The Gods of Arr-Kelaan
[ Story of the Gods | Descriptions of the Gods ]
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The Story of the Traveler Gods

Millenia ago, when the world of Arr-Kelaan was created by the five Sovereigns of the Elemental Court, there were no gods.  At first, this didn't pose any problems because the sentient races were flourishing and generation after generation were devoted to learning their place in the natural world.  As they spread across the world, however, they began asking the usual questions; Why are we here?  Who created us?  What is expected of us?

But the Elemental Court did not answer; they didn't know how to answer.  As intelligent expressions of pure elemental force, the Elemental Court had tremendous power available to them, but they had little understanding of the problems of mortals.  They were unable to respond to prayers or grant the powers of clerical magic.  The Elemental Court was not uncaring -- they had created Life and they loved it -- but their elemental thought processes were simply too alien to relate to their creations.

Attracted by the magical force of 'belief', numerous outer-planar beings stepped into this void in the Arr-Kelaanian peoples' lives and began to give them the answers they craved.  Most of these new gods claimed to be the creator of the world and the creator of the people; such claims fostered 'belief' which is the core of a god's power.

The Elemental Court was pleased, at first, because the arrival of these other-planar gods seemed to bring some contentment to their creations.  However, it became clear, as time went on, that these gods had their own goals, agendas, and visions for how Arr-Kelaan should be run.  In some instances, the goals of the arriving gods were in opposition to those of the Elemental Court.

The Elemental Court chose to drive off what they perceived as the most dangerous of these newly arriving Powers.  Though their immense Elemental strength enabled them to be successful in every confrontation, these conflicts did not have the effect they wished for.  Other gods, those better able to communicate with the people, simply took credit for the efforts of the Elemental Court.  Even worse, new gods arrived to take the place of the banished Powers.  The Elemental Court came to realize that their world needed to have its own gods, ones who would uphold the vision of the Elemental Court and not persue their own agenda.

It was at this exact moment in history when the dimensional barriers between the plane of Kel and the other dimensions was torn asunder by a large object from another universe.  It was a ship; perhaps a Spelljammer some historians now believe, but astonishingly huge.  Falling through the skies of Arr-Kelaan, the ship was larger than the most massive Illithid Dreadnaught and even larger than the largest, modern Dwarven steam-ship.  It ripped through the skies of Arr-Kelaan with a noise like all of the thunder of a century of thunderstorms compressed into one single, deafening, mind-numbing noise.  It landed with a tremendous crash in the middle of the Sea of Fury; off the eastern coast of the Bright Kingdom.

Most of the travelers on this otherworldly vessel were killed instantly, but a few did survive.  The wreck attracted the attention of the Elemental Court because the strange ship was leaking a very dangerous form of magical radiation into the waters and they could not allow that to continue.  When the Elemental Court studied the fallen vessel and its passengers, they discovered that many of these people from some distant dimension seemed to have the qualities that the Elemental Court recognized in their own people.

For reasons that have long been lost, the Elemental Court made these travelers a most incredible offer.  One choice was to become the Gods of Arr-Kelaan, and serving as intermediaries between the mortals and the Elemental Court.  The other choice was for complete and total destruction.  Intelligently, the travelers chose to become gods.

Over the course of the next few centuries, the new gods (now called the Traveler Gods) attracted followers to themselves through manifestations, avatars, and direct manipulation of the people.  As their strength grew, and they learned to control it, they fought with the extra-planar gods who had come before them.  After a tremendous war, fought both among the gods and the mortals, the Traveler Gods succeeded in banishing every other Power from Arr-Kelaan.  Their rule over the world is now largely unopposed.  Some cults to other gods do still exist, but their powers have been greatly reduced by the planar distances at which their deities are kept.  Priests who follow extra-planar Powers are limited to receiving magical spells of only 1st or 2nd level.

Most of the good and neutral Traveler Gods dwell together in a floating city (rather unimaginatively named the City of the Gods) which is constructed partly from the undamaged sections of the hull of their spacefaring vessel and partly from material native to Arr-Kelaan.  Wrapped in immensely powerful enchantments, the City of the Gods is slightly out of phase with the rest of the world, rendering it invisble and unapproachable to all but the Traveler Gods themselves and those that the chose to bring with them.  Many claim, however, that at certain times of the year, if viewed from certain holy places, that the City of the Gods can be seen as an indistinct shape floating in the sky.

A number of the evil Traveler Gods also dwell together in a vast underground fortess which is bound in similar enchantments that keep it out of phase with the rest of the world.


Descriptions of the Traveler Gods

Gods of
Good
Alden the Healer, Beyurn of Determination, Bunny of Perkiness, Claremont, Dulcifer, Durill, the ForgeMaster, Mykke of Humility, Ronson of Apathy, Sharra
Gods of
Neutrality
Bikk, Celestiana, Krushkor Pommul, Luranna, ShadowScared, Tollondhra, Zakk Bentley
Gods of
Evil
Darkmarr of Stealth, Isurus Vulpin, Kerrimachus, Salsmen of Deceit, Sploon of Loathing, Ss'hhrn Vll'nn, Thanatria, Therarra, Vastorius

All Entries in this  section are arranged in the following format:
Name (pronounciation)
nickname or title(s)
Portfolio
Alignment
Power
Symbol
NOTES:
Priests of Name (<- click on the ankh to view information about priests of a particular god)
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Alden (ALL-den)
The Healer
God of Medicine, Healing
Chaotic Good
Lesser Power
Symbol
NOTES: As the Chief Medical Officer on the fallen space-faring vessel, Alden was the obvious choice to become a god of healing and medicine.  He appears as an average-looking middle-aged man with slightly greying hair and bright green eyes, who typically dresses in a long white coat over a pale green tunic and trousers.  Although healing is Alden's primary goal, making a profit is also very important to him and he generally refuses to heal patients who cannot pay him in some form of money.  He despises Kerrimachus not only for spreading pestilence, but for having no other motives (not even profit or power) than to cause suffering.
Priests of Alden
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Bikk (bick)
The CoinLord
God of Trade, Wealth, Commerce, and the Patron of Merchants
Absolute Neutral
Lesser Power
Gemstone studded mediallion of precious metal
NOTES: Bikk appears as man of average height and build with dark hair, grey eyes, and an exceptionally large nose, who dresses in only the latest and most fasionable clothes and wears only the most stylish and expensive jewelry. As the patron of merchants and those who seek to make a profit through business, it is Bikk's responsibility to ensure that commerce on Arr-Kelaan is carried out in the most efficient manner.  Most major roads, caravan routes, and shipping lanes were established by his priests or their emmisaries in order to foster greater trade between nations.  He is sometimes viewed as untrustworthy, however, as it is well known that he places profit above all else, including promises and friendship.  However, written contracts are inviolate.  As he favors a balanced world, Bikk's greatest enemies are the gods of Chaos -- Salsmen and Vastorius -- because it is difficult to maintain good trading and business relationships in a completely chaotic world.
Priests of Bikk
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Beyurn of Determination (BAY-urn)
Lady Defender
Goddess of Protection and Battle skill
Lawful Good
Greater Power
Upright longsword over red sun
NOTES: Beyurn appears as a fairly attractive Elven woman with severely styled red hair and piercing green eyes.  She is stern of visage and very serious of demeanor.  She typically wears green leather clothing under gleaming silver Elven chainmail.  Her weapons include the longbow and the longsword. Though she appears Elven, she does not share the typical Elven light-heartedness nor their lack of urgency; Beyurn deals with every situation as if it were a life-or-death crisis. She is a stern goddess who looks down upon frivolity and favors hard work and rigorous military training. As the goddess of defense and battle skill, it is Beyurn's solemn duty to defend the other good and neutral Traveler Gods from the forces of Evil.  She and Mykke share spartan, military-like living quarters upon the City of the Gods, though it is well-known that their relationship is purely professional.  Beyurn's sworn enemy is Salsmen and she had dedicated herself to defeating him and his Chaos Horde.
Priests of Beyurn
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Bunny of Perkiness (bunny)
Bringer of Good Cheer, The Leader of Cheer
Goddess of Happiness, Joy, Encouragement, and Enthusiasm
Lawful Good
Demipower
Symbol
NOTES: Bunny appears as an atheletic, attractive, perky, and eternally cheerful young woman with curly blonde hair and bright blue eyes.  She typically dresses in a short red skirt and a red tunic with a large, white letter 'B' embroidered on the front.  As the goddess of happiness, it is her job to maintain the 'high spirits' of the good and neutral Traveler Gods, and everyone else who dwells in the City of the Gods, and she engages in this with the utmost enthusiasm.  Most of the Traveler Gods regard her as rather annoying, but she only responds to this attitude with greater enthusiasm, louder songs and chants, and more energetic acrobatics.  Her clerics, all young women of similar attitude, are often found near places of physical contest such as arenas and colluseums where they can best employ their skills to encourage others. Bunny has no true enemies, but she is thoroughly despised by all of the Evil gods and seen as an annoyance by most others.  She has a marked fondness for Mykke, however.
Priestesses of Bunny
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Celestiana (sell-EST-ee-AHN-ah)
Lady of the Stars
Goddess of Navigation, Sailing, Stars, and Benevolent Night
Lawful Neutral
Lesser Power
A line of five silver stars on a black disk
NOTES: Celestiana appears as an attractive young woman with dark, shoulder-length hair, flashing black eyes, and dressed in loose black and white clothing of a distinctively rakish style.  She fights well with both the traditional sailors' cutlass as well as a rapier. Though originally the navigator of the Traveler Gods' space-faring vessel, Celestiana had always pictured herself as a dashing, swashbuckler from the early days of wind-driven sailing ships.  Celestiana often pilots a ship which can sail both on water and through the air, which she sometimes docks at the City of the Gods.  Her greatest enemy is Vastorius, as storms are the greatest enemy of sailors everywhere.
Priests of Celestiana
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Claremont (CLAIRE-mont)
Lord of the Book, He Who Knows
God of Knowledge, Libraries, Learning, and Writing
Neutral Good
Greater Power
Large, leather-bound book
NOTES: Claremont appears as a sturdy man of late middle age with graying hair and moustache and inquisitive blue eyes who typically wears long, scholarly robes.  He carries the Book of Knowledge, a magical tome in which can be found -- with the right amount of research and study -- the answer to any answerable question.  A consummate researcher and scholar, Claremont guides the growth and preservation of knowledge.  Claremont, though a god, is still determined to gain complete and total understanding of Everything.  Claremont also manages a vast library on the City of the Gods where he and some of his greatest priests are attempting to preserve the sum-total of all knowledge on Arr-Kelaan.
Priests of Claremont
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Darkmarr of Stealth (DARK-mar)
Lord of Assassins, The Dark Prince
God of Assassins, Evil Thieves, and Malevolent Night
Neutral Evil
Lesser Power
Matte black dagger
NOTES: Darkmarr is an extremely secretive power who is widely worshipped by some of the most dangerous members of society; evil thieves and assassins all pay him homage.  He is obviously humanoid in shape, but his exact appearance is shrouded by the loose black garments the cover his whole body except for his piercing black eyes.  Not even his fellow gods of evil have seen his features unmasked.  He blends so perfectly with shadows that he becomes indistinguishable from them even when moving or fighting.  Darkmarr resides in the darkness itself, calling no single place his home.
Priests of Darkmarr
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Dulcifer (DULL-si-fur)
The Seductress
Goddess of Love, Lust, and Fertility
Chaotic Good
Lesser Power
Platinum medallion with couple engaged in lovemaking
NOTES:   Dulcifer always appears to her followers as the most attractive female imaginable; thus Dwarves see a lovely Dwarf, Elves see a gorgeous Elf.  In her natural form, she is a beautiful, voluptuous woman with black hair and dark eyes and scant clothing.  Dulcifer serves the world of Arr-Kelaan as the goddess of love, lust, and fertility.  Men and women in love, married couples wishing for children -- even shepherds and other herdsmen -- all pay her homage in some manner. She is typically a rather hedonistic goddess, caring little for the consequences of her actions (or the actions of her followers).  Dulcifer's estate upon the City of the Gods is a vast, richly-appointed villa in which any manner of physical pleasure can be experienced.
Priests of Dulcifer
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Durill  (der-ILL)
The ForgeMaster
God of Smiths, Craftsmen, Weapons, and Technology
Neutral Good
Lesser Power
Silver hammer and anvil on blue field
NOTES:   Durill appears as a slightly balding male Dwarf with a full beard.  He wears blue clothes and leather blacksmith's jerkin with pockets full of strange, mystical tools and carries a great forge hammer.  At one time, Durill was responsible for the design, construction, and operation of the mighty space-faring vessel of the Traveler Gods.  Now, he is responsible for the development of all technology on Arr-Kelaan.  His must strike a balance between revealing new and better technology and maintaining the world-protective principles of the Elemental Court.  He works both to discourage the growth of dangerous or destructive technology and to encourage the growth of beneficial technology. His workshop on the City of the Gods is a place of miracles, where living beings made of metal work with equipment unlike anything that exists upon the face of the world. Durill cannot be harmed by any weapon forged or cast from any sort of metal.
Priests of Durill
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Isurus Vulpin (ISS-you-russ VOOL-pin)
Lord of Nightmares, the TerrorLord
God of Nightmares and Terror
Neutral Evil
Lesser Power
Crystal  pendant on tarnished silver chain
NOTES: Appearing as an equine-visaged humanoid with massive cloven hooves, Isurus is every bit the stuff of the nightmares he rules over.  He is a ruthless god who cares only for the fear he can inflict on others.  He is worshipped by many evil beings who hold power through fear; evil dictators, amoral politicians, and evil mages typically make up the bulk of his followers.  Isurus maintains his horrific home of gothic arches, dank hallways, forgotten oubliettes, lurking gargoyles, and twisted, blackened spires in the nightmares and uneasy dreams of the people of Arr-Kelaan.
Priests of Isurus Vulpin
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Kerrimachus (Ker-IM-a-kuss)
The Lord of Corruption, Bringer of Pestilence
God of Disease, Corruption, Pestilence, and Parasites
Lawful Evil
Lesser Power
Spiked disk of rusted iron bearing the image of a plague rat
NOTES: Appearing as a scarecrow-thin man of middle years with sallow skin and a maniacal gleam to his cold black eyes wearing black garments, Kerrimachus makes the lives of people miserable through plagues and disease.  He is the mortal enemy of Alden, but is unhampered in his work by any notion of 'making a profit'. Kerrimachus maintains a sprawling castle of rusted, slime-fouled iron in the heart of the greatest of Arr-Kelaan's swamps.  Like the City of the Gods and Salsmen's fortress, Kerrimachus' castle cannot be seen or approached unless it is the god's will.
Priests of Kerrimachus
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Krushkor Pommul (crush-KOR pom-ull)
Lord of the Axe
God of War and Battle Fury
Chaotic Neutral
Lesser Power
Large battleaxe
NOTES: Krushkor appears as a massively muscled, dark-skinned man with fierce, dark eyes and sleek black beard.  He typically dresses in roughly-cut animal skins and bears an enormous, two-handed battle axe. Living for combat and the satisfaction of defeating foes in single combat, Krushkor is the mightly lord of battles. Krushkor's name rings out across the battlefields of Arr-Kelaan as a battlecry to be feared.  Nearly all who live by the sword pay him some homage, though usually only the wildest barbarians, battleragers, and BladeDancers actually worship him.  Krushkor claims no home, and merely wanders the world as a traveling Axe-For-Hire, prefering to dwell in the hinterlands with fierce barbarian tribes.
Priests of Krushkor Pommul
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Luranna (LURE-ahn-ah)
Earth Mother, Lady of the Land
Goddess of Nature, Forests, Patron of Druids
Absolute Neutral
Greater Power
Golden tree on blue disk
NOTES: Luranna typically appears as a lovely, motherly woman with a pleasant face and slightly greying hair dressed in flowing, flowered, constantly moving green robes.  She is always attended by a number of wild animals and birds who act as her emmisaries.  As the goddess of nature, Luranna is the patron of druids and rangers and revered by the Elves as well.  Luranna is a peaceful goddess, usually representing the mothering, comforting side of nature though she does command enormous power to deal harshly with those who would do harm to the natural world.  In her presence all living things have a voice and can communicate.  Luranna spends most of her time in the guise of a wandering druid, to better keep watch over her followers and the lands.
Priests of Luranna
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Mykke of Humility (mike)
The Lawgiver
God of Justice, Humility, Honor, and Patron of Paladins
Lawful Good
Lesser Power
Single white pillar on blue disk
NOTES: Mykke appears as a tall, muscular, very handsome man with classically 'chiseled' features with a very humble demeanor.  He typically wears simple clothes of homespun cloth and carries a two-handed sword devoid of ornamentation. Mykke is the god of law and justice, and the closest supporter of Beyurn of Determination.  He is honest, honorable, and forthright in his manner and he serves to temper Beyurn's willingness to 'do whatever is necessary' to defend the side of Good.  He is the patron of paladins and cavaliers throughout the world, being the absolute ideal of humility, faith, honesty, honor, and lawfulness.  Mykke and Beyurn share a complex of spartan, military-style living quarters upon the City of the Gods, though it is well-known that their relationship is purely professional.  Like Beyurn, Mykke is opposed to all forms of Lawlessness and Evil.
Priests of Mykke
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Ronson of Apathy (RON-son)
The Uncaring, The AleLord
God of Apathy, Ale, Harmless Stagnation (Status Quo), and general Good
Neutral Good
Greater Power
Foaming mug of ale on blue disk
NOTES: Ronson appears, if anything, as the least god-like of the Traveler Gods; simply an average, middle-aged man in disheveled, rumpled clothing.  When he remembers it, he carries a weapon that looks like nothing so much as a simple rubber-headed mallet.  Just how Ronson became appointed the leader of the Good and Neutral Traveler Gods has long since been lost to history.  He spends most of his time in the City of the Gods drinking ale in the various taverns and conversing with his fellow Travelers.  He takes almost no interest in the world below.  It has been surmised by many theologians that perhaps his attitude tempers the other gods natural tendencies to constantly interfere 'for the betterment of the people'.  Ronson does not take enough interest in his surroundings to have a great enemy, but for some strange reason he has a close relationship with Dulcifer.
Priests of Ronson
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Salsmen of Deceit (SALZ-men)
The Destroyer, the Prince of Darkness, the ChaosLord
God of Evil, Chaos, Intrigue, and Deception
Chaotic Evil
Greater Power
Wickedly barbed two-handed sword
NOTES: As the leader of the gods of Evil, Salsman is as wicked as can be imagined.  No act is too vile, no attrocity great enough.  If he cannot rule through strength or fear, he manipulates and deceives.  He can be extremely handsome and charming when he wishes, but his true form is that of a huge, powerfully-muscled man with strong features, a brutally square jaw, and narrow, glowing blood-red eyes that glimmer with barely-veiled fury.  He usually wears black armor festooned with numerous spikes and sharp edges and carries an enormous two-handed sword with a red and black blade -- the Chaos Sword -- which gives him the power to control raw chaos and bend it to his will.  His ultimate goal is to overthrow the Elemental Court and rule the world as a Supreme Being.  He dwells in the deepest depths of Arr-Kelaan within a sprawling fortress of black basalt, volcanic glass, and razor-sharp iron spires.  He shares this vast, hellish fortress with Thanatria and several other of the Evil Traveler gods. Like the City of the Gods, Salsmen's fortress cannot be seen or entered by mortals save by Salsmen's will.  Salsmen is the enemy of all that is good, lawful, or decent and counts nearly all of the other Traveler Gods as his enemy.
Priests of Salsmen
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ShadowScared (SHA-doh-scared)
The Lord of Fears, He Who Hides
God of Fear (being afraid), Cowards, and Fortresses
Lawful Neutral
Demipower
Stylized fortress on white field
NOTES: ShadowScared (as he was later called by the survivors) appears as a thin, usually trembling, young man with pale curling hair and wide, frightened eyes.  When he is not hiding behind the walls of his fortress in the center of the City of the Gods, he typically hides behind a voluminous cloak. Originally the captain of the great space-faring vessel of the Traveler gods, it was his act of tremendous cowardice that actually brought the Travelers to Arr-Kelaan.  At the helm of the mighty vessel 'Brindle', abjectly terrified by the attack by, the then space-pirate, Salsmen, Captain Shadowscar (as his name was) somehow managed to activate every control on the vessel at the same time in a desperate effort to escape certain destruction.  The act released so much energy that instead of escaping the immanent pirate attack, the two vessels were blasted through the dimensional barriers and hurled into Kel's universe to crash upon Arr-Kelaan.  Though he had no true enemies, he's afraid of everyone and prefers the safety of his citadel to the company of others.
Priests of ShadowScared
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Sharra (SHAR-ah)
Lady of Good Fortune
Goddess of Good Luck, Patron of Travelers and Adventurers
Chaotic Good
Lesser Power
Hematite Sphere
NOTES: SShe appears as an attractive, atheletic woman with ebony skin, shining black hair, and micheviously sparking dark eyes. She carries a small hematite sphere which always becomes the most useful item she needs in any situation. Sharra (and her evil twin Therarra) is one aspect of the goddess of luck -- good luck in Sharra's case.  She began her career as a single goddess of both good luck and bad luck but was separated into two distinct beings during a conflict to rid the world of the previous extra-planar gods of luck.   She is the patron of gamblers, adventurers, and non-evil thieves but nearly everyone will drop a coin or two into her priests' collection plates knowing that it is better not to offend her.  Sharra loves new experiences and usually can be found wandering the world in the guise of a simple traveler, pilgrim, actress, or acrobat.
Priests of Sharra
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Sploon of Loathing (sploon)
He Who Hates, The One
God of Hatred and Bigotry
Lawful Evil
Demipower
His visage
NOTES: Sploon appears as a huge humanoid with reptillian and amphibian features, four arms (two massive and two human-sized), and slimy greenish-yellow skin.  He carries a huge, barbed polearm with the word 'Hatred' inscribed in his own foul tongue across the broad blade.  Sploon is, perhaps, the most repulsive of the Traveler Gods, and the most hateful as well.  He tolerates his association with the other Evil gods only because he knows he cannot stand against the combined might of the others on his own.  He despises everthing that is not as he is; and serves as a lord of bigotry, racism, and hatred.  Over time, all who worship him begin to take on his foul appearance.  Though he thoroughly despises them, Sploon often stays in the underground fortress of Salsmen and Thanatria.
Priests of Sploon
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Ss'hhrn Vll'nn (SS-hurn VLIN)
The Lady of Pain
Goddes of Pain, Hurt, Patron of Executioners and Torturers
Neutral Evil
Lesser Power
Barbed scourge
NOTES: The Lady of Pain appears as a reptillian humanoid female with large yellow eyes and a mouth full of rows of needle-like teeth.  Her green-scaled body is festooned with spines and razor-sharp ridges and her skin glistens with a corrosive oil which causes intense agony in any living being it touches -- even godlike beings.  The other gods shun her, as merely standing near her is likely to result in painful cuts and bruises as she carelessly lashes her poison-spiked tail.  She is the patron of torturers and executioners, and her clerics are greatly feared thoughout the world.  When she is not walking the lands in the guise of a common executioner, Vll'nn dwells in apartments within Salsmen's fortress.
Priests of Ss'hhrn Vll'nn
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Thanatria (than-AT-ree-ah)
Mistress of Life's End, The Pale Lady
Goddess of Death
Lawful Evil
Greater Power
White skull on black disk
NOTES: Thanatria appears as a tall, slender, ominous-looking woman with pale skin and eyes of solid black.  She dresses in loose black robes and carries a staff made from all the bones in a human body rearranged into a single slim shape and capped with the skull.  As the goddess of death, Thanatria is typically regarded as an goddess of evil.  However, death is not always evil; it can be merciful.  And, though most of Thanatria's followers are seeking power through death, there are Lawful Good sects devoted to worshipping her and easing the suffering of those who experience the loss of someone dear.  Thanatria tends to be capricious and is as capable of mercifully guiding a spirit to the afterlife as she is of ruthlessly tearing the living soul from a healthy being.  Thanatria can, at will, emanate an aura that causes all mortal beings within 60' to begin to wither and die.  Thanatria and Salsmen live together in a hellish underground fortress.
Priests of Thanatria
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Therarra (there-ARE-ah)
Lady of Misfortune
Goddess of Bad Luck
Chaotic Evil
Lesser Power
Jet sphere
NOTES: Therarra appears identical to Sharra -- an attractive, atheletic woman with ebony skin and shining black hair -- except for a distinctly malevolent glitter to her dark eyes.  She carries a small jet sphere which always becomes the most harmful item to others in any situation. Therarra (and her good twin Sharra) is one aspect of the goddess of luck -- bad luck in Therarra's case.  She began her career as a single goddess of both good luck and bad luck but was separated into two distinct beings during a conflict to rid the world of the previous extra-planar gods of luck.  She is the patron of no one, but nearly everyone will drop a coin or two into her priests' collection plates knowing that it is better not to attract her attention.  Like her twin, Therarra travels the world in the guise of a simple traveler but unpleasantness invariably follows in her wake.
Priests of Therarra
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Tollondhra (toll-LOND-rah)
Young Lady of the Fields
Goddess of Agriculture, Festivals, and Dance
Absolute Neutral
Lesser Power
Sheaf of grain on green field
NOTES: Tollondhra is the child goddess of the harvest.  She appears as a pretty young girl in her early teens with brown hair and eyes, dressed in simple but sturdy clothing of earth-toned natural fibers.  She typically carries some form of farming implement, with hay-forks and scythes being most common.  She often dances barefoot in the fields among the newly growing crops.  Though all who depend on the land pay her some homage, she is the patron of farmers, and the most revered goddess of the Halflings.  Her interests lie not in the untamed wilderness lands, but in the good soil of lands harnessed to feed and nurture the people.  She does not, however, approve of reckless farming techniques and visits swift retribution upon those who would irreparably scar the natural world, as by slash-and-burn methods, in the name of agriculture.  She is often at odds with Luranna who wishes the natural world to be left alone, and she wages war with Vastorius because the storm (especially hail, flood, and the tornado) is one of the traditional enemies of the farmer.  Tollohdhra, when she is not visiting the farmers of the world in the guise of a simple peasant-girl, resides in a modest home on the City of the Gods surrounded by an incredibly abundant garden.
Priests of Tollondhra
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Vastorius (vas-TORE-ee-us)
The StormLord
God of Destruction, Storms
Chaotic Evil
Greater Power
Stylized cloud and thunderbolt -or- a black inverted triangle representation of a tornado
NOTES: Appearing as a powerfully muscled man with wild, unkempt, dark purple hair and dark blue eyes which glow with fury.  He wears black plate armor and a voluminous purple-black cloak that constantly swirls about him like a mightly thundercloud.  His huge hands are usually clenched on the black haft of an enormous maul.  Vastorius is the god of all that damages and destroys.  Though Salsmen occasionally calls himself 'The Destroyer', it is Vastorius who most often realizes Salsmen's desires for wanton destruction.  Vastorius commands the storm, the tsunami, the volcano, and the earthquake ... all that throws down the work of others.  He represents the chaotic, destructive, and purely evil side of nature.  Vastorius dwells in a mighty fortress of thunderclouds typically found amid the peaks of the highest of Arr-Kelaan's mountains.   Like the City of the Gods and Salsmen's fortress, Vastorius' cloud fortress cannot be seen or approached unless it is the god's will.  He is the enemy of all that is lawful and constructive but reserves his greatest hatred for Celestiana and Tollondhra.
Priests of Vastorius
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Zakk Bentley (zak BENT-lee)
The MusicLord
God of Music, Poetry, Eloquence, and Patron of Bards
Chaotic Neutral
Greater Power
Seven-stringed guitar
NOTES: Zakk appears as a young man with long, wild, blonde hair, blue-green eyes that always seem to be looking at more than the surrounding countryside, and garish clothing of bright colors. Zakk is the only one of the Traveler Gods who still does not believe himself to truly be a god.  He wanders the world of Arr-Kelaan in the form of an ordinary bard, spreading music, poetry, and art, but he still believes himself to be feeling the effects of the numerous hallucinogens he ingested in his previous life.  He often seems distracted or absent-minded but the music that comes from his seven-stringed guitar is so magnificent it makes any being hearing it fall into rapt amazement.  Zakk's music is completely woven into the magical fabric of the world and the songs he plays can change reality if he wishes.
Priests of Zakk
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[castle line]


 
















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