotional or psychological), one can better inflict or cause it, therefore ultimately achieving control and power over others.
Bhalal works with Neralkuur, although he utterly despises him. That is why he is constantly secretly maneuvering and plotting, slowly but steadily trying to gain (or force) the support of the other Powers of the world's lawful evil mytho, for the day when he challenges Neralkuur's rulership. To this effect, he has already secured the support of Domorash and has so far managed to skillfully manipulate Knife, so that the latter ends up doing his biding unwittingly. The fact that he also bought Shades' expensive services puts him in a very good position as well. Bhalal has an open hatred for most other evil Powers (especially the chaotic ones), although he tolerates (if not actually gets along with) Decanther and Sorcere. He has an absolute, obsessive hatred for all goodly Powers, especially for Ukkor and his lot. Also, he bears great enemity toward Jaele (his absolute opposite). On the other hand, he is quite indifferent toward Lore's mytho (except perhaps for Danuur, whom he considers a useful tool), while Codan and his lot are nothing but mere annoyances to him.
Priests of Bhalal spend most of their time either in their temples, monasteries or abbeys, performing secret rituals and sacrifices; they are also often in the service to this dictator or that despot (as counsels or inquisitors/torturers). Sometimes, they are sent wandering throughout the lands in order to spread both by words and deeds Bhalal's teachings that pain and suffering are the lot of life, and that only those strong enough to withstand them will ever be able to rise above the others, ultimately achieving power. The demeanor of Bhalal's priests is usually dark, reserved and foreboding, but quite educated and sophisticated. However, they revel absolutely in their position of power whenever they commit acts of torture or sadism (whether physically, emotionally or psychologically); in truth, each and everyone of them is nothing more than a depraved, sadistic bully, hiding behind an image of civilized sophistication, cultivation and etiquette, yet showing their true cowardly colors whenever they find themselves outmatched. Finally, Bhalal's priests are very much into "body piercing", a masochistic practice which is not only useful in their dedication to endure and master pain, but which is regarded by them as a symbol of stature within the priesthood, and as a means of adorning themselves with jewelry in an exotic fashion. They usually wear scarlet hooded robes over their armors and/or vestments, and always adorn themselves with jewelry (rings, earings, head sets, etc.). Priests display their holy symbol only during acts of torture, when performing masses or when casting spells.
Religious Holidays:
On every Resting, priests must attend a one-hour mass, where they must flog themselves or inflict pain upon themselves by other means, as an act of devotion and to show to Bhalal that they are worthy of being chosen as his representatives; incense is burned.
Any torture session a priest is about to perform is preceded by a dedication prayer of the victim(s) to Bhalal's glory; incense is burned.
Darknight (when all three moons are dark on the same night): priests must spend the day in prayer and meditation, renewing their vows of devotion and service to Bhalal; on the night itself, a victim (of any age and any race) is slowly tortured during a four-hour long ceremony and then finally killed in sacrifice upon midnight; exotic incense are burned.
Codan [KH-O-DAH-N]
God of law and order
(The Law Maker; He Who Judges; The Temperate One)
Plane: Nirvana.
Alignment: Lawful.
Symbol: White interlocking wheels over a black background.
Aliases: Clanggedin Silverbeard (dwarves).
Worshiper's Race: Dwarf, Human, any non-chaotic race.
Worshiper's Alignment: Lawful (bounty hunters, judges, kings, knights, law makers, lords, magistrates, monks, warriors).
Codan often takes the form of an old, wise, silver-haired and silver-bearded human magistrate, dressed in the flowing robes of a judge and carrying a large stack of law books under his left arm. In his right hand, he carries a gavel made of endurinium which is said to also act as a most powerful warhammer. Codan seeks the quietness and regular structure of things, despising anything susceptible to create disorder or chaos (obviously, he is far from being fond of chaotic/evil deities such as Narune, Barask, Orcas, et al.). Although Codan places the primacy of law and order above all, he also understands that the logic of laws must always be tempered with impartiality and empathy - hence, he knows full well that laws can sometime be unjust and must therefore be stricken or rewritten. Codan is said to dwell in a majestic hall of justice made of the purest marble, from whence he dispenses his judgement and, if need be, sentences to those souls found wanting during their mortal lives. As the leader of the Lawful (neutral) mytho, Codan is served by other deities such as Oath and Odan. His absolute opposite if, of course, Narune.
Priests of Codan often take on the apparels of magistrates, although they always wear openly their symbol to identify themselves to the God they serve. They do, in fact, usually perform the functions of arbitrators, judges, lawmakers or law scholars within societies. Priests of Codan are well known for their humility, calm, patience and temperance, always using the law and their respect of the law as their guides in whatever matters they must arbitrate or judge. To this effect, those wrongly accused of breaking the law are quite happy at being judged by a Priest of Codan, whereas criminals always dread facing one, since priests of Codan never color their interpretation (or application) of the law with unrelated emotions or opinions, nor do they ever let themselves be bribed or coerced (as it can happen with judges and/or juries who do not serve Codan). In this respect, life is law and law is life, for a servant of Codan.
Religious Holidays:
On every Resting, priests must attend a one-hour mass, where they reaffirm their commitment to promote respect of the law, as well as their resolute contribution in the maintenance of law and order in the societies where they live or work; incense is burned.
Not other ceremonial obligations are performed by priests of Codan, since their every day life constitute such ceremony by performing their usual roles as arbiters, judges, barristers, lawmakers and law scholars.
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