Dieties

Goddess of Healing
Gods and goddesses of healing are often the dominant deities of many lands. Priests are typically heroic and altruistic, and may be pacifists as well. They are typically tasked with defeating undead and other supernatural evils, and in this aspect can be completely merciless.
• Aspect: Healing, mercy, peace.
• Powers: Armor, barrier, beast friend, bolt (nonlethal damage only), boost/lower trait, deflection, detect/conceal arcana, dispel, elemental manipulation, entangle, environmental protection, greater healing, healing, light, speak language, stun.
• Duties: To help those in need (not including obviously evil creatures like undead or demons), to promote peace.
• Sins: (Minor) inflicting a wound on a creature when other options are available, refusing to heal a good person in need, promoting violence through word, deed, or inaction; (Major) taking the life of a living creature, causing sickness or disease; (Mortal) willfully taking the life of a defenseless creature.

God of Justice
The god of justice may be concerned that due process of the law be applied equally and fairly, or he or she may be a more heavyhanded deity who seeks justice without regard for “mortal courts.”
• Aspect: Justice, law, truth.
• Powers: Armor, barrier, beast friend, boost/ lower trait, deflection, detect/conceal arcana, dispel, entangle, environmental protection, fear, healing, invisibility, light, puppet, quickness, smite, speak language, speed, stun.
• Duties: To uphold the law, protect the rights of all races, ensure justice is served fairly, seek vengeance for those who are wronged.
• Sins: (Minor) lying, denying someone a fair hearing, making an arbitrary judgement in a legal dispute; (Major) allowing a
miscarriage of justice to go unpunished, making false accusations ; (Mortal) perjury, committing a deliberate miscarriage of
justice.

God of Knowledge
Deities of information, intelligence, and knowledge are typically worshipped only by select few scribes or historians, though they
tend to be fanatical in their devotion. Such individuals sometimes stop at nothing to gather information.
• Aspects: Knowledge, literacy, scribes, historians, revealing secrets.
• Powers: Armor, beast friend, bolt, boost/lower trait, deflection, detect/conceal arcana, dispel, elemental manipulation, entangle, environmental protection, fly, healing, light, obscure, puppet, shape change, speak language, stun, telekinesis, teleport.
• Duties: Preserve knowledge, find lost knowledge, spread knowledge and learning.
• Sins: (Minor) allowing knowledge to be destroyed or concealed, allowing knowledge to be twisted, refusing to teach someone, not correcting an inaccuracy of importance; (Major) willfully concealing important knowledge, refusing to teach an illiterate person to read and write; (Mortal) willfully destroying important knowledge.

Goddess of Nature
Nature gods and goddesses are most often worshipped in the countryside far away from urban areas. Their followers may be
farmers, elves, or druids. Note that nature often reflects a striking duality: one side of the natural order creates and sustains life, the other is cruel and merciless. Followers may believe in the circle of life or evolutionary change over saving lives.
• Aspects: Nature, animals, weather.
• Powers: Armor, barrier, beast friend, bolt, boost/lower trait, burrow, deflection, detect/conceal arcana, dispel, elemental manipulation, entangle, environmental protection, fly, healing, light, obscure, quickness, shape change, smite (hands turn into animal claws), speak language, speed, stun, telekinesis, teleport.
• Duties: Preserve nature, protect animals.
• Sins: (Minor) eating fish or meat more than three times a week except when facing starvation, allowing acts of cruelty against
defenseless animals, mistreating an animal, wearing fur from a beast that did not die of natural causes; (Major) hunting for sport
or cruelty, torturing wild animals; (Mortal) willfully burning a forest or other natural area.

God of the Sea
Deities of the oceans are very popular among sailors and citizens in coastal towns. Most tend to be fairly distant or merciless
deities, like the occasional rage of the seas themselves.
• Aspects: Sea, storms, sailors, waters.
• Powers: Armor, barrier, beast friend (sea creatures only), bolt, boost/lower trait, burst (water), deflection, detect/conceal arcana,
dispel, elemental manipulation (water only), entangle, environmental protection (water only), healing, light, obscure, shape change
(sea creatures only), smite, speak language, speed, stun, telekinesis, teleport. • Duties: Protect and aid sailors and sea creatures
• Sins: (Minor) entering a desert, allowing a dolphin or other “harbinger” sea creature to be harmed, polluting a river or stream that
feeds into the sea; (Major) killing a dolphin or other revered species, not undertaking a sea voyage of at least a week duration once
a year; (Mortal) burying someone in the earth.

God of the Sun
Sun gods and goddesses are extremely common in many fantasy worlds where they represent not only life itself, but protection
from enemies thought to come from darkness.
• Aspects: Sun, light, good.
• Powers: Armor, barrier, blast, bolt, boost/ lower trait, burrow, burst, deflection, detect/ conceal arcana, dispel, elemental manipulation, entangle, environmental protection, fly, healing, light, quickness, shape change, smite, speak language, speed, stun, telekinesis, teleport.
• Duties: To promote the cause of good, to bring light into the world, to oppose the forces of darkness.
• Sins: (Minor) not welcoming the sun each morning, performing an evil act; (Major) permanently blinding a foe, refusing to fight
the forces of darkness; (Mortal) willfully aiding the forces of darkness.

God of Thieves
Followers of these deities rarely admit their beliefs, for it marks them as fakirs, charlatans, and thieves. But thieves in fantasy settings are not always selfish bandits. Some might be more like Aladdin or Robin Hood, stealing only to survive or to take from the rich to give to the poor. Scouts, spies and other rogues who rely upon stealth and wits might also worship the God or Goddess of Thieves.
• Aspects: Thievery, chance, stealth, concealment.
• Powers: Armor, boost/lower trait, burrow, deflection, detect/conceal arcana, dispel, elemental manipulation, entangle, environmental protection, fly, invisibility, light, obscure, puppet, quickness, shape change, speak language, speed, stun, telekinesis, teleport.
• Duties: The pursuit of wealth through larceny, to defeat any security system.
• Sins: (Minor) being robbed, being caught committing a crime, failure to steal an object of value once a month; (Major) being
convicted of a crime you committed, running out of money; (Mortal) betraying the trust of another cleric of the faith.

God of War
The god of war is the patron of fighters, professional soldiers, officers, berserkers, and militant nations. This version is dedicated to
savage warfare and bravery more than honor or a chivalric code.
• Aspects: Battle, war, courage.
• Powers: Armor, barrier, beast friend, blast, bolt, boost/lower trait (Strength, Vigor and combat skills only), burst, deflection, detect/
conceal arcana, dispel, entangle, environmental protection, fear, fly, light, obscure, quickness, shape change (fighting animals only), smite,speed.
• Duties: To fight bravely, to slay enemies of the faith, to defend clerics of the faith.
• Sins: (Minor) showing mercy to an inferior foe, being beaten in combat by an equal or superior foe; (Major) fleeing a fight against an inferior opponent, being beatenin combat without good cause; (Mortal) surrendering without a fight.

Dieties

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