The Gods of Feanor

"In the Beginning..."

Feanor is a world unlike what we are used to, as the Gods of this world are physical beings, far from omnipotent, and certainly not all-knowing, the Gods are very much like the Greek or Nordic pantheons. Above all of the Gods sleeps The Dragon, whose dreaming created the reality of Feanor, and whose thoughts gave birth to the first Primes. The first Primes created the 'Dreamweave', the fabric of Feanor, and the others added their own touches to it. Long after the first primes created the world, a second generation of Primes were born from the Dreamweave itself, and the Gods from other realities joined with them to populate the Dreamweave. Untold ages passed, and the Primes and Gods fought a war with each other which ravished the Dreaming, and nearly woke The Dragon herself. The Gods and Primes then retreated from Feanor to heaven, the Golden Palace of The Dragon, where they observe the world below, and intercede on behalf of those who are worthy.

Of Clerics

The clerics are the intercessors between the world of mortals and the Gods. Through faith and devotion to the ideals of their God, the clerics of Feanor are granted powers beyond the mortal ken. Such devotion comes with a price, for if a Cleric slips but a hair out of their faith, all that they have gained is lost until they atone for their sins. Any cleric who deviates from his or her faith loses all bonuses from their Cleric class, including spells, level dependant bonuses, feats and skills.

Atonement

Atonement is a particular ritual performed by the order to which each Cleric belongs. The details are different depending on the order, but the goal is the same - to re-purify the spirit of the errant Cleric.

Not all clerics hold fast to to the Gods for their guidance. Many clerics have devoted themselves to an ideal or a Philosophy. Their devotion to this provides them with the same blessings. Theologians tend to believe that the Gods themselves are responsible for protecting and promoting philosopher-clerics, though the Gods don't tell.

All Clerics are required to choose one God or one Philosophy to represent their belief structure.

Philosophies

The 4 Elements (Earth Air, Fire Water), Rune, Void, Law and Chaos are the allowable philosophies for Clerics to draw power from. The player can be of any alignment, and design their own philosophical bearingsaround one of these choices. However, this freedom comes with a price. Each Philosophy only comes with two domain choices.

Philosophy Domains
Earth
Earth, Strength
Air
Air, Protection
Fire
Fire, Destruction
Water
Water, Travel
Rune
Law, Artifice
Void
Chaos, Darkness
Law
Law, Nobility
Chaos
Chaos, Madness

The Gods

Of Primes and Gods.

Prime is a name given to a God who is one of the children of the Dragon herself. A God is one who came to the Dreaming, but was not born from it.

Alignments

A God's alignment represents that God's ideals.

The first word represents their ethics: Lawful, Neutral of Chaotic.
A Lawful Deity is one who espouses order over chaos, and the rule of law over too much personal liberty.
A Neutral Deity is one who seeks to balance the need between too much order and too much chaos.
A Chaotic Deity is one who believes in personal freedoms, and chafes at the strictness and order of law.

The second word represents their morality: Good, Neutral or Evil
A Good Deity upholds the ideals of selflessness, honor and sacrifice for the greater good of all. The ends never justify the means.
A Neutral Deity sees good and evil in shades of grey. The ends sometimes justify the means.
An Evil Deity seeks only self gratification or rampant destruction. The ends always justify the means.

Deities are the personification of their worshippers ideals, and will always follow their alignment. Moreover, they expect their worshippers to emulate them whenever possible. Thus, a LG (Lawful Good) deity would not tolerate theft by one of his clerics, and would likely remove their access to their spells.

Portfolio

Every Deity has particular aspects of life that they tend to watch over. This is called their portfolio.

Domains

Deities grant special abilities to their Clerics. These are called Domains. When you choose a God, you also choose one Domain that they grant.

This list is not meant to be all-inclusive. It only contains the more commonly worshipped deities.

The Elves

Valerion Sarethiolas - Deity of the arts, Creator of the elven races

Ancient creator of the elven Races, Valerion is generally thought to be the eldest of the gods and primes. Appearing as a nine foot tall elf, glowing from the inside and clad in the ultra-stereotypical foresters clothes, her presence heralds the initiation or completion of some event significant to elvenkind as a whole; however, she will rarely intervene directly, preferring instead to act through her own agents, and those of Areataea and Karea, whom nominally serve her.

Symbol
Crescent Moon
Gender
Female, Elf
Alignment
Chaotic Good
Portfolio
Arts, Crafts, Elves, Gemcutting, Poetry, Pottery
Domains
Chaos, Good, Earth
Favored Weapon
Gemcutter, a Crystalline Longsword

Salaria Patialias - Deity of the woodlands, Goddess of the forest

The green skinned goddess of the woods is an even tempered personification of all that most elves hold ideal, and while her glowing green eyes rarely leave their woodland homes, many a person has whispered one of her simple prayers over their budding crops in hopes of a good turn out. Her clerics are found mostly among wild elves, but druids of any lineage worship her almost exclusively.

Symbol
Oak Leaf
Gender
Female, Elf
Alignment
Neutral Neutral
Portfolio
Druids, Elves, Forests, Mountains, Woodlands
Domains
Animal, Plant, Sun
Favored Weapon
Oakheart, A longspear

Areataea Bartholas - Deity of War, Goddess of Defense

Always clad in the traditional and heavily ornamented plated armor of the elves of old, Areataea is depicted solely in ivory and pure white marble. She has a winged helmet, and similar effects upon her boots. She acts as the messenger of Valeria, and is often found at her side on Cori Celesti. She is a headstrong deity, however, and has been known to leap into battle to aid outmatched elven war parties, glowing sword and shield in hand.

Symbol
Crossed Scimitars
Gender
Female, Elf
Alignment
Lawful Neutral
Portfolio
Elves, Fighters, Forests, War
Domains
Law, War, Protection
Favored Weapon
Foeslayer, a curved bastard sword

Taralia Twostone - Deity of the Wild Elves, Goddess of Neutrality

The queen of the wild elves is not held in high regard, for she lives not on the mountain of the gods, Cori Celesti, but rather chooses to live amongst her people in the great forest. She generally appears as a massive oaken throne, and speaks through the current queen, who is elected once a decade. During special ceremonies, she will transform into her true form, that of a wild, scarcely clad elven woman with green hair and eyes like molten silver.

Symbol
A twisting vine
Gender
Female, Elf
Alignment
Neutral Neutral
Portfolio
Bacchanalia, Dancing, Elves, Forests
Domains
Chaos, Trickery, Plant
Favored Weapon
Screamer, a flaming battleaxe

The Light Primes

Chim - Lord of Luck, Prime of Rodents

A jovial mouse with gray headfur, with a bit of a paunch. His fur is pale; his eyes are like indigo opals. His demeanour is that of a gambler: capable of a "poker" face, able to face losses and wins with equal good grace. He has a wonderful sense of humor and poetic justice.

Symbol
A yellow die, showing one, two and three holes.
Gender
Male, Rodent
Alignment
Chaotic Good
Portfolio
Rodents, Luck, Games, Fun
Domains
Chaos, Luck, Good
Favored Weapon
Pinsqueak, a jeweled dagger

Danival - Lady of Beauty, Prime of Mustelines

With phenomenally long hair, a sweet face, and a figure as cute as any legendary princess, perhaps Danival is beautiful because she just doesn't tolerate the unharmonious, the lazy, or the indulgent. She's a hybrid/generic musteline, a combination of skunk, weasel, marten, ferret, and ermine.

Symbol
A green dragonfly with a furbrush as it's body
Gender
Female, Mustiline
Alignment
Neutral Good
Portfolio
Mustlines, Beauty, Music, Dance
Domains
Good, Healing, Protection
Favored Weapon
None

Reegarr - Lord of Strength, Prime of Canines

Gruff but ruggedly handsome, Reegarr is a wild-ish wolf wearing a gladiator's accoutrements. He has a broadshouldered somewhat heavyset physique and he wears formfitting elaborately decorated clothing reminiscent of the `traje de luz' of a bullfighter. Reegarr has a Portuguese/Spanish feel to him. He's a loner, a romantic figure, with a sword in one hand and a rose in the other.

Symbol
A Red Lightning Bolt
Gender
Male, Canine
Alignment
Lawful Good
Portfolio
Canines, Honor, War
Domains
Law, Good, Strength
Favored Weapon
Relampego, a razor-sharp rapier

M'Rill - Lady of Agility, Prime of Felines

M'Rill is the only one of the five Exalted Primes who would `get in trouble'. Primes no longer gallivant freely amongst mortal Furres, but in the `old days' M'Rill would wander like Hermes. Her adventures are tales of daring, stealing items of power or value, but only from cruel evil villains and despots. She enjoys a good scrap, fighting like Peter Pan against enormous odds. There's a touch of the rebel in her, the aloof independence of a cat who would never simply follow an order.

Symbol
A blue clawed paw.
Gender
Female, Feline
Alignment
Chaotic Good
Portfolio
Felines, Luck, Trickery, Theivery
Domains
Luck, Trickery, Travel, Good
Favored Weapon
Rowl and Mrr, twin gilded katars

Patrilius - Lord of Wisdom, Prime of Equines

Stately handsome Patrilius is depicted as a horse of white or black, or as a zebra. He wears a toga-like robe, and a blanket evocative of an "elder" in African culture. He's sometimes shown wearing the hat of some kind of dignitary or elder, and the other Exalted Primes defer to him to resolve their disputes. He would likely wear earthtones, terra cotta, brick red, black, ivory, and ochre-yellows.

Symbol
An unfurled scroll
Gender
Male, Equine
Alignment
Lawful Neutral
Portfolio
Equines, Knowledge, Justice, Magic
Domains
Magic, Law, Knowledge, Nobility
Favored Weapon
Finnbar, a purpleheart staff

St. Iocus - Lord of Valor, Prime of Paladins

St. Iocus (nee : Iocus D'Marais) was given the mantle of Primehood after his single-pawed defeat of Peristane, after being granted the Evangelius by Reegar in the First Age of Calenndor. Though the youngest of the Primes and Gods, his courage is no less bright

Symbol
The rood of Iocus, a cross superimposed on an x.
Gender
Male, Canine
Alignment
Lawful Good
Portfolio
Honor, Valor, Chivalry, Discipline
Domains
Good, Destruction, Strength, Glory
Favored Weapon
Evangelius Iocus, a massive orichalcum dreihander

Aristaya - Lady of Imagination, Prime of Dreams

Unicorn (horse with a spiralling horn on her forehead) with a white coat. Descendants of her Half-Prime progeny are still devoted to destroying devotees of her arch-enemy, the Dark Prime Taglinn Tigh. Aristaya is called "Granter of Restful Sleep." She is sometimes depicted as a horned zebra.

Symbol
A shillouette of a unicorn's head
Gender
Female, Equine
Alignment
Neutral Good
Portfolio
Sleep, Dreams, Rest, Compassion
Domains
Good, Magic, Protection, Darkness
Favored Weapon
A gilt hammer, which has no name.

The Humans

Aarisan ben-Kaiaran - Messiah of Adon La’hav, Champion of the Golden Age

Though not a true god, Aarisan is revered as a messianic figure in far-northern religion and literature, especially among the rare disciples of Adon La’hav. Followers of his teachings believe that in his departure from this world into the ‘world to come’ began an age of Feanor's self-destruction. To them, his return will issue forth a utopian era. He is portrayed as a tall, jaded half-elven figure, and is often pictured before a massive gate.

Symbol
A massive gate
Gender
Male, Human
Alignment
Neutral Neutral
Portfolio
Discipline, Honor, Valor, War
Domains
War, Strength, Protection
Favored Weapon
Nameless pair of longswords

Inari - God of Rice, Patron of Gamblers

Inari is a rather simple God. He doesn't spend much time seeking worhippers, or even tending to his unusual and rarely found clerics. Inari prefers to simply sit and roll dice all day, hoping to win against himself in games of chance. Inari is however invoked whenever a game of dice is played, especially when the chances are long.

Symbol
A bowl of white rice
Gender
Male, Human
Alignment
Chaotic Neutral
Portfolio
Rice, Games, Chance, Quests
Domains
Luck, Protection, Knowledge
Favored Weapon
Rice Beaters, a pair of oddy crafted Nunchaku

Darral Windwhisper - Deity of Magic and the Sun

Appearing as the archetypical ‘Wise old man with a walking staff’, Darral Windwhisper spends a considerable amount of time wandering the world, offering what he regards as sagely advice. Most people view him as a forgetful old fool, as he often shows up after the fact, dispensing his advice where it is singularly unhelpful. Instances include telling a man not to let his children play in the forest, several weeks after they disappeared for a few weeks and later returned with wild tales of candy houses and giant ovens. He means well, however, and commands awesome power, being one of the few deities worshipped by humans, and most of that short-lived species have shrines in their homes devoted to him.

Symbol
An embossed flame
Gender
Male, Human
Alignment
Neutral Good
Portfolio
Fire, Good, Humans, Light, Mages, Magic, The Sun
Domains
Magic, Fire, Good, Sun
Favored Weapon
An oaken quarterstaff

The Dwarves

Dunkild - Forger of the Gods, Patron of blacksmiths

Symbol
A set of forging pincers overlaying an anvil
Gender
Male, Dwarf
Alignment
Lawful Neutral
Portfolio
Fire, Law, Blacksmiths, Forges, Dwarves
Domains
Artifice, Earth, Fire, Law
Favored Weapon
Skullhammer, a giant maul

Weedlenose - Dunkild's Second Cousin, Patron of Dumb Luck

Portrayed as a member as any one of three species by the Dwarves, halflings, and gnomes, Weedlenose is the classical prankster, jester, and ne'er do well. His adventures are infamous, and most rogues pay him at least token respect, though they'd never admit it. Always dressed in garish clothes, he is said to spend a fair amount of time running around the world, wenching, drinking, and tripping people whom he believes to spend a little to much time with their noses in the air. His clerics are virtually unknown, and there is no church of Weedlenose, save for in a very small number of halfling and gnome villages. Even then, most people avoid the places, as one is more likely to get a pie in the face than a blessing.

Symbol
A wrapped present
Gender
Male, Dwarf/Halfling/Gnome
Alignment
Chaotic Neutral
Portfolio
Bards, Dancing, Dwarves, Gnomes, Halflings, Jokes, Pranks
Domains
Trickery, Chaos, Luck
Favored Weapon
Shilleligh, toad stickers, & barstools

The Drow

Lloth - Goddess of the Drow

Absolute ruler of the ebon skinned under-elves, Lloth is a cruel and capricious deity, and preaches the absolute dominance of all drow-kind. Fortunately, her dogma also forces her agents to spend more time plotting against each other than her enemies – Fortunately, as the dark elves ferocious breeding rates would soon prove them unstoppable, were they not so busy killing each other. Lloth rarely makes personal appearances, and such are considered to indicate extreme divine favor.

Symbol
A spider on a web
Gender
Female, Drow
Alignment
Chaotic Evil
Portfolio
Ambush, Assasins, Death, Drow, Murder, War
Domains
Chaos, Destruction, Evil, Trickery
Favored Weapon
Darkblade, a thin dagger

The Dark Primes

Taglinn Tigh, Lord of Nightmares, Dark Prime of Fear

Panther, with four arms. His chest has eight slender holes in the ribs, through which can be seen roiling glowing fog. Breathing the tendrils of this vapor causes fright to the point of paralysis. Despite his nature, it is said that he has fathered numerous Half-Primes, and takes a special interest in their upbringing. He is the arch enemy of the Prime Aristaya. Some believe him to be the most powerful of the Dark Primes. His Heretic is The Scrollkeeper.

Symbol
A mask that covers the left side of the face
Gender
Male, Feline
Alignment
Neutral Evil
Portfolio
Nightmares, Evil, Void
Domains
Evil, Trickery, Knowledge
Favored Weapon
Himself

Peristane - Lord of Claws, Dark Prime of Slavery

A gryphon, all black, with only one wing and one eye. Peristane took some of Saligor's birds and made the Ostrixes and the Scarhawks. He gave them unto his four Half-Prime sons. Then he disguised himself as a mortal, and attempted to make himself emperor of ancient Taigorr. His longevity eventually betrayed his supernatural nature, and the evil Undying Emperor was discovered and driven out by the hero Mouse Rembion and the heroine Horse Mare Naborrah. Peristane made a second attempt to rule Taigorr, fathering four new sons. This time he was thwarted this time by the Furre who would become St. Iocus, who tore off Peristane's left wing and put out his eye.

Symbol
The Ancient royal crest of Taigorr
Gender
Male, Gryphon
Alignment
Lawful Evil
Portfolio
Politics, Gryphons, Wars
Domains
Evil, Law, Nobility, War
Favored Weapon
Ghristrestang, a curved, one handed blade of ancient design.

Chatengo, Lord of Treachery, Dark Prime of Despair

He has large white eyes, dressed in tattered clothes and dripping with seaweed. His sigil is carven onto his left cheek. Chatengo was cast out of the Primes as punishment for drowning the Prime Nareetha. He delights in all manner of betrayal: unfaithfulness in love or war. His personality is shattered into her two Aspects, Amoi and Enmoi. Amoi insists that love means promising anything to ensure the cooperation of the beloved, and that love can be bargained for, and rightfully earned. Enmoi does not believe that love exists, and is forever attempting to cheat the other Primes. His Heretic is Mim.

Symbol
An abstract, five pointed symbol
Gender
Male, Feline
Alignment
Chaotic Evil
Portfolio
Trickery, Lies, Betrayal, Murder
Domains
Chaos, Evil, Trickery
Favored Weapon
Chains of animated seaweed

Dyarr/Dyarra, Lord/Lady of Confusion, Dark Prime of Lies

Androgynous, in a long cloak that drags on the ground. The Wyrmmes were his favored people, and they were destroyed by lava, earthquakes, and tidal waves, in a disaster brought about by Dark Primes Tallus, Telcodar, and Chatengo. Dyarr was upset when the Dragon did not permit their re-creation, but instead, ordered the Furres to be made. Dyarr conspired with Erigon, and they brought the Dragon a wine that caused it to sleep. Then Dyarr took on the Dragon's guise. He told Thelcoda and Licharra to make new Wyrmmes. He might have succeeded, but Chim and Patrilius were suspicious of the order. They created an orb, called the Second Moon, and its light stripped away Dyarr's illusion. The Primes were so angry at the deception that they tore off Dyarr's wings. When the Dragon awoke, She cast Dyarr out of the Dreaming. His/Her Heretic is Kendrick

Symbol
A Wyrmme's Claw
Gender
Androgynous, Wyrmme
Alignment
Lawful Evil
Portfolio
Trickery, Wyrmmes, Potions
Domains
Law, Evil, Trickery
Favored Weapon
Scaleforged, a greatsword

Greydark, Lord of Broken Things, Dark Prime of Destruction

Wolf, haggard and white, with sinister facial markings. Greydark has occasional moments of lucidity, in which he is wracked by remorse, and sometimes tries to restore things but most of the time he is insane, and devotes his cool intellect to trying to destroy coherency of reality. reality in the Dreaming which underlies the coherency of Furcadia. Objects in Greydark's vicinity will begin to decay and break down. Furres will age at a frightening rate the closer they get to him. His Heretic is Erisvan.

Symbol
Three lines converging on a point, but never reaching it.
Gender
Male, Canine
Alignment
Neutral Evil
Portfolio
Death, Destruction, Vengeance, Hatred
Domains
Evil, Destruction, Madness, Darkness
Favored Weapon
Murder, a daikatana

Tallus, Once Lord of Prophecies, Once Dark Prime of Thieves

Tallus's appearance is unknown. He was said to have been able to see the future all the way up until a final battle, whose outcome he didn't know. His name survives mostly in phrases like "Tallus only knows". "Eyes of Tallus" refers to the stars, for after he was torn apart by the Viveravvus, the Dragon placed the fragments in the sky. Some astrologers thus believe that the power to see the future via horoscopes comes from Tallus's shattered body.

Symbol
The full moon
Gender
Male
Alignment
Neutral Neutral
Portfolio
Prophecy, Death, Theives
Domains
Luck, Magic, Knowledge
Favored Weapon
none

Domains

A Domain is a special boon granted to a Cleric of a particular God. You choose one Domain from the God you choose at first level, and you pick your second domain at 12th level. You only ever get 2 domains.

Chaos

You gain +2 To Hit/Damage and AC when facing against agents of Law

Law

You gain +2 To Hit/Damage and AC when facing against agents of Chaos

Good

You gain +2 To Hit/Damage and AC when facing against agents of Evil

Evil

You gain +2 To Hit/Damage and AC when facing against agents of Good

Trickery

You can cast Illusion based spells.

Earth

You may cast Elemental Earth spells as well as Elemental Light spells.

Air

You may cast Elemental Air spells as well as Elemental Light spells.

Fire

You may cast Elemental Fire spells as well as Elemental Light spells.

Water

You may cast Elemental Water spells as well as Elemental Light spells.

Darkness

You gain perfect night vision. You never take penalties for being blind in the dark or from blindness spells. This does not grant immunity to extremely bright natural light.

Sun

Once per day, you can gain +5 levels when rolling on a Turn Undead attempt

Artifice

Choose one item creation skill. Add x1 to it.

Luck

Once per day, you may re-roll one roll that you made. You must take the new roll, even if it worse.

Knowledge

You may use 2 times your Wis Mod when determining CR for Divination spells.

Glory

You always roll Turn Undead with +1 level, and do 1d<level> damage to any Undead successfully turned.

Destruction

You can Smite like a Paladin against either good or evil foes (depending of you're Celestial or Infernal). However you only add 1/2 your level to damage.

Strength

Once per day, you can add level to your Strength score. This lasts for 1d3 rounds.

Protection

Once per day, you can grant to anyone a bonus equal to half your level to their next ability check.

Nobility

Once per day, you can use the effect of any one Spellsong, though you don't need to sing or play an instrument. This lasts 2 rounds. The Cleric uses his leadership qualities to inspire the forces.

Madness

Your character is generally disheveled, and quite crazy, they lose 1 Wis permanently. However, once per day, they have a moment of pure clarity, and may add half their level to their CR for one spell OR They may add d<level> to their Evocation damage. (i.e. level 10: d5 -> d15)

Plant

You can turn or command plant creatures (treants, etc) using the rules for turning or commanding Undead. Both Good and Evil Clerics can turn or command.

Animal

You can turn or command feral creatures using the rules for turning or commanding Undead. Both Good and Evil Clerics can turn or command.

War

Gain +2 To Hit/Damage when using the Deity's favored weapon.

Magic

You can choose one school from the Mage spell list (except Necromancy). You get this school free at first level.

Healing

Gain +1 dice to your Healing rolls. (i.e. d6 -> d7)

Travel

Once per day, you can add your level to the resist roll of an immobilization spell, or similar effect.