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Pantheon

Greater gods:

Lloth:
Areas of Concern: Goddess of the spider, patron/guardian of the drow/shadow elves.
Description: Lloth is principally worshipped in the caverns of the drow beneath the surface of the earth. While some refer to this place as the Underdark, it is more commonly referred to as the Underworld.
Alignment: (god/priests/flock) Neutral Evil/Any non-good, non-lawful/any non-good.
Ability Scores:Wis 12, Dex 13
Proficiencies:Suggested: Herbalism (poisons), Venom Handling, animal lore (spiders), ancient history, religion.
Duties: Marriage, Guidance, Vigilance vs. attacks from "above", Missions: further the drow goal of retaking the surface world.
Weapon and armor restrictions:All short and medium weapons, all armor and shields.
Special Limitations:-2 penalty to hit in bright light, -4 in broad daylight.
Granted Powers:Darkness 15' radius 1/day, Darksight 60' radius (Infravision that works even in magical darkness), Web 1/day at 5th level, Inspire Fear (7th level).
Followers and Strongholds: 8th level.
Holy Symbol: Spider, Crescent moon, or any weapon that has a spider or crescent moon on it.
Special Notes:Lloth is a demanding and fickle mistress.

Mystra:
Areas of Concern: goddess of magic.
Description: Galantri
Alignment: (god/priests/flock) True Neutral
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Strife/Xaruss:
Areas of Concern: god of Chaos and Destruction/Change.
Description: Also known to a lesser degree as Tiamat, mistress of the damned. The Broken Lands
Alignment: (god/priests/flock) Chaotic Neutral
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Vanya:
Areas of Concern: Goddess of combat, strength, sun, and competition.
Description: Also known to a lesser degree as Marik, Master of conflict and conquest. (Thaytis/Heldann).
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Lesser gods:

Al-Kalim:
Areas of Concern: god of prosperity.
Description: Ylaruam
Alignment:(god/priests/flock) Neutral Good
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Arakh:
Areas of Concern: Master of Justice and Guardian of Civilization.
Description: The church of Arakh is very influential in Darokin, especially in the north. It has a few followers in the Grand Duchy and southern Darokin. The faithful often donate heavily to the church, as do most nobles from the region. In most Darokinian towns, there will be a temple dedicated to Arakh. In the north, the temple will usually be the largest and best attended.

The church's armies are Darokin's main defense against the terrors of the badlands. By combining their forces and conscripting peasants, the northern lords could conceivably raise a much larger army than Arakh's temple does, but they would spend months arguing over who should be in command, and the soldiers would be nowhere near as well trained or equipped.

Among non-faithful in northern Darokin, Arakh's followers are thought of as a little uptight, but are respected.
Alignment:(god/priests/flock) Lawful Good/Lawful good or neutral/Any non-chaotic.
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Behemet
Areas of Concern: King of the Dragons.
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Chronos:
Areas of Concern: god of time
Description: Darokin
Alignment:(god/priests/flock) Lawful Neutral
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Chulander:
Areas of Concern: God of the Centaurs/Nature
Description: When seen, Chulander always appears as a male centaur twice the normal size. A Giant long bow is always seen with him though some times he has been seen with a large sword also. He has never been seen with any sort of armor. Goals: Dedicated to the staffing off of threats to the Centaur race. Promotion of Centaur's to achieve maximum potential. Dedicated to preserving nature's balance.
Alignment:(god/priests/flock) Chaotic Good/Any good or neutral/Any
Ability Scores:Wis 12, 16 gets +10% XP bonus.
Proficiencies:Required: Bow. Suggested: Local History, Agriculture, Wine making, Animal Training, Animal lore, Herbalism, Healing, and Bower/Fletcher. Forbidden: Etiquette, Heraldry, and Reading/Writing.
Duties: Guidance to tribe and Chief, Marriage, Vigilance against enemies, and Preserve the balance of nature. If the case arises chooses the replacement chief for the tribe.
Weapon and armor restrictions: Weapons permitted: Bow (all), great club, lance, and long sword. Armor permitted: Chain mail, chain mail barding, and all shields.
Special Limitations: Must wear clothing or badges indicating their status as a priest of the Centaur Race.
Spheres of Access: Priests: (Major) Healing, Combat, and All. (Minor) Plant, Animal, Sun, and Protection. A shaman can choose 2 "Major", and 2 "Minor" with "All" being one of the Majors.
Granted Powers: Defiance of restriction: Ignore heavy underbrush, Character can walk through the thickest underbrush without loss to movement rate. This is restricted to woodland environment.
Gained at 3rd level. Immunity to woodland based charm/suggestion spells. (I.e. dryad) Gained at 6th level. Call Lightning as spell 1/week at 6th level.
Followers and Strongholds: For the most part there is only one Shaman per tribe unless the tribe becomes large in size. If the tribe does become quite large at 8th level they can attract followers. These are 1 5th level shaman, and 3 1st level. This is perceived as an omen that the tribe is becoming too large for the area. Becoming a burden to the balance of nature. The tribe will then be split with one group moving to new territory. The highest level follower staying with one group, and splitting the 1st level shaman. A tribe is considered "large" when there are more than 15 families. Shamans do not build strongholds at any level. Furthermore Shaman do not attract men-at-arms. They are however able to call on any of the tribal warriors, and such are never with out a tribal warrior present. The tribe knows the importance of their Shaman.
Holy Symbol: The symbol of Chulander can be found in two forms. One is a large banner of woven material usually of wool. It has the design of a large Centaur holding a bow over his head with one hand. A setting sun surrounded by a forest setting centers him. This holy symbol is only used in tribal ceremonies, and is generally quite large. The second holy symbol is used for everyday practice. It consists of a hollow lacquered gourd with several pinecones and bird feathers tied to it using Centaur hair. This hair almost always is the hair of the Shaman who uses it. The gourd has several types of animal claws as well as several small stones inside it. The Shaman spends a great deal care goes into the construction of there holy symbol, and it appears that the general design is the same no two are quite alike.
Special Notes: Creation of holy water/symbol: Due to the solitary nature of Shaman the normal creation methods for the holy symbol and holy water can not be followed. This does not mean that the shaman can not create them. There are however some guidelines. The shaman takes 3 times longer than normal to create these items (3hours). During this time the shaman prays over the item, at the end of that time the three spells are cast in rapid succession of one another. For holy water it is create water, protection from evil, and create food and drink. For the holy symbol, create water is substituted with sanctuary. The shaman must be 3rd level or higher. The shaman must not be disturbed during this time or he must start over.
Only centaurs may be priests of Chulander.

Hallar of the fields:
Areas of Concern: god of agriculture and harvest.
Description: Davania, the Southern continent
Alignment:(god/priests/flock) Neutral good
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Kirn:
Areas of Concern: god of war
Description: Darokin
Alignment:(god/priests/flock) True Neutral
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Mathonwy:
Areas of Concern: god of enchantment and artifice
Description: Son of Mystra. (Darokin)
Alignment:(god/priests/flock) True Neutral
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Metarra:
Areas of Concern: goddess of mercy
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Saint Cuthbert:
Areas of Concern: Lord of retribution.
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Saint Laran
Areas of Concern: Mistress of good luck/Chance.
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Satra:
Areas of Concern: Mistress of Storms/Weather, Nature, and animals.
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Siron:
Areas of Concern: Lord of the Oceans.
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Woden:
Areas of Concern: Lord of the Dead, Night/Darkness, and Magic.
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Cults:

Cult of Halav:
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Description: (Karameikos) this cult believes that Duke Stefan is the re-incarnated great Thyatian lord Halav, returned to lead the people of Karameikos on a conquest of the known world.
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