Calderon Melphistor’s Guide to the Pantheon of Uurth

(With Special Emphasis on the Human-centric regions surrounding the Ouadesón Gulf)
(This document is up-to-date as of Game Year 542 AC6)

Most recent major revision to this document: Friday, January 20, 2007.
Most recent minor revision to this document: Tuesday December 26, 2017.


In my travels through various planar spaces and across planetary landmasses of the multiverse, I have found that few cultural traits are more essential to know about than the structure and practices of the local religious community. (Although, knowing how to properly "pay" your respects to the local King of Thieves and/or the local Ruler are of nearly equal importance!) In this brief document I will attempt to summarize the chief traits of each of the Principal Deities in the Pantheon of Uurth and to provide the reader with enough knowledge of each established form of worship to permit recognition (and hopefully personal survival) when they are encountered. As of this writing, due to my somewhat limited travels on Uurth through this date, this treatise must remain somewhat focused and narrow, concerning primarily the religious practices of human and human friendly cultures of the Ouadesón Gulf region.

Table of Contents:

Section 1: The Primal Deities

The Primal Deities of Uurth represent cosmic alignments of viewpoint. Each is not so much a single unique godhead as an underlying philosophical base of power built into the planar structure of the multiverse. The Prime Plane of Uurth provides a unique deific lens that enhances the perceived personifications of this power according to the expectations of their associated believers. In essence, these Deities exist from nothingness simply because their believers believe that they do. The rare occurrences of physical appearances by these deities (Avatars) are a direct product of how their worshippers expect them to be. The Primal Deities of Uurth can neither be created nor destroyed in a meaningful way. They simply are. They exist only within the context of this prime plane, though I can well imagine that similar constructs/deifications may well exist for other prime planes that share the deific lens properties of Uurth.

Calbane - Neutrality

Calbane is the primal deity that represents the balance between all things. Often pictured and referred to as "Mother Nature", Calbane in most often associated with nature’s balance and the protection and promotion of natural things. While these are valid observations of Calbane, they are incomplete. It would be more accurate to say that these things have historically taken greater precedence in Calbane’s agenda because virtually all of the other faiths pursue agendas that place sentient animal life in positions of dominance or precedence over nature. When dealing with issues unrelated to a restoration of natural order, Calbane pursues a careful policy of "watch and wait” leading to a cautious policy of intervention in mortal affairs.

Calbane - Deity of Balanced Forces, Nature, and Neutrality
  Alignment: True Neutral
Known Avatars:
  The Wise Listener A non-descript priest, bartender, or other person who will listen intently and offer level advice.
  Mother Nature A powerful sorceress of the forest who protects natural things as a mother would her children.
  The Arbiter A powerful agent sent to settle a dispute, usually male but always as appropriate to the circumstances.

Calbane is worshipped separately by two different religious orders. These orders represent two different missions and exist at the specific behest of Calbane. These orders are the Hierarchy of the Druids and the Order of Calbane.

The Order of Calbane

The Order of Calbane is a traditional Clerical order always found in cities or other civilized areas. It serves as the recruitment and early training mechanism for both he Order and the Hierarchy and is tasked with the missionary drive of Calbane. Not particularly successful in most areas, it nevertheless persists, particularly in large cities, due to its practice of providing a common "neutral ground" upon which all are free to meet and mediate their conflicts.

The Order usually maintains both "legitimate" legal contacts and "shady" illegal ones wherever it has permanent halls of worship. This position in the community is often tolerated because it provides an essential relief mechanism between overzealous law enforcement and bloody criminal gang rule. Of less obvious importance, the Order of Calbane also attempts to moderate the well meaning but reckless forces of good and the self aggrandizing harsh forces of evil.

The Order handles virtually all of Calbane’s normal contact with civilization and as such must recruit not only it’s own priesthood but also that of its sister order, The Hierarchy of Druids. Those candidates that meet special eligibility and suitability requirements are partially trained and then sent out to complete training under a Master Druid. All others are retained and trained according to more conventional clerical practice.

Clerics of Calbane seek to promote a cooperative balance of all life. They are granted the power to turn and destroy the undead (particularly the powerful and self-willed types) as needed, but have also been known to command or create it in rare cases for specialized guardian or mission driven purposes. In general, they are low-key dealmakers and moderators, often wielding more influence than is at first apparent. While characterized as detached, they can be counted on to act affirmatively to protect their own interests or the sanctuary of individuals within their walls.

Clerics of the Order of Calbane
  Acceptable Alignments: True Neutral (preferred), Neutral Evil, Neutral Good, Chaotic Neutral, Lawful Neutral
  Allowed Domains: Animal, Knowledge, Plant, Protection, Sun
  Energy Type: Either (Can choose to either turn/destroy or rebuke/command the undead)
  Holy Symbol: A pendant with an engraved symbol picturing a set of scales.
  Favored Weapons: Club, Longbow, Quarterstaff, Scimitar, or Shortbow.

The Hierarchy of Druids

Unlike the Order of Calbane, the Hierarchy is highly reclusive and prone to minimize contact with civilization as much as possible. It is a rigidly structured order devoted to the promotion of nature as an overwhelming force. Its can be somewhat militant at times in its promotion of these ends, but is ultimately held in check by its higher goals of balance among ALL things. It exists primarily as the direct expression of Calbane’s corrective active belief in the NON-supremacy of sentient life over nature. The Hierarchy serves as "Nature’s Advocates ".

Except for their general druidical form of worship and organization, little is known about the activities and structure of the Hierarchy.

Druids of Calbane
  Special: On Uurth, all Druids are worshippers of Calbane by default unless they aren't true Neutral and elect to follow another appropriate Diety. Such Druids will find themselves in conflict with Calbane's Druids.
  Special: Druids of Calbane may multiclass freely with levels of Cleric of Calbane. In such cases "Druid" is always the character's "favored class".

Dreviloe - Evil

Dreviloe is the primal deity that represents a pure expression of "evil" and is very closely tied to the flow of "negative" elemental energy. Although not fixed, the most common physical expression of Dreviloe is of Male gender. To the extent that the abstraction of Dreviloe is expressed in personified terms, He is considered to be angry and destructive with a thirst for consuming anything or anyone that does not serve his purposes. In his followers he values personal strength and the ability to promote self above others even to the extreme of aggression against fellow believers. Those who fail are considered to be too weak and are therefore appropriate to use as slaves or tools. Dreviloe empowers his priesthood to command and even to make the undead, as these forces of "unlife" undermine and destroy the institutions of the weak. For some of the truly powerful among his believers and priesthood, he grants the "gift" of eternal undead existence at what should be the time their natural death.

The various secret orders of Dreviloe are both too numerous and too secretive/diffuse to catalog effectively. The individual-centered nature of his following does not lend itself to either outward or lasting organization. This is further diluted and confused by the number of outer-planar and powerful agents in his direct or indirect service, that the problem becomes nearly hopeless. The most unified and visible organization of Dreviloe is the Order of the Red Robes. Significant activity has also been observed recently among various cults centered on the Undead, especially in the northwestern regions of the Phonicon Empire. Also noteworthy is the Church of the Empire, which is found in the Phonicon Empire and is the official State Religion there.

Dreviloe - Deity of Self-sufficiency, Expedience, and Evil
  Alignment: Evil
Known Avatars:
  The Blood Warrior A dark knight in red enameled plate mail, an archetype of unleashed violence
  The Demon Specter,
The Arch-Lich,
The Dark Spirit
An ultimately powerful manifestation of an archetypical undead.

The Order of the Red Robes/The Army of Dreviloe

The Order of the Red Robes is a militant organization that provides logistical and tactical support to various supporters of Dreviloe. It was founded during the beginning times as an army to conquer/destroy the Manifest Dual Sanctuaries of Dreviloe/Togodac found at the northernmost point of the World. Prior to the advent of the Second Cataclysm, the Army of Dreviloe (as the Order has been known at times) conquered the Dual Shrines and destroyed/sacrificed the last of the Togodac followers in the region. Subsequently, they directly caused the Second Cataclysm by attempting to establish a perpetual dominance of evil over the world by destroying the Togodac side of the Duality. (They found out to their regret that this was a bad move.) They have protected the entrances to both Sanctuaries ever since, permitting access only to their own.

The Order’s Clerics can be identified by their characteristic Red Robes (hence the name of the Order) emblazoned with the symbol of Dreviloe. These are worn whenever concealment of their true nature is not required or other attire is not more practical (i.e., battle armor). These other forms of attire will likewise be emblazoned with His symbol and be of blood red color if it is not counter to a need for stealth. Each is granted power to make, control, or establish lasting domination over the Undead for whatever purposes serve their ends. The use of curative spells is highly uncommon and taken as sign of weakness, reserved for tending superiors or oneself. Normally Clerics of Dreviloe chose their spells for offensive power and cruelty, and rarely for subtle or constructive purposes. High Clerics of Dreviloe NEVER restore life, but are often known to provide "deserving" followers with the "gift" of undead immortality. (The truly deserving become self-willed undead. Most aspirants, however, are simply used as terror weapons, animated as mindless tools of Dreviloe.) Within these "inverse" limits, my studies show that members of the Order are otherwise conformant with the practices and limits of normal clerical orders. (Though, as you might imagine, as a conspicuously foreign traveler to this world, they have been somewhat aggressive in their attempts to dissuade my studies.)

Clerics of The Order of the Red Robes/The Army of Dreviloe
  Acceptable Alignments: Neutral Evil (preferred), Chaotic Evil, Lawful Evil
  Required Domain: Evil
  Allowed Domains: Death, Destruction, Fire, War
  Energy Type: Negative (Can rebuke/command the undead and spontaneously convert any prayed for spell into an equal-level "inflict" spell.)
  Holy Symbol: A tarnished silver knife, quenched in the blood of an enemy.
  Favored Weapons: Battleaxe, Flail, Javelin, or Longsword.
  Special: Clerics of the Order risk the displeasure of Dreviloe if they use healing on anyone other than themselves or a superior.
  Special: Clerics of the Order do not cast any spells that restore life to the dead.

Cult of the High Necromancer of Fetranth

The lost city of Fetranth in the nation of Halcyon was the home of this wizard approximately 350 years ago. The Empire of Phonicon, with the intention of starving the city into submission and taking it away from Halcyon, besieged the city. Resenting this interference in his researches the High Necromancer began to raise his own Army of the Undead from among the battle casualties and starving populace. This is the last known event to take place in the area, because at that point the entire region fell under a curse and remains so to this day. No traveler to enter the region since that time has returned sane. (VERY few return at all!) The region is now known as the "Zone of Eternal Death" (and sometimes as the “Desert of Undeath”). Recently evil priests claiming allegiance to the High Necromancer have appeared. The available evidence supports the conclusion that He has Ascended or is in the process of doing so. Priests of this order are specifically connected with the Undead and Magic and inevitably have many undead servants.

Pre-Ascendant clerics of the Cult all have a single abiding mission: Achieve sufficient numbers and reach a sufficient level of power to perusade Dreviloe to grant their request and elevate the High Necromancer to the Pantheon.

Pre-Ascendant Clerics of The High Necromancer (Specialized Clerics of Dreviloe)
  Acceptable Alignments: Chaotic Evil
  Required Domains: Death, Magic
  Energy Type: Negative (Can rebuke/command the undead and spontaneously convert any prayed for spell into an equal-level "inflict" spell.)
  Holy Symbol: An enchanted personal talisman, worn on a chain or collar around the neck.
  Favored Weapons: Staff, Crossbow.
  Special: Clerics of the Pre-Ascendant Cult must be Chaotic Evil in alignment.
  Special: Clerics of the Pre-Ascendant Cult must first be Wizards specialized in Necromancy and must multi-class to Cleric.
  Special: Clerics of the Pre-Ascendant Cult cannot take the 1st level until they have made or received their personal talisman. In addition to serving as their holy symbol, the talisman traps the soul at death and causes the priest to arise as an undead of some kind. The type (and whether the priest is free-willed and aware as an udead) depend on his power in life and the will of Dreviloe. The talisman serves as a phylacetry for the undead so arisen.

Church of the Empire

The Church of the Empire (CoE) is a new organization founded when Edmund the Usurper claimed the Imperial Throne of Phonicon. Upon claiming the throne a civil war ensued across the Empire. The United Church of Gliveraw (UCG) was the official state religion across much of the Empire and it chose to back the rightful successor, William. Once Edmund settled the civil war in the parts of the Empire that remained, he gave all property and authority that had previously belonged to the UCG to the new Church of the Empire as a reward for the support provided by the Army of Dreviloe in ending the civil war in his favor. The Church of the Empire is now the only public form of worship permitted in the Empire.

Clerics of the CoE preach personal growth through conquest and the culling of the weak. Healing is a service that is provided only to those who are able to pay for it. Like the Army of Dreviloe, the clerics of the CoE never raise the dead. The CoE use the undead as temple guardians, even in public areas. They take delight in animating the corpses of their enemies for this purpose.

Clerics of the Church of the Empire
  Acceptable Alignments: Neutral Evil (preferred), Chaotic Evil, Lawful Evil, True Neutral
  Allowed Domains: Death,Evil,Fire,Knowledge,Strength
  Energy Type: Negative (Can rebuke/command the undead and spontaneously convert any prayed for spell into an equal-level "inflict" spell.)
  Holy Symbol: A silver torque bearing the engraved symbol of Dreviloe.
  Favored Weapons: Dagger|Halberd|Longsword|Mace (Light)
  Special: Clerics of the CoE only heal those that can pay for it.
  Special: Clerics of the CoE do not cast any spells that restore life to the dead.

Gliveraw - Law

Gliveraw is the primal deity that embodies the absolute expression of Law. The only known physical manifestation of Gliveraw is as an older male judge. When he appears, it is always to preside over some event or crime of great importance and pass judgment. The resulting judgment is always in strict accordance with the dictates of the Law and will be absolutely "fair " without compassion or bias. Followers of Gliveraw strive for perfect conformance to the requirements of the Law, seeing it as the only protection from total disarray and confusion. Followers of Gliveraw conduct a perpetual battle to create order and impose reason. A high priest of Gliveraw was heard to preach once: "That which is not required should be forbidden, thus freeing the believer of unhappiness caused by the need to make ambiguous choices."

Gliveraw - Deity of Order, Integrity, and the Law
  Alignment: Lawful
Known Avatars:
  The Judge An elderly judge of exacting manner and absolute fairness

The United Church of Gliveraw

Gliveraw has only one known religious organization, but that organization spans the entire known world with a single spanning church hierarchy. Although no central leader of the church exists at this time, provision for naming one is set forth in the central organizing covenants of the Church if needed. It is further believed to be the case that all priests of the order have available to them a simple ritual that reveals their rank relative to one another in accordance with the will of Gliveraw. (This is used to settle questions of rank when unfamiliar priests meet and wrangle over who’s in charge.)

The singular belief of the Church is that order and law are essential to the well being of the individual, providing an unambiguous moral foundation and freedom from burdensome choices. Perfect order is sought because it is the gateway to perfect happiness. To meet these ends, the Church is unfailingly supportive and active in governmental affairs. Given the opportunity, the Church will gladly subsume the role of Government, providing judges, administrators, etc. until it can name itself the official form of state worship and drive out all lesser and conflicting beliefs. If in a setting that makes the pursuit of these goals impossible on a public level then the church always remains within the limits of established law (until such time that it can get the law changed).

The priests of Gliveraw are normally granted powers to destroy the undead, however some have the power to command it instead if such a role better suits the pursuit of Order. The practice of the healing arts is held to be a sacred act to be reserved for the faithful, and the accumulation of personal power or wealth unfaithful. However, the accumulation of power and wealth by the church or by authoritative governmental structures is seen as both essential and appropriate.

Clerics of the United Church of Gliveraw
  Acceptable Alignments: Lawful Neutral (preferred), Lawful Good, Lawful Evil
  Required Domain: Law
  Allowed Domains: Earth, Protection, Strength, War
  Energy Type: Either (Can choose to either turn/destroy or rebuke/command the undead)
  Holy Symbol: An iron star, with an inlaid spiral of gold.
  Favored Weapons: Crossbow (Heavy), Falchion, Halberd, Lance, Longsword.
  Special: Clerics of Gliveraw provide healing only to other professed followers of Gliveraw.
  Special: Clerics of Gliveraw must tithe 10% of all they recieve (or equivalent GP value) to the Church. Furthermore, they are expected to donate any wealth they possess beyond what they need for near-term well-being back to the Church. These guidelines do not apply to funds or resources given to them by the Church in pursuit of Church business.
  Special: Clerics of Gliveraw have a special ability to assess rank among themselves and selected others. Whenever a dispute about rank occurs between Clerics of Gliveraw, either cleric can, as a full round action, pray to Gliveraw to know his will. Both parties then know the result of the prayer. "Rank" normally means Gliveraw Cleric class level, but this is influenced by assigned duties and other factors. This ability also works with and on members of the assorted Knight Orders of Gliveraw, who generally rank as a cleric 3 levels lower than their "knighthood class". The Cleric that initiates this check is challenging authority, and should they be unsuccessful, will be subject to Gliveraw's displeasure, as meted out by the prevailing person, no saving throw allowed. Likewise, if a cleric is challenged and loses by 3 or more ranks, they are resisting authority and are required to submit or suffer sanction. Challengers lose ties in rank. This ability can only be used to settle a question of duty and policy, not to compel detailed actions. Either party could walk away rather than permit the prayer to be completed. (This act is generally viewed as being in bad faith.)

The one common source of friction between the Church and local governments is that it is notoriously unwilling to back unlawful succession or transfer of power. Following the unlawful succession of Edmund the Usurper, the UCW has been expelled from the Empire and it's assets there conficated because it went to war to oppose him. The UCW has named a regional "Field Marshall" to lead it's on-going war against the Empire. The Field Marshall outranks all but the highest ranking clergy of the UCW, though he himself is not a Cleric. At this time the Field Marshall is Sir Franz Platt of the Gliveraw Paladin order, the Knights of Justice.

Due to a decline in morale, and some problems with defections of clerics and church laity of Lawful Evil alignment to the new Church of the Empire established in Phonicon, the UCW has also appointed a "Grand Inquisitor". The identity of the Inquisitor is a secret as is the organization of his office. The Inquisitor and his agents outrank most other UCW officials and have the right and duty to ascertain the true state of their souls by any means necessary.

Inquisitors of Gliveraw (Prestige Class for Clerics of Gliveraw)
  Acceptable Alignments: Lawful Evil, Lawful Neutral
  Additional Domain: Knowledge
  Special: Inqusitors add their Inquisitor level to their Cleric Level for Rank contests.
TBD... I still need to define the Inquisitor Class fully.

Shoac - Chaos

Shoac is the primal deity that represents the pure expression of the Chaos. Personified most often as "Lady Luck", She exemplifies the ideals of unrestricted liberty, chance, and personal fulfillment. She encourages followers to be self-reliant and uncommitted to restrictive codes of conduct. The emphasis is on "living in the now". Her priesthood is generally composed of charismatic individuals and little structure. One sympathetic outsider has said that no two priests, temples, or, activities consecrated to Shoac are the same; because if they were, that might constitute a pattern... and patterns are orderly.

Shoac - Deity of Freedom, Creativity, and Chaos
  Alignment: Chaotic
Known Avatars:
  Lady Luck An exotic female who brings favor and good fortune to all who she associates with.

The Worship of Shoac

The worshippers of Shoac are not organized in any traditional sense, despite the fact that a remarkable number of them can be found almost anywhere. If any remotely consistent doctrine or belief exists among Shoac followers it is that personal freedom is the most sacred of all possible pursuits. The worship halls of Shoac are as various as their operators and patrons, with no two alike. (In fact, it appears to be a matter of clerical necessity that they are all different, because it is believed that Shoac never blesses the same thing twice!) Features of Shoac temples that I have enjoyed included magical mazes that must be traversed to gain entry to the grounds, zero gravity inside the sanctuary, and a fountain that tastes like a different beverage every time you sample it.

Although most common in large cities, recognizable forms of Shoac worship can be seen almost anywhere. It is interesting to note the unusual "missionary spirit" seen in Shoac believers, consisting mainly of following Gliveraw organizers around in hopes illustrating just how much the Gliveraw folks are narrow-minded stuffed windbags. An alternate form of this practice (and the highest possible form of worship to Shoac) is to pick a Gliveraw worshipper as a target and subject that person to "The Will of Shoac" without getting caught. ("The Will of Shoac" more often than not consists of an endless stream of cutting practical jokes and misfortunes designed to illustrate the futility of order.) Unusual luck in gambling is an often cited example of the favor of Shoac; though few are "favored" enough to exploit this gift consistently.

Generally benign in form, the practice of this religion is often annoying to non-believers (particularly Gliveraw followers). In many places the open practice of this religion is suppressed almost as aggressively as that of Dreviloe worship (though these are most often places where Gliveraw worship is dominant). In such places the practice is invariably still present, but in a much more personal form that is often more malevolent and aggressive. While I have visited cities in parts of the Eanf Republic where churches of Gliveraw and Shoac existed side by side within the same city walls, the more common case is that of Lakefort, where the open worship of Shoac is a crime and members of the Gliveraw Clergy must be constantly on guard against cruel and often highly lethal "jokes" on their person.

Like her temples, Shoac endows no two of her priests alike, but seems to bestow on a very select number of "prophets" or "evangelists" a unique set of gifts tailored to the individual’s needs and abilities. Among the few "constants" of the priesthood of Shoac is a compulsive need to change names periodically, usually after studies into Shoac’s nature culminating in new powers. (As bizarre as this convention is, I’m convinced that I sighted a Shoac priest on an alternate Prime once. This fellow was insisting that his former name - not his original either, mind you - was no longer to be used, that henceforth he should be referenced by some weird unpronounceable symbol. The Artist Formerly Known as Prince )

Clerics who worship Shoac
  Special: Every Cleric of Shoac is Unique and variations from these parameters are to be expected.
  Acceptable Alignments: Chaotic Neutral (preferred), Chaotic Evil, Chaotic Good
  Required Domain: Chaos
  Allowed Domains: Air, Destruction, Luck, Trickery
  Energy Type: Either (Can choose to either turn/destroy or rebuke/command the undead)
  Holy Symbol: Unique to each cleric.
  Favored Weapons: Bolas, Chain (Spiked), Dagger, Javelin, Rapier
  Special: Clerics of Shoac take a new name at each class level as part of an effort to "leave the past behind".
  Special: Clerics of Shoac must "Illustrate the Will of Shoac" to a Gliveraw worshipper at least once in each class level.

Togodac - Good

Togodac is the primal deity that represents a pure expression of "goodness" very closely tied to the flow of "positive" elemental energy. Although rarely expressed in physical form, Togodac is generally thought to be "Female" in expression and characteristics. To the extent that the abstraction of Togodac is expressed in personified terms, She is nurturing and compassionate and believes in the inherent value of all life and growth. She promotes the idea of Stewardship and permits no inherently life damaging or degrading practices of her followers. In keeping with these principles, she empowers/requires her priesthood to participate actively in the suppression of evil and the destruction of the Undead. Considered abstract and aloof by many, to her followers she is a comforting Omnipresence of personal strength and moral guidance.

Worship of Togodac is by far one of the more popular forms of worship found all across the civilized parts of Uurth. Not always well organized, the various churches of Togodac are nevertheless very supportive of each other and are aggressively missionary in outlook.

Togodac - Deity of Healing, Growth, and Goodness
  Alignment: Good
Known Avatars:
  The Life Giver A beautiful pregnant woman who shares life and strength with all who see her.
  The Knight Errant A noble Paladin who appears to vanquish a powerful evil.

The Eanf River Basin Open Church of Togodac

A typical "national scale" Togodac church organization, this particular organization has temples in every significant city and town on the Eanf Republic. It’s membership draws across all species and cultural lines. The church tries to act as a foundational agency of moral growth and development for all people wherever it exists, and maintains open worship services for all, regardless of actual beliefs. Though often accompanied with a nearly unbearable "conversion" pitch the church will provide it’s full range of helpful service for almost anyone. (In my personal experience this is also directly expressible in terms of the expected donations that are requested before help is rendered: the more devout the follower, the lower the expected donation!) Official church doctrine on the subject says that the "free" giving of these services to even non-believers serves to illustrate the true path of belief embodied in Togodac. In principle, truly "unworthy" supplicants could be turned away; but, those who might be rejected simply refuse to enter in the first place.

Priests of the Eanf River Basin Open Church of Togodac are of the standard type seen throughout the multiverse with little to distinguish them except for the purity of their beliefs. Priests of the church are expected to act charitably and positively at all times. The loss of life or destruction of property are abhorrent to the priesthood, and are always opposed if any alternative can be found.

Clerics of the Eanf River Basin Open Church of Togodac
  Acceptable Alignments: Neutral Good (preferred), Chaotic Good, Lawful Good
  Required Domain: Good
  Allowed Domains: Healing, Protection, Strength, Water
  Energy Type: Positive (Can turn/destroy the undead and spontaneously convert any prayed for spell into an equal-level "cure" spell.)
  Holy Symbol: A gold orb crafted in the image of a shining sun with a red heart inset into the front. Typically hung on a necklace around the neck, but also found as an amulet, or scepter cap.
  Favored Weapons: Flail, Halberd, Hammer (Light), Mace (Heavy), Mace (Light), Quarterstaff
  Special: Clerics of Togodac must render aid to anyone who needs it and asks for it. They may however request a suitable payment or service in return. Failure to fulfill this request is grounds for refusal of all further aid.

The Order of Holy Conquest/The Army of Togodac

This organization is the mirror image of the Order of the Red Robes/Army of Dreviloe. It was founded in the beginning times to protect the Togodac side of the Manifest Dual Shrines and was almost destroyed when the Order of the Red Robes conquered the whole region. It is a mixed Priestly and Paladin order with a rigid military structure and behavior. Although small in the present day, the Order is showing signs of regrowth and activity. Due to it’s present smallness, little is known about the order, with member Priests typically keeping this affiliation secret and remaining active in their local "national" church of Togodac as a cover.

The one and only publicly acknowledged base of the Order is located on a large island defining the northwestern end of the Ouadesón Gulf. The island of Zylog is populated primarily by Centaurs and has historically shunned contact with all non-Order outsiders. It is rumored that numerous other small bases exist, particularly in the Eanf Republic area, but none can be confirmed.

Clerics of the Order of Holy Conquest/The Army of Togodac
  Acceptable Alignments: Lawful Good (Preferred), Neutral Good
  Required Domains: Good, War
  Energy Type: Positive (Can turn/destroy the undead and spontaneously convert any prayed for spell into an equal-level "cure" spell.)
  Holy Symbol: A gold orb crafted in the image of a shining sun with a red heart inset into the front. Typically hung on a necklace around the neck, but also found as an amulet, or scepter cap.
  Favored Weapons: Longsword, Longbow

Section 2: Ascended Deities of Uurth

The Ascended Deities of Uurth were all mortals at some point. They were born, grew, and achieved the status of Deity through the worship, respect, and/or adulation of their fellow mortals. In essence, by serving as a conduit or pattern for the expenditure of Primal Divine energy, they came to embody that aspect of divinity. The Ascended Deities are usually closely associated with one or more Primal deities from which their aspects of divinity were drawn and it has been said that no mortal Ascends without the consent of their divine sponsors.

Unlike Primal Deities, Ascended Deities have a specific form (that of their mortal life) and are vulnerable to physical harm when in this form. If slain or destroyed while appearing in physical form, an Ascended Deity dies and their spirit departs for the outer plains like any other mortal. In such case, their Divinity is lost forever unless a priesthood and a body of followers act to recall/reform their Divine essence.

To act or communicate directly (rather than through their priesthood) an Ascended Deity must raise/resurrect/manifest their physical form (a standard action). An Ascended Deity can depart their physical form and return their remains (if any) to their previous state at any time (also a standard action). (Certain powerful magic can prevent the appearance or departure of an Ascended Deity from the prime plane, including certain powerful containment or protection circles, dimensional anchors, Soul Bind, etc. Such actions are very likely to incur the wrath of the deity in question and possibly their Primal sponsor as well.)

Aeryn Fey - Diety of the Woodland and Compassion. Mother of Elvenkind and the Fey.

Aeryn Fey was a diplomat and a scholar of the High Silvans during the 2nd age. She worked tirelessly to rebuild the living world following the brutal devastation left behind by the first Cataclysm and is considered the Mother of the Elven Race.

Little is known about Aeryn's life. It is known that she was an important leader of the movement to recover the lost arts and magic of the first age and that she performed and supported this work from a great arboreal city somewhere in the middle of Fidrallong near the great inland sea. It is largely thanks to the work of these scholars that the people of the 2nd age knew that another cataclysm was coming and were able to prepare.

Perhaps as a direct response to these researches, the ancient arboeal home of the Elves was targetted by the forces of Kaarg the Destroyer at the start of the event, utterly destroying in a manner far more complete than the expected effects of the 2nd Cataclysm itself. As a result, the record of Aeryn Fey's mortal life was obscured. The details of her Ascension are unknown, but she has been active as the Patron of the Woodlands, Compassion, Elevenkind, and all the other Fey races ever since.

Aeryn Fey - Diety of the Woodland and Compassion. Mother of Elvenkind and the Fey.
  Alignment: Neutral Good
Mortal Origin:
  Aeryn Fey was born in the late 2nd Age and Ascended sometime durng the following Cataclysm. She bears an immortal grudge against Kaarg for the destruction he and his people inflicted upon her kind. Her mortal body was essentially Elven in appearance except that she was size S (rather than M) and had wings. As an Asended being, her appearance varies slightly to match the racial details of the believers she is appearing to, and often does not include the wings. (I.e. When appearing to fairies and other small fey, she tends to be smaller and winged, but when appearing to Elves and humans she normally appears as a size M, wingless, elf maiden. Her appearance is entirely at her descretion and can change in a single round.)
Clerics of Aeryn Fey
  Acceptable Alignments: Neutral Good (Preferred), Chaotic Good, Lawful Good, True Neutral
  Permitted Domains: Healing, Magic, Protection, Plant
  Energy Type: Positive (Can turn/destroy the undead and spontaneously convert any prayed for spell into an equal-level "cure" spell.)
  Holy Symbol: A pyramidal amulet made of materials from the area of the cleric's birth.
  Favored Weapons: Longspear

The Gigantus Primatia

The Gigantus Primatia is an Ascended Deity of a special kind. In the early times after the Giants conquered all the lands (during the 3rd Age), the great giants foresaw the coming of the next Cataclysm. The king of all the Giants, known as the “Gigantus Primatia” (or the “Prime Giant” in the common tongue) created a plan. Each of the great giants would launch their great palaces into the sky on cloudlike floating islands. From these safe havens, the giants would re-emerge and re-establish their domains after the destruction of the Cataclysm was over. The Cataclysm began and the Giants watched from their privileged viewpoints, and it affected their perception. They came to see themselves as Godlike. The great giants of the sky came together and forged the Crown of the Deification and made this the symbol of their King.

Whoever wears the Crown functions as an Ascended Deity and assumes the title of The Gigantus Primatia. The normal lifespan of the wearer is in no way extended and eventually the crown and kingship must be passed on. Only Giantkind can don the Crown.

Gigantus Primatia – Deity of all Giantkind
  Alignment: Varies, Currently Lawful Good
Mortal Origin:

The Gigantus Primatia is the King of all the Giants and the wearer of the Crown of Diefication. The Kingship of the Giants is not hereditary but is instead settled in a series of contests held every 10 years. Whenever the current king dies (or chooses to abdicate) the most recent winner of the contest receives the crown. The contests are similar to a series of Olympic trials and emphasize strength, speed, judgement, and leadership.

The current Gigantus Primatia is a Storm Giant named Beccor Cloudkin. Beccor is unusual among his kind for being Lawful Good rather than Chaotic Good. He was born just before the advent of the previous Cataclysm and his experience shaped him. He trained hard and earned tenure in the first Games held after the advent of the 7th age. He then proceeded to win the Games in each of the constests held through the year 110 AC6. The previous holder of the crown died in battle against the Dragon nation in the year 112 AC6 in a war that greatly depleted the giants and had many side effects on the various races living all across Uurth. (Among these was the creation of the Phonicon Empire.)

Beccor is now very old for a Storm Giant and will likely die of old age soon, if other events don't claim him sooner.

Clerics of Giantkind
  Special: Clerics of Giantkind must be Giants or members other races that accept the rulership of the Gigantus Primatia.
  Acceptable Alignments: Any, by the consent of the Gigantus Primatia.
  Permitted Domains: Varies, Currently Good, Law, Air, Strength
  Energy Type: Either
  Holy Symbol: A Pendant bearing the personal seal of the reigning Gigantus Primatia
  Favored Weapons: Varies, Currently Longspear, Longsword

Norton Hamar

Hamar is an Ascended mortal that achieved deity status fighting the first Cataclysm. Norton Hamar was the greatest and first Ranger of all time. He became involved in the magical feud between the two Evil Arch-Mage Warlords Atrien and Harlokken and helped them to obliterate each other. Although, this ended their battle, the damage left over from the war drove all of Uurth off of its interdimensional axis, and has resulted in the cycle of Cataclysms that continues to this day. Unable to prevent the First Cataclysm he set the standard for all successive heroic generations by defending a small pocket of civilization from the destruction (said to be the worst of all). At the end of it, he went back to the land where he was born, constructed his own tomb, and laid himself to rest there. His spirit became ascendant after a century of rest and has been a regional protective deity ever since. Hamar is the patron deity of all rangers (whether followers or not) and of heroic lost causes. He is specifically and aggressively protective of the weak and of the lands of the Cochee Freehold, where his tomb lies.

Hamar - Deity of the Downtrodden, Rangers, and the Eanf River Basin
  Alignment: Chaotic Good
Mortal Origin:

Norton Hamar fought as a neutral 3rd party in the ancient was that started the Cataclysm cycle, defending his homeland against both sides. Whenever possible, he arranged to trick his enemies into fighting each other and instead of the innocents they were bent on conquering and enslaving.

After protecting his people through the horrors of the 1st cataclysm, he built a shrine, laid down, and died there. It was his intention simply to move on to the afterlife, but eventually the followers he had earned in life called him back into service as a Diety where he continues his mortal quest to protect the weak and serve as a champion for the hopeless.

Clerics of Hamar
  Special: If you are already a ranger, no other restrictions apply on whether you may become a cleric of Hamar.
  Acceptable Alignments: Chaotic Good (preferred), Chaotic Neutral, Neutral Good
  Permitted Domains: Animal, Good, Protection, Travel
  Energy Type: Positive
  Holy Symbol: A pair of well worn shoes.
  Favored Weapons: Longbow, Longsword, Sword (Short)
  Special: Clerics of Hamar must undertake pilgrimmage to the Shrine and serve there as the will of Hamar directs in order to retain their powers. For Clerics who live near the Shrine and can travel there in under a day, this is is a week of service per year or level of experience. The further away a cleric lives, the less often he is called, but the longer his or her temple service will last. Regardless of all other factors, a cleric must make the pilgrimmage and have served at least a cumulative month of service before the 6th level can be gained. (Requirement repeats at the 11th, 16th, and 1st epic level... etc.
  Special: Clerics of Hamar must assist travellers in distress wherever they find them.
  Special: Clerics of Hamar are not allowed to use their healing magic on the "unworthy". Subjects that are automatically worthy are fellow Hamar followers, followers of Togodac, distressed travellers, defenders of the weak, and rangers not actively engaged in evil. Unworthy subjects include brigands who prey on travellers or the weak, Followers of Dreviloe or other evil deities, and/or enemies who bring harm to the home lands. Where there is a conflict, "worthy" trumps "unworthy". Where there is doubt, Hamar is forgiving.

Kaarg the Destroyer - Diety of Battle, Survival, and Strength. Father of the Orcs and Patron of all Barbarians

Kaarg the Destroyer was born during the pinnacle of the 2nd Age and he achieved much success as a productive and respected member of High Sylvan society. He became a noteworthy researcher into the causes of the 1st Cataclysm. His researches into the effects of the magical war between Harlokken and Atrien led him to conclude that the damage to Uurth's plane was permanent and the knowledge warped him, causing him to reject all that he had once believed in a quest to undo it.

He began to conduct experiments aimed at changing the balance of things and quickly came into conflict with the followers of the newly ascended diety Norton Hamar. After the team following his research was killed in battle with Hamar's rangers, he vowed to seek violent revenge against all who opposed him.

He withdrew into the wasted areas still not recovered after the cataclysm and began to build an army or Barbarians dedicated to the rejection and destruction of "magical abominations". With the causes of the 1st Cataclysm coming into common knowledge, there was much support for the notion of rejection, and the Barbarian movement grew quickly.

As the advent signs of the 2nd Cataclysm began, he attacked the centers of research and learning to cleanse the world of further "magical pollution". (By this time he was quite insane.) He was subsequently deified by his surviving followers in recognition of the Barbarian philosophy of "cleansing violence" and rejection of magic. Many continue to believe that magic itself, rather than the violence that can be done with it, is inherently the cause of the Cataclysms.

Kaarg the Destroyer
  Alignment: Chaotic Evil
Mortal Origin:

Karg the Destroyer is a degenerate High Sylan, with a grudge against Hamar, the Fey, and all things magical. His Atavistic desendants devolved into the Orcs (among others).

He is at eternal war against the forces of learning and civilization.

Clerics of Kaarg
  Special: Any Barbarian may multiclass as a cleric of Kaarg without restriction, bypassing all other normal prerequisites.
  Acceptable Alignments: Chaotic Evil (preferred), Neutral Evil, or Chaotic Neutral
  Permitted Domains: Chaos, Destruction, Evil, Strength
  Energy Type: Negative (Limited... see below.)
  Special: Clerics of Kaarg may not create the undead.
  Holy Symbol: Markings painted in enemy blood.
  Favored Weapons: Greatsword, Greatclub, Greataxe

Melchor Rockfather (The Rockfather)

Melchor Rockfather is an Ascended mortal and the father of all the Terran species (Dwarf, Gnome, Goblin). During the 3rd age when the Giants were conquering all the lands, The Rockfather led his people underground to protect them. His fierce nature, personal strength, and methodical approach to all things set the foundations of Dwarven culture that persists to this day. He is the patron deity of all the Terran species, but particularly the Dwarves. He also favors all smiths and craftsmen of the forge regardless of their chosen form of worship, race, or class.

Melchor Rockfather (The Rockfather)
  Alignment: Lawful Neutral
Mortal Origin:

Melchor Rockfather was born during the 3rd age during the period when the Giants conquered and enslaved the world. He rose to leadership in the resistence and led his people underground to protect them. These people evolved into the modern Dwarves and several related races including the Gnomes and Goblins.

His Ascension was brought about as part of the codification of the lessons he taught in life so that he might continue to watch over and guide his people for eternity.

Clerics of The Rockfather
  Special: Any Dwarf may become a cleric of the Rockfather, members of other races must embody the lifestyle he sets forth. (i.e. They must generally be of Lawful alignment and must take at least 1 rank in an appropriate skill of the forge at each level.)
  Acceptable Alignments: Any Lawful. (Lawful Neutral preferred.)
  Permitted Domains: Earth, Fire, Law, Strength
  Energy Type: Either
  Holy Symbol: A blacksmith's hammer.
  Favored Weapons: Battleaxe, Greataxe, Urgrosh (Dwarven), Waraxe (Dwarven/Exotic), Waraxe (Dwarven/Martial), Warhammer

Paxil Treldan - Father of the Halflings, Patron of Sailors and Tradesmen

Paxil Treldan is the Patron deity of the Sea and all those whose livelihood depends on trade or action across the water. He is also the patron Deity of the Halfling race. His original physical form was of small but resolute stature and it is arguable that he is the prototype along which the Halfling race split from humanity. He achieved Ascendancy during the 4th Cataclysm after he escorted a group of refugees to a safe harbor he had constructed. Descendants of this band were the first Halflings. Treldan pursues an agenda of community and trade, encouraging mutual protection and frowning on disruptive influences in the community. He calls the adventurous and disruptive to a lifetime (or quick death) of adventure on the sea. Except among the human sea traders of Halcyon, Treldan is almost exclusively worshipped by Halflings.

Treldan is worshipped in various areas by both human and halfling groups, though rarely together. Due to limits in my travels, I have been prevented from exploring some of the western areas where human worship of Treldan is common. However, I have had the opportunity to observe the halfling form of the church in the Halfling Enclave area of the Eanf Republic. (Note: Research suggests that this church is somewhat open and tolerant compared those in many isolated "pure" halfling regions.)

Treldan - Deity of Community, Sailors/Tradesmen, and the Halflings
  Alignment: Lawful Good
Mortal Origin:

Paxil Treldan was the first Halfling. His small size and suprising toughness were assets as tradesman. He could journey far and consume less when needed. He spent his life building community and cherished it. Though he was never really part of it.

As the holy wars of the 4th age gradually became worse, he realized that the foundations of the community that he loved were being torn apart. With the appearance of the signs that hearalded the coming Cataclysm, he pulled his people apart from all others and prepared for it. These preparations and the struggle for survival during the Cataclysm itself persuaded his followers to seek his Ascendance, which occurred during a public celebration marking the first complete year of the 5th Age.

The Treldan Communion

This church of Treldan operates in the halfling enclave lands of the Eanf Republic. It is characterized as a community based, close knit organization. Somewhat fundamentalist in practice, the church divides all persons into one of three categories: Member in Good Standing, Rogue Member, and Non-Believer. Members are the accepted and normal condition and are granted full access to the church, its activities, and benefits. Rogue Members are those believers who have chosen pursuits or disruptive lifestyles that place them outside of the acceptable community, either by personal choice or deliberate exclusion by the community. Rogue Members are believed to be among the most holy, or most unworthy, and only time and the tests of Treldan will tell. All believers that practice such non-community professions as adventurer, hero, or sailor, are automatically assigned this status and faithful Treldan believers will minimize contact with such folk. Although generally shunned, it is worth noting that the church still treats these individuals with respect and values their contributions to society... it just wishes that they could make those contributions without the burden on community values that their presence usually causes. Non-Believers are usually given the benefit of the doubt until they step over the bounds of community policy. Then they are run off with little or no tolerance.

Clerics of Treldan can be divided into the Member and Rogue categories like ordinary believers, with little organization and much zeal among the Rogues and a dour protective conservatism among the Members. The traditional form of address for a Treldan Adventuring Cleric is "Saint" since it is expected that their foolish ways will get them killed in the practice of their beliefs. (The body of a dead saint will be welcomed with great ceremony and grief for burial, while the living saint is generally treated as a dangerous pariah.) It is of particular note that the abilities and spells granted to a Rogue Priest differ from those given to a Member Priest. A priest that moves from one status to the other also undergoes an immediate change in abilities.

Member Clerics of the Treldan Communion
  Special: Member Clerics of the Treldan Communion cannot be adventurers. They have a church in their home community in which they serve as clergy. It is profoundly rare to find a Member Cleric active anywhere else.
  Acceptable Alignments: Lawful Good (preferred) or Lawful Neutral
  Permitted Domains: Good, Healing, Law, Protection
  Energy Type: Positive
  Holy Symbol: A pendant in the shape of a tiny ship.
  Favored Weapons: Bolas, Dagger, or Sling

Rogue Clerics of the Treldan Communion
  Special: Rogue Clerics of the Treldan Communion have rejected the structure of polite society in some way, most commonly by seeking adventure or new discovery. All Rogue Clerics of the Treldan Communion are referred to as "saints" by other Treldan believers.
  Acceptable Alignments: Lawful Good (preferred), Lawful Neutral, or Neutral Good
  Permitted Domains: Air, Healing, Travel, Water
  Energy Type: Positive
  Holy Symbol: A pendant in the shape of a tiny ship.
  Favored Weapons: Bolas, Dagger, or Sling

Section 3:  Foreign (Extraplanar/Non-Native) Deities

Certain powerful entities and deific powers from other planes of existence are worshipped on Uurth as Deities. These powers function within Uurth’s plane in a fashion similar to Ascended Deities. It is possible to banish Extraplanar Deities or ward against them with various forms of magic. An extraplanar Deity that is confronted and destroying while in Avatar form is banished from Uurth and loses all deific power within Uurth’s plane.

Norse Pantheon

Among the Extraplanar Deities worshipped on Uurth, the Norse Pantheon has the largest known following. Worship of this outside pantheon is limited primarily to the Viking Raider culture of the far North.

Demon Princes of the Abyss

Dreviloe also calls upon the services of some of the dark powers of the Abyss (sometimes referred to as "Demon Princes"). This known connection has in turn spawned isolated pockets of direct worship of these foul beings, blurring the line between deity and powerful beings.

Murphy – Prince of Random Failure

This enigmatic being is honored on Uurth with the reverence of a native deity but has no known active halls of worship. Instead followers (particularly Shoac worshippers) of the other deities pay him homage without allegiance. (Gliveraw worshippers view the mention of his name as an omen of bad luck but nevertheless are often found to observe the traditional homage rituals.) He is best known for His Law: "That Which Can Go Wrong Will; And That Which Can’t Will Do So Spectacularly." Although there are many individual forms of paying homage, the most common (and traditional) is to offer one sock in an oft worn pair for sacrifice (usually by burning in the campfire). It is believed that this stems from the widespread observable phenomenon that in any large load of laundry one sock will usually vanish. (I’ve visited 13 different Prime Planes and it happens everywhere!) Apparently Murphy takes them for his own unknowable purposes and by sacrificing a sock in his name he is saved the annoyance of having to take it himself (leaving him in a better mood). In rare cases, clerics of Murphy arise to spread the divine truth of “Murphy’s Law”.

Murphy - Prince of Random Failure
  Alignment: Chaotic Neutral
Planar Origin and History of Interaction on Uurth:

Murphy's extraplanar origins are unknown, but he appears to have once been a mortal on one of the most ancient Prime Planes with profoundly bad luck and a sense of humor about it.

His first appearances in Uurth lore occur during the 1st Age in the notes of early extraplanar travellers. Norton Hamar is thought to be the first to pay homage to him and popularized the sock-sacrifice ritual that is often seen on Uurth. The ancient Arch-Mage Atrien is said to have executed a servant that mentioned Murphy's name just before one of his experiments failed.

Known Avatars:
  The Laughing Jester A Bard in a Jester's dress that publicly mocks a person who's just experienced a humiliating misfortune.
  The Tactical Critic An otherwise unnoticed advisor that appears during critical battle planning to comment "No plan survives first contact with the enemy." If this advice is ignored, he can be heard to mutter "I have met the enemy, and he is Us!" under his breath as he slips away. Otherwise he simply slips out of the planning session with a grin on his face.
Clerics of Murphy
  Acceptable Alignments: Any
  Permitted Domains: Chaos, Luck, Trickery
  Energy Type: Negative
  Holy Symbol: A Silver Shamrock
  Favored Weapons: None

Section 4:  Fallen and Forgotten Deities

Once in a great while, Ascended Deities fall. This can happen in a variety of ways, but the most common is that the Deity is vanquished in his/her physical form and none of their priesthood remains to recall them.

The following ancient and fallen deities are noteworthy for their place in legend. Since there remains a living record of them, it is possible a priesthood could arise to return them to their former deific status.


Atrien - The Arch-Mage Atrien has had a small but persistent following since even before the end of the first age. He is arguably the first Ascendant, but the evidence indicates that his priesthood has never achieved any real success. The one common evidence of divine contact with his priesthood was in the form of persistent dreams granting knowledge of Magical Spell formulae (relieving his mage priests of much of the traditional need for research) and of clairvoyant visions providing useful knowledge of the here-and-now. Both of these phenomena began AFTER his apparent destruction in battle with Harlokken and ceased about 10 years ago at the time of a great volcanic event in the Backbone Mountains near his ancient capitol city. It is believed that this cult is now finally and permanently extinct.


Harlokken - Although his physical form was totally destroyed in his great battle with Atrien, Harlokken persisted in this world in a non-material state. After his military forces defeated Atrien’s in conventional battle Atrien provided Harlokken with a "tribute" consisting of a magical tower that provided many useful powers to it’s owner, including an illusory body that could walk the lands nearby. Only after they had their later magical duel did he discover that the device had trapped his soul and now prevented him from traveling further than the tower’s radius of power (200 miles) or in any way inhabiting any other body that might provide such travel. To complicate matters, his ability to use these powers slowly faded over time as the tower’s abilities faded without a "live body" to consume. The cult of Harlokken has existed since that time to provide caretaker Masters for the tower. (Each has, in turn, suffered from the curse, but in doing so sustained the soul of Harlokken in a dormant state). About 14 years ago the Tower was destroyed by it’s current master (Lord Diben Pyros) rather than permit a new master to displace him. Attempts by masters of prior ages to do the same had met with absolute failure. Evidence indicates that Lord Pyros had discovered the essential workings of Atrien’s original curse and knew how to circumvent its limitations. Only by destroying the tower, himself, and all record of his research could he guarantee that his ambitious successor candidate (Arch-Mage Carnelien Vengeform) would not use this power to wreak havoc on the world and achieve near living-god status. Since that time the surviving Acolytes of the Tower have sought dormant ancient powers in hopes of restoring it and their access to the spirit of Harlokken.

Return to the Uurth Resources Page.

This page is owned and maintained by: Eugene H. Pharr, Jr.
All original material presented in these pages copyright © 1997 - 2017 by Eugene H. Pharr, Jr. and may not be reused for profit without express consent. This material is presented for entertainment purposes and may be reproduced by individuals for off line personal use free of royalty.

Valid HTML 4.01 Transitional