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The scholars faith requires only devotions once a month and they like to perform a reenactment of the battle also. Correllia answers the calls of clerics from both faiths even though they don t represent his beliefs as long as the followers revere him. Beliefs: Correllia has few strong beliefs. His main thought is of kindness and beauty. He is known to be kind to struggling artists and to help people who are lost in the land he has created. Despite his generally kind nature he has a vicious mean streak and shows no mercy to those who disrespect his creation. He often tasks holy warriors to track down people who desecrate his creation. Domains: Knowledge, Nature, Protection, Good Chosen Weapon: Long Sword Avonha (CN): A wild and carefree Goddess, Avonha is often the chosen Goddess of rangers, druids and barbarians. She is considered the Goddess of nature and the hunt. She is portrayed as a slim, muscular elven woman. She is commonly portrayed wielding a long bow and knife, and wearing animal skin clothes. Her followers are devout but they have no organized means of worshipping her. She often has small alters and temples located in the wilds where only rangers, druids and barbarians can find them. Religions: Avonha has no organized religion to her but a council of her followers often meets once a year to decide what they should do in her name. The council is made up of elected representatives from chapter houses of rangers and druids, several barbarians also attend to even out the attendees. Her followers are dedicated to her and her small requests of them are always completed. She often personally answers any calls for help from her followers. Beliefs: Avonha holds the forests and other wilderCHNKINK œјџџџџTEXTTEXT6‰FDPPFDPPŒFDPPFDPPŽFDPCFDPCFDPCFDPC’STSHSTSH”STSHSTSH”2SYIDSYIDP”SGP SGP d”INK INK h”BTEPPLC l” BTECPLC Œ” FONTFONTЌ”<STRSPLC ш”:PRNTWNPR"•„FRAMFRAMІ™ˆTITLTITL.šDOP DOP Jš"Religions of Kallir Like many other campaign worlds Kallir has its own assortment of Gods and heroes that are worshipped throughout the world. Each region has different stories about the Gods but they all have the same basic ideas of the Gods. The Gods worshipped before the breaking are different than the ones worshipped now. Little is known about the Gods worshipped before the breaking. The first part of this section sets out the Gods and how they are worshipped and the second part has the story of the creation of Kallir and the origins of the Gods. Gods of Kallir The first God in this list is the high God of Kallir. The next five are the good Gods and the last five are the evil Gods. Correllia (NG): The main God of Kallir and its creator. He often leaves everyday matters to his five minor Gods. He often travels to the other worlds he has created but will travel back to Kallir when his creation needs his help. Nobody can challenge the power of Correllia when he is on Kallir, though few would even bother to try. His worshippers are the most fervent believers of all the believers. They sacrifice their lives to spread the word of Correllia and they are dedicated to the land and art as was Correllia. Religions: The followers of Correllia follow strict rituals in the worship of their God. A believer must pray once every 8 hours and once a week must travel to a temple of Correllia. Once a year the followers reenact the battle between Correllia and Laurelus. While every person in Kallir recognizes Correllia as the creator many do not follow his faith because of the strict rules and harsh penalties involved. Many scholars have started their own faith to Kallir that better represents their God. Correllia was a free spirit and didn t believe in harsh rule so the schoness areas as being sacred and like Correllia shows no mercy to those who desecrate it. She loves the animals in the forest but realizes the necessity of their deaths to feed her followers. Domains: Plant, Nature, Chaos, Good Chosen Weapon: Composite Long Bow Diranusis (NG): A strong but unbiased God. Members of all races worship him. He is considered a wise God and his clerics often serve as judges in communities. Many knights worship him as he is called the loyal and steadfast God. Diranusis is always pictured wearing long, flowing, red robes with gold stitching. Few can match him in regality and he has an aura of command about him. Religions: Most communities have some sort of temple to Diranusis and every village has at least one Dirausis cleric in it. When people need help in searching for an answer they often pray to Diranusis to help them. He is considered a very friendly God as he answers all heartfelt prayers to him. People easily worship him as he freely helps people in need. Beliefs: Diranusis holds humanity and people in the highest regard. The only law in his religion is to help other men and protect them. If you can help somebody in need then you must. People who don t follow this law are still treated fairly but not as well as those who follow it. Domains: Knowledge, War, Good, Strength Chosen Weapon: Mace Nindal (LN): Of the good Gods Nindal leans more towards the evil side than the others. He is a strong believer in helping the people who live on Kallir but he continually attempts to gain control over the world. Of the good Gods he has the least followers but his followers are often granted control over lands that are his to control and reap benefits from following him. Religion: Nindal controls much of what goes on in his temples but doesn t interfere too much in the everyday lives of his followers. He will send his armies out to conquer land every once in a while to try and finish his goal of conquering the world. Beliefs: Nindal believes in tight control but not harsh punishment. Followers who turn from him are shunned but can eventually earn their way back into Nindal s good graces. World wide control is Nindal s eventual goal. Domains: Law, War, Protection, Strength Chosen Weapon: Longsword Saviinb (LG): A strong God Saviinb is devoted to bringing order to his people and fixing injustices. Elves strongly favor Saviinb and the majority of his followers are elves. His faith is protected by the paladins of Kallir. His forces patrol the lands he controls but are not as harsh as those of Nindal. Religion: The power in Saviinb s church comes from the paladin ranks. The High Paladin communes with Saviinb and passes his orders down. In times of crises Saviinb is known to bypass the usual routes and go straight to the paladins and clerics that he needs to perform the duties. Beliefs: Saviinb believes strongly in following the law and proper order of things but is willing to bend protocol if it is necessary to help his followers or benefits the world of Kallir. He is a kind God but doesn t flinch from enforcing his edicts. Domains: Law, Good, Protection, Nature Chosen Weapon: Lance Manito (N): The Goddess of wisdom and balance. Manito is often portrayed as a scholarly young human. Legends portray her as diligently studying while the world falls around in chaos. Many of the true historians know that Manito is undyingly loyal to the citizens of Kallir and that she often helps the people in times of need. Religion: There is no organized religion to Manito but many scholars set up small temples and conduct ritual ceremonies to her. They pray to her when they are studying and trying to make a new discovery. Some mages also worship her for help in creating new spells and remembering the ones they study now. Beliefs: Manito believes that knowledge is the most powerful weapon and that people should learn more about their culture and the lands they live in. She also holds life in high regard and will neglect her studies to help the people of Kallir. Domains: Knowledge, Protection, Magic, Water Chosen Weapon: Dagger Minari (CE): The unofficial leader of the evil Gods. Of the races only elves don t worship her. Her clerics find great power but in the end they pay a great price for their power. The Minari Knights follow Minari with devout passion and travel the lands spreading anarchy and destruction. The Knights are promised spots in Minari s favor in return for spreading her power on Earth. Few people actually worship Minari but many pay tidings to her clerics for the land that she holds. Religions: The religion of Minari is one centralized organization despite the God s tendency towards anarchy. The organization is organized in Kantir and fuels most of the fighting there. Many of the leaders in Kantir help the clerics fulfill their needs without knowing it. The clerics are generally aloof from the people but will defend cities they hold with their great power. Beliefs: Minari is called the Goddess of anarchy and her clerics travel the land spreading dissent and fostering rebellion in the world. Unlike the other evil Gods Minari wants only control of the world and doesn t urge her clerics and knights to perform wanton acts of cruelty. Domains: Power, War, Evil, Chaos Chosen Weapon: Short Sword Fistand (LE): The cruelest of the evil Gods, Fistand s clerics are trained in the dark arts and in torture. Fistand revels in the pain of mortals and his clerics often gain power from the pain they inflict. Few people worship Fistand but his clerics are a strong presence in the world. His clerics are often accompanied by a bodyguard retinue of undead creatures. Religions: Fistand s religion is tightly controlled. Power flows down from the high priest who is directed directly by Fistand. The power just flows down and any disobedience is immediately and harshly punished. The lands under the Fistand clerics are heavily policed and any criminals are cruelly punished by the clerics. Beliefs: Fistand believes in a strong central power that harshly enforces its laws and keeps its citizens within certain behavioral ranges. The citizens under Fistand clerics are kept under tight reign. Fistand wants to conquer the world and banish the good Gods. Domains: Evil, Law, War, Fire Chosen Weapon: Whip Yunraa (CN): Often referred to as the trickster Goddess Yunraa is considered to be deceitful and petty. Her fellow Gods keep a close watch on her to prevent her from destroying their plots or turning on them. Her followers are common but are unorganized. The worshipers of the Goddess are just as tricky as she is. Religion: The religion of Yunraa is loose and there are no real rules or laws to be followed. The followers are spread throughout the world and perform rituals by themselves. Some thief guilds have small areas that act as temples to Yunraa since many thieves are followers. Beliefs: Yunraa believes in the freedom of her followers. She is sly and uses trickery instead of brute force to accomplish a task. She doesn t confront her enemies face to face but cuts their feet out from under them. Her followers are free to do as they wish as long as they don t betray her trust. Domains: Chaos, Trickery, Travel, Luck Chosen Weapon: Dagger Osbor (N): Generally considered a cruel God he is greatly loving of the things and people close to him despite his normal tendencies. He is a God of harsh punishments but believes in love within relationships. His views sometimes conflict but his ambitions and evil nature always take the precedent despite his balanced view. Religion: The religion of Osbor is harsh and requires a follower to be extremely devoted to Osbor and must be committed to doing the will of Osbor on Kallir. The religious leaders require animal sacrifices and use the sacrifices to read the future and help to discern Osbor s commands. Beliefs: Osbor is a strong supporter of the arts especially music. He believes in harsh punishments but realizes that sometimes special conditions can require special revision. He is normally a cruel God but respects those who have close knit families and look after their friends and family. Domains: Protection, Animal, Death, Air Chosen Weapon: Dagger Razont (NE): A cruel God, his clerics revel in the pain of others and get a perverse joy out of torturing captives. Despite his cruel ways his religion holds sway in a fairly large area of Kallir and while not immensely popular with the citizens it is respected. Despite his evil nature he is a fair God and rewards his enemies if they impress him. Religion: The religion of Razont is the only one that promotes human sacrifice. The clerics often perform anthropomancy on captives who are no longer useful to the cause. Other than that the church is relatively humane and is easy on the followers and knights. Beliefs: Razont is a God of war and respects those who make a stand fighting for what they believe in. He is known to help his enemies even against his own forces if they are brave. He believes in viewing all transgressions and judging them separately. Domains: War, Evil, Destruction, Death Chosen Weapon: Battleaxe The Beginning When the sea of space was empty, only the Gods were the inhabitants. The Gods were split along their philosophical believes. Some believed that power was the most important while the other faction held beauty and art in the highest importance. The Gods differences lead to a titanic battle between the two factions. The great powers of the Gods clashed in the empty space and the magical attacks struck each other and fused together. From these collisions came stars and planets depending on the elements used in the magic. The battle resulted in the death of many of the Gods. The remaining Gods agreed to a truce because both sides realized neither could win. The Gods dispersed to do their own things but created their own messengers and spies of rock that fly around the planets. Many of the Gods retreated to a planet formed from the collisions of the magical attacks while others continued to exist in the nothingness of space. One God, Correllia, chose Kallir as his new home. Correllia devoted his time to shaping the land into a beautiful scenery. He carefully sculpted picturesque mountains and shining rivers within one large continent. After finishing the landscape Correllia created different kinds of creatures to inhabit and appreciate his creation. His final creation and his favored was humans. Correllia created a statue out of the soil of Kallir and shaped the races of Kallir to resemble him. He gave the elf pointed ears, the dwarf he made short and strong, the orc powerful and stupid, and man he made exactly like him. Correllia stayed on his home Kallir and helped all of his creations along in their life. Laurelus, a God of power, saw what Correllia had made out of Kallir and was filled with rage. Laurelus sent one of his spies to smash into Kallir at the very center of the continent. The spy struck the continent with such force that it split the continent and sent the parts floating away from each other. Correllia wept for the destruction of his creation and his tears filled the smaller pits creating lakes and seas. Laurelus seeing his rival in a weak stage descended to Kallir and challenged Correllia. Correllia was overcome with fury at the destruction Laurelus had caused and reached deep into his reservoir of power and summoned the greatest magic spell known, meteor storm. The meteors pelted Laurelus and knocked him unconscious to the ground. Correllia took Laurelus to the depths of the center of Earth and bound Laurelus there with restraining cuffs of blessed iron. Correllia rebuilt much of the damage done but he could not bring the continents together. All of Correllia s creations had escaped total destruction so not all hope was lost. Correllia taught the humans how to nurture his creations and rebuild the damage themselves. Correllia left the care of Kallir in the hands of the races and departed Kallir to create more planets. The races continued to thrive in the land despite the lack of their God. The civilization was vast and advanced. The lived in harmony with nature. They continued to worship Correllia and performed ceremonies to him often. They built grand temples to Correllia and reviled Laurelus as the destroyer. Every year the humans would have a ceremony reenacting the battle between Correllia and Laurelus. After several decades of constant revile. Laurelus managed to break free of the bonds that held him by calling on his great anger. Laurelus stalked the land of Kalir punishing the races who had reviled him. The land froze where Laurelus walked and the races were taken as slaves by Laurelus. He destroyed the large cities using ice javelins and giant snowballs. Laurelus yetis held the humans in large pens so that they couldn t escape. The reign of Laurelus remained unchallenged for a year before word reached Correllia. Correllia returned to Kallir and once again reached to his deepest reserves of power to remove Laurelus from power. The land around Correllia was warmed by his raging anger and melted into the oceans. When Correllia reached Laurelus he pulled out his massive sword Temner which burst into was wreathed by flames when Correllia removed it from the sheath. A horrible battle between the two Gods raged until Correllia struck Laurelus down with a might blow. From Laurelus body sprung five essences of evil: envy, hate, anger, greed and sloth. Correllia remained on Kallir and finished melting off the ice but couldn t stand looking at his ruined masterpiece. Correllia couldn t bring himself to destroy the races after they had been affected by the evils of Laurelus so he created five protectors to match the five evils that sprang from Laurelus and left Kallir. The evil essences that sprang from Laurelus caused much fighting between the races and led to the end of the civilization. ld the damage themselves. 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