The Gods of the Kingdom of Darokin
I made these gods to the Kingdom of Darokin, which was the major country in a small campaign I once ran. The name Darokin was lent from a D&D Gazetteer, together with a couple of maps and concepts and stuff. The same is for the names of the gods - some of them have less-than creative names - Helm and Azuth, for instance. However, the writeups are uniquely my own. Hope you like them, whomever you are.

Darokinian gods:

Crysmalion, AL LN, Intermediate power
Portfolio: God of well-earned luck, prosperity and merchants
Requirements: Wis 10, Int 10, Cha 10
Required Proficiencies: Accounting (Int +0), any craftmanship skill
Worshiper's Alignment: Any
Symbol: A gold coin with a divine halo
Major Spheres: All, Charm, Astral, Wards, Creation
Minor Spheres: Necromantic, Healing
Turning: No
Armor: Any
Weapon: Any bludgeoning
Given Powers: 1: Fool's Gold (as per the Wizard spell, 3x day),
2: Know Value (at will), 5: Haggle (20% reduction of prices, at will)
8: Succeed on any die roll (once/week), 12: Summon Gold (50 000 gold lions,
once)
Crysmalion is a rather worldly deity, popular among the merchants in Darokin. He is an average deity, not given to extreme displays of power. He is protective of what he has accumulated, though. Many of his priests are among the more successful of the merchants in Darokin. When his priests advance far enough, they are richly rewarded for their dilligence and devotion to Crysmalion. The high priest of Crysmalion in any given city has the title of Silver Father, and the high priest in the cathedral of Crysmalion in Darokin (capital of the Republic of Darokin) is Golden Father.
Bahast, AL CG, Lesser power
Portfolio: Goddess of cats, blind luck, longevity, stealth
Requirements: Dex 12, Wis 11, Cha 12
Required Proficiencies: Animal Lore (cats) or Animal Handling (cats)
Worshiper's Alignment: Any
Symbol: A stylized cat's head, winking with one eye
Major Spheres: All, Necromantic, Time, Travelers
Minor Spheres: Divination, Healing
Turning: Yes
Armor: max Chain Mail, no shield
Weapon: Cat's claws (1d4/1d3, SF 2, Slashing), dagger, sap
Given Powers: 1: Speak with Cats (at will), 3: Move Silently and Hide in
Shadows as per a thief (20 points each level gained, 30% base chance in each
skill), 4: Succeed on any die roll (50% chance, once/day), 6: Slow Aging
(age 50% slower), 8: Feather Fall (as needed), 14: Extreme Longevity (priest
will get an additional 100 years maximum lifetime, added immediately to where
the priest is in his life)
Bahast is a popular faith of all foolhardy persons, or those who need just a little bit of luck, or who would like to live longer. They also have some small measure of power over the undead, because of their connection with longevity (and the undead's violation of those principles). Bahast's priests are known for being amazingly bouncy for their age, and all are relatively dextrous. They are also a bit hedonistic, reflecting their affinity with cats. Difficult to rouse and aloof at most times, they are a strange, but likable lot.
The Dragon/The Teacher, AL LN, Intermediate Power
Portfolio: Philosophy of self-awareness, self-discipline, self-knowledge
Requirements: Dex 12, Con 11, Wis 12, Int 12
Required Proficiencies: Endurance or Dancing or Blind-Fighting, Martial Arts
Worshiper's Alignment: LN
Symbol: A stylized Oriental dragon
Major Spheres: All, Time, Thought, Law
Minor Spheres: Healing, Combat
Turning: Yes
Armor: None (excepting Elven Chain Mail)
Weapon: Bo, Chain, Sai, Katana, Naginata, Wakizashi, Nunchaku
Given Powers: 1: Specialization in Martial Arts, 3: Bonus +1 in Martial Arts,
6: Feign Death (as per the Wizard spell, once/week), 9: Heal (as per the
priest spell) and Cure spells (any needed) once/month as needed. This ability
entails a trance for one hour, during which the priest loses all spells above
2nd level. Priests of the Dragon will also enjoy a -1 AC bonus every 2
levels, beginning at 1st level (i.e., 1: AC9, 3: AC8 ...) down to AC 0.
The teachings of the Dragon emphasises knowledge of the self, to the deepest extent possible. The priests of the Dragon, who formally are monks, are known as extremely philosophic. This philosophy doesn't stop them from being adept at defending themselves. To aid them in their meditation, they learn the use of their bodies as weapons, as well as the use of many other weapons, to learn focus and become aware of their own body. This awareness also allows them to avoid damage and, after long training, to rid their bodies of almost any and all damage, disease, and other woes.

The clergy is usually dressed in simple robes of undyed cotton, with a cape of similarly simple wool in colder climates. They will also use boots if the weather warrants it, but are usually barefeet. The following of the Teacher is not large in Darokin, but they have three monastries with about 600 priests and novices between them.


Morgalion, AL NE, Greater Power
Portfolio: Goddess of death, disease, jealousy
Requirements: Wis 12, No more than Cha 13
Required Proficiencies: Burial Rituals (Wis +1)
Worshiper's Alignment: Any
Symbol: A stylized skull
Major Spheres: All, Charm, Necromantic, Healing
Minor Spheres: Sun, Weather, Wards
Turning: Yes
Armor: max Banded mail, no shield
Weapon: Scythe, scimitar.
Given Powers: 1: Eternal Rest (at will, makes a body non-animatable),
3: Resist Death (may continue casting spells, fighting and so on until -10hp
is reached), 5: Immunity to all natural diseases, 7: Immunity to Mummy Rot,
12: Cause Disease (as per the spell, [level]/week)
The priesthood of Morgalion may not cast healing spells on any except themselves. They may cast the reversed versions freely. They may only cast the reversed Sun sphere spells, where applicable.

Although given a wide berth by the common populace, they are the undertakers of Darokin, and thus given the respect they command. Being followers of a jealous god, they are somewhat unpredictable, and one does usually take great care to avoid slighting them.

The masters of the various cult chapters are known as Darklords, and all priests above 7th level are known as Nightmasters.


Vander, AL LE, Lesser Power
Portfolio: God of assassins - killing, poison, stealth
Requirements: Wis 12, Dex 12
Required Proficiencies: Dagger, Set Snares
Worshiper's Alignment: Assassins (LE/NE)
Symbol: An assassin's dagger
Major Spheres: All, Protection, Charm
Minor Spheres: Time, Thought, Necromantic, Elemental
Turning: No
Armor: max Chain Mail, no shield
Weapon: Dagger, short sword, garrotte, lasso, shuriken
Given Powers: 1: Move Silently, Hide in Shadows, Backstab, and Open Locks as
per a Thief. 40 points to assign, an additional 20 per level. 3: Invisibility
(as per the Wizard spell, 3x/week), 5: Recognize any poison on sight, and
is able to concoct poisons, 7: Neutralize Poison (as per the spell, self
only, 1x/day), 12: Automatical max damage on any backstab
attempts that succeed. 15: The target of a backstab attempt must save vs.
Death Magic, or die.
A very secretive cult, very little is known about the Hands of Vander. Their calling card is the assassin's dagger they always leave behind at the scene of each of their killings. This dagger seems normal, except for the two deep grooves along the blade. Concealed in the handle of the dagger there is a reservoir for up to two different poisons (one for each groove), which is sent squirting into the grooves on the blade by a subtle manipulation of the gemstones set into the handle of the dagger.
Helm, LN, (Ever Vigilant, He of the Never-Sleeping Eyes), Intermediate Power
Portfolio: God of disciplined warfare, defense, eternal guardian
Requirements: Wis 12, Str 12, Con 10
Required Proficiencies: Blind-fighting or Tactics (Int+Wis/2)
Worshiper's Alignment: Any Lawful
Symbol: A stylized eye on an armor gauntlet
Major Spheres: All, Law, Combat, Divination
Minor Spheres: Wards, Protection, Healing, Sun
Turning: Yes
Armor: Any
Weapon: Any sword, any polearm, any crossbow, morning star, mace, flail
Given Powers: 1: THAC0 progression as per Fighter, 3: Resistance to
charm/sleep spells as per Elf, 5: Extra Weapon-proficiency, 9: Immune to
mind-affecting spells while guarding, 12: Does not need sustenance while
guarding, does not age while guarding.
Honored as excellent guardians, bodyguards, and the like, the Gauntlets of Helm are highly regarded in the mercantile Republic of Darokin. They have a rigid, militant hierarchy, and have been known to stand guard until they dropped dead of dehydration if ordered to do so. They are highly regarded as tacticians, and the Prime Minister of Darokin has three high-priests of Helm as his advisors in strategical matters.

The clergy is usually well-armed and armored, and are ever vigilant against threats or thieves trying to steal their guarded objects. In their function as bodyguards, they are fierce opponents of the Hands of Vander, and more than a few lives have been lost - on both sides - in clashes between the Hands of Vander and the Gauntlets of Helm.

For 2000 years, a squad of 12 Gauntlets of Helm have been standing in the Never-Sleeping pavilion, guarding the Crystal Sword until someone worthy comes to claim it.


Azuth, LN, (The High One, Old One), Intermediate Power
Portfolio: God of magic, spellcasting, study, knowledge
Requirements: Wis 12, Int 12
Required Proficiencies: Spellcraft, Religion
Worshiper's Alignment: LN, LG, NG, N
Symbol: A rolled-out scroll surrounded by a halo of energy
Major Spheres: All, Divination, Thought, Numbers, Creation, Astral
Minor Spheres: Healing, Necromantic, Time
Turning: No
Armor: None
Weapon: Dagger, sling, Quarterstaff
Given Powers: 1: Legend Lore (as per the spell, once/month), 4: Minor access
to one Wizard school, 6: Comprehend Languages (at will), 9: All spellcasting
time is reduced as per the spell Mordekainen's Celerity (constant), 15:
Major access to one Wizard school (can choose other school than at level 4).
Revered as students of knowledge in all their forms, the Students of Azuth are relatively highly esteemed. They are usually well versed in one specific area of knowledge - engineering, herbalism, religion, ancient history - and often find employment as sages. Some are powerful spellcasters of even wizard magic, and may be encountered while adventuring, or searching for some lost bit of knowledge. Wizards are actually relatively common among the Students, and some have high positions in the bureaucracy of the Students - the Professor of the Darokinan High University is actually a powerful wizard.
Mishalion, LG, (The Mistress of Life, The Mistress), Intermediate Power
Portfolio: Goddess of health, healing, life, protection of life
Requirements: Wis 12, Int 12
Required Proficiencies: Healing or Herbalism
Worshiper's Alignment: Any good
Symbol: Two intertwined snakes on a staff
Major Spheres: All, Healing, Necromantic, Divination, Plant
Minor Spheres: Animal, Protection, Wards
Turning: Yes
Armor: None
Weapon: Quarterstaff, scalpel (as per stiletto)
Given Powers: 1: Diagnose (at will, impart information about all non-magical
afflictions on a patient), 2: Anaesthesize (at will, may only be performed on
a willing patient), 5: May memorize two healing spells of the same power
instead of one, 8: Improved Diagnose (as Diagnose, but will also give
information about magical afflictions, provided the affliction fails a ST),
12: Transferring Heal (at will, the priest casting Transferring Heal will
suffer any and all effects of the damage transferred)
The clergy of Mishalion - the Healers, as they simply call themselves - are known for their compassion and willingness to help friend and foe alike. In their snowy white robes, they are easily recognized, and are usually safe, even from the worst dregs of society. Stories are told about priests who took on the suffering of others, and some say that some priests were so compassionate that they took on too much suffering, and died so that others could live.