Ohmarr: Deities
Clerics and Gods
Cosmologically, the higher gods reside on or inside the celestial realms in the Ohmarran universe. Kyross lives among the Stars, Kyrana the Sun, Shesarr the Wind Moon (Elemental Plane of Air), and Jehr the Sea Moon (Elemental Plane of Water). The bright star simply called "The Lost" is the remains of the Elemental Plane of Fire, which was more or less absorbed back into the sun and stars when Perynn was "extinguished" by Ohman. Ohman's Realm (which is more or less the Elemental Plane of Earth) is connected directly to Ohmarr itself. The two lesser gods, Arell and Pelohn, are the protectors, guides, and testers of the people and creatures of the world of Ohmarr and live on its surface.

In this world, a god's "preferred weapon" is the weapon skill taught by the priesthood, not necessarily a weapon used by the gods themselves, as gods do not have need for such things. HOUSE RULE: Clerics are automatically proficient in their preferred weapon, even if they would not otherwise be proficient in it. I don't want to have to force players to waste a feat on a proficiency in a weapon that they would have been taught to use.

All of the gods believe the creation of undead caused by the magic storm is anathema to the life cycle, and thus all clerics have the ability to turn and destroy undead. The gods will not permit clerics to have the ability to command undead, even if they (the god or the cleric) are evil.

Clerics serve as a representative of the gods to the people of the world. Some claim to be chosen by the gods, some only seem to have an affinity with the energies/intentions of that god and go into the clergy as a profession like any other. All clerics must learn the celestial language and the meditative state that allows them to draw upon divinely magical energies from the celestial realms, which is what fuels clerical spells. Most of the gods, particularly Kyross and Kyrana, rarely directly intervene with what is going on in the world, although if a cleric acts out of accordance with their purposes, they will be punished severely by the gods themselves. The clerics do act as a mouthpiece of their gods on the rare occasion a god wishes to send a direct message to the world. The exception is of course Pelohn and Arell, who do exist physically on the world plane–they too can send messages to their clerics, but if it's important enough, they will show up in person. Such an event ought not be taken lightly.

Descriptions of the Gods
Notes on the descriptions: I have used domains from the Player's Handbook, the Forgotten Realms Guide (marked FRG), and Deities and Demigods (marked DAD). I can show you the descriptions of the domains if you do not have access to them.

THE MOTHER OF LIFE
(Overdeity)
The Mother of Life is a half-sentient entity of creation, the personification of the force which instigated the creation of the universe. Her realm is said to lie beyond the known Cosmos, and she is not known to give any direct energy and aid to her creations beyond having dreamed them into creation in the first place. Some believe she still dreams and that her dreams now form the web of fate. Philosophers of Ohmarr, like philosophers of other worlds, frequently argue over how much of life is generated by the sentient mortals, and how much of it is preordained by the dreams of the Mother. In boring D&D terms, the Mother of Life is an "Overdeity" (like AO in the Forgotten Realms), and she does not lend her power to mortals (i.e. you can't be a Cleric who serves the Mother). She is mostly beyond mortal ken, and they are mere blips in the breadth of her understanding.

KYROSS
The Star Lord, the Name-Giver
Greater God
Symbol: On a dark blue circle, an eye in the center of a white star
Alignment: LN
Portfolio: Cosmological order, sentience, language, the element of Thought
Worshippers: Philosophers, wizards, Kallian Elves
Cleric Alignments: LN, LG, LE, N
Domains: Law, Knowledge, Fate (FRG), Mentalism (FRG)
Favored Weapon: Quarterstaff
Kyross was the first fully sentient being in the Universe, born from the Dreams of the Mother of Life. It is from him that self-awareness was born, and he alone has the power of True Naming, and therefore the understanding of an entity's true purpose. Language is but a shadow of Kyross's Names, but his followers teach that understanding language is the closest way we might come to understand the order of Creation. Kyross's realm is the starry sky itself; one particularly bright star which sits at the center of the night sky (something like our Polaris) is called the Eye of Kyross. He is a distant god, seldom directly interfering with the world of mortals, although he does not begrudge helping them trying to understand their true purpose if they prove that they are steadfastly on that journey. His priests tend to be contemplatives and philosophers, and people seek out their aid usually for purposes of divination and advice. Priests of Kyross are not terribly martial folk, although they train their followers in the use of the versatile but usually non-lethal quarterstaff.

KYRANA
The Lady of the Sun, Soul-Giver
Greater Goddess
Symbol: A shining sun disk with a pair of feminine eyes faintly peering out of the center
Alignment: CN
Portfolio: Desire, instinct, cosmological creation, procreation, the soul, the element of Light
Worshippers: Bards, hedonists, lovers, people who like life, Sun-worshippers, Sharran Elves
Cleric Alignments: CG, CN, CE, N
Domains: Chaos, Sun, Charm (FRG/DAD), Family (FRG)
Favored Weapon: Chakram
Where Kyross is the father of ordered thought, Kyrana is the mother of desire, particularly of the desire to live, create, and procreate. (Think of Kyross as the left brain of the Cosmos, and Kyrana as the right brain). She and her realm, the Sun, are believed to be the source of life; her Light is the essence of the soul, which many Ohmarrans believe is the source of deep passion and the instinct to survive. Her priests embrace the passion of life that their goddess embodies, and provide a number of services to society at large, from blessing marriage unions to protecting and counseling the ill and others who fear their life force is running out. Like her brother Kyross, she seldom directly interferes with mortal lives, but aid to those who need her, should all under her protection or domain be endangered. Kyrana is a whimsical goddess, reflective of the chaos of creation itself, and on the rare occasions she responds to her followers, she does not always respond the way they might expect.

SHESARR
The Green Lady, Breath-giver, the Hand of Magic
Intermediate Goddess
Symbol: Pale green disc with wavy white lines crossing it, representing a gust of wind
Alignment: LN
Portfolio: Wind, Magic, growth, healing, natural patterns
Worshippers: Wizards, Sorcerers, Travellers, Elves, Healers and those in search of healing
Cleric Alignments: LG, LN, LE, N
Domains: Magic, Travel, Healing, Air (but with 5 elec. resistance instead of normal power)
Favored Weapon: Dagger
The breath of Shesarr is what binds life into the body; the winds flow in nearly imperceptible patterns that, her followers believe, shape the patterns of growth itself. Those who understand these patterns may be able to alter reality–to do so is to be a practitioner of magic. Her realm, called Shesarr's Sphere or the Wind Moon, is a large, greenish moon, the movements of which are believed to cause and control the winds on Ohmarr. Her priests tend to focus on Shesarr being the source of magic. After the magic storm, Shesarr has lost many worshippers, fearing that she had something to do with its creation–or are bitter that it seems like she did nothing to stop it (actually, her clerics are one of the reasons it didn't spread any farther than it did, but such things get forgotten when one is looking for someone or thing easy to blame). Still, some pray to her in hopes that such a thing will not happen again. Land and sea travellers pray to her for safe winds and good weather, and use the movements of her Sphere as a navigational guide. And though this is forgotten by those who fear magic, she is also a goddess of healing, as breath is the key to sustaining life.

JEHR
The Collector of Souls, the Hand that Gives and Takes
Intermediate God
Symbol: A blue disk, on which is a black fist
Alignment: CN
Portfolio: Death and Rebirth, Destruction and Cleansing, change, the element of water
Worshippers: Undead hunters, those who seek death, those who seek renewal
Cleric Alignments: N, CG,CN, CE
Domains: Destruction, Renewal (FRG), Repose (DAD), Water (but instead of normal power, ability to breathe underwater for 10 rounds/level)
Favored Weapon: long sword
Jehr is the spirit of the element of Water, which both fuels life, cleanses it, and drowns or washes it away. He is a god of death, but not a scary death-lord kind of god who wants everyone to die, just a god who oversees the proliferation of the life cycle. His "Sphere" is a blue moon which orbits Ohmarr, slightly larger than Shesarr's Sphere, and its movements are believed to control the tides. His priests tend to funerary services and tending to the dead, while his church's more martial members hunt undead. If they determine something needs to be destroyed for some reason (usually because something is already on the verge of its collapse), it is difficult to get in their way, and if they ever use the Raise Dead or Ressurrection spell, it will be for a very important reason–reversing the life cycle is anathema to the purposes of Jehr and his servants. This is not to rejoice in the concept of destruction itself, but to acknoweldge that a measure of destruction allows for new growth. Jehr is a god of rebirth as well–he collects the souls of the dead, cleanses them, and houses them on his Sphere until it is their time to be reborn.

OHMAN
The Earth-Mover, Hand of the People
Intermediate God
Symbol: A pair of hands shaping the earth
Alignment: N
Portfolio: Protection of the Peoples, strength, willpower, the element of Earth
Worshippers: Most anyone who likes their planet, seekers of strength
Cleric Alignments: LN, NG, N, NE, CN
Domains: Creation (DAD), Protection, Strength, Earth (5 acid resistance as basic power)
Favored Weapon: fighting gauntlet
Ohman was the god who took words of creation from Kyross and gave them to the peoples of Ohmarr, so they might develop self-awareness and free will and have stewardship of their own world. Ohman is a fatherly sort, who feels the world was created for the People, not the other way around–a notion which was a factor in the fight between him and his siblings. The results of that fight has caused Ohman to be put into a deep sleep, but Ohmanian priests of high rank, called Dream Chanters, work to divine the god's dreams. Ohman's Realm is the World of Ohmarr itself, and it is said he sleeps somewhere far across–or perhaps even beneath, the ocean that occupies half of the planet. Priests who are not Dream Chanters often help people in need, although their aim is to give people the strength they need to help themselves. Their preferred "weapon" is the fighting gauntlet, representing the strong, shaping hands of their god.

ARELL
The Forest Queen, Guardian of the Lands
Lesser Goddess
Symbol: A woman's face crowned with leaves
Alignment: CG
Portfolio: Nature and natural things, plant and animal growth, the connection between all living things
Worshippers: Rangers, farmers, wanderers, elves
Cleric Alignments: CG, CN, NG, N
Domains: Animal, Plant, Healing, Renewal (FRG)
Favored weapon: Short spear
Arell is the guardian of the lands and reminds that everything on Ohmarr, sentient or non-sentient, is a product of the land itself. She is a loving and compassionate goddess who thinks of animals and plants as her children, and blesses those who looks after them with care. She hates the abberations and undead that have appeared as a result of the Wild Storm, and is pleased to lend her power to those who work hard to successfully combat the creatures of the Wilderness. While much less strong in power than her father or grandparents, Arell and her brother are the only gods who are permitted to walk the world of Ohmarr. Still, she is not one to expect to be seen talking to mortals... she is an aloof goddess who prefers the quietude of the wood. Elves, being very close to nature, usually have shrines to her in most of their major holdings, and many become her clerics or druids. Shrines to Arell are more rare in other cultures, although all contain those who want, of course, to see the wildlife–and particularly the plants, which includecrops–of their world protected.

PELOHN
Master of Cities, Hand of the Peoples
Lesser God
Symbol: Hands holding a hammer and a sword.
Alignment: LE
Portfolio: Sentient races, civilization, cities
Worshippers: City dwellers, civil servants, rulers, the Rin
Cleric Alignments: LE, LN, LG, NE
Domains: War, Artifice (DAD), Nobility (FRG) and Trade (FRG)
Favored weapon: war hammer
Whereas Arell received Ohman's compassion and love of creation, Pelohn inherited his cunning, creativity, and curiosity. A manipulative and inquistive god, he enjoys putting seeds of inspiration into the minds of his wards and seeing where they will go with them–whether that means prosperity for a civilization or its downfall. Arell and Pelohn were given the purpose to not only guide but test the Peoples of Ohmarr to make sure they grow as Ohmarr's stewards; Pelohn particularly delights in the testing. It is all, ultimately, for civilization's good: that is how the sentient races learn to improve themselves and survive. Or if they do ultimately destroy themselves, then clearly, they failed the test and were not worthy. What is important, if only because that was the role assigned him, is to see that civilization evolves or devolves as it ought. Pelohn has little care for the individual mortal–his only personal concern is that the fascinating little peoples as a group grow into newer, more interesting civilizations. Note that "more interesting" can mean belligerent, if it suits Pelohn's whims and interests at the moment. He will do his duty to the balance to see that civilization moves on, but little else, save it pleases him. Clerics of Pelohn are usually not quite so tricky as the god himself, and provide education in reading, writing, and history to the masses (hence why good clerics can serve a technically evil god). Many Pelohnian clerics are also master craftsmen and support individual artisans and the Guilds.

PERYNN
The Fire Maiden, the Lost One
This goddess was the fourth child of Kyrana and Kyross, mistress of the Element of Fire, the Element of Passion and Consumption. Her desire to be the controller of Ohmarr ultimately resulted in the fight with Ohman, who absorbed her energy into himself, until she could no longer sustain herself. Her essence, it is said, returned to the Darkness of Unbeing from which the universe sprang. The Elemental Plane of Fire, Perynn's Sphere, was nearly destroyed without her to sustain it; it is but a mark in the sky, brighter than the stars but much tinier and dimmer than the Spheres of Shesarr and Jehr. The Element of Fire, its mastery, was absorbed back into Kyrana, who commands it as a lesser form of her greater Light. This is why many lesser spells offered by Kyrana are fire-related abilities (see the Domain of Sun).

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The World of Ohmarr is a fantasy world created for use fora Dungeons and Dragons d20 System game. The campaign information here is posted for players' use within the restrictions of the Open Game License published by Wizards of the Coast for the d20 System.You must have the Dungeons and Dragons Players Handbook to play this game. The campaign world itself is MY (Death Quaker's) creation, and all original material belongs to me, ©2002. Please do not use or reproduce any of the original world material without my permission or without crediting me.