Gods of Thernicus

Overview of the Gods and Religious Life in Thernicus

Gods of Thernicus-Quick Reference

Azhrei CE Undead, Disease Chaos, Death, Evil, Suffering, Undeath Sickle Sickle
Anubis LG Death, Duty, Judgement, Community Death, Good, Knowledge, Law, Repose Khopesh Scales
Athena LG Wisdom, Honor, Justice, Battle Community, Good, Law, Protection, War Spear Pegasus
Belarak CE Destruction, Slaughter Chaos, Death, Destruction, Evil, War Axe (any) Bloody Axe
Brgit NG Charm, Fire, Poetry, Art, Love Fire, Good, Knowledge, Sun, Joy, Luck Spear Flame
Cthulhu CE Cataclysms, Destruction, Dreams, Madness, Void Chaos, Evil, Madness, Void Dagger All Seeing Eye
Dunatis N Earth, Nature Air, Animal, Earth, Plant, Sun Staff Tree
Elarak LE Tyranny, Dominion, Evil Evil, Law, Retribution, Tyranny Flail (any) Raven
Green Mother NG Nature, Weather, Hearth Good, Plant, Storm, Weather Staff Owl
Hecate NE Magic, Illusions, Deception, Portals Darkness, Illusion, Liberation, Magic, Trickery Sickle Black Crescent Moon
Ishtar N Earth, Fertility, Lust Charm, Earth, Healing, Pleasure Sickle Ram's Head
Kos N Battle, Doom, Revenge Chaos, Destruction, Glory, Protection, War Sword (any) Grey Greatsword
Loki CN Thievery, Trickery Charm, Chaos, Illusion, Luck, Trickery Dagger Dice
Marduk LN Law, Order, Justice Glory, Knowledge, Law, Nobility, Protection Mace Book
Mieliekki NG Nature, Forests, Rangers Animal, Earth, Good, Plant, Sun Bow Swan
Nareal LG Truth, Time, Good, Valor Good, Law, Healing, Nobility, Sun Sword Hammer of Justice
Neptune N Oceans, Storms, Water Air, Ocean, Water, Weather Trident Wave
Reygar CG Healing, Medecine Good, Healing, Knowledge, Repose Staff Sun
Set NE Hatred, Revenge, Murder, Dark Power Death, Evil, Hatred, Retribution, Trickery Sword Jackal Head
Thor CG Lightning, Strength Air, Good, Storm, Strength, Weather Hammer Hammer with Lightning Bolt
Tiamat LE Dragons, Tyranny Evil, Law, Scalykind, Tyranny Sword Dragon Head
Tunea LN Arbitration, Law, Magic, Knowledge Glory Knowledge, Law, Sun, Trade Flail Quill
Verenestra CG Forests, Dryads, Fey Charm, Chaos, Good, Plant Staff A filigree edged mirror

All divine casters must have a diety, no exceptions

All Clerics must use their holy symbols as the focus for their spells

All Clerics must be their Diety's alignment or 1 step away on the axis only

The Pantheon

Ahzrei CE

Azhrei is generally depicted as a rotting corpse, similar to a large, bipedal lion, with rotting bat-wings. His arms are furry, but end in hands that are skeletal, with decaying flesh falling from them. He revels in the creation of undead, and the destruction of life. Suffering and Disease please him to no end, and he directs his priests to spread as much of it as possible. The raising of undead, sending them forth to lay waste to life, is done whenever possible.

Anubis LG

The jackal headed god, Anubis is dutiful, honest and fair in his dealings with all, and his clergy are as well. Anubis is the peaceful and benevolent god of death. Anubis sees death as a dignified act, something that all have in common, no matter what station in life you come from. The judger of souls, Anubis takes his duty seriously, and never wavers. His dogma is to spread the word that death is a natural part of the cycle of life, and is to be treated as the celebrated passing of a life. He harbors nothing but ill will for Belarek and Azhrei, as they slaughter and create undead, mocking what should be a peaceful rest for those who have passed. Many city morgues are run by the Temple of Anubis, bringing sanitation and peaceful respite for the dead.

He abhors all undead, and commands his servants to eliminate them whenever encountered.

The Church of Anubis has a place in society. While not popular, the Clergy of Anubis are respected for the treatment that they afford the dead. They do not judge the dead, that is left for their Master to do so.

Paladins who serve Anubis are generally much grimmer than their counterparts of the other faiths. Anubis tasks his paladins with seeking out and destroying undead.

Athena LG

Athena is the protector, the Wife of Nareal, and the goddess of strategy in battle. She is one of the greatest forces for good in the known world, and many a community considers her their chief diety, and she watches her charges dilligently. She appears as a beautiful woman, always with a spear nearby. Her dogma promotes the good of the community, her priests charged with building and maintaining structures and organizations that can benefit everyone equally.

Worship of Athena is widespread among the civilized nations of the north and central part of Thernicus. Athena�s portfolio of wisdom, law and community is very popular among the common folk, and her benevolence is widely appreciated. Every major city, town and village in this part of the world has at least a small church dedicated to the Wise Queen. The clergy of Athena work tirelessly to ensure that weal and goodwill are promoted, and her clergy are especially concerned with the welfare of children. The church sponsors many orphanages and makes a concerted effort to aid those who are unable to help themselves. Her love of knowledge, and the benefits that one may derive from using knowledge, manifest in many large libraries that are affiliated with the church. In the larger cities of the land where major temples are located, a large library is usually part of the temple campus. Athena�s clergy, and the Church, sponsor many quests that seek ancient tomes and articles of lore. Aside from her commitment to Law and Community, her clergy wage war against the forces of evil, and many of them are in the front lines in the battles against the humanoids and giants that live in the mountains and attack villages in the more remote regions. Many of her clergy are trained in military tactics as well. In her martial aspect, Athena and Nareal are equals in their fervor. The Church of Athena, while it has a high profile in many areas, is not ostentatious. Decorum and appearance are simple, with minimal emphasis on ceremony and high emphasis on committing deeds that are worthy and leading by example.

Belarak CE

Belarak is the twin of Elarek, but unlike his devious and meticulous brother, Belarek is neither subtle nor intelligent. He revels in slaughter and war, and strives to bring his influence over any battlefield that he can. His dogma teaches that the strong gain the spoils and the victory, and that the weak gain pain and death, and that hunting for sport is the epitome of what he stands for.

Brigit NG

Brgit is the Highlander goddess of fire, poetry, passion and the arts. She is depicted as a stunningly beautiful woman with red hair and green eyes. Many Bardic houses and Heraldric institutions pay homage to her, as their divine muse. Her dogma leads her followers to create art and things of beauty for the sake of spreading joy to others. She is also venerated by lovers, and arcane casters who primarily deal in fire.

Dunatis N

Dunatis is the Father of the Earth, the one from whence all others sprang. He is the father of the pantheon, and the oldest, as old as time itself. He concerns himself with the natural things of the world, the elements, animals, the weather. He teaches others to live in harmony and to use what nature provides, without spoilage or waste. His flock teaches the dogma of conservation and practical use of what nature provides, without endangering or raiding the resources unwisely.

Most of his followers are druids, who tend to keep to the old ways of maintaining and preserving a balance of forces in nature. While he does not disapprove of Mielikki, he does not share her leanings towards helping man tame nature.

Dunatis teaches that nature and the elements were here before any man, and that man should respect those forces, as they continually move without the influence of man. The forces of nature are everchanging, following no plan other than the changing of the seasons. For anyone to insist that they can channel and change the forces of nature is to go against the natural order of things and to risk destruction.

Evil and good both have a place in the world as long as they respect the laws of nature and do not attempt to impose their will upon the wild.

Elarak LE

Brother of Belarik, Elarak is a smooth and charming manipulator, one who deems that everything, and everyone, has a price. Elarak plots and machinates, the exact opposite of his hulking and maniacal brother. Elarak's followers preach the dogma of the Strong leading the Weak, using the laws in place or creating them in order to strengthen one's hand. Whatever you can take, that others will give, you do so, to improve your position.

Green Mother NG

The Green Mother is the embodiement of the good of Nature, and of Weather. She is venerated by good druids, and by many of the forest's good creatures and beings. Some wood elves follower her as well. She works in combination with Dunatis and Verenestra as a warden of green places, and to prevent the corruption and depravity that some more savage and destructive forces of nature employ. She is a foe of all things undead.

Her followers are druids, and occasionally oracles and rangers. 

Hecate NE

Goddess of the Dark Night, Black Magic, Nightmares, The Hoarder of Knowledge and Portals, Hecate is depicted as a beautiful woman with a capricious, somewhat malevolent smile upon her face. She seeks knowledge, to hoard, to use at whatever time is most opportune for herself. Rather than share knowledge that might aid others, she tends to lock it away. Her followers are power-hungry, and delve into secrets to further their own ends, and that of their goddess. Blackmail, witholding vital information or murder are acceptable tools for her clergy to retain what knowledge they have.

Hecate's followers can be found in almost all large cities to some extent. Secret covens work in the cities of the good nations, while her temples are open and in full view in the more cosmopolitain or questionable locations throughout the lands. There is even talk of an elven sect of worshippers, who defy Sehanine Moonbow as the keeper of Elven Magic. In any regards, Hecate's clerics have been known to work with Assassin's Guilds, Corrupt Merchant Organizations and other unsavory groups. Many of the corrupt Lords and Nobles in the northern kingdoms have been lead astray by her followers. Hecate's priests enjoy working the strings of power from within organizations, preferring that a puppet be the face of an organization.

Ishtar N

Ishtar, the ancient Mother Goddess, is worshipped in rich temples and at lavish shrines with rituals of the sacrifice of fine incense and objects and orgiastic frenzy performed before sensuously carved idols of ivory.

For those who serve her, Ishtar bestows bountiful harvests and many children in exchange for these sacrifices. Areas where she is revered are known for bountiful harvests. The voluptous temple prostitutes which are found in Ishtar's temples are well known even outside the lands where the goddess is worshipped.


Kos N

Kos is an ancient god, and not an original member of the pantheon. He arrived from another place in time, and found much worship upon Thernicus. Kos is the God of Battle, and the Dooms that are associated with war and battle. Unlike Belarak, Kos does not wage war haphazardly or for the sheer joy of killing. Kos teaches his priests the dogma that one must be prepared for battle, and that instruction in arms and tactics is essential. To be on the defensive at all times, ready for battle is prudent. His dogma states that one should deploy all resources available, to doom your opponent to defeat.

Loki CN

Loki, simply put, is a trickster. He is a practical joker and a wild, carefree spirit that likes to take risks, hoping for a big reward. His dogma is quite simple, live your life free and unfettered, doing what feels right and good to you, at that moment. He doesn't worry about consequences, tending to leave others to deal with whatever mess he has created. His clergy are a rather disorganized lot, and many temples simple do not recognize the leadership of others.

Marduk LN

Marduk is the Lord of Law, and the embodiement of Lawfulness. He is the patron of Law for Law's sake. Many see his followers as cold and distant, because they do not embody the spirit of laws, only the words. They hold organization and structure above all else.

Mieliekki NG

Mielikki is the embodiement of the goodness in nature. She is the nurturing aspect of nature, the provider. She teaches that man and nature can live in harmony. This goes somewhat against what Dunatis teaches, which is that man should accept what nature does without question as the natural order. Mielikki teaches that man should take only what he needs, and to limit how much of the wilderness that he clears and urbanizes in order to continue progress. She teaches that man should replant when cutting forests and that man should respect nature, so that nature will respect man. Evil threats to forests and the innocent should be dealt with, as evil takes without regard for the consequences.

Nareal LG

Nareal is the true embodiement of goodness and purity of heart. He is the standard that all paladins hold themselves to. Nareal is concerned with holding back the tide of evil and with the spreading of good deeds, no matter how small the deed may be. Nareal also is the keeper of time and the bringer of seasons. His Church is a major force for good upon Thernicus, and his clergy and paladins are well respected in all benevolent nations.


Worshippers typically say a brief prayer when rising in the morning, at sunrise if possible, and at sunset. The rising and setting of the sun are considered important because they are object examples of Nareal�s ordering of time and the seasons. Nareal's congregations meet on Sunday shortly after sunrise for a communal breakfast, readings from one of the holy books of the Mother Church, and a brief sermon on a topic of interest by the church elder or ranking clergy. Most congregation meetings end with members joining to play music, usually an interlude included in the holy books, though on occasion an original piece is presented. Group music is important as a symbol of participating in community efforts that are greater than the efforts of the individual. The skill involved in playing an instrument, the time devoted to practice, and the ability to carry a tune in rhythm are seen as symbols of spiritual growth through devotion and the orderly progression of life. Although his worshippers see Nareal's work on Thernicus represented in music, few if any Bards choose Nareal as a patron. Bards are generally performers, soloists, and the center of attention. For Nareal, music must be in the context of home and hearth, peace and tranquility, and the struggle to uphold these values on Thernicus.

Common Terms:

Two common terms used by worshippers of Nareal are Inner Temple and Outer Temple. The Inner Temple refers to the individual soul, because it is believed that the individual must begin the path to spiritual growth within him or her self. Thus, the source of true worship comes from the Inner Temple of the soul. It is only by worshipping within the Inner Temple that the individual can have a positive effect on the Outer Temple, which is Thernicus as a whole. Nareal, as the Guardian of Time and Keeper of the Seasons, regulates the cyclical changes of the Sun, the Moon, and the weather. His Outer Temple is the world itself, and worshippers of Nareal are very aware of their role in nature.

Holy Days:

Annual worship of Nareal is essentially the same for both worshippers and clergy, the only difference is that the clergy organizes and performs the Holy Rites, whereas the worshippers are the participants. The annual holy days are called The Holy Rites of the Seasons. Four times a year, during the first three days of each month that is most closely associated with its season (The Thawing, Midsun, Harvest, Yule), celebrations filled with prayer, feasting, readings, music, dancing, and games mark Nareal's blessing of seasonal change on Thernicus. Each Holy Rite has its own theme: The Thawing is typically the time for marriage proposals, Midsun involves competitive games like foot races and jousting, Harvest showcases crafts and the performing arts, while Yule is the time for giving gifts and providing for the disadvantaged.


Adepts, Clerics, Paladins, Monks, and associated Prestige classes follow a more rigorous schedule for personal worship. During each day a member of Nareal's clergy is expected to perform three tasks: help someone better themselves or the world around them, take action against the evil in the world, and practice a skill, whether it be with musical instruments, crafts, or combat. All of Nareal�s divine spell casters, and anyone who has taken the Martial Vow of the Outer Temple (Paladins and Monks), must observe certain rites in their personal life, and must be able to preside over them in a congregational setting. At sunrise, as dawn breaks, they must speak the Litany of Righteous Growth, asking for Nareal's guidance in decisions and the resolve to face the consequences of their actions. After the noon meal has been laid out, but before it is eaten, speak the Incantation for Holy Strength, asking for Nareal's wisdom in morality and his physical gifts in efforts to improve the world. As the sun sets speak the Invocation of the Inner Temple, asking Nareal's assistance in creating a temple from the individual's will, so that the supplicant becomes the living embodiment of Nareal's will on Thernicus. When there is a death, the soul of the deceased is commended to spiritual wholeness and tranquility in the Prayer of the Outer Temple. The Prayer seeks to connect the seasonal changes of the Outer Temple with the stages of natural life.

Neptune N

Reygar NG

Reygar is the benevolent god of healing, the bringer of peace. He tirelessly works to undue the influence of Azhrei's plagues wherever they might strike. Reygar accepts any race as a follower as long as they work to heal people, and the land and to fight against the followers of Azhrei.

Set NE

Set is evil to the core. Snubbed by Athena thousands of years ago, he resents her position as leader of the pantheon, as well as Nareal for being her husband. He schemes and plots against the powers of good, hoping to one day take their place. He teaches his followers that no slight, no matter how little, should be allowed, and that power should be accumulated, no matter what. Whatever you can take by force, you deserve to have.

Thor NG

Thor teaches that strength defeats evil. Only the strength of will and body can overcome the servants of darkness. Thor's followers tend to avoid dimplomatic solutions and show little restraint around evil.

Tiamat LE

Tiamat takes the form of the Dark Temptress on Thernicus. She is more interested in corruption and decay than anything else, and loves nothing more than to watch her followers seduce good with lies and promises of power.

Tunea LN

The Church of Tunea, although not widely worshipped by the average person, is a powerful and well respected institution throughout Thernicus. This is mainly due to the Church�s profession for upholding laws, for it�s impartiality in making decisions between parties and for it�s attempts to standardize business practices in many locations, to provide fair compensation for services rendered, while ensuring that fair value is given in return for payment. The Church of Tunea is widely revered by both many merchants and the customers that they deal with. The Church often arbitrates disputes between merchants, and merchants and their clients. The Clergy of Tunea never lie, and should they do so, it is said that they will be stripped of their power to channel divine energy on the spot, as well as the reception of a mark of Apostasy.

The Church also codifies the law in many nations, and has enormous libraries that house vast amounts of knowledge, much of it in the form of ancient texts. The Church also attempts to root out practitioners of evil magic, and to monitor the discovery of artifacts and vastly powerful magic items. The Church�s order of Paladins is often assigned the task of tracking down information regarding evil items of great power, and then with retrieving them or destroying them so that they do not fall into the wrong hands.

The last major area of concern for Tunea and her Church is the responsibility of the Nobility and ruling class. Tunea is a firm believer that the power that comes from such a birth is a responsibility, and that governing the people in a fair and just manner is paramount. Her Church advises rulers on courses of action, and teaches them not to fail in the execution of their duty to the citizens.

Verenestra CG

Verenestra is the fey deity of the forests,  faeries, charm, and beauty. Her symbol is a filigree-edged silver mirror. Verenestra chooses to appear as any demure, slim female faerie of unearthly, fey beauty. She is always barefooted, and tends to wear garments of a pale, earthy tone to denote her connection with nature. She stands four and a half feet in height. Verenestra is revered primarily by fey, druids, elves, some gnomes and all manner of those who are part of nature's world.