Deities

Divine magic is usually granted by a patron or deity. Clerics and paladins draw their power from a deity while shamans utilize the spirits of the dead. Witches and druids call power from nature itself and bards may take upon themselves any patron.
Living within the graces of a divine patron is usually required to maintain a conduit to divine power. Going directly against the tenants of a patron may result in being cut off from divine magic unless you have traded your fealty to another patron.
The Gods of Good
Branchala
Branchala Chaotic Good
Branchala, also known as The Bard King, the Song of Life, and the Songmaster, represents the godly power of inspiration. He encourages souls to rise to greater heights of happiness and beauty. He is the patron of music and poetry. He is closely allied with Habbakuk, and their followers often work together. Branchala earliest endeavors made a place of romance and esteem, bringing art and song in Krynn's mortals. The elves hold Branchala in high regard. In addition to his alliance with Habbakuk, Branchala works with Mishakal. He can be at odds with Kiri-Jolith, Majere, and Paladine because of their lawful tendencies and Branchala's chaotic ones. Among the Gods of Neutrality he is closest with Sirrion because of their joint interest in art and creativity. He opposes Chemosh, Hiddukel, and Morgion the most among the Gods of Evil. His celestial symbol is the constellation Harp.
Creed: Repair wounded spirits through song and story
Cause: Minstrels, elves, kender, travelers
Domains: Astral, Knowledge, Freedom, Trickery
Rebuking: Command Fey
Language: Sylvan
Favored Weapon: Rapier
Symbol: Golden Harp
Colors: Green & Yellow
Habbakuk
Habbakuk Neutral Good
Habbakuk, also known as The Fisher King, Skylord, and the Blue Phoenix, represents the godly power of persistence. He believes in the perseverance of the soul and its opposition to adversity for the greater goal. Habbakuk's interests are generally directed at animals of all kinds. He is the patron of rangers, hunters, and the natural cycle of life and death, abhorring things like undead. He also represents loyalty and obedience to the whole. He promotes persistence of truths that promote good. He has a strong presence in the world through patronage of good druids and rangers. Sailors and explorers also honor him.
Creed: Heal the scars of mortals and nature
Cause: Rangers, sailors, druids, farmers, Knights of the Crown
Domains: Nature, Life, Light, Water
Rebuking: Command Water ElementalsTurn Fire Elementals
Language: Druidic
Favored Weapon: Scimitar
Symbol: Blue Phoenix
Colors: Blue & White
Kiri-Jolith
Kiri-Jolith Lawful Good
Kiri-Jolith, also known as the Sword of Justice and the Bison of Heaven, represents the godly power of unity. He encourages the soul to grow as a part of the whole in order to benefit from the strength of brotherhood. He patrons soldiers and warriors who fight in order to defeat evil. He promotes courage and justice, and is the spirit of honorable battle. He is not a warlike god, however, but supports war when it is necessary to maintain integrity. He promotes strength of spirit in times of peace. He is the courageous spirit of bonds among mortals. He is the patron of the Knights of Solamnia, and his warrior priests lead the fights against evil armies and advise rulers. Kiri Jolith is close with most of the Gods of Good, particularly Paladine and Habbakuk. He has the least in common with Branchala. He is the second most-worshipped god by the minotaurs, who also call him "Emperor". He is closest to Reorx and Shinare among the Gods of Neutrality, and is in opposition with Sargonnas, his opposite in war, who has a more violent approach to battle. He is also against Hiddukel because of his lies and deceit. His celestial symbol is the constellation Bison's Head.
Creed: Fight with courage, heroism, self-sacrifice, and obedience
Cause: Fighters, Knights of the Sword, soldiers
Domains: Justice, War, Light, Protection
Rebuking: Turn Undead
Language: Celestial
Favored Weapon: Lance
Symbol: Bison's Horn
Colors: Brown & White
Majere
Majere Lawful Good
Majere, also known as Mantis of the Rose, Master of Mind, and the Dreamsender,The Even-Handed God, represents the godly force of discipline. He believes the way for the soul to become better is through discipline and hard work. Majere is seen as distant and separate. He encourages mortals to look within for enlightenment, rather than turn to worldly desires and material goods. He is friend and adviser to Paladine. He has few faithful compared to the other gods, but does have a following of monks. His influence on the world is constant but subtle. He often gives counsel to the other Gods of Light in times of crisis. He is appreciated by all the Gods of Good, advising Paladine, Kiri-Jolith, and Mishakal. He rarely interacts with Branchala or Habbakuk, and counts among the Gods of Neutrality Gilean, Shinare, and Zivilyn his allies. He does not have any specific enemies among the Gods of Evil but responds to evil quickly. His celestial symbol is the constellation Rose.
Creed: Live a simple life of loyalty, faith, and mercy
Cause: Monks, scholars, clerks
Domains: Astral, Freedom, Justice, Knowledge
Rebuking: Command ArchonsTurn Demons
Language: Celestial
Favored Weapon: Unarmed
Symbol: Red Rose
Colors: Red & Copper
Mishakal
Mishakal Neutral Good
Mishakal, also known as the Light Bringer, the Healing Hand, and the Blue Lady, represents the godly power of restoration. She embraces the soul's wish to grow and to learn from mistakes. She is the patron of healing, motherhood, and restoring the lost. She actively works to make things right in the world and tries to rid the world of evil with her compassion. Her nature sometimes conflicts with the violent conditions her faithful encounter, but she has a wide breadth of worship during times of strife. She was the Goddess who restored the knowledge of the true Gods during the War of the Lance. Mishakal is constantly loving and protecting to the world. The cleric Goldmoon was given the Blue Crystal Staff to restore the faith of the Gods to the world. The teachings of Mishakal, taken up by Goldmoon, led to the discovery of mysticism when magic was lost after the Chaos War. She is loved by all the Gods of Good, and the Gods of Neutrality all hold her in regard. She is in opposition to every God of Evil for the same reasons she is beloved by the Gods of Good. Every God of Evil harms life in some way, and for that reason Mishakal opposes them all. Her celestial symbol is the constellation Infinity.
Creed: Heal the wounded
Cause: Healers, midwives, herbalists, ambassadors
Domains: Light, Life, Protection, Freedom
Rebuking: Turn Undead
Language: Celestial
Favored Weapon: Quarterstaff
Symbol: Infinity Symbol
Colors: Sky Blue
Paladine
Paladine Lawful Good
Paladine is the head god of good in the world of Krynn, also known as the Platinum Dragon. Paladine represents the godly force of majesty. He sponsors the soul's aspirations to rise to greater heights and to improve itself by following the example of others. He is the brother to Takhisis and to Gilean He chose the goddess Mishakal as his consort. He fathered three children: Kiri-Jolith, Habbakuk, and Solinari.
Creed: Bring light and hope
Cause: Nobles, diplomats, guards, Knights of the Rose
Domains: Light, Justice, Protection, Life
Rebuking: Turn Fiends
Language: Celestial
Favored Weapon: Longsword
Symbol: Platinum Dragon
Colors: White
Solinari
Solinari Lawful Good
Solinari, also known as the Mighty Hand, the Ivory Disk, and God's Eye, represents the godly power of magic used for good. He patrons wizards who use their magic with the ideals of compassion, protection, and foresight. As one of the creators of the Laws of High Sorcery he upholds them vigorously. At one point he is the divine power of vigilance, but when he and his cousins in magic abandon the godly planes to be closer to the world he becomes less focused on the Progression of Souls. Solinari guides the souls of good wizards to the Beyond. At one point he dwells in the Dome of Creation but chooses to represent himself in the white moon of Krynn in order to watch over and protect magic. He promotes using magic for the good of all the world. He is friendly with Majere, Habbakuk, Branchala, and Mishakal. He is saddened at Paladine's downfall and offered him his protection, which Paladine, called Valthonis, refused. His relations with the other Gods is minimal, aside from the other Gods of Magic, Lunitari and Nuitari. His celestial symbol is the silver moon, Solinari.
Creed: Strengthen the presence of magic
Cause: Wizards of the White Robes
Domains: Divination, Enchantment
Rebuking: Turn Aberrants
Language: Arcane
Favored Weapon: Quarterstaff
Symbol: White Circle
Colors: Silver & White
The Gods of Neutrality
Chislev
Chislev Neutral Neutral
Chislev, also known as the Beast, Wild One, and World Mother, represents the godly force of instinct. She believes the soul grows by releasing thought and instinct, and giving in to primal urges. She is the power of the natural world and all things wild. She is at one with Krynn, and extends her wrath to those that abuse the earth. Chislev is wracked with pain and suffering during times of war, and works in the current world to heal the wounds done to it. She is the partner of Zivilyn, and maintains friendship with Sirrion. She conflicts with Shinare and Reorx. Gilean grants Chislev knowledge but he is at times overly intelligent for her. Chislev is regarded among all the Gods of Good, and opposes Morgion among the Gods of Evil in particular. Her celestial symbol is the planet Chislev.
Creed: Let nature thrive
Cause: Druids, farmers
Domains: Nature, Air, Earth, Life
Rebuking: Command Elementals
Language: Druidic
Favored Weapon: Sling
Symbol: Multi-colored Feather
Colors: Brown, Yellow, & Green
Gilean
Gilean Neutral Neutral
Gilean, also known as the Book, the Sage, and the Gray Voyager, represents the godly force of knowledge. He supports the growth of the soul through attaining knowledge and experience. He is the holder of the Tobril, which contains the divine plan of the High God for the world. He is the patron of sages, librarians, and scholars. He is the leader of the Gods of Balance. He supports free will and individual choice for all individuals of Krynn. He is one of the first gods to be called out of the Beyond and is on equal power with Takhisis and Paladine. A legend of him states that the High God commanded Gilean to ensure his own existence by raising the soul of a mortal scholar who would one day become him, in an ontological paradox of sorts. That scholar is most likely Astinus, who watches over the Great Library of Palanthas and scribes all history as it happens until the Chaos War. Gilean is a mediator between the Gods of Good and Evil, siding against the faction that threatens the Balance. All of the Gods of Neutrality look to him for help and advice, and the Gods of Light often do the same in hopes he will side with them. The Gods of Evil manipulate situations to present Gilean with a case where he can only side with them, such as in the Chaos War where Takhisis forces Gilean to side with her Dark Knights, as they are the only chance that mortals can stand against Chaos. His celestial symbol is the constellation Book of Souls.
Creed: Safeguard balance
Cause: Sages, scholars, bodyguards, historians, teachers
Domains: Knowledge, Protection, Freedom, Astral
Rebuking: Turn Aberrants
Language: Arcane
Favored Weapon: Mace
Symbol: Open Book
Colors: Gray
Lunitari
Lunitari Neutral Neutral
Lunitari, also known as the Veiled Maiden, Maid of Illusion, and Night Candle, represents the power of magic used for neutrality. She supports wizards who use magic in the name of balance, freedom, and curiosity. She seeks to preserve the balance of good and evil in magic. She is once the power divine force of mystery, but she removes herself from the Hidden Vale and joins her cousins Solinari and Nuitari in order to give magic her closer attention. Her focus instead became the mystery of magic. She is said to come fully born from the thoughts of her father Gilean. She resides in and represents herself through the red moon of Krynn. She tells her faithful to the secrets and discoveries of magic. She is close to Reorx, who sometimes helps her in forging magical artifacts. She, along with Reorx, conspires to trap Chaos in the Graygem, which has led the other Gods of Neutrality to distrust her. She rarely interacts with the Gods of Good and Evil, except for her cousins Solinari and Nuitari. Her celestial symbol is the red moon, Lunitari.
Creed: Bring about a magical renaissance
Cause: Wizards of the Red Robes
Domains: Illusion, Transmutation
Rebuking: Turn Fey
Language: Arcane
Favored Weapon: Dart
Symbol: Red Circle
Colors: Red
Reorx
Reorx Neutral Neutral
Reorx, also known as the Forge, the World Smith, and Tamer of Chaos, represents the godly force of creation. He desires for souls to grow through crafting and gaining skill. He is the patron of dwarves and gnomes, but also of all craftsmen. He is also followed by gamblers and rogues because they rely on their own talents to change the course of an event. He respects and encourages the power of mortals to shape, build, and produce. Reorx often takes the mortal form of a handsomely dressed dwarf named Dougan Redhammer. Reorx, at the behest of the High God, created the world of Krynn from the raw energies of Chaos. He unknowingly encases Chaos into the Graygem when he sought a bit of the essence of the higher deity to anchor the balance in the world, which later has dire repercussions on the world, releasing an aspect of hatred and destruction upon Ansalon, causing the Chaos War. He is a much loved deity; he works with Shinare and Gilean, and is respected by Sargonnas and Kiri-Jolith for his power of smithing mighty weapons. Zeboim is known to go to Reorx to better understand the workings of ships and the like, so that she can better destroy them. The dwarves hold that Reorx created them as his chosen; however, Reorx creates the gnomes instead when a chosen group of men fall from his grace. The dwarves and the kender are created when the energies of Chaos morph a group of gnomes into the two races. His celestial symbol is the red star Reorx.
Creed: Find glory through building
Cause: Dwarves, gnomes, kender, blacksmiths, artisans
Domains: Earth, Fire, Protection, Justice
Rebuking: Turn Elementals
Language: Primordial
Favored Weapon: Warhammer
Symbol: Smith's Hammer
Colors: Gray & Red
Shinare
Shinare Lawful Neutral
Shinare, also known as Winged Victory, the Silver Mistress, and Walking Liberty, represents the godly force of interaction. Those who follow Shinare grow by communicating with other people. She oversees all oaths, negotiations, and partnerships. She promotes the advancement of the world through enterprise. She patrons merchants, without regard to motivation so long as business is done fairly. With that principle in mind, she does not condemn slavery or mercenary activity. Things like theft and cheating, however, she opposes as they impair the principles of interaction. She secretly influenced the development of steel as the principle currency of Ansalon, and has recently become a major influence in the nation of Solamnia. Shinare is partnered with Sirrion, whom she sometimes clashes with because of his chaotic tendencies. She works with Reorx as well, but has only basic, polite relationships with the other Gods of Neutrality. She is closest to Kiri-Jolith and Majere among the Gods of Light because of her belief in honesty and truth, and directly opposes Hiddukel among the Gods of Evil because of his lies and cheating. Her celestial symbol is the planet Shinare.
Creed: Salvation through industry and progress
Cause: Merchants, traders, dwarves, mercenaries
Domains: Astral, Justice, Freedom, Knowledge
Rebuking: Turn Fiends
Language: Celestial
Favored Weapon: Heavy Mace
Symbol: Griffon's Wing
Colors: Gold, Silver, & Brown
Sirrion
Sirrion Chaotic Neutral
Sirrion, also known as the Flowing Flame, the Alchemist, and the Firemaster, represents the godly force of transformation. He promotes the soul to give in to passion and creativity to grow and change. He represents fire, because it is the element that brings change and growth, and it represents the creativity of artists and alchemists. Sirrion is chaotic, but does not condone random destruction; instead, change should produce something new. He is the patron of art and alchemy. Legend holds that he created his partner Shinare from grand metals, and that he gave fire to Reorx for the creation of the world. In truth, his responsibility was equal to the other gods. He is the companion of Shinare, although being her complete opposite; however, his passion with her progressive spirit can create much in the world. Sirrion works with Reorx and Chislev, but is not often working with Zivilyn or Gilean. Sirrion is close to Branchala and Habbakuk among the Gods of Light, and opposes Sargonnas among the Gods of Evil, for Sargonnas directs flame into the spirit of wrath and revenge. His celestial symbol is the planet Sirrion.
Creed: Beauty is passion and fire
Cause: Alchemists, lovers, artists
Domains: Fire, Freedom, War, Trickery
Rebuking: Turn Celestials
Language: Primordial
Favored Weapon: Flail
Symbol: Flames
Colors: Red & Yellow
Zivilyn
Zivilyn Neutral Neutral
Zivilyn, also known as the World Tree, Wise One, and the Tree of Life, represents the godly force of wisdom. He encourages the soul to grow by achieving enlightenment and wisdom. Zivilyn's influence extends to all realms and to all times. He promotes understanding and spiritual awareness. Zivilyn gives counsel to Gilean, bringing wisdom to Chislev as well. Zivilyn, despite his extensive knowledge of all times and places of Krynn, cannot foresee Takhisis stealing the world away during the War of Souls. Zivilyn is respected by all Gods, and never chooses sides in a fight or disagreement. He is closest to Gilean and is the partner of Chislev, and has much in common with Majere and Hiddukel because of their understandings of the power of wisdom and awareness, respectively. Zivilyn does not allow the forces of compassion or corruption to influence him. His celestial symbol is the planet Zivilyn.
Creed: Wisdom transcends all
Cause: Philosophers, mediators, counselors, sages
Domains: Knowledge, Freedom, Astral, Light
Rebuking: Command Fey
Language: Arcane
Favored Weapon: Quarterstaff
Symbol: Rooted Tree
Colors: Green, Brown, & Gold
The Gods of Evil
Chemosh
Chemosh Neutral Evil
Chemosh, also known as the Lord of Bones, Lifebane, and the Black Goat, represents the godly force of fatalism. He encourages souls to give up to destiny and fate. Chemosh disdains life, feeling that it is wasted on the people of Krynn. He prefers to promise "immortality" by making souls into undead rather than letting them pass into the afterlife. Chemosh gains power as people surrender their free will to him. Chemosh sits in the Hall of Soul's Passing and watches the progression of souls into the afterlife, where he attempts to lure souls into becoming undead. Chemosh is the direct opposite of Mishakal as she promotes life and hope. He is the foe of all of the Gods of Good, and among the Gods of Neutrality is in opposition to Chislev, for disrupting the natural order of life, and Sirrion, for suppressing hope and creativity. He has few allies but sometimes works with Hiddukel and Morgion due to the nature of his schemes. His celestial symbol is the constellation Goat's Skull.
Creed: Death is true life
Cause: Nemeses, death bringers, ravagers, undead, murderers, purveyors of false hope, assassins
Domains: Death, Trickery, Darkness, Astral
Rebuking: Command Undead
Language: The Language of the Dead
Favored Weapon: Sickle
Symbol: Yellow Skull
Colors: Black & Pale Yellow
Hiddukel
Hiddukel Chaotic Evil
Hiddukel, also known as the Prince of Lies, the Betrayer, and the Broken Scales, represents the godly force of exploitation. He influences souls to use every encounter with another person to their advantage. He captures souls who are desiring or despairing to use the misfortune of others to their profit. He is ultimately selfish and cares for no one but himself, and passes that attitude on to his mortal followers. Hiddukel constantly attempts to make deals with the other gods, and his lies lead mortals to carry out evil in the world. He is impressed and surprised at the deception of Takhisis in stealing the world from the other Gods. He can call upon nearly all of the Gods of Evil for aid because of his dealing with them and his ability to divert their attention from him if they begin to suspect him. All of the Gods of Neutrality, especially Shinare, because of her promoting of fair trade and honesty, oppose him. Reorx as well dislikes him because Hiddukel tricked him into forging the Graygem. Majere and Branchala among the Gods of Good are his enemies, as the powers of discipline and positive interaction respectively. His celestial symbol is the constellation Broken Scale.
Creed: Wealth is divinity
Cause: Bandits, merchants, robbers, nobles
Domains: Trickery, Darkness, Astral, Knowledge
Rebuking: Command DemonsTurn Archons
Language: Infernal
Favored Weapon: Stiletto
Symbol: Broken Merchant Scale
Colors: Red & Bone-white
Morgion
Morgion Neutral Evil
Morgion, also known as the Black Wind, Master of the Bronze Tower, and the Rat King, represents the godly force of decay. He urges souls to break down their complexities to attain their most basic form. He believes mortals should leave Krynn with nothing but what they came in with. Morgion is the god of diseases and of the ultimate decay of all things, from individuals to nations. Morgion succeeds in the suffering of Krynn. Morgion opposes things like a healthy, wholesome life or a quick, painless death. He believes that the strong survive, and to survive one must suffer. Morgion remains isolated from the other gods and tries to infect the world with plague and horror. He seeks to make Krynn endure as much pain as possible. He opposes Mishakal, Majere, and Habbakuk especially among the Gods of Good, all of whom oppose him. Chislev opposes him for seeking to degrade life, and Sirrion is against him because of Morgion's constant gloom. Shinare and Reorx oppose his goals as well. He interacts little with the other Gods of Evil, brooding in the Bronze Tower at the edge of the Abyss. His celestial symbol is the constellation Diseased Hood.
Creed: Spread plague and disease
Cause: Druids, apothecaries
Domains: War, Darkness, Death, Trickery
Rebuking: Command Celestials
Language: Infernal
Favored Weapon: Heavy Flail
Symbol: Crowned Hood with Red Eyes
Colors: Dark Brown & Black
Nuitari
Nuitari Lawful Evil
Nuitari, also known as the Devouring Dark, Nightreaver, and Ungod, represents the power of magic used for evil. He patrons wizards who use magic for greed, revenge, hatred, and ambition. He uses the laws of High Sorcery, but only in an attempt to strengthen his own power. He was once representative of the godly force of ambition, but he leaves the Abyss and houses his essence in the black moon of Krynn. His focus now is the Black Robed wizards and watching them as they go through their lives. Nuitari is the son of Takhisis and Sargonnas. He houses his essence into the black moon when it becomes apparent to him that magic needs to be brought under control, to prevent it from falling into the hands of wild mages. Nuitari, for the most part, loathes his fellow Gods of Evil, and especially detests Takhisis for directing arcane power into the Gray Robed Knights of Takhisis. The only Gods Nuitari regularly interacts with are his cousins Solinari and Lunitari. His celestial symbol is the black moon, Nuitari.
Creed: Magic is true power
Cause: Wizards of the Black Robes
Domains: Conjuration, Necromancy
Rebuking: Command Aberrant
Language: Arcane
Favored Weapon: Dagger
Symbol: Black Circle
Colors: Black
Sargonnas
Sargonnas Lawful Evil
Sargonnas, also known as the Red Condor, the Firebringer, and the Bull God, represents the godly force of wrath. He orders souls to seek revenge on anything that does them wrong or takes power from them. He is the master of vengeance, wars fought for passion, anger, volcanoes, birds of prey and broken promises. His followers are focused in the use of discipline and order for their pursuits. He is the favorite god of minotaurs, who claim him to be the supreme deity and name him Sargas. Sargonnas favors the minotaurs in turn. Sargonnas is the consort to Takhisis, despite having an uneasy partnership with her; he can ally with her or oppose her to further his own goals. With Takhisis gone and his followers flourishing, Sargonnas is a powerful god in the current time of Krynn. Sargonnas has no real allies. He conflicts with his child Nuitari, and Chemosh, Morgion, and Hiddukel are distrusted by him. He does, however, ally with Zeboim, because his minotaurs are a sea-faring people, and they often honor her. Kiri-Jolith and Paladine are his enemies among the Gods of Good, although each side has a grudging respect for the other. His celestial symbol is the constellation Condor. Sargonnas is known to appear in several forms: His most favored form is a minotaur with jet black or blood red fur, massive horns and blazing eyes, but he can also appear as a minotaur made of magma or a monstrous condor. Minotaurs claim that five is Sargonnas favored number.
Creed: Ascend with honor
Cause: Minotaurs, bounty hunters, barbarians
Domains: War, Protection, Justice, Fire
Rebuking: Command Fire ElementalsTurn Water Elementals
Language: Infernal
Favored Weapon: Greataxe
Symbol: Red Condor
Colors: Red & Black
Takhisis
Takhisis Lawful Evil
Takhisis, also known as the Queen of Darkness, the Many-Headed Dragon, The Dragon of Many Colors and None, The Temptress, and the Dark Warrior, represents the godly force of control. She brings souls under her will and encourages them to grow according to her plans for conquest. She orders souls to surrender to dominance and give way to those who are stronger. She likewise orders souls to dominate others. She is the highest power among the Gods of Evil and believes that it is her right to one day dominate the entire world. Takhisis is one of the first gods, called along with Paladine. She controls the chromatic dragons and uses them for her conquests, but is always beaten back by the forces of good, evidenced by events like her defeat by Huma Dragonbane with his dragonlance. She launches the War of the Lance on Ansalon but is beaten by the Heroes of the Lance in the end. Her last great scheme, the theft of the world from the other gods, ends in failure for her as she is stripped of her godhood and slain by the elf Silvanoshei. Her celestial symbol is the constellation Many-Headed Dragon.
Creed: Rule
Cause: Warriors, nobles, ogres, goblins
Domains: Justice, Life, Trickery, War
Rebuking: Command DevilsTurn Angels
Language: Infernal
Favored Weapon: Heavy Mace
Symbol: Five-headed Dragon
Colors: Black
Zeboim
Zeboim Chaotic Evil
Zeboim, also known as the Sea Witch, the Darkling Sea, and the Dragon Turtle, represents the godly force of strife. She encourages souls to give into its urges and release anger. She is the unpredictable and embodies storm and raging sea, which is the element she commands over. Her attitude constantly changes, going from calm to raging in a minute. She wants souls to continually cause anguish and anger, so that they remain active and vital, instead of becoming predictable and stagnant. Sailors and mariners try to calm her during voyages so that she does not make trouble for their vessel. Zeboim is the daughter of Takhisis and Sargonnas. She mothers, through one of her aspects, the founder of the Knights of Takhisis Ariakan, the son of Ariakas. She loves him dearly and when he is killed she damns his slayer Ausric Krell to become a death knight and traps him on an island. She dislikes her mother and father, along with Chemosh, though she works with both her parents on occasion. She ignores Morgion and Nuitari and works with Hiddukel well. She hates or works against the Gods of Neutrality and has a special dislike for Habbakuk, who she sees as her true foe because of his power of the sea. Her celestial symbol is the constellation Dragon Turtle.
Creed: Rage like the seas
Cause: Sailors, pirates, druids
Domains: Nature, Freedom, Darkness, Water
Rebuking: Command Water ElementalsTurn Earth Elementals
Language: Primordial
Favored Weapon: Ranseur
Symbol: Spiked Turtle Shell
Colors: Seafoam Green & Red
Aspects of Deities
Creed: The ethos followers of your deity live by. Most clerics and paladins must adhere to this creed to maintain their divine power.
Cause: Your deity's cause is something or some things they champion. A divine power might be the goddess of something esoteric like storms, soldiers, or retribution or something more specific like protecting the weak or destroying everything beautiful. Your deity's cause provides direction to your service and divine guidance.
Domains: Domains determine spell selection and spontaneous spells. Deities grant access to four divine domains. If you feel your deity would grant access to a primal domain, check with your DM.
Rebuking: Your deity's rebuking options define the creatures your deity opposes or wields influence over. A deity grants the ability to turn or rebuke two specific types of outsiders or turn or command a broad group of such creatures. For example, a god of light might allow his followers to command angels and turn incorporeal undead while a goddess of destruction might grant her followers the ability to turn any celestial being.
Language: Your deity’s language is the language in which they communicate. You use this language to access your divine powers.
Favored Weapon: A favored weapon is the offensive symbol of your deity and the most weapon amongst their followers. It may reflect their protective nature, such as a quarterstaff, or their ruthlessness, such as a stiletto.

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