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Gods of Arator Volume 2 The Gods of Death 1 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. Sample file

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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