Ansla
Name: Ansla, The Mistress of Muse
Symbol: Golden harp entwined with flowers.
Alignment: Neutral Good
Domains: Knowledge, Good, Charm, Travel
Favored Weapon: “The Rose Thrower” Sling

Worshippers: Clerics of Ansla are matchmakers and dispensers of advice to the lovelorn and the suffering artist. They are gentle and peaceable and often thought of as hedonists for their enjoyment of all that life offers. Most Temples to Ansla are theaters or art galleries first before an actual holy sight.

Dogma: Ansla embodies the joy of passion, freedom, and whimsy. Her brand of enjoyment is to create rather than destroy and she celebrates beauty in all things. Laughter loving Ansla urges her followers to inspire beauty and love where ever they go and to never squelch their freedom when doing so. Though she promotes the ideals of good she is a non-violent Deity and does not take part in battles or warfare. Ansla prefers to see mortals make love and not war.

Inspiration serves to bring forth Love, Happiness and Soulful Expression. Live thy life to inspire thyself and others, share the wonder of inner growth with the entire world around you.


Bishta
Name: Bishta, The Greedy Mistress, Tyrant of Gold
Symbol: A serpent's head with a forked tongue and red, glowing eyes.
Alignment: Chaotic Evil
Domains: Evil, Trickery, Charm, Tyranny, Dragon
Favored Weapon: “Sting” (Dagger)

The wound that gave existence to Poutros also bled in the chest of Xanu, dripping his blood, a bitter ichor that came into life with all the resentment and deviousness of Xanu’s mind. Thus was born Bishta, the Greedy Mistress.

Bishta is the goddess of evil rogues and people of all sorts who value money, wealth and vanity over anything else; especially over the lives of others. She favors all those who want to be rich without having to consider the consequences of their greed. She is also related with the concepts of vengence and jealously. Her efforts to destroy her brother are sometimes threats to Cardathia itself. Unlike other deities, Bishta almost never appears in front of mortals. This might be lucky for the mortals, as Bishta is said to be of a beauty that shatters minds and renders the souls, like the unearthly beauty of a Siren who’s song calls to voyaging ships, leading them onto deadly rocks; their gold and dead bodies washing up onto their shores.
The church of Bishta is a hidden one. The followers of Hirath and other gods of justice and law would quickly destroy her thieving servants in any settlement worth having the name of city. Her clerics usually disguise themselves as normal members of the community... until Bishta needs their skills.

Clerics of Bishta pray for spells at midnight. There are no Holy Days in the church of Bishta. Her greedy followers hardly have the wish to celebrate anything, as it would mean spending their precious wealth.

Clerics: The clerics of Bishta favor shadow black or gray armors. Clerics of Bishta are secretive and solitary since few sane people would tolerate their presence with exceptions being made only in the most evil of lands. Bishta has no organized churches since her clerics and her teachings preach garnering wealth and station above all else. When two Bishta clerics face each other, the world around them is but pieces of a vast fortune to out do one another. Followers of Bishta are sinister and sordid individuals. They usually don’t believe in friendship and care only for themselves. In one word, they are the perfect egoists.
Dogma: Steal the goods of everyone wealthier than you, but also of those who are really poor, since it is easier. Never look with compassion at your enemies. Don’t ever tolerate betrayal, and answer to it with a swift and severe vengence. Crave the power of others, and take it away from them, for it is your right to have that power for yourself.


Charys
Name: Charys, The Goddess of Afterlife
Symbol: Two open hands.
Alignment: Neutral Good
Domains: Sun, Death, Protection, Renewal, Fate
Favored Weapon: Quarterstaff

Charys does not pick sides, she only seeks to bring all her children when their journey has ended to her loving embrace. Her only enemy is Gornadon, Lord of Unlife, for he steals her beloved children from their eternal peace and gives them everlasting strife and pain. As such, Undead in all forms are sought out and destroyed so they might once again return to her embrace.

Charys resides in the Halls of Slumber, in the Upper Plane of Elysium, where she welcomes those who do not seek the everlasting strife of Gornadon into her Eternal Embrace. It is there where she strips all of their burdens and struggles so she can fill them with unending peace in their eternal slumber.

In the mortal realm, her devout seek to ease the struggles of all in their journey to the Halls of Slumber. They are excellent listeners first and foremost. They seek to aid any in their journey to her embrace without judgment. The only thing unforgivable is the creation and toleration of undead. Those who do are damned to serve Gornadon in his realm of eternal pain and strife for they are not welcome in the Halls of Slumber.

Followers are Neutral and Good.

For a brief period she lost control of the land of the dead to Gornadon. In the end, Gornadon was betrayed by a vampire, one of his own and order was restore to Romx allowing Charys to reclaim it. She now keeps a watchful eye on him so that he can never take those looking for peaceful rest away from her again.

Clerics of Charys pray for spells at sunrise. They have no set celebrations. However, any day in the year can be declared a Holy Day by the head of the local church. These Holy Days are motive of great joy almost in every city.

Clerics: Their dress is typically robes or loose fitting clothes in either black or white, depending on the circumstances. Typically, the color of choice is black, but during ceremonies or on joyous occasions where the journey is eased significantly, white should be worn. They are never mixed, always one or the other.

Dogma: Guide all in their departure from this realm to their place in the Halls of Slumber from Romx when it is their time. Care for the sick and the dying. Be a calming voice in any conflict and seek to ease the stresses of those involved. Those who are tainted by their dealings with undeath won't be accepted by the devout. Give spiritual guidance to lead all away from the clutches of Gornadon and into the arms of the Lady of Eternal Slumber.


Dsituyt
Name: Dsituyt, Patron God of Arleah
Symbol: A silver great sword with a silver and blue tower shield in the foreground.
Alignment: Neutral Good
Domains: Protection, Healing, Good, Family, Nobility
Favored Weapon: Greatsword

Clerics: The clerics of Dsituyt favor silvered and blue armors.

Rites of the devout: The followers of Dsituyt believe firmly in the balance of Law and Chaos. Too much law turns a society in a dictatorship, and too much chaos just drives people to insanity.

Laws are considered grudgingly necessary to maintain some sense of order, but freedom is to be maintained whenever possible. It is their purpose that matters more than their wording, and their purpose should alone be to protect the city of Arleah and those that dwell within it. Any who use the laws themselves to mask treachery are to be dealt with as harshly as those who break them directly.

It is far better to turn an enemy into a friend than shun them for their actions. Turning darkness to the light is considered the highest goal, and is the reason that all that is evil is not blocked out of the city entirely. After all, it is much easier to turn evil to the side of good when they are shown how to be a part of society and have the chance to be accepted into it.

War is an unfortunate reality. Those who follow Dsituyt must be prepared for it when the time comes to fend off those that would lay siege to the city. Many have attacked its walls, and some have come close to succeeding, but Dsituyt and those who follow him have always stood strong against all those that have wished destruction upon Arleah.

Dogma: It is rumored that Dsituyt in fact was originally mortal, a protector of the city of Arleah setting the city as his limits of power and domain. He has been rumored to walk among his lands as a normal citizen, watching and making sure peace is kept. When serious trouble happens in the city, he is often known to directly intervene in some way.

Arleah is the Chosen city of Cardathia, and you are her defenders. Beware the enemies of the city, for they will constantly seek to overthrow our methods and turn Arleah into the domain of Evil. Protect the good citizens of Arleah and always keep vigilant against those with a black heart, yet seek also to turn those hearts to the side of good. Remember that laws exist for a purpose, putting the laws before their purpose is the direst mistake one can make.


Fade
Name: Fade Amana, The Forcemistress, The Sorceress Queen
Symbol: Three magic missiles circling a central point
Alignment: Neutral Good
Domains: Magic, Force, Knowledge, Spells, Travel
Favored weapon: Mage Staff

Usual Worshipers: Sorcerers, battlemages, elves.

Dogma: Being such a new goddess with a wide array of followers with different beliefs, Fade's dogma has not had time to crystallize quite like others have, but a few statements seem to hold true more than others, especially the 'three tenets' as they're often called. The first is "A natural talent for magic is a gift to be used and developed to its fullest potential."

This attracts a lot of sorcerers to the faith, especially those who have had hostile relations with wizards in the past, and non-mages in the faith are supportive and helpful of natural talents; this often extends to bards as well. "Don't be afraid to explore. The best way to know something with certainty is to investigate it yourself" is the second, popular with nomadic types and explorers.

It is also quite popular among those who strive to develop new magical spells, since they are merely doing a different type of exploration. The third and final, "Few battles can't be won by the generous application of force,' has made her especially popular with mages of any type that favor combat and fighting, giving the faith a powerful, if unpredictable and slightly reckless, group of defenders.

A fourth tenet that has a fair number of followers but isn't generally considered a core belief is "Keep your wits about you; a clever turn of phrase or a well-placed fact can open doors that no amount of Fireballs could." Appropriately enough, there's no confirmation on if this happens to be true of Fade's dogma or not.

Clerics: The faith of The Forcemistress is very young and no official preference of color or style of dress is official. Popular opinion amongst worshipers currently favors purple.


Gornadon
Name: Gornadon, God of Undeath
Symbol: Chains and shackles.
Alignment: Neutral Evil
Domains: Death, Evil, Darkness, Undeath
Favored Weapon: Mace

Worshippers: Evil Necromancers and Palemasters. They prefer black and bone armors.

Dogma: Life is perversion-awaiting time for true ascension. Gornadon was created from nothingness with the condensed essence of Xanu’s hatred. He is a vengeful, jealous deity, who cannot tolerate the mortality of other beings, therefore seeking to bring an eternal unlife of suffering and tortures to all the mortal creatures.

Gornadon is thus the Master of Necromancy, the Lord of liches, vampires, and other powerful undead creatures. Gornadon has great power over undead, and is only truly stopped by Charys' protection over the dead. For Gornadon, the undead are the only legitimate beings. The rest are nothing, just a means to an end: spreading an eternity of never-ending unlife and pain.

Gornadon and Charys are eternally at odds with each other. A peaceful death is considered wasteful and worthless to him, while a transformation into the realm of undead is considered a step towards perfection and glory. Thwarting Charys is a high priority for followers of Gornadon.

After a brief victory over Charys he took over the land of the dead, but through patience and the unending faith of her followers, Charys grew to power again and cast Gornadon out of his newly aquired realm and reclaimed it. He continues to try and build an undead army to try and reclaim that which he had for so short a time.

Clerics of Gornadon pray for spells at sunset. Every time a cleric dies, the day is considered as a celebration. In a strange ceremony, the rest of the clerics raise the one who just died and turn him into a very powerful undead. This day is celebrated each year for a period of five days. After that, they seem to forget about their comrades. Only in some cases do the followers of Gornadon remember there past fallen members.

Life must be banished from the world. The plague of the living shall be cleansed from the Planes. Always protect and support the undead, especially the truly intelligent ones, because they are the wisest among my followers. Don’t be shamed of being alive and following the path of the necromancer, for your life will end soon, and your soul will be renewed with the promise of the perfection of undeath.


Hirath
Name: Hirath, God of Sanctity, Patron God of Phaethredun, The Holy One
Symbol: Ray of sunlight on a golden blade.
Alignment: Lawful Good
Domains: Good, Protection, Travel, Sun, Retribution, Dragon
Favored Weapon: Long Sword

Worshipers: Favor Clerical or Paladin classes, wear Golden Armor Weapons and Shields.

Dogma: Loyalty and service to the light are the salvation of the soul. Maintain order, peace, and goodness. Beware corruption and darkness for they feed on the souls of the weak, and all our work will be in vain. Always question unjust laws and suggest alternatives under the guidance of your Elders.

Hirath, along with Xanu, was one of the two first gods, which appeared at the creation of the universe. From his palace in Celestia, Hirath, also known by some of his worshipers as the Holy One, is known for his heart is filled with kindness. On the other hand, his objective is always the vanquishing of all evil and darkness in the world, a duty in which he is constantly aided by knights, paladins and loyal clerics of his faith. In times of dire need, Hirath sometimes appears to enlighten the souls of his followers and other pure hearted people.

Clerics and paladins: The clerics and paladins of Hirath favor golden and silvered armors over the rest.

Rites of the devout: The follower of Hirath respects the other living beings of Cardathia. He tries to be kind and noble with his neighbors and does what he thinks is the best for his community.


Maleiin
Name: Maleiin, The Goddess of Nature
Symbol: “Wood Sense” (staff with a larch leaf over top)
Alignment: True Neutral
Domains: Air, Earth, Water, Animal, Plant, Storm
Favored Weapon: “ Wood Sense “ Long Bow

Dogma: Love life and nature. Despise not the deeds of intelligent races, for they are also my children and I love their souls deeply. Balance, above all, is what must be attained in every moment of the world. Those that upset the balance are those whom my followers shall mete Natures justice upon. Violence is not our way, but neither, are we adverse to it if the Balance is threatened beyond allowance. Violence destroys life, unfettered violence threatens the world, threaten the world of my children, and you shall find thyself in Natures judgment.

The planet was a barren and desolated place, devoid of life or activity. Maleiin breathed over Cardathia, and her breath condensed in small blocks of living matter. Thus she became the goddess of life and creation. She appears many times in the form of a deer, a rabbit, a little bird or some other living animal. Whether her followers know it is actually she or not depends just on their faith. The church of Maleiin is mainly centered on druids and rangers of the woods, but some clerics also serve her with faith and pride.

Clerics of Maleiin pray for spells just before dawn. All the solstices and crop harvesting days are celebrated as Holy Days of Maleiin, and huge festivities take place in any middle-sized settlement, which has a group of her followers. From time to time, other holy days occur. An example of this is the celebration of the Fae Council. Though this is generally unknown to human or even elven followers of the goddess, it is a day of joy for her fey servants.

Clerics: The clerics of Maleiin favor green and light armors.

Rites of the devout: The followers of Maleiin convene in secluded, peaceful places, to seek her guidance, especially in times of darkness. The devout followers of Maleiin will try to protect all those who are considered her children, which comprise most of the living beings of Cardathia.


Poutros
Name: Poutros, The Generous Lord
Symbol: A bag overflowing with gold.
Alignment: Chaotic Good
Domains: Good, Trickery, Knowledge, Halfling (halflings only)
Favored Weapon: “The Golden Nugget” (Light Flail)

According to legend, Poutros was born from a tiny wound in the chest of Hirath, and thus, with reason and temperance, came to existence as the only right-sized god on the Cardathian pantheon. Poutros appears as a handsome golden skinned halfling with glittering gemstones for eyes. He is always impeccably dressed in silk Regiments and decked out to the nines in gold jewelry, holding a very large and prominent golden scepter he claims to have won from Hirath himself in one game of cards. Some say that all charitable acts please this deity so greatly that he cries tears of gold which will refill the benefactors coffers ten fold.

Poutros also loves gambling and gamblers bless and curse his name depending on their fortunes. He also is the god of laughter and merriment. Poutros is a jolly deity, always prone for a good laugh, a funny joke or a cheerful situation. People believe that a baby's unexplained smile is an indication that Poutros invisible presence is making funny faces at the infant that only the very young can see.

Overall, he is very fond of wealth or any thing shiny, much like the standard halfling. Unlike many thieves, he doesn’t consider wealth as the ultimate target, but rather as a way of living. In fact, he values the people who can live with wealth while also generously sharing it with others in cleverness and wisdom.

The church of Poutros is mainly composed of halflings, although human and gnome clerics are also allowed. Their tasks involve the management of wealth in their community and sometimes also the administration of judicial organizations.

Clerics of Poutros pray for spells at midday. The church has no official Holy Days, but any day can be considered a festivity when the heads of the churches consider it appropriate. These festivities usually involve great feasts and the exchange of very expensive gifts.

Clerics: The clerics of Poutros favor yellow or golden armors; anything flashy.

Rites of the devout: Followers of Poutros tend to be very cheerful. They always know how to enjoy a good joke and funny pranks. Many merchants are also followers of Poutros, especially those who don’t like cheating their customers but they will drive a hard bargain if a wealthy customer comes around.

Dogma: Enjoy life. Get all the wealth you can, but always be wise to share it with the ones who have less than you. Help the good hearted with all your gold. Always try to steal the wealth of the ones who are greedy. Greed is a threat to freedom, and thus it should be utterly destroyed. Be happy and cheerful and you will make a better life for both your friends and your enemies.


Rhima
Name: Rhima, Goddess of Magic
Symbol: Two sparkling eyes, one of silver, one of navy.
Alignment: Chaotic Neutral
Domains: Magic, Spells, Travel, Illusion, Knowledge, Gnome (gnomes only)
Favored Weapon: Mage Staff

Dogma: In Cardathia, her presence can be seen in all the corners of the world, in every back alley and every oceanic trench. She -is- Magic. Aside from the portfolio of magic, and thus being the goddess of all magic users of any alignment, the church of Rhima is nonexistent. She only has a few clerics within the world. The rest of her followers are spell casters, sages, lore masters and other seekers of arcane or mundane knowledge. Divine followers of Rhima tend to shy away from physical combat. They prefer to use Rhima's gift of magic before resorting to such uncivilized forms of combat.

Clerics: The clerics of Rhima favor long blue robes.

Rites of the devout: The followers of Rhima always respect knowledge, even though they usually don’t care about its origins. They enjoy a clever conversation and prefer it to many other forms of entertainment.


Rukanbradushk
Name: Rukanbradushk, God of Honor and War
Symbol: A red banner with an intricate blood red design.
Alignment: Chaotic Neutral
Domains: War, Strength, Travel, Nobility, Retribution, Orc (orcs or halforc only), Dwarf (dwarves only)
Favored Weapon: Greatsword

One of the first deities of Cardathia, Rukanbradushk took the form of a half-orc and looked on this race as his children. From his "Rocky Fortress" on Ysgard, the deity is constantly struggling to improve the life of half-Orcs in Cardathia. Being slightly inclined to good, he doesn't want the half-Orcs to dominate or rule the world, but more to be a respected part of the human, dwarven and elven communities.

He also likes to make pacts and alliances with other deities, mainly because his warlike nature drags him and his mortal followers to senseless and endless struggles against other gods, such as Xendra or Selvardii. In fact, a constant tension exists between Selvardii and Rukanbradushk, both always trying to thwart the plans of the other. He is very easy to anger, and very difficult to reason with, but will always act with honor.

His clerics tend towards good. They usually try to avoid the suffering of half-orcs, no matter their morals, throughout the entire world. However, they will not deny healing to a good-hearted person. Being also clerics of a god that favors combat prowess and martial abilities, they are usually the best fighters, in fact the most skilled of a half-orc tribe or community in tactics and strategy.

There is actually no such thing as a church of Rukanbradushk. Instead, individuals choose to follow his path and are more or less on their own. However, other half-Orcs will usually look at them with great awe and respect.

The clerics of Rukanbradushk pray for spells at dawn. The Holy Day of Rukanbradushk is the “Kragg an Groggs party”, which we won’t describe here for being a rather nasty and unpleasant thing.

Clerics: The clerics of Rukanbradushk  favor red and black armors over the rest.

Rites of the devout: The followers of Rukanbradushk must always try to help any half-orc in Cardathia, as well as those deemed honorable and worthy of it. Threats must always be considered an insult to honor. The most useful tactic when dealing with unworthy foes is “Kill first, ask later”.

Dogma: The Orcs have the big roles in the scheme of things. It is our job to assure that the world sees us as friends and allies, not as enemies. Show the rest of the races that the orcish race is important; we do not want supremacy, but we want recognition in communities where it is deserved. When you face combat, always look at the eyes of your foe. If he is not worthy and is instead dishonorable, he does not deserve fair combat, he deserves painful death and the blunt shaft of your Crusher.


Selvardii
Name: Selvardii, The Mistress of War, She Who Leads All Frays
Symbol: Two crossed longswords.
Alignment: Lawful Evil
Domains: War, Strength, Destruction, Domination, Hatred, Dragon
Favored Weapon: Scythe “The Reaver”

In the Days in which Dsituyt was born, The Elven Commander General Selvardii was given the chance at immortality, and she took it. Xanu gifted Selvardii with immortality and a place amongst the stars for her service to him. As the greatest strategical mind the world has ever known, she is known as “She Who Leads All Frays.” Be they mortals fighting over boundaries or the constant battles and arguments above in Celestia.

From her palace of carnage, in the Outer Plane of Acheron, Selvardii commands huge armies of renegades, lost warriors and mercenaries. The deity rejoices in eternal, unfair wars, and is one of the greatest supporters of the Blood War and many wide expanding wars and conflicts in worlds of the Prime Material Plane.

The combined efforts of Rukanbradusk and Dsituyt protect Cardathia against her invasions, but from time to time she attacks the world with flooding armies of countless and brainless minions.

Of course, not all of her followers are brainless; many of them are not even evil. Where as Rukanbradusk takes the role of the honorable warrior, Selvardii takes pride in bloodshed and cruel, never-ending battles.
The church of Selvardii is loosely organized in Cardathia. Many of her followers are powerful fighters and barbarians, who leave their lives in the hands of the goddess. As a whole, the clerics and blackguards of Selvardii seek not only to destroy, but also to dominate people.

The goddess supports the belief that a controlled empire is also the key to future battles. Clerics of Selvardii pray for spells at any time of day or night, but always before a battle, even if it was a purely ceremonial one. The church has some celebrations; all of them commemorating the dates of famous battles lead by Selvardii.

Clerics: The clerics of Selvardii favor blood red armor, or armor rusted and scarred by ages of fighting. Those befitting the role of a Selvardii Cleric are usually those who use brain as well as muscle commanding their own armies with a skill that would make their Goddess Proud.

Rites of the devout: Followers of Selvardii are usually skilled fighters and warriors who have made battling their way of life. In Cardathian society, the role of warriors is quite necessary. Her followers will take part in many fights, usually not caring if it is in the side of Light or the side of Darkness.

Dogma: Destroy your enemies. Engage in any battle you see, make them fear your skill. Have no compassion or pity for those you are fighting, they are nothing compared to the joys of bloodshed. Take no prisoners. Always obey the commands of your immediate superior, he has the necessary tactics to ensure a proper victory over the enemy; if you think he is a weakling, don’t hesitate to challenge him.


Telan
Name: Telan, The God of Justice, The Silent Judge
Symbol: Set of scales in balance.
Alignment: Lawful Neutral
Domains: Protection, Knowledge, War, Metal, Fate
Favored Weapon: Long Sword & Shield “The Scale and the Measure“

Telan's origins lay during the Second Age of the Gods. His manifestation was a direct result of the clash of wills between Hirath and Xanu during the great demon-wars which ensued shortly after the city of Arleah's surge in growth and progression from city to Capital City.

The Hirath's champion Dsituyt was banished from the mortal and celestial realms, lost in a form of limbo due to the actions of Xanu and his followers and their work to recover the holy and powerful relics, the 'Soul Shards'.

In the absence of his champion and due to his lack of desire to interfere directly in the affairs of mortal men and women himself, Hirath willed into creation a being who's purpose was to ensure that all that had been created in the land was not utterly undone in the absence of Dsituyt. Given Xanu's heightened power at the time, he too was able to influence the birth of this new deity, while not directly changing him or bringing him under his own power, he was able to cause his alignment to skew away from the virtue of 'Goodness' held in such high regard by Hirath and Dsituyt, leaving a being who was for all intents and purposes a manifestation of what Law stands for, not Law itself.

Early depictions of Telan from this time show him as an animated suit of armor (the armor itself forged by Hiraths hand from the shattered remains of Dsituyt and Xanu’s weapons, shields and armor worn during their epic and legendary conflict in the realm of mortals).

While he has eyes to see and ears to hear, he has no voice with which to speak.

Law needs no words, only actions. And Law is the most potent tool in the preservation of all things. This fact is the origin of the other name used to describe Telan; "The Silent Judge".

Telan has only ever once manifested physically in the realm of mortals (at the time of his creation). Interactions with mortals are almost entirely unheard of (given the religion's belief that its clerics and followers should be self governing and if they are incapable of this, they are not worthy of his faith). Telan is known to elect a Prime Acolyte for his Church once in a great while when events and circumstances demand such.

Dogma: The Telanite Church only exists as a concept. Idols, temples and other opulent monuments to worship are expressly forbidden within the Telanite tenets of faith. Followers of Telan are considered 'Churches of One' within the faith and are expected to perform some form of martial combat on a daily basis, which is the Telanite equivalent of worship in place of daily prayer, cant or sermon.

The Telanite Church has no rigid hierarchy of privilege or power. There are three forms of Cleric: The Initiate, The Missionary and The Journeyman. As such, Telanite Clerics rely on a combination of the Telanite writings (including the Tenets), local Laws and customs as well as a large doses of common sense in order to 'Self govern' their actions on behalf of the Church.

Initiates study under a missionary or journeyman for at least two years before progressing to the status of missionary. Missionaries will spend their entire lives travelling (either in the wilds, within specific cities or places, or any combination). When age begins to reduce their ability to travel and do Telans work, they may choose to settle in the place of their choosing and become 'Journeymen'. Journeymen will usually take on at least one initiate before they pass over to the other-side.

Telanites may not preach or seek to indoctrinate individuals into the faith. His name is not to be hawked from atop some soap-box like some form of vended ware. Knowledge of the faith must be sought and desired by prospective initiates or followers. His holy writings are not to be distributed publicly, they must be requested. His Churches name is not to be used lightly, or uttered as justification for action or opinion.

In the old form of the religion (during the early days of recorded Cardathian history), it was believed by many that Telan ("The Silent Judge") worked in concert with Charys ("The Lady"). Charys would guide souls as they made their transition to the next life, doing all she could to ensure they were not exploited and used in some foul necromancy. Once her journey with them to Romx was complete, and she could be certain their essence was safe from an undead fate, they would be handed over to the care of Telan, who would lay measure to their deeds and point them on their way to whichever final destination their own religion had in store for them.
Telan also ensured the Godless (or heathens) remained within Romx, to forever wander it's fields and halls as lost souls, until such a time as they saw fit to try and attain deliverance/absolution. In so doing, Telan once again acted to preserve the 'celestial and mortal status quo', his primary reason for existing.

Judging the readiness of Romx’s lost souls to receive this absolution was one of Telans duties, deciding their worthiness or whether they actually would attain deliverance was not however, as such decisions were the domain of whichever deity a lost soul sought absolution from.

A summary of the Telanites dogma: "Apathy begets Lawlessness, Lawlessness begets Chaos, Chaos begets Entropy and Entropy is the great undo'er, the ender of all things".


Teraphiel
Name: Teraphiel, Goddess of Redemption
Symbol: A silver shield.
Alignement: Lawful Good
Domains: Healing, Protection, Good, Nobility, Elf (elves or drow only)
Favoured weapon: Warhammer

Terpahiel is the matron deity of redemption. Her history and her appearance alters with race and culture. Her first appearance was among drow, worshipping her and abandoning Velolthra, seeking a new way. Among them she appears as a stout defender of her children. A warrior defending her children, the drow, from Velolthras influence. Among humans she took the form and place of the all forgiving mother. A criminal, a forsaken soul by society who yet regrets his deeds, or was driven by dire need into the situation will always find an open gate in a Teraphielite temple.

A Teraphielite is the one having the least prejudices when encountering another being, regardless of the race. He or she will have no troubles in working together with a person that was once an enemy or criminal and will aid those souls to find a place again in their society. A Teraphielite can have different appearances and the faith of Teraphiel can have different aspects even if the core of protection, aid and redemption remains the same. Thus there are no specific weapons or uniforms known of the Teraphiel cult. Yet there are different orders following Teraphiel who do have their own uniforms, weapons and codes of honor.

The only common symbol among all will be the silver shield. The drowish order following Teraphiel would be the order of the Vhalar. A large band of warriors upholding the principles of protection and aid. The faith to Teraphiel could be expressed in many ways. A merchant who worships Teraphiel might not grab weapons to defend people, yet he might have and finance a soup kitchen for the poor to aid them in the way he can. A wandering healer aiding those in need and not showing differing treatment based on race and origin might be a hidden Teraphielite.

The ways and possiblities of the faith's expression are near limitless as well as the origin of Teraphielite worshippers might be. A pirate on high seas abandoning his ways to become a fisherman or working on a trading ship trying to redeem for his past might follow Teraphiel. A thief in a city, beginning to share his own possessions with those needing it more than him, might be a Teraphielite.

Clerics and Templar of Teraphiel: Dependant on their order and faith Clerics and Templar wear what suits them best for their duty. Most carry a tabard, a robe, or even only a badge with the silver shield, Teraphiels Symbol. Weapons and ways of faith are individual as much as its worshippers.

Dogma: Aid the ones who are in desparate need of it in the way you can. Do not judge their past if they wish to change and seek a second chance, for you might be one day in the same need of aid. Be just and honest in your path even if it is not always with a local law.


Velolthra
Name: Velolthra, The Goddess of the Drow and Matron Goddess of Cerlynosha
Symbol: Black spider with the head of a drow female.
Alignment: Lawful Evil
Domains: War, Evil, Trickery, Destruction, Spider, Tyranny
Favored Weapon: “Spiders Bite” Rapier

Velolthra appears as a tall and beautiful drow female from the waist up and a black spider from the waist down. She maintains a ruthless, tyrannical reign over drow and all who live in the under dark. It was Velolthra who led the ones we now call drow to break away from their elven siblings and to dwell underground.

Worshippers: Velolthra constantly turns one drow against another she does so to cull out the weak and the slow to make the race strong but to also feed her never ending hunger for pain and suffering. As the only Child of Xanu. Velolthra feeds and encourages strife, bloodshed, and destruction using the Drow race as her reach into the outside world. The races and creatures that worship Velolthra are Drow and Misbegotten of Xanu, favoring black red and purple.

Dogma: Garner power through trickery and deception. Destroy the weak for they deserve only our scorn. All acts to strengthen the race of Drow in the glory of Velolthra and our Overlord Xanu.

Clergy and Temples: Velolthra rules her people through her clerics who are exclusively female and organized into Matriarchal houses related by blood. The Eldest Female Clerics Rule the house with younger clerics divided by age. Clerics serve as the absolute rulers in Velolthra's name. They are the leaders, juries and executioners of drow society.


Viaticus
Name: Viaticus, The God of the Sea and Elements
Symbol: Ocean Scape
Alignment: Chaotic Good
Domains: Air, Earth, Fire, Water, Storm, Ocean, Dragon
Favored Weapon: Spear

Dogma: Viaticus was brought into existence by the union of Charys and Dsituyt, and thusly is of the second generation of Arleah's deities. The patron deity of all who travel long distances no matter what path or purpose, Viaticus insists people need to move about and experience new things. The world is not fixed and nor is anyone in it.

Viaticus is the god of brave adventurers and travelers. He is also the god of air and the Caretaker of the Winds, the mystic link between those attuned to the natural world that allows for communication over large distances.

Viaticus, God of Elements, sometimes resides in Four Parts upon each elemental plain, but usually resides on the Prime Material plane, preferring to maintain a closeness to his followers and those that would need his aid.

His presence can be felt often as the arrow from nowhere that fells a rampaging giant, a mysterious stranger who provides aid and comfort to weary or wounded travelers, or a gust of wind marking the correct direction of travel.

Clergy and temples: Viaticus' clerics travel Cardathia and they favor simple clothing of brown and green. They bless caravans and cross country traveling parties and more than likely guide them. They often serve as diplomats and explorers opening up new frontiers and always knowing the best places to swim, to hunt, and inns to sleep in.

Viaticus also has a special role within the Arleah pantheon as messenger of the gods, since he knows the fastest ways to travel between planes and is generally tolerated by most of the evil deities.


Xanu
Name: Xanu, The God Evil
Symbol: Balor skull in flames.
Alignment: Chaotic Evil
Domains: Evil, Destruction, Strength, Force, Hatred, Fire
Favored Weapon: Morning Star

Dogma: Serve Xanu, even if that means your own death, for it will feed the thirst of the Lord. Always fear your god and spread that fear to the hearts of the weak and the good servants of the light. Destroy anything that crosses your path in anyway you can.

Xanu constantly schemes to destroy all that is good and pure. Xanu is not only an evil deity, he is Evil itself. He is unable of any positive feeling. Compassion, beauty, sacrifice, enthusiasm and even love are all unknown concepts to him, for they were banned from him when his essence separated from his brother Hirath in the beginning of the world.

He seeks only to kill, destroy, and spread fear among the world. From his Fortress of the Black Fire in the Abyss, he commands huge hordes of Balors and other great fiends, including some of the most powerful Demon Lords.

Only an extremely evil (and perhaps mad) person would allow his soul to be so utterly tainted by the evil residing in the heart of Xanu. It is very common for Xanu to destroy his own followers for the only reason of enjoying a good, slow and painful death. Most of Xanu’s clerics are monsters, mainly evil dragons, powerful liches and beholders. Also, mortals, not even his own followers, very rarely see Xanu. If a mortal sees him, it is very likely that he won’t live to tell others about it.

Clerics of Xanu pray for their spells at night. His followers commemorate great victories of their faith against the forces of Light and Good. Some of his monstrous servitors celebrate these days with grotesque carnages and terrible acts of blood and destruction.

Clerics: The clerics of Xanu favor red armors over the rest.

Rites of the devout: The follower of Xanu is the epitome of evil. He likes to undermine the goals of innocent people, torture souls and snuff out dreams. He might not be a bloodthirsty killing machine, but he is certainly the kind of person who would steal children’s candy.


Xendra
Name: Xendra: The Mistress of Lust
Symbol: Outline of a female body in silhouette.
Alignment: Neutral Evil
Domains: Evil, Trickery, Charm, Domination
Favored Weapon: “ Tongue” A Whip

Dogma: The creation of the mysterious goddess Xendra is not widely known. It is whispered in dark tales around fireplaces, and fearfully muttered in dark places under the surface of the world. Xendra was once a mortal human wizard and her endless ambition made her climb towards the state of godhood.

To achieve her incredibly ambitious goals, Xendra fooled Xanu himself with her intelligence and deviousness. Using her powerful magic and the most potent weapon she mastered, lust, she lured Xanu into a trap he never imagined. Xendra promised endless pleasure to Xanu if he allowed her to be his lover.

Being the epitome of evil, Xanu is unable to love at all, but Xendra tricked him with her lust and her magic. She made Xanu completely dependent of her, to the extent that every passing moment without her, was like a lifetime of goodness torturing a black soul. He would do anything to please her, even if it defied imagination. Thus is how Xanu decided to give her Immortality. Pouring a black chalice of his blood over her lustful lips, he gave her eternal life, to be able to share eternal pleasures with her.

The clerics of Xendra pray for spells at night. They may have some Holy Days, but they are unknown to the rest of the mortals. They surely involve orgies and other depravations both of the soul and the body. All worshipers of Xendra prefer revealing and well fitting garments if any at all during gatherings and ceremonies.

The final goal justifies any means. Use any tool at your disposal to achieve the things you want. Do not fear to use the gifts of your own lust with other sentient beings if you find it useful.



Notes on Paladins and Clerics:

Please see the server rules 'Miscellaneous' section for rules that pertain to paladin behavior, which deities empower paladins, and domain selection.