the gods of arator - drivethrurpg.com · 2018. 4. 28. · humanoids such as orcs, hobgoblins,...
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Gods of Arator Volume 2 The Gods of Death
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The Gods of Arator
The Gods of Arator are the most powerful and
supreme beings in the entire universe. None can
even come close to their powers. All intelligent
life in some way shape and form worship these
gods. Whether it is in the core spheres or the
outer spheres of the Arator universe these are the
gods mortal life turns to for their worship.
Elves, dwarves, half lings, gnomes, and other
demi-humans worship the Arator gods as well. It
does not seem that there is limitations to each
race, though rather, the limitations each god
places on their followers.
Humanoids such as orcs, hobgoblins, ogres,
bugbears and the like also will worship the
Arator gods. Though most of these races are
primarily evil, and turn to the more chaotic or
evil gods, once again there seems to be no set
limitations. Dragons, giants, and other more
powerful races that borderline on demi-godhood,
also worship the Gods of Arator. These races turn
to the gods as a form of support and comfort
when even they need it almost like a child will
turn to its parent.
The Gods are all impulsive they act on whims of
their portfolios or what their powers are based
from. One moment they can be steadfastly
determined to help their faithful, the next, they may all but ignore them. No matter what however,
it seems the Gods are always there, constantly watching and letting their respected faithful know
they are there in some way.
The spheres of the Gods are broken down into four major spheres. Life, Death, Illusion, and
Conjure. There are also four major elemental spheres, Fire, Wind, Earth, and Water. The four
major will only be described in this book. Life, Death, Illusion, and Conjure.
Another sphere has just been recently discovered over the past several thousand years and that is
the sphere of Arcane. Strangely however the sphere of Arcane does not hold any gods within it,
rather, all the gods seems to borrow energy and power from it.
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The Gods of Life are named aptly. They bring the world of Arator peace, new birth, renewal,
honor, justice, and anything else that makes life enjoyable. On the other end of the spectrum
however are the Gods of Death. These gods are only looking for destruction, pestilence, famine,
darkness and death to be brought onto the world.
Luckily in-between these two spheres is the sphere or Illusion. These gods are constantly devoted
to keeping the Gods of Life and Death in line. They believe in preserving a balance between the
two. For if one is out of alignment even for a moment all out chaos would be the result. Then
there are the Gods of those said shifts, the Gods of Conjure. These gods want nothing more than
all out strife, in-balance, war, chaos, and confusion to reign on the world.
So where did this all begin? How where these mighty powers created? Well many a scholar and
sage have debated this question for centuries and none can seem to come up with a concrete
answer.
What is known is that the gods have been and may well forever be the most powerful beings in
the Arator universe.
The Worship of Divine Powers
The Gods of Arator all received their powers through their mortal worshippers. The more
worshippers they have, the more powerful they are. The fewer worshippers they have, the less
power they have. In order to have a tie to the world, the gods need to have a link to it. Mortal
worshippers are that link to the gods from the world.
Priests, specialty priests, monks, crusaders, shaman, clerics, and paladins are all religious orders
that work for the church. Through these classes of individuals, the gods grant them special
magic’s and abilities in order for them to further spread their name and power through the world.
Greater powers are greater powers for a reason. They have become that powerful through mass
worship all throughout the world of Arator. Not only do they have an extremely strong link from
worshipper to themselves, but they have also wisely accumulated power through other means.
This can be anything from slaying another god and absorbing their power into themselves, or,
they have many powerful artifacts and holy relics that also give them their might on the world.
Lesser powers on the other hand are lesser powers because they do not have as many faithful as
greater powers do. Lesser powers are either gods whom have fallen from greater power status in
some way, or because they do not simply have enough followers to reach a greater power station.
Lesser powers are always seeking to gather new followers so they may grow stronger. They are
constantly looking for new faithful and sources of worship so that they may horde enough power
away to make the transition to a greater power.
Demi-gods on the other hand are the least powerful gods. They were either once mortals who
have become god-like in some way, or, they are or were gods themselves who have drastically
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dropped in power. Demi-gods know that they must be careful when they walk the world of Arator
or the spheres. Being the least powerful of gods, they are always being bullied or confronted by
other powers that are looking to take “an easy target”. This is why demi-powers are always, ever
watchful for new worshippers and followers.
Everything dies at some point in time…even deities. Any god, whether they are greater, lesser, or
demi powers, can themselves die. Deities die when they have no worshippers who pray to them or
follow them anymore. As a god’s faith falls into nothingness, their power on the world begins to
crumble, and they themselves, will soon fade away into oblivion. There are rules to this exception
though, and they are all explained a little later in this volume.
All gods know their place in the universe. They all know what they must do in order for their
existence to continue on. A lot of gods, lesser and demi powers especially, will often turn to
greater powers for some form of protection. Greater powers usually only do this if it suits their
agenda however. Normally when gods have superiors, they will turn to them for aid, guidance,
protection, and the like. The churches often will work in the same way. For example, if Damon
God of Fear (whose superior is Morith God of Death) were in some form of trouble, then he
would ask Morith for his aid. If Morith does help Damon, then the two churches will often be told
to work together as well.
The Birth of the Gods
A god can be created in many different ways
including having children with one another.
Layonna, the Goddess of Beauty, is the child to
Melana Goddess of Healing and Soularis God of
Light. Damon, God of Fear, is the child to Celene
Goddess of Darkness, and Morith God of Death.
There are other ways to become a power in the
pantheon however. A greater god may bestow a
mortal being with demi-god powers. Normally
when this happens the god has a particular favorite
in their church. One who has exceeded the call of
duty and who has done many a good deed in their
god’s name.
When a greater power grants any mortal demi-
powers, that demi-power will always be the
servant to the greater power unless the greater
power says or does otherwise.
Another, most common form of becoming a god is
when a mortal stumbles upon or finds an artifact,
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holy relic, or spell with enough power to grant them god hood. Whenever this happens, and the
mortal is able to correctly use the items, then they will turn into a demi power. There has never
been a documented case of any mortal becoming more then a demi power through these means,
though this does not have to be a rule.
Most of the time when gods have unions with other gods, it is to extend their influence even more
in some way. With Layonna and Damon being created, the spheres of Life and Death extended to
fit the new gods into them. The greater the sphere, the more power these gods would have. There
are no other known unions besides these two though it is rumored that Enos, God of Dreams, and
Alundra Goddess of Luck, have been courting and may soon have a union of their own.
The Death of Gods
Just like any other mortal creature that walks on the sphere of Arator, any god, no matter how
powerful they are, can die. The rules and exceptions to this are numerous however. Throughout
Arator’s existence, gods have been killed and never been heard from again.
When a god is truly dead, their bodies, powers, mind, and very essence will drift endless through
the astral plane unless some means are taken to bring that power back. Below are examples of
how a deity can die.
Plane of Existence:
The only way a god can truly be destroyed is in his or her own home plane of existence, or in
some other plane away from the sphere of Arator. When a god is in their home plane or in some
other, they are at their peak in power. They will hold nothing back when fighting for their
survival, and they will also have many powerful servants that will aid them. It is extremely
difficult therefore for any mortal creature to destroy a god in this fashion.
Deity kills Deity:
Gods will often battle with each other in other planes of existence. Most of the time these battles
will end in stalemates or when one god is sorely pressed, will retreat. Sometimes though, these
battles can become deadly. When a god slays another god, a few things can happen. The most
common is that the god who slew their rival will take all their powers and portfolios into
themselves, thereby making them stronger.
It has been said that gods can “give up” a piece of their essence to someone or something storing
it for “safe-keeping”. In this manner, if the god were to ever be destroyed, then there will still be
some of the god left for it to come back. Gods normally do not like doing this because if they
were to surrender a piece of themselves to anyone or anything, then they risk their powers
draining and becoming weaker.
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If they do give up some of their power, normally it is to one of their most trusted servants or
faithful. If the servant or faithful accepts, then they are to carry the god-like essence with them
until the god can take it back these mortals are often called “Heralds of the Gods”.
Most gods would never trust mortals or even other gods, so the most likely option would be for
them to store their essence in some form of inanimate object such as a statue. These objects of
course would be guarded constantly until the god can retrieve them again.
Mortal Kills Deity:
No mortal could ever hope to destroy
a greater or lesser power on their own
unless they have some form of aid
such as the help from artifacts, spells,
rituals, or other god’s themselves. The
only chance a mortal has to destroy
any form of god, are demi-gods.
Demi-powers were once mortals
themselves, and since they can only
have one avatar at a time, this makes
them highly vulnerable. Since a demi-
powers home plane is tied in directly
with the Prime Material Plane of
Arator, many mortals can find and try
to slay demi-powers.
Whenever any mortal seeks the
destruction of any demi-god, they will
still need some form of aid. Once
again artifacts, rituals, spells, and
powerful allies are all needed to help
slay a demi-power. Once a demi-god’s
avatar is destroyed, this leaves them at
their most vulnerable point because it
takes them over a year to form another
one.
With an avatar destroyed, the mortal must then either journey to the god’s home plane, or any
plane where that god may be, and finish the job. If the mortal somehow manages to accomplish
all this, and does manage to destroy the demi-power, they will more than likely absorb all of the
demi-god’s powers and portfolio into themselves.
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It is only then through centuries of gaining in power to reach the status of lesser power that a
mortal may then hope to take on other lesser powers, or even, greater powers.
Deity Dies of Neglect:
This is perhaps the major reason why a deity dies. When a god dies of neglect, they slowly
dwindle away into nothingness. This is caused where their churches and the faith either have
some catastrophic event that rips the church apart and they all turn to another god, or, their
churches and faiths are eradicated completely. At other times the cause of this may be because the
god was lacking in their roles as gods.
They did not take as much time out as they should have to tend to matters on the world, or they
simply ignored their faithful. If this were to happen then the god’s faith will of course begin to
turn elsewhere for worship. As the faith and the church slowly diminish in size, so does the god.
If a god were once a great power, they would then become a lesser power, then a demi-power,
then finally, death. Gods still have an advantage though.
As long as there is a small group of faithful on Arator that worships him or her, the deity still can
return if they die of neglect. It is unknown how many faithful or churches are needed for a god to
keep themselves alive in this way, but it is said that as long as one church remains, then the god
will still live. Though they would be extremely weak, and near death, they still would live.
As soon as that church is destroyed however, then the deity dies, exploding in a big ball of light,
their bodies and essences going to the astral plane where they would stay unless reawakened.
Their home planes would also be destroyed with them.
A deity may stay in the astral plane for a millennium or more and still exist. It is almost a form of
a coma. If somehow the god were to receive another church or enough faithful, they can be
reawakened. Other methods, such as rituals, spells, artifacts, and the aid from other gods, may
also reawaken them.
Being Dead in the Astral Plane
When a god’s true body is destroyed, it and its essence are taken away to the astral plane where it
stays in a coma like state. The god will endlessly drift, immobile for all eternity; slowly
dwindling away until finally it fades away, gone forever. Since it takes an extremely long time for
any god to truly vanish for good, it is possible for that god to be reawakened and returned to its
former state. When a god is drifting in the astral plane, it cannot move, it cannot use its powers,
and its mind is technically dead as well. The only time a dead god in this state is aware, is when
its name is spoken in some ceremony or ritual. It will temporarily stir, sensing its name spoken.
Though if nothing else is done, then it will once more drift back into a coma.
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When a god is in the astral plane, all of
their faithful will suddenly find their spells
gone, as well as their special abilities
(specialty priest’s more noticeably). No
matter how much they pray, they will find
that it will not work. At times, especially if
as explained above, a god leaves a piece of
himself or herself behind in some way, they
still may be able to reawaken.
Normally when a deity is entrapped in some
inanimate object, such as a weapon of some
kind, they still have all their former
memories when they were a living deity.
However, they cannot use any of their
powers, nor can they escape out of the
object unless it is by some special means.
God’s entrapped like this can communicate
telepathically to anyone who touches the
object. This is the only way for them to try
to escape their prison. A mortal being will
more than likely assume the object has
some trapped soul or something inside of it,
not a god.
For this reason, they will more than likely
keep the object and either tries to free
whatever is inside, or, use it for their own ends. Evil gods are perfect for these scenarios because
they can slowly warp and twist the mortal’s mind to their own advantage trying to use them to
escape their prison and become a god once more.
More lawful gods will most likely try some other means of escape, such as giving that individual
visions, or some other signs of what they are, hoping the mortal will find a way to release them.
When special powerful artifacts, ceremonies, rituals, or other beings come into play in trying to
rise a dead god and succeed, then that god will be brought out of the astral plane and back into
existence.
Sometimes they will remember everything in their past life, but nothing afterwards, sometimes
they totally forget who and what they are and must find a means of remembering. Whatever the
case when a god is brought back to life they retain all their abilities and powers. When they come
back to life, so to, will their home plane.
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If, for instance, a god that killed the god being brought back to life still exists and has their
portfolio and powers, they will suddenly find them gone, returning to the original god. This only
applies to the one god that slew the god who is brought back into existence and no other.
The Powers of the Gods
Portfolio: A god’s portfolio describes what the god’s powers actually are. It entails that of which the god is made up of, and what their faithful follow them for. A god’s powers are at their
most potent when they are acting within it, and not trying to infringe or steal away another god’s
portfolio. For example, if the God of Fear were trying to wrestle away the God of War’s portfolio
by trying to act within that function (war) then he would be at a disadvantage. A god’s portfolio
can change when a deity is destroyed, is weakened, or if another god steals away that portfolio for
themselves. There seems to be no limit as to how many things a god can have in their portfolio.
The more things that are in the portfolio, then the more powerful the god would be.
Immortality: All gods are immortal, whether they are greater, lesser, or demi-powers, they all do not age, and cannot be killed unless by special means. All gods are immune to all mortal
diseases and poisons, and have various immunities to different spheres of magic. If a god’s avatar
is destroyed, then the god will always remake it and the time frame in which a god’s avatar
reforms depends on the power of the god which is explained under “avatar”.
Teleportation: All greater and lesser-powered gods may
teleport themselves anywhere they
desire, at any time, at will. They
can travel back and forth from all
planes of existence as often as they
like. They always teleport without
error, and unless by some special
means, will always have this
ability. Demi-powers can only
teleport from their homes, to the
world of Arator. They may also
teleport wherever they choose on
the Prime Material plane (The
world of Arator).
The Mind: All gods no matter the power level are able to use
their very minds as defensive or
offensive weapons. All gods may
be able to use telekinesis,
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telepathy, psionics, and other mental capabilities. The restrictions and details are listed down
below.
Communication: All gods, even demi-gods, may communicate with any creature that has an intelligence score above 2. They may speak with them telepathically, out loud, or by some
form of silent language (sign language for instance). All gods can understand all languages,
whether they are spoken in words, in text, or by some other means. Greater and lesser gods may
speak to anyone or thing they choose no matter what sphere they are in telepathically. Demi-
powers may only perform this on their own planes, and the Prime Material Plane.
Magic: Every god may use magic. They need not speak any words; use any magic components, or gestures. No matter what sphere the spells may be in, gods can use magic without restrictions
unless the spells they are casting are completely opposite to them. For example, the God of Light
cannot use spells from the sphere of death, and the God of Death may not use spells from the
sphere of Life. Gods may also invent new spells at a simple wave of their hand.
Immunities: All gods have plenty of immunities. Each individual god will have variations on what they are and are not immune to, which is explained in more detail under each god’s own
description. However, all gods have these immunities. It would take a +1 or better weapon to
harm a demi-power, a +2 or better weapon to harm a lesser power, and a +3 or better weapon to
harm a greater power. All greater gods are completely immune to any mortal magic, lesser
powers are 90% immune to mortal magic, and demi-powers are 70% immune to mortal magic.
All gods, no matter the level, are immune to any magic that would outright slay them (Such as
power word kill). All gods are also immune to any mental or emotion based attacks from mortal
beings. Greater gods can only be affected in this way from other greater powers, and are immune
to mind and emotional based attacks from lesser and demi-powers. Lesser powers are immune to
all demi-power mental attacks.
Granted Abilities: All gods, no matter the level, may grant any mortal special abilities, spells, or powers if they so choose. All gods have specialty priests, priests that are their esteemed
chosen. These priests all have special abilities and spells that are bestowed upon them by their
god. If the god were to be destroyed, then these skills, powers, and abilities would be gone unless they turned to another god for worship, or another god were to take that former god’s powers and portfolio. The power or lack thereof that the gods grant their worshippers can be granted and
withdrawn at will if the deity so chooses.
Greater Powers Greater powers are incredibly powerful entities. They are all alone on at the top of the pantheon,
and their resources and powers are infinite.
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Shape shifting: Any greater power can shape-shift into anything they choose, whether it is living, dead, or inanimate. Greater powers do not even need to see an object or individual to
memorize what it looks like in order to change shape. All they must do is think of what they want
to turn into and they may then change. Greater powers have been known to change their shapes
up to planetary proportions.
Magic Resistance: All greater powers are 100% immune to all mortal magic no matter what sphere they are from, or who casts the spell (Meaning if even a dragon were to cast a spell
on a greater power it would have no affect). Greater powers are 70% immune to magic from gods
of lesser rank, and 40% immune to other greater god magic.
Planar Travel: Greater gods are able to travel and teleport wherever they please in any realm of existence they choose. They can go from sphere to sphere, or plane to plane, at will, and
always without error. Greater powers cannot teleport to the Prime Material plane in their actual
forms however, they can only travel to the Prime Plane in their avatars.
Sensing Ability: All greater powers have unbelievable sensing abilities. They can sense anything within their own sphere of existence at any given time. They may also sense everything
from their ally’s realms of existence at all times. Greater powers may also sense anything up to
200 miles on the Prime Material plane as long as their followers and faithful are present.
Meaning, anywhere their followers are then the god will sense what is going on around them
almost as if they were there themselves.
This ability will not work on the Prime Plane unless they have at least one follower in a given
area. There for, if there are no followers to that god in the woods of Solaria then the god cannot
sense that area. Gods may also sense what is happening within 200 miles on the planes or world
of Arator whenever their names are spoken, or their artifacts or holy relics are being used. If an
in-animate object such as an artifact is lost somewhere on the Prime Material plane, and none of
their faithful is around that object, then the deity will always be able to sense into that area as
long as their artifact is present. This sensing ability can be blocked however from gods of equal
power.
The Mind: Greater powers may use any and all mental abilities known. Their telekinetic abilities enable them to lift any and all moving or non-moving creatures and items up to 1,500lbs.
They are able to hold this weight up for up to two hours before tiring. They may also hurl this
weight limit up to 500 feet.
Creation: Greater powers may create anything they wish whether it is animate or in animate. There seems to be no given limit on what a god may create, however, when a god creates a large
object, it will drain their power considerably. Greater powers may create any in-animate object
they so desire. All they must do is think of what they want, and they may then create it. Animated
objects, such as mortals, are a lot more draining then in-animate objects for creating purposes.
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Normally when a god creates a living being it is to start a new species that they would like to
“experiment” with.
Life and Death: All greater gods may slay any living mortal creature with but a thought. They may also bring back to life any dead mortal creature they wish. No matter how long they
have been dead, a greater power can raise any slain mortal creature they wish.
Multitasking: Greater powers may perform as many tasks as they wish at one time. There are limits of course, which are due to their power levels, and what physical form they may be
adapting at the time.
Avatars: Greater powers may use up to 10 avatars at one time when they are at their strongest in power. They may all travel, at the same time, to whichever plane they wish, even the Prime
Material Plane at will. When an avatar is destroyed, it will only take the power one full day to
create another.
Lesser Powers
Lesser powers, though a lot less powerful then greater gods, are still amazingly strong. Lesser
power will often serve other greater powers for protection or learning purposes.
Shape shifting: Lesser powers may shape-change into any animate or in-animate object they wish up to the size of a large island. They need not see anything or memorize something in order
for them to shape change; they may do so with but a thought like greater powers.
Magic Resistance: All lesser powers are 80% immune to all mortal magic no matter what sphere the spells are from, or how powerful the spell caster may be. They are 50% immune to all
magic from deities of lesser ranks, and only 15% immune to magic from greater gods then
themselves.
Planar Travel: Like greater powers, lesser powers may travel anywhere they choose from sphere to sphere, and plane to plane. They will always be able to teleport at will, with no chance
of error. Like greater powers a lesser power cannot enter the Prime Material Plane in their true
forms. They must use an avatar in order to travel freely from the Prime Plane to other planes.
Sensing Ability: Lesser powers will always know what is happening within their own planes of existence. They may also know what is happening within a 50-mile radius of where their
faithful, churches, artifacts, and holy relics may be. They cannot sense into any other sphere of
existence unless they have means to be able to sense with. There for, if one of their faithful were
in the Abyss, then the god would be able to know what is happening within 50 miles of that
follower until they leave that plane. Lesser powers cannot sense into their allies realms unless
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they have permission from the gods who live there. Lesser deities may also be able to sense
anything within 50 miles whenever their names are spoken, their artifacts or holy relics are being
used, or rituals in their name are being performed. A lesser powers sensing ability can be blocked
easily by greater powers, or by powers equal to themselves.
The Mind: Lesser powers are able to use telepathy, psionics, and telekinesis. Their telekinetic abilities enable them to lift any and all living or non-living matter up to 500lbs. They are able to
hold this weight up in the air for up to an hour before tiring. They may also use this ability to
throw the matter they are levitating up to 200 feet.
Creation: Lesser powers cannot create something out of nothing. They do however, always know the means of finding that which they seek, no matter what that may be. There-for if they
wish something to be made in their name, they will always know where those materials will be,
and who, if anyone, can create it for them. Any in-animate object can be done in this matter by a
lesser power. However, animated objects such as a mortal creature are beyond a lesser powers
abilities to create in any form.
Life and Death: Lesser powers are unable to kill any mortal creature outright. They can however, arrange any methods they think are necessary to cause the deaths of those want killed.
Lesser gods no matter where these mortal creatures may be at the time can cause any kind of
accident, attacks, or sudden sicknesses. Lesser powers may be able to raise the dead however, like
greater powers. No matter how long they have been dead, or where they have died, a lesser power
may bring them back to their full state of life.
Multitasks: All lesser powers may perform up to 50 tasks at one time if they so choose. This of course is restricted by what form they may be in at the time, and their particular power levels.
Avatars: Any lesser power may have up to five avatars at a time walking freely between the planes. Like greater powers they may travel anywhere they choose from plane to plane, sphere to
sphere at will. They may also travel back and forth to and from the Prime Material Plane. When
an avatar is destroyed it takes up to one month for a lesser power to create another.
Demi-powers
Demi-powers are the least powerful entities within the pantheon of Arator. Gods are normally at
this level when they first enter their roles as a deity unless. Demi-powers were normally once
mortals who were given demi-power status by their god’s as a reward for undying servitude and
loyalty. Sometimes however, it is possible for even a greater god to reach demi-power status such
as when their powers wane considerably, or when their faith suddenly begins to shrink on the
world.
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Shape shifting: Demi-powers may only shape-change into something no smaller then a mouse, and no larger than a dragon. Unlike greater and lesser powers, they must have already
seen something and have memorized what it looks like in order for them to be able to change into
it. They have to use a conscious effort instead of a subconscious effort like those to more
powerful gods.
Magic Resistance: Demi-powers are 60% immune to all mortal magic from any sphere, no matter how powerful the spell caster may be. They are 30% resistance to magic from other demi-
powers, and only 10% immune to magic from those of lesser and greater gods.
Planar Travel: Any demi-power may travel freely from their own sphere of existence to the Prime Material Plane at will, whenever they choose, in their real body or their avatar. However, they cannot travel freely from other planes unless they have some form of assistance, such as by
another more powerful god, or some kind of magical item or spell. As a rule though, demi-powers
make it a habit to have many different aids to help them travel since they know their abilities are
limited.
Sensing Ability: Demi-powers may know what is happening within 30 miles of themselves at all times. They may know whatever is happening in their own plane of existence, at will. Demi-
powers can sense anything around their faithful within a ten-mile radius, no matter where their
faithful may be, even other planes of existence. They may also known what is happening within
ten miles whenever their names are spoken out loud, or when their artifacts, holy relics, or a ritual
being done in their name, is used. Other demi-powers can consciously block other demi-powers
sensing ability, and greater and lesser powers can easily block off a demi-powers senses with but
a thought.
The Mind: Demi-powers only are able to use telepathy and a very limited form of telekinesis. They may lift any living or non-living matter of up to 250lbs up off the ground and hold it in mid
air for up to a half hour. They may hurl what they are levitating up to fifty feet.
Creation: Like lesser powers, demi-powers cannot create something out of nothing. However, unlike lesser powers, they do not automatically know where materials or individuals are to obtain
that of which they wish to create. They must use their own resources with their sensing ability in
order to find that they need to make. As a rule, demi-powers will always normally have a steady
source of reliable resources and aids to help them with these tasks.
Life and Death: Demi-powers may be able to raise any dead mortal creature they wish. No matter how long they may have been dead, or where they may have died, a demi-power can
resurrect them. However, since their powers are limited for gods, they need some form of artifact
or holy relic present with them in order to do it. Unlike greater powers, demi-powers cannot just
simply kill a mortal creature. Also unlike a lesser power, they cannot simply use a way to kill a
living mortal. Demi-powers have to rely on their own methods or those of their servants, to slay
their enemies.
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Multitasking: Demi-powers may perform up to five tasks at one time. This of course is restricted to what form they are in at the time, as well as their power levels.
Avatars: Demi-powers can only have one avatar at a time traveling around and active. They may teleport anywhere they wish on the planet of Arator, or to their own home plane. They
cannot, as it explains above, teleport their avatars to other planes unless by some special means.
When a demi-powers avatar is destroyed it requires nine months to a year depending on the god’s
power level to make a new one.
Avatars
Whenever a god has vital business to
attend to on the Prime Material Plane, he
or she will take on avatar form so that
they may travel there and take care of it.
An avatar is just a small portion of the
god’s power infused into a mortal like
creature. Avatars are not mortals in any
sense, however.
All gods make their own avatars, using
their own energies to forge them to their
liking and specifications. Certainly the
gods’ powers in avatar form do not even
compare to their powers when not in
avatar form. An avatar is just an extension
of the god.
Avatars will always have the same
abilities, powers, and resistances that the
true god themselves has. They will also
have their teleportation, communication,
sensing ability, and all other basic god
abilities. As explained above, greater and
lesser gods can only come to the Prime
Plane in avatar form, and not their true
one.
Many gods will make an avatar that looks like them in all aspects. They normally do this so that
their faithful can not only recognize them, but to give them a sense of awe, wonder, and comfort
that their god is with them. An avatar’s frequency depends on the stature of the god, and how
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wide spread their faith is. The more powerful the god is, the more likely they will have an avatar
sent down then those gods who are more restricted in their powers.
Weapons and Armor: Every god who takes on an avatar will always have some form of highly powerful magic weapon, armor, or item on their person. These items are of incredible
power, and more often than not; they are also intelligent and communicate to the god
telepathically. The avatar will use these weapons at expert skill, no matter what the item may be;
they wield or use them to perfection.
Sometimes gods will “lend” these mighty weapons to their most trusted faithful for one reason or
another. When they do this, the weapons or items will only work for the mortal if the god has
given them the permission to use it. Other than that, no other mortal creature can use or handle
any weapons, armor, or magical items an avatar may have. All of these weapons, armor, and
magical items will always be returned to the god automatically if, say, the avatar was destroyed.
They will be returned, undamaged ready for use again.
These items also cannot be fully destroyed, for as long as the god exists, then they can be remade
or reformed within a certain amount of time depending on the item and the god. Mortals can
destroy a god’s avatar, though even this feat is not easy in the slightest. Usually when their
avatars are destroyed, any god will not take this lightly to the ones who destroyed it, and will try
to find some form of retribution or revenge.
Character Classes for Avatars: Whenever a god takes on an avatar, they will assume a profession or a class that fits them and their needs. All gods that take avatar form will be level 80
or higher and will have all the talents and specialties that class has as well as their god like
abilities as well.
Statistics and Class Limits: Any god in avatar form will have at least one or two scores that are double than what they should be normally for their class level. They do not suffer
penalties or restrictions due to character classes like mortals would. (For example, a wizard will
almost always have higher intelligent scores then a fighter or warrior would. This is due to the
fact that they use their mind more than their body in their profession of choice.) Gods do not have
such restrictions placed on them.
Spell casting Abilities: All avatars can cast spells and throw magic without having to use books, gestures, spell components, nor even words. All they must do is think the spell happening
and it will. Avatars still have the same immunities and vulnerabilities to magic that the gods do
themselves in their true forms. A god in avatar form can cast any spell they please from any
sphere unless it is from a sphere that is completely opposite to theirs.
There for, the Gods of Death cannot cast spells from the sphere of Life, nor can the Gods of Life
cast spells from the sphere of Death, and so forth. All avatars however are limited in the potency
of their spells when in avatar form. The restrictions placed on them are the same as any mortal
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spell caster. There for, if the god were an 80th level wizard then they would cast those spells as if
they were a mortal mage of that same class level. A deity also has a set limit of spells at their
disposal in their avatar form. Even though these spells can be from any sphere, and can be any
spell at all from those spheres, they can only have as many as any mortal spell caster would of
similar level (There for if a deities avatar were an 80th level priest then they would have the same
number of spells memorized as a mortal level 80 priest would)
Immunities: Any deity in avatar form will have the same immunities to magic and other things that may cause them harm as if they were in their true bodies. All gods in avatar form are
completely immune to all mortal based mind and emotional based attacks and spells. They are
also immune to all mortal poisons, toxins, diseases, and sicknesses. Each god has his or her own
unique immunities, which are explained under each god’s, own respected entry.
Destruction of the Avatar: Whenever a god’s avatar is destroyed outright, it will always explode in some way. The god’s essence that went into the avatar will be lost, since it would be
stuck on the Prime Material Plane. This essence will be trapped on the world of Arator unless it
can in some way shape or form, be brought back to the god where it could be reunited with the
deity. Any god’s essence that is lost like this will not hold any memories, or powers of the god.
It is almost like skin that has shed and was discarded. It is not known what becomes of such
energy, though many claim that it could be trapped and used, though not many would even dream
of attempting such a thing since the lost energy would surely be highly unstable and dangerous.
Gods for this reason do not like risking an avatar if they don’t have to. They will try every means
necessary to make sure that their avatar is returned undamaged and unharmed.
Since losing pieces of themselves is the result of when an avatar is destroyed, it could take
anywhere from days to months, depending on the god, to regain that lost energy. Gods there for
will always find some form of retribution or vengeance on those who slew their avatars.
Members of the Clergy
Gods have many different followers and worshippers. In terms of the god’s churches and basic
faithful however, a number of character classes account for the clergy. Specialty priests, priests,
clerics, monks, crusaders, paladins, shaman, and the like make the more simple orders of the
god’s churches.
Specialty priests are the voices of the church. Meaning, they are usually the leaders and they
dictate how the church is run. A specialty priest’s jobs are many, and they have a lot of
responsibility. However, the gods reward their loyalty by granting them special abilities, talents,
and spells. The spells and abilities vary from god to god, but all specialty priests have these extra
powers. Priests of the faith are the basic servants and students learning the ways of their gods and
other gods, so that they may one day rise to the status of specialty priest.
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Clerics are the wandering
faith in almost every church.
They travel the world,
spreading the word of their
god from land to land, and city
to city, hoping that they will
turn to their god’s faith.
Clerics usually travel alone,
unless the church decides
otherwise, but in most faith’s
cleric’s travel alone to show
their god just how steadfast
and dedicated they are.
The other character classes
will always vary from god to
god, and under each god’s
entry, it will explain the jobs,
functions, and day-to-day
duties of each character class.
Some gods may allow monks
others may not. Some gods
may allow crusaders others
may not.
Any member within a clergy
can be of any character class.
Whether they are even
fighters, warriors, wizards,
rangers, it does not matter. The clergy is the embodiment of the church itself, and those who are
part of it.
The gods only grant their unique spells to their specialty priests. Special abilities however may be
given to any character class who serves the god. For example, if a god gives the ability to be
immune to fire to their specialty priests, then all their character class faithful will also receive this
bonus. Since a fighter is not a spell-caster, and cannot use magic then they do not get the special
spells. These abilities and spells do not apply at all to everyone who worships the god. For
instance, if a normal peasant or farmer worshipped Tressia, Goddess of Nature and went to her
church regularly to pray, he would not receive any abilities because he is not of a character class
only the god’s chosen members in their clergy itself will receive these abilities and spells, none
other.
All members of a clergy must have a steadfast devotion and loyalty to their gods. The gods of
Arator can be very demanding and needy at times, and it is up to their faithful to successfully
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carry out their orders. If they do not succeed in these duties, then the gods will surely slip in
power, and this of course, is something no god wants.
All clergy members know that they represent their gods. They must do whatever it takes to show
non-faithful individuals and even rival churches, that their faith is the best. They must work hard
every day to try and expand their god’s influence in the world. For this reason, many specialty
priests may themselves go on the road to try and use their powers to somehow convince others to
join their churches.
Many clergies have non-affiliated orders that don’t exactly work for the church. They work more
along side of it. These orders, if they are allowed by the gods, will allow them to continue on in
their names as long as they stay within certain guidelines dictated by the god’s themselves.
Normally the church will not have much to do with these groups, and they take their orders from
the specific god themselves. However, there are times when the church is to perform certain missions or tasks will call in non-clergy orders.
This is usually caused when the church is in dire trouble, needs protection, or is short staffed.
Whenever an order such as this is called for help however, there always is some deal struck
between the group and church. These deals can be from how profits are split if money or special
items are involved, or how a certain plan of action will work.
Whatever the case, the church will always take at least 10% of whatever the group will bring back with them. Many an order is out on the world for the simple tasks of finding treasure and
rare magical items for them to bring back to the churches coffers. There are also are plenty of
orders on the world that may use the name of a certain god for their cause, however, they fall way
outside the guidelines and take things too far outside their god’s influence.
For instance, if a group were saying they were followers to The God of Justice then they are
supposed to keep a balance, preserving the law and keeping order. They are to capture renegades
and criminals and bring them to justice. They are also to protect the weak, the old and the sick.
Now, if they went out and began killing the criminals and saying that is justice that is too extreme
even for the god. If this is the case, the god will always have the group dismantled. For one god
can gain a bad reputation from such orders.
Many churches however do have affiliated orders that work directly with the church at all times.
These orders are the ones approved by the gods themselves, and the gods often inform the
churches that they are allowed to use their names. Affiliated orders can be anyone or anything in
them. Any class is allowed as well as any race; as long as they stay within their god’s guidelines
(or portfolio) then all is allowed to continue as long as they perform their duties loyally and with
dedication like their clergy members.
Defenders of the Clergy: There are a number of defenders at any one given time within the churches. Nearly every god has his or her own defenders for their churches who are
constantly standing guard and or patrolling the temple or church grounds around the clock. The
most common groups who defend a church are knights, crusaders, monks, and paladins. These
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fighting classes will all normally be in the clergy themselves, though they may not live in the
church or temple, they all are still part of the actual clergy. These defenders of the faith will be
explained in more detail under each god’s own entry.
There may also be affiliated or non-affiliated orders that may work either directly with the
church, or in-directly. When working directly with the church, most churches will pay a certain
fee for the groups to protect their temples and churches. As a rule, any church and clergy no
matter what god they serve will always have a means of being able to protect themselves, and
their temples. Whether they enlist the aid of certain groups, or ask an allied faith for aid, they will
always have some form of protection at all times.
Clergy Changing Deities: Whenever a non-clergy member changes a deity, it is treated with indifference to the church. For non-clergy members are free to follow whomever they
choose because they do not work directly with the god unlike the clergy themselves. The
changing of gods to non-clergy is an everyday happening on the world of Arator, and even
though gods will always not want to lose any faithful they allow the practice of free will.
In this respect, the gods cannot do much in those terms.
However, whenever a member of any clergy falls from their god in some manner, things are a
little different. There are many reasons why any clergy member will change faiths, but most of
the time it is due to the fact that that individual has begun to question their faith in general. This
can happen when these individuals feel that they have not been treated fairly or that the god has
not shown his or her favor to them.
Whenever any clergy member leaves their church, they will immediately lose any and all special
abilities and spells that their god had once given them. They will also find that the faith they are
leaving may begin to treat them with pity, scorn, and loss of respect, anger, and many other such
emotions. Even though the clergy is to try their hardest to keep any clergy members, they are free
willed, and can change faiths if they so choose. When a clergy member leaves and enters a new
church, they will always have to start at the bottom and work their way up once more. No matter
what rank or station they once had in their previous church, it does not matter.
All clergy members will have to begin anew once more. Many faiths may even test individuals
whom are coming over from another faith, to see how trust worthy they can be. This will usually
lead to the church sending this individual on a certain mission, or performing some task or ritual
that would show their good intentions. Even if a follower from the God of Death were to
suddenly begin to “see the light” and wishes to come over to the church of Soularis, the faithful
are to try to open him or her with open arms, though of course, with some distrust until that
individual can prove himself or herself.
All gods know the value of gaining new faithful, so mortals who are lead astray from their old
gods are always welcomed into new faiths. The churches realize that these individuals can
provide them with invaluable information about, perhaps, rival churches, certain weak points in
their old clergy, and the like. All clergy who change faiths will adopt the new life-style, abilities
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and spells that that faith provides. They must show that they are willing to become one with their
new god.
There are times when certain churches will not accept such “blasphemy” from their faithful, and
they will often either punish, or kill these individuals outright. Even if they manage to get into a
new church, some faiths will hunt down these “traitors” and try having them killed. All Gods of
Life, and all Gods of Illusion, as a rule, will not behave in this matter.
However, the Gods of Death and the Gods of Conjure will behave like this, and it is not
uncommon for them send assassins and other such individuals after their ex-faithful to have them
severally punished or slain outright. Other times some faithful will simply be banished from their
clergy as well as their churches, never to be able to return to that particular faith. However, there
have been cases where this will apply to one or more faith as well.
Sometimes when some faithful leave the church, the clergy from this faith will often inform their
allies that they do not want this individual welcomed at their churches either for one reason or
another. Of course it is up to all churches on whether or not they will allow the member in or not,
though it has happened in the past when one individual who fell out grace with one church, was
not allowed into a few others.
Transgression and Penance in the Clergy: Whenever non priest clergy members begin to neglect their duties, not performing certain rituals correctly, or just not living up to the
expectations of their gods, will begin to find that they begin falling into a transgression. This is of
course where the punishment comes in.
The specialty priest or other figurehead of the church will punish all non-priests of the clergy who
begin to transgress. These punishments will always vary from faith to faith, though they
commonly include fasting for days, meditating for hours on end, and some form of harsh physical
labor. More often than not the priests will send these clergy men on some form of quest or mission, hoping that this would help them in coming out of their transgression, or somehow motivate them more into working harder to do things right.
If they cannot regain favor in some way, then these individuals will slowly begin to fall in stature
and respect in clergy. They will begin to develop a bad reputation, not only among their own
church, but among other churches as well. Even if they try to change faiths, this may not work too
well because their reputations will cause them to be turned away by other churches. No church
wants someone who does not perform at his or her best abilities. Nor do they want an individual
who is lazy, weak willed, and unmotivated.
An individual who outright disobeys and talk back to their superiors in any church is never
tolerated. If such acts begin to happen, then the head of the church will see to it that the proper
punishment will be taken. These punishments are harsher then the transgressors, for it can lead to
torture, and sacrificing many of the disobedient individual’s belongings to their god is not
uncommon.
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Sacrificed items will normally tend to be everything that clergy men owns except for one pair of
cloths and one non magical weapons or items. Such humiliation can be brutal for the faithful, for
this will often then lead them to be kicked out of the church, or worse. Such acts of penance can
lead to someone being killed as explained above with those members who simply decide to leave
the faith quietly.
However, the ones who have acted out in such a rash manner, will find little havens in other
faiths since the church where the penance person is coming from will inform any and all faith's
just how disrespectful this individual can be. Such faithful are not accepted anywhere because no
church will tolerate that amount of disrespect.
Priests and their Deities
There is no doubt that the relationship between a priest and their god is a strong bond that can
transcend normal boundaries on the world of Arator. The priests are the ones who are a direct
voice for the gods themselves. They carry out their duties in the name of their deities hoping that
others would turn to their god for worship.
There are many benefits to being a priest for the gods grant special abilities and personalized
spells and talents. If the priest stays dedicated and loyal to their god, then the gods will normally
reward them in some way. On some very rare occasions, the gods will grant their most loyal
priests a chance to be a demi-god. However, being a priest also has its setbacks. The priest must
stay devoted and true to their deities. They must carry out their jobs and their daily routines with
energy and dignity. If a priest begins to falter in their faith, or they either begin to speak out
against the church or their god, then great punishments can ensue.
The Changing of Deities: There will be occasions where a priest may find him or herself not as strong in the faith of their god as once they were. They will try what they can to change
this before they do anything rash however, if they can’t, then they will normally turn to another
god in the hopes that their faith can be somehow refreshed and revitalized. Whenever a priest
changes gods, they lose all the special abilities and spells that that god granted them. As
explained above, situations will vary on how the priest will be treated if he or she leaves the
clergy. If a priest does leave somewhat smoothly and without incident, then there will roughly be
a 70% chance that they will be accepted into another church.
Many gods see the benefits in having another priest enter their own clergy for they can be a boon
of information and secrets that they may have about a rival god. When a priest joins the new
ranks of another clergy, he or she will always start at the bottom. No matter what rank they were
in their past church, they have to start a new to show the new god they are worthy to climb the
ladder. New priests will be able to receive the spells of the new god’s faith that they joined. The
time will vary from faith to faith.
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Transgression and Penance: When a priest begins to not fulfill their duties to the best of their ability, and they begin to question their superior’s or speak out in some form of way, they
will normally enter a transgressions. Most transgressors will normally leave their churches and
join new ones. However, if they don’t leave then they will have to be punished for their “slacking
off”. Most punishments will include meditating for hours, fasting for a certain amount of time, or
sacrificing a personal item to their god. Not performing certain rituals either at all or wrongly, or
not fully striving to perform their god’s duties, are acts of transgression.
Some priests will occasionally be out spoken to their superiors. Any priest, who disobeys direct
orders, commits heresy, or will-fully disobeys and ignores their god or their superiors will be
punished severely. Any priest who acts out against his or her god wills not only have their special
abilities taken away, but any spells as well.
Most priests are often banned from the church, never to return to any other clergies of that god
ever again. Others, such as many neutral or evil faiths, these priests are out right killed, mostly
through sacrifice. Those who have done these wrongs against the church will often find
themselves having a horrible reputation, since word will spread about their disobedience and
“blasphemy”. Many churches no matter the faith, will never take them in (if the priest is still alive
of course).
Non Human Clergy, Priests, and Followers
All gods have variations on who can and cannot worship
them. Many gods see a lot of the potential in having as
many different followers that they can. The more
individuals who worship them, then the more power they
will begin to have. However, other gods have a distinct
discrimination against many non-human individuals for
one reason or another.
Any non-human that is intelligent can worship a power in
the world of Arator. Each church will have certain
limitations or differences on what they can and cannot do.
Many churches may allow demi-humans into their ranks.
They can be clergy, or defenders for the church, but may
not be able to be priests. Other churches may allow any
race to be a priest, or in the clergy. As noted, it depends
on what the god’s demands are. Each restriction and or
basic description of each non-human race in the churches will be explained under each god’s own entry.
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Format of the Deities
The inscriptions listed below will detail the gods more. Each has his or her own entry that will
explain their portfolios, their clergy, and how they are portrayed on the world of Arator
Name of Deity (Common titles and epithets)
Power ranking, plane name, and alignment
Portfolio: This will describe that of which the god represents, and what kind of power they overall possess. These are the things in which the deity has direct control over whether it is
emotions, certain acts, or something else in general.
Domain Name: This will list the name in which the god resides on a day-to-day basis. This is where the deity makes their home. Almost all the gods have created their own little pocket worlds
for them to live in. However, some gods have chosen to live in planes that already existed. If this
is the case, then those domain names will be listed in parenthesis.
Superior: This will list any god in which other deities may take orders from, or report to. Many gods often will serve other more power gods. If they do, then it will be listed here.
Allies: This will list any and all allies that the god may have within the Arator sphere.
Foes: This will list any and all foes that the god may have within the Arator sphere.
Symbol: This describes the god’s symbol.
Wor. Alignment: This will list any and all alignments that are within the god’s sphere of influence for worshippers. This does include all priests and clergy as well. The introductory
paragraph will describe how the god looks in reality, how they may act, what allies and foes they
have, and any more significant details about them. It will also explain their relationship with other
creatures and other gods.
Deity’s Avatar (Character classes and Levels)
This paragraph will describe fully the deities’ MAIN avatar that they will take when they do go to
the world of Arator in this form. Most often than not, it does not matter what humanoid, demi-
human, or human shape they take. All their levels and statistics will remain the same. However,
some gods do have well above normal avatars that normally will never be seen on the world.
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These so-called “Secondary” avatars will also be described. The paragraph will describe what
they look like, what they wear, what weapons they carry, and the like. All of a god’s avatars are
somewhat restricted when they take on an avatar form. They become the class that they are in
avatar form and there for receive all of the class talents and specialties. Their stats however are
restricted to the class stats, there for, if they choose to be ranger then they will receive all the
normal stats of a ranger at the level the god’s avatar currently is.
Even though many god’s can have several different avatars the ones described in their entries
explains their main avatar they take on. Gods also have the luxury of having added powers on top of their standard talents and specialties for the class they choose to be. These powers are
considered their natural godly powers transferred into their avatar forms.
Special attacks/defenses/abilities: This will list all of the avatars special attacks they use, what defenses they have whether magical or mundane, and what abilities they possess.
Combat: This will describe how the avatar normally approaches a battle, how they use their powers, and what attack methods and defenses they will make in combat.
Other Manifestations
There will be plenty of times when many gods will not send avatars down to the world, but would
much rather send simple manifestations to let their faithful know they are still watching.
Manifestations can be absolutely anything, from an item of some kind, to a feeling, or to even
living animals or creatures being sent in the god’s name.
Manifestations are not as taxing on the god’s powers, and they do not have to worry about their
avatar’s well fare when they send down manifestations. Many deities’ manifestations will retain a
lot (though not all) of their abilities that have in their avatars. No matter what form these
manifestations may appear in, all of the faithful to that god who sent a manifestation will know
immediately that it was sent from their god.
Manifestations can represent approval, disapproval, danger, or some other kind of warnings.
These kinds of manifestations, though knowing that it is indeed their god sending them, the faith
must quickly decipher what they mean, for it could mean more than one thing at a time (For
example, if the God of Light sends a bald eagle to one of his churches, he can be telling the
church that he approves of something in particular. However, it can also mean at the same time,
that a great change will also be accruing in that particular church.) Such meanings are normal
deciphered by the temples specialty priests through meditations.
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The Church
This will describe the churches clergy and what makes it up. It will also entail descriptions of the
how the church is run, and what its beliefs are.
The Clergy: This will entail what makes up the clergy. It will list any and all classes that are allowed within the churches ranks.
Clergy’s Alignment: This will list all the alignments that are allowed within the overall faith of that god. This includes both the clergy AND the basic everyday peasants who may
worship that god but does not work with, nor take any part within the church. Many gods, no
matter the alignment, have a widespread alignment base since different people feel different
things. It is only natural for someone who is a farmer to worship Tressia, Goddess of Nature.
Since she is the goddess who has agriculture and farming in her portfolio, a simple peasant who
may be lawful neutral when Tressia is neutral good does not matter and there are no limitations in
the broad worship of a god.
Races Allowed: This will describe just what races are allowed within the church. As explained above, some churches are prejudice against certain races, while others are much more
as to who may or may not be in the church.
Dogma This will explain a detailed account of all the beliefs, tenets, doctrines, and sayings of the
religion. It will also include each god’s epitaphs meaning what they say to all their faithful upon
entering the church.
Day to Day Activities
This will list in detail what the church does on a day-to-day basis. It covers what the church does,
what the church is expected to donate to their gods, what sacrifices are made, and what the church
will expect from all of their followers and faithful to stand by.
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Important Ceremonies/Holidays
This will explain any and all ceremonies and
or holidays that the church will hold. Some
churches may hold more than one a year or
they may hold none at. However, all
churches will have some important day that
they take serious and are expected to
perform at least once a year.
Temples, shrines, and other places of worship
This will discuss what the temples, shrines, and other places of worship look like to each god. It
will describe each room that is important, and discuss any important details that each room may
have.
Affiliated Orders
This entry will touch on what major defending forces are within the church. As noted earlier in
this text, affiliated orders will vary wildly from church to church. Whether the church has an
order working directly with them, or indirectly, this will describe each of those orders and how
they go about their business.
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Priest vestments and clothing
This will describe just what each priest will wear on a day-to-day basis within the church. This
will also list any ceremonial garb that priests and others within the church will wear.
Adventuring garb
This will describe what a priest or any other member of the clergy will wear when they are out on
the road, on quests, or other type of missions that will take them away from the churches walls for
a number of days. Many churches will have different dress for such road trips.
Specialty Priests (Class name if applicable)
Requirements: Minimum requirements in terms of statistics to be a specialty priest
Alignment: Specialty priests must be of the same alignment that their god is
Weapons allowed: The weapons type allowed that the specialty priest may be able to wield when in combat. A specialty priest’s requirements in terms of weapons can be very different from
the rest of the clergy
Armor Allowed: The type of armor that the priests are able to wear in battle. The requirements for a specialty priest’s armor may be very different from the rest of the clergy.
Required Proficiencies: The required abilities a priest must have in order for them to become a specialty priest.
Added Proficiencies: The added abilities that a priest will gain once they become a specialty priest
Talents: This will describe what the specialty priest’s abilities are. It will list their special powers, abilities, and defenses. These special powers are given to the priest by their gods.
Combat: This will describe what actions a priest will take when in battle, as well as describe all their special powers, abilities, and defenses.
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Spells
This will give a listing of all special spells that a specialty priest will receive from their gods.
Each spell will have a detailed description of how each spell works, as well as how long the spell
will last once casted. Each deity will have different spells for their specialty priests. Though some may be similar in nature, they are all very different. Only the specialty priests under their god can
use these spells. These spells are not applicable to any other spell caster.
The Arator Pantheon
The Arator pantheon depends heavily on the gods who are directly within its sphere. The gods
rely on their worshippers and faithful to gain them more power and more of a hold on the planet.
Human and demi-humans are the most important races for this task. Humanoids are starting to be
a strong gain of worship for many of the Gods of Death as well as the Gods of Conjure.
Many gods bicker and fight constantly with one another. It is what makes them who and what
they are. It is to be expected of them to be this way, though it is not expected of them to take it to
the world of Arator in any form. All gods are not allowed to wage their own battles on the planet
itself. They must remain in their own spheres or other spheres to be able to battle each other.
Even though these battles and squabbles are normally not deadly, some of them can be, and when
this happens, changes upon the world will directly reflect these occurrences.
Many demi-powers are seeing an increase in their power trying feverishly to work their way up
the Arator pantheon. Demi-powers are constantly eager to gain more power, so that they may
become lesser powers and finally have more of a foothold within the Arator sphere.
The Gods of Death The Gods of Death are the most evil and destructive of all the gods save a few in the sphere of
Conjure. They care about nothing or no one, save for themselves and their own rise to power.
Death, destruction, revenge, disease, poison, pestilences, pain, torture, fear, these are just some of
the things that the Gods of Death embody. Instead of the undead being a blasphemous and
monstrous creation, the Gods of Death see them as a source of power, servants, and troops. The
Gods of Death battle the Gods of Life on a seemingly daily basis, for just as one being or creature
dies, another is born unto the world, of course the balance being kept by the Gods of Illusion. The
Gods of Death wish nothing more than to throw off and destroy the balance, wanting death,
destruction, disease, and suffering to reign supreme on the world.
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Morith (God of the Dead, God of Death, Lord Morith, the Undead King, the
Death Lord,
The Shroud, Black Blooded Heart, the Life Stealer)
Greater Power of Darg, Lawful Evil
Portfolio: The dead, death, all undead, undeath, blood, life draining, immortality, vampirism,
dusk
Domain name: Darg/Castle of Blood
Superior: None
Allies: Celene, Damon, Neum, Tavara, Rancor, Sinther, Habbaruk, Arkon Uron
Foes: Cain, Silvermane, Pharoh, Soularis, Melana, Tressia, Layonna, and Arathon
Symbol: A vampire skull wrapped in a death shroud
Wor. Alignment: Lawful neutral, neutral, lawful evil, neutral evil, chaotic evil
Morith is the God of the Dead, though mostly recognized as being the God of Death or the God of
the Undead. Morith is the god who receives every single living mortal soul, and passes judgment
onto them as to their fate in the afterlife. No matter what god the deceased individual worshipped,
they will always go to Morith first who will hold them until their respected god can retrieve them.
If the god does not pick up their soul within a certain amount of time, then that soul is forfeited,
and becomes his to do with as he pleases.
Morith is one of the oldest gods in the pantheon. It is said that he was the first and continues to
be, the only God of Death that Arator has ever had.
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It is certainly known that Morith’s symbol has been around for many untold centuries. He is as
old as time itself, and is perhaps, one of the most powerful gods in existence.
Morith, as of late, has found himself fighting for certain aspects within his portfolio with a
powerful entity named Cain. Cain is the demi-power of bloodlust, rage, and feeding frenzies.
Cain has also been trying to become the Patron of Vampires, something Morith is not allowing at
all.
Cain is actually the spawn of Morith. Nearly a millennium ago, Morith and Soularis battled each
other in another fight for supremacy. The war that the two mighty gods waged on each other
lasted for years (though mere days to the gods) fighting on some distant plane of existence. The
battle went back and forth, neither god giving in or weakening. Then, finally, Soularis used all the
strength he had left and swung a mighty blow with his sword.
The sword struck Morith in the chest, scoring a large gaping wound. Morith was bleeding, and
bleeding heavily. As the Black Blooded Heart looked down at his chest the blood that was falling
from it landed on the ground in a small pool. Not noticing this, Soularis and Morith walked
towards each other, gazing with equal hatred into each other’s eyes. Morith told Soularis that this
battle was not over, nor would it ever be over until one of them has been destroyed.
Both were severely weakened, and they decided it would be best for their own interests, to
continue the battle at another time. The two god’s teleported away and back to their own planes.
Morith still bears the scar of that battle on his chest to this day.
The blackish red pool of blood on the ground began to bubble and stir, becoming alive. The mass
of blood would eventually become the first vampire ever created…Cain.
Cain was made from the blood of Morith’s beast, the part of any vampire that takes over in a
battle, or when they became overwhelmed for the taste of blood. Cain was only made up of
bloodlust, rage, anger, hate, and vengeance. The First Vampire as he is also known began to
discover his powers and abilities, and over time, he realized he could freely travel to the Prime
Material Plane and the plane of his birth at will.
Using the Prime Material Plane, Cain began to have a steady source of fresh blood with the mortals that lived within it. Cain gored himself on humans, elves, dwarves, gnomes, and any
other race he could find. Little did Cain know however, that by completely draining his victims of
blood, they too, became vampires. Soon a large number of vampires were loose on Arator, and all
the activity finally spurred the attention of Morith.
Morith seeing the destruction and death Cain was causing was at first pleased. However, he began
to realize that this creature was not just any other creature…. it was his creature…. it was a PART
of him. Morith also realized that Cain was mad, completely overwhelmed by his hunger for
blood. Concerned that this creature would eventually become so powerful that it might usurp his
throne, Morith teleported every single vampire Cain had created to his own home plane.
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He “experimented” on them
as to what powers, strengths,
and weakness they all had.
He realized they were
vulnerable to the sun, and it
could outright destroy them.
However, darkness and the
night made them nearly
indestructible.
Thinking he had just won the
most ultimate prize the
universe could throw at him,
Morith smiled. I now have
my own troops, my own
children…from my own
blood, he thought. Morith
decided to free the vampires,
though with one
condition…they must serve
and obey him and him alone.
Not only that, but they
needed to stop Cain. If they
agreed to the terms, then
Morith would release them,
if not, then he would destroy
them all.
They of course agreed, and
Morith released them,
ordering them to entrap or destroy Cain.
Cain proved to be stronger then Morith had thought. The First Vampire slaughtered almost every
vampire except for a few. These last few vampires used their combined powers and managed to
entrap Cain within a bubble of entrapment.
Before the spell could wear off, the vampires took Cain to the plane of his birth, where they
further entrapped him in a well filled completely with blood. Cain is currently in this well,
entrapped within a bubble of force, and likewise entrapped within the pool.
The blood from the pool keeps him alive, though he cannot escape his prison unless he had some
kind of aid. The vampires that had entrapped Cain currently keep the First Vampire in the pool.
They were charged with tying themselves to the pools energy, and to Cain himself. The vampires
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use their own combined powers to
keep the First Vampire imprisoned. If
something were to happen whether to
Cain, or the vampires guarding him,
it could be disastrous.
If Cain were to be released from the
pool in some way, then the vampires
guarding him would involuntarily
merge with him, their own essence
becoming one with Cain. If all five
vampires were to be destroyed, then
Cain would be released.
Morith knows the consequences of
what can happen if Cain were to be
released. He insures the First
Vampire is kept in his prison.
Even though Cain is entrapped, he
still has freedom of thought, and he
uses his mental powers to try to steal
away worshippers not only from
Morith, but from other Gods of
Death. The First Vampire is also
trying to steal away the vampires
from Morith, trying to tempt them to
come under his influence.
Morith has been battling Cain’s
mental energies for centuries, constantly having to foil his attempts of stealing any more power
from him. Since Cain’s entrapment, Morith has foreseen to the creation of the vampires, and is
his most prized creation.
Morith has also been at war with Silvermane, the Patron of Were Wolves. Morith and his
vampires are constantly battling Silvermane. The only reason why Morith does not outright
destroy Silvermane is because he makes his home on the Prime Material Plane. Morith is bidding
his time and waiting for the right moment to strike down The One of Silver. Until then, his
vampires have been holding back the lycanthrope threat.
Morith is extremely cool and collected. He seems devoid of any emotion at all when he is calm.
Morith can be very charming and clever if he wants to be, and at times his sarcasm is thicker then
honey. Morith has a dry sense of humor, and he does seem to enjoy a quick laugh or chuckle over
something he himself would find amusing.
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It is unheard of to see or experience Morith’s anger, though when he does lose his temper it is a
terrible thing to behold. It is said whenever Morith grows angry, that only the death of a thousand
mortal souls will appease him. Whether this is true or not, is unknown, but what is known is that
when Morith grows angry his eyes become as red as blood, and his handsome features turn into a
demonic mask with fangs. His voice becomes a snarl, and the only thing Morith wants when he is
angry is the blood of the one who angered him.
Morith is depicted as being a darkly handsome man in his early or mid thirties. He is broad
shouldered though the rest of his frame is lean, but corded in rock hard muscle. His hair, thick
and jet-black, spills loosely over his shoulders and to the middle of his back. Morith’s skin is
extremely pale, though his skin is smooth and free of any blemishes. The Life Stealer’s eyes are a
piercing icy blue, with a strong and chiseled jaw line.
Morith prefers to wear black dragon scale mail with plate mail pauldrons that have overlapping
sections and come to a downward point. Morith’s favorite weapon Blood Rage is always sheathed
in a black leather scabbard that is looped into his belt, at the ready when he needs it.
Morith as mentioned above despises though somewhat worries about Cain. He knows that the
First Vampire is in a sense, him, and if he is released again could be the most serious threat to his
position in the pantheon that Morith has faced yet. He carefully makes sure that Cain is kept entombed, for when the First Vampire is at his weakest, and is just about ready for final death,
Morith has every intention of absorbing him back into himself. The only reason he does not do so
now is because of the insanity and madne