The First Gods

Ashkenthar the Broken – True Neutral – god of divination, suffering, and curses.

Ashkenthar the Broken was once Ashkenthar the seer, a god of divination and prophecy. Legend has it he carried a book with the past, present, and future of all beings written in it. However at the Battle of Falling Stars he was set upon by Beogh, king of The Vagrant Gods. Beogh broke Ashkenthar’s body with his warhammer and gouged out his eyes, leaving him for dead. But Ashkenthar did not die – he changed. Now known as Ashkenthar the Broken, he cast aside his book and is now known as the blind and lame god of suffering and divination.

Ashkenthar’s connection with curses is such that he blesses those who suffer under curses with divine insight. By contrast, Deneb the Witch-Queen is the patroness of those who place curses upon others. Ashkenthar blesses the crippled and lame with visions and supernatural insight. He rewards those who suffer in the pursuit of knowledge, as well as those who take burdens upon themselves. His followers are known to wear blindfolds during religious ceremonies to better partake of his unseen knowledge.

Ashkenthar has no paladins. His priests are known as Seers, and are granted the Knowledge domain. His symbol is a disc with the shape of an eye inscribed on it, shattered.

The Commandments of Ashkenthar
Followers of Ashkenthar gain piety from the following actions:

  • Taking damage in combat, so as to better emulate the wounds of Ashkenthar (20% chance per instance of damage).
  • Voluntarily wearing a blindfold into combat (bestows Blindness while worn, 20% chance per round blinded).
  • Being Blinded by the spell or ability of an enemy.
  • Being the target of Hex, Eyebite or Bestow Curse cast by an enemy.
  • Gaining knowledge by studying or exploring new places.
  • Voluntarily wielding a cursed item into battle or another dangerous situation.

Followers of Ashkenthar lose piety from the following actions:

  • Committing acts of veneration, worship, or reverence to other gods.
  • Finishing a battle without taking any wounds (20% chance per battle).
  • Destroying books or other repositories of knowledge.
  • Attacking the planar servants of Ashkenthar.
  • Complacently remaining in one place instead of going out into the world to seek knowledge (20% chance per week).

Miracles of Ashkenthar
Followers of Ashkenthar may spend piety in the following ways:

Protection from Curses – Passive – Whenever you would suffer negative effects from a cursed item you are using, you have a percentage chance equal to your piety that Ashkenthar will negate the negative effect, up to a maximum of 75%.

Sight Beyond Sight – 10 Piety – You bring blindness upon yourself that you might see the world as Ashkenthar does and partake of his secret knowledge. You are Blinded for 1 hour. In return, your mind is opened to the secrets of Ashkenthar; for the next 10 rounds, you gain the benefits of the Guidance spell whenever you make a skill check of any kind. During this time you are also able to perceive auras and currents of magic and intent with senses beyond sight. You also gain the benefits of the Find Traps, Detect Poison and Disease, Detect Magic and Detect Evil and Good spells. Finally, once per use of this power, you may touch an object, creature, or location, and gain the benefits of the Legend Lore spell as if it had been cast on that target.

Broken Power – 20 Piety – You take on a curse to gain great power. When you use this power, for the next hour whenever you are hit by an attack, you suffer an additional 1d6 necrotic damage. Additionally, you suffer disadvantage on ability checks for one ability (chosen by Ashkenthar) for the next hour. In exchange, you gain advantage on attack rolls and saving throws for one encounter.

Cursed Knowledge – 40 Piety – You mark yourself with a terrible curse in exchange for a piece of forbidden knowledge. You gain seven curse counters. Every time you are hit by an attack, there is a 20% chance that that you lose a curse counter but that attack becomes an automatic critical hit. Additionally, each time you would suffer elemental damage, there is a 20% chance that that you lose a curse counter, but you become Vulnerable to that damage type (before damage is applied). When you run out of curse counters, the curse is over. In exchange, Ashkenthar reveals to you the answer to one question of your choice. This information may be as significant as the location of a powerful artifact or the true name of a demon lord. If the question calls for a speculative answer (“Will we prevail in battle against the red dragon?”), Ashkenthar will warn you of this and give you a chance to change your question. If you insist on a speculative answer, Ashkenthar will answer what the most likely outcome is and explain his reasoning as well. If the question calls for an answer that does not exist (“Why did the warlord kill my father?” if the warlord did not kill your father), this power fails and Ashkenthar will refund 35 piety (you do not gain any curse counters).

Chriados the Contemplative – Lawful Neutral – god of time, history and fate.

Chriados is a contemplative deity who appears as a bearded old man wearing a light blue robe. He is charged with ensuring the orderly flow of time, chronicling events as they happen and ensuring that what is fated to happen does happen. As such he is inherently a god of law and order. While Ashkenthar, as god of prophecy and divination, is known as the revealer of the future, Chriados ensures that the future happens as it is supposed to according to his arcane plans. Some say he controls the fate of even the other gods. Chriados is known as a gentle and wise deity, but he forbids himself or his followers from interfering with the destiny of another creature, even if that destiny is tragic.

The priesthood of Chriados teach that if Jurn were isolated from other planes, the world would be a closed, harmonious system, with every creature’s destiny controlled by Chriados and fate flowing as it should. But the intervention of outsiders from the other planes, such as demons, the planar servants of other gods, and even adventurers from another plane all throw destiny out of alignment because their fates are not determined by Chriados. To this end, Chriados calls for the slaying of outsiders and the closing of planar portals, the better to ensure that history proceeds as it should. Sometimes he even dispatches his followers on missions to change the course of history to conform to that which is fated to be.

Chriados blesses chroniclers of history, and looks kindly upon the very old. He approves of those who accept their fate with wisdom and stoicism. He has no paladins. His priests are known as Fateminders, and are gifted with the knowledge domain. His symbol is a blue orb with a spiral or swirl design.

The Commandments of Chriados
Followers of Chriados gain piety from the following actions:

  • Devotion over time. When you invoke Chriados’ name in everyday speech or pray to Chriados, you have a 5% chance to gain a point of piety. This can only happen once per day.
  • Doing the work of Chriados. Periodically Chriados will grant you a vision of a task that needs doing to ensure that the future comes to pass the way it should. This task may incredibly mundane, such as picking a single flower, or it may be grandiose and difficult.
  • Slaying outsiders (except the planar servants of Chriados), because they have no place in the destiny of Jurn and they distort what is fated to be.
  • Discovering, preserving or restoring historical sites or relics.
  • Closing portals to another plane or destroying artifacts that create such portals.

Followers of Chriados lose piety from the following actions:

  • Committing acts of veneration, worship, or reverence to other gods.
  • Destroying historical sites or relics.
  • Attacking the planar servants of Chriados.
  • Opening portals to other planes (note that traveling to other planes via magic is not an offense against Chriados as long as you do not open a portal that could let outsiders in).

Mishael the Healer – Neutral Good – god of healing, compassion, and peace.

Mishael is the lion-headed god of healing. He is known as the patron of physicians and those who work with healing magic, and is often prayed to by those suffering from injury or disease. He is a pacifist and exorts his followers to the same standard of ethics. He is one of the three principal dieties of goodness along with The Radiant One and Kaitos. He appears as a muscled man with the head of a lion, dressed in white robes and bearing a staff of blue metal.

He blesses those who spare their enemies after defeating them, who heal the sick and wounded, those who exhibit great compassion as well as those who would make peace between enemies. He approves of the destruction of weapons. He disapproves of the eating of meat, the drinking of blood, or of harming any creature (except for intrinsically evil creatures such as demonkind).

He has no paladins. His priests are known as Healers, and can choose between the Light or Life domains. His symbol is a chalice made of silver or ivory.

Sylvarian – True Neutral – the god of the forest and plants.

Sylvarian is the horned god of nature, the forest, and plant life. He appears as a bearded man with stag horns, dressed in green leathers. He often carries a bow and arrows or a quarterstaff. He stands for forests, animals, and wild places, and against their destruction by civilization. Nevertheless, he believes strongly in the balance between nature and society, man and beast, and life and death. He primarily intervenes in the affairs of mortals to preserve the balance between these things. Some druids worship him directly, but even among those who do not, he is revered and greatly honored.

He blesses those who protect the wilds and who live in harmony with nature, and opposes those who destroy the wilds or who hunt too greedily. He despises necromancy, which he sees as a violation of the natural order.

His priests are called Wildspeakers and are blessed with the nature domain. He also has a handful of paladins (primarily among the elves), whom he blesses with the oath of the ancients. Druids who worship him can choose any circle they wish. His symbol is a brown oak leaf against a green background.

Eluethas the silver-tongued – Neutral Evil – Patroness of merchants, traders, and commerce.

Eluethas is the beautiful and sophisticated goddess of commerce. She appears as a well-dressed woman with dark hair, and wearing exquisitely tooled leather boots. She is worshiped primarily in cities, where he is invoked prior to negotiations or bartering sessions. Marketplaces are often decorated with statues of her or her symbol. Besides being a merchant goddess, she is often regarded as a goddess of peace because war is bad for commerce, and indeed she exhorts her followers to be peace-makers and negotiators first and foremost.

She approves of those who turn to trade or negotiations instead of violence and blesses sophistication, shrewdness and reason. Nevertheless, she is happy to allow one merchant to dominate and oppress the others – if they can manage it through business savvy, and only for as long as they remain competitive.

She has no paladins. Her priests are called Negotiators and are gifted with either the Knowledge or the Trickery domains. Her symbol is a golden scales.

Deneb the witch-queen – Chaotic Evil – An evil goddess of dark magic.

Deneb the witch-queen is a the patron of necromancy, blood magic, and curses. She is a cruel and callous deity who delights in the creation of suffering and strife. She appears as a beautiful maiden with silver hair and bat wings, wearing a circlet of black metal and dressed in a red dress or red robes. Deneb is not a popular goddess, but she is often honored or prayed to by those who fear curses or dark magic. Deneb also loves to offer dark power to the ambitious in exchange for a terrible price. But while she is more responsive to those who invoke her aid than many deities, it is almost impossible to be free of her snares once her assistance is accepted.

She approves of those who practice dark magic, those who are willing to sacrifice everything in service to their ambitions, and those who seek to break sully the boundaries between life and death. She has no regard for laws or for those who would sacrifice themselves for others.

Deneb’s paladins are all Oathbreakers, and she has very few of these. Her priests are called Witches, and are blessed with the Trickery or Death domains. She strongly encourages her followers to pursue arcane magic in addition to priestly magic. Her symbol is three red stars against a purple background.

Aster the Unformed – Chaotic Evil – Evil god of darkness, chaos and the Abyss.

Aster appears as a cloud of howling darkness, sweeping like a scouring wind across the land. He is the deity of darkness, the void between stars, and the Abyss, where he spends most of his time in exile from the other gods. He is a god of chaos and corruption. He hates the physical forms of living things, and desires to see them perverted to his own insane aesthetic, or else mangled and destroyed.

He likes it when the physical world is corrupted, despoiled or destroyed. He blesses those who slay other creatures in the most gruesome ways possible, or who despoil the environment. He particularly appreciates changing the shape of another creature into something corrupt or perverse. He dislikes the goodness and order of all kinds.

His Paladins are known as Abyss Knights and are all oath-breaker paladins. His priests are known as Corrupters and are gifted with the Abyss Domain. His symbol is a black swirl with tentacle-like protrusions on a gray background.

Nemex the Trickster – Chaotic Neutral – God of cards, gambling and luck.

Nemex is the patron of fortune and gamblers of all kinds. He appears as a man with a neatly trimmed beard wearing a broad-brimmed hat, wearing a poncho and shuffling a deck of cards. He is a great trickster and gambler who often takes physical form to gamble with mortals, or sometimes just to play tricks on them. He is technically the god of both good and bad luck, and is often prayed to for a variety of purposes because he is known to ensure the odds are on the side of whomever he favors.

He blesses those who gamble or who take great risks (but not foolish ones). He likes it when people trust in chance or fortune and dislikes those who don’t want to take any risks. He is known to gift his followers with enchanted decks of cards painted in the ichor of demons.

He has no paladins. His priests are called Fortune Tellers, and are gifted with the Trickery Domain. His symbol is a deck of cards.

Siegfried the Warmaster – Lawful Neutral – God of battle.

Siegfried is the god of war. He loves a good battle, and is frequently the object of prayers and sacrifices by soldiers, warriors and generals, but also those who stand to lose something to war or battle. He appears as a man in plate mail but wearing no helmet, with short dark hair and bearing the greatsword Tremble, with which he struck the killing blow against the Everwyrm. Although he is a god of battle, Siegfried is not a god of slaughter – he exhorts his followers to engage in fair fights, and especially glories when a weaker force defeats a stronger one.

He blesses battles and contests of all kinds, especially against a greater foe. He exhorts his followers to engage in battles or struggles for some greater purpose (although that does not necessarily have to be a good purpose). He looks down on those who shrink away from necessary violence, or those who beat up on an obviously weaker foe.

He has few paladins, although those he does have are gifted with the Oath of Vengeance. His priests are called Warmongers, and are gifted with the War Domain. His symbol is any depiction of his greatsword Tremble.

Rath the Stormbringer – Chaotic Neutral – God of storms.

Rath is the violent god of storms and tempests, who delights in unleashing the destructive forces of nature. He is worshipped by those who fear the storms he may unleash, as well as by deranged individuals who revere the power of nature he represents. He appears as a muscled man with bronze skin, bearing a great-club and wearing ancient armor. His eyes are white and without pupils, and when he is agitated they crackle with electricity.

Rath supports those who cause thunderous destruction, as well as those who respect and fear the powers of nature. He dislikes the meek or timid.

Rath has no paladins. His priests are called Stormbringers, and are gifted with the Tempest Domain. His symbol is a pair of wings with a thunderbolt between them.

Luca the Still-Minded – Neutral Good – Goddess of magic and lore.

Luca is the goddess of magic and lore. She is a quiet, contemplative deity who rarely speaks, but when she does her words carry great value. She appears as a middle-aged woman wearing white robes and a soft blue cloak, often with a hood that obscures part of her features. She is the patron of all magic, but especially of Wizards, who pursue magic as an avenue of intellectual study. she is also the goddess of knowledge and lore, and a great supporter of academics of all kinds.

Luca likes those who seek any knowledge, but particularly of a magical nature, and who respect knowledge and academic learning. She dislikes those who destroy books or knowledge rather than preserving them.

She has no paladins. Her priests are called Sages, and are gifted with the Knowledge Domain. Her symbol is a pool of still water.

The Radiant One – Lawful Good – A good god of honourable crusade against evil.

The Radiant One is a god of paladins, crusaders, and patron of the law and of goodness. He appears as an older man dressed in shining golden plate mail and carrying a sword that shines like the sun, often mounted on a unicorn, pegasus, or other good-aligned creature. The Radiant One is often seen as the head of the gods, and certainly serves as the leader of the good and many of the neutral-aligned gods. He calls on all to pursue the greater good and to forsake underhanded deeds, lawlessness, and dark magic. Together with Mishael and Kaitos, he is one of the three principal deities of goodness.

He holds his followers to a very high standard and blesses those who support goodness and the law, as well as those who fight honorably. He despises necromancy, blood magic, curses, or dealings with demons or evil creatures of any kind, and supports those who would crusade against such forces of darkness. His followers are all expected to adhere to a paladin-like code by refraining from drinking blood, desecrating the remains of the dead, practicing black magic or using evil-aligned magical items, killing the innocent or neutral creatures, using poison, or killing a fleeing or otherwise helpless foe.

His Paladins are numerous and are gifted with the Oath of Devotion or the Oath of Vengeance. His priests are called Lightbringers and are gifted with the Light or War Domains. His symbol is a golden figure with his arms outstretched surrounded with a halo.

Uthmar the Wrathful – Chaotic Neutral – A violent god of predators and of rage.

Uthmar is the god of natural predators and rage. He represents the darker side of nature – the predatory principals of might makes right and kill-or-be-killed. He appears as a great man, stripped to the waist and covered in woad, bearing a great axe. He is also known to appear in the form of various great predators at times. He is worshipped principally by druids who revere the darker side of nature, as well as certain sects of warriors who seek to draw on the power of his rage.

Uthmar supports the strong and predatory. He blesses hunters and warriors motivated more by blood-lust than strategy. He despises cowards, those who hesitate, and pacifists. He also hates magic with a burning passion, and supports those who would slay mages and priests (except his priests of course), and who would destroy magical tomes or other magic items (except magic weapons and armor, naturally).

Uthmar has no paladins. His priests are called Berserkers and are gifted with the War Domain. He is also worshipped by certain druids, who are gifted with the Circle of the Moon.

Melchor – Chaotic Neutral – God of primal and destructive magic.

Melchor is the god of evocations and other destructive magic, patron of sorcerers and warlocks. He appears as an old man in ancient robes, his hair singed and standing on end and his body covered with minor burns and scars, bearing a flaming staff. Melchor represents the principal of magic that exalts in its power and wants that power to be used, for any purpose. As such, he represents the antithesis of Luca, although the two have been known to work together to advance magic as a whole. Legends say that Luca and Melchor can sometimes be seen sharing tea together in various remote locales.

Melchor supports those who use big, bold, destructive spells. He’s not picky about what is being destroyed. He blesses sorcerers and warlocks and anyone else who uses magic in an off the cuff, shoot from the hip fashion. To Melchor, great power is to be flaunted and exercised regularly. He dislikes those who use magic in a more subtle, boring manner.

He has no paladins. His priests are known as Ruin-Bringers and are gifted with the Tempests Domain. His symbol is an X within a circle on a luminous background.

Tenebral the Just – Lawful Neutral – God of death.

Tenebral rules over the dead and guides their souls to their final destination. He appears as a tall, pale man dressed in what were once regal robes, but are now in tatters.His eyes and hair are black as pitch. Although he generally ushers the dead to the realm of the god or goddess that they were the most devoted to, he views himself as the judge of the dead and he will not hesitate to consume the souls of those he judges wanting. The souls of those who did not follow a specific god also end up in his realm, where he administers whatever rewards and punishments he finds appropriate.

He is a god of order who blesses those who use their lives for some greater purpose and go gracefully into death when the time comes. He stands against those who seek to lengthen their lifespan unnaturally, and especially despises the undead as abominations who refuse to submit to his rightful authority. However he makes an exception for his own priests, whom he permits to employ undead to further his goals.

He has no paladins. His priests are known as Reapers and are gifted with the Life domain. His symbol is an Ankh on a half black, half white background.

Kaitos the Law-Giver – Lawful Good – A good god of law and purity.

Kaitos is a god of discipline, purity and law. He appears as a bald, middle-aged man in white priestly vestments with silver trim. He carries with him a great volume with the books of the law, within which are recorded his commandments and his judgments against the creatures of darkness. These four books are the Book of Ablutions, which contains the commandments of Kaitos for living a pure and upright life, the Book of Abominations, which details evil outsiders condemned by Kaitos, the Book of Anathema, which details evil terrestrial creatures condemned by Kaitos, and the Book of Apostates, which declares prohibited conduct and condemns evil and chaotic gods. If he should encounter lawbreakers of abominations face to face, his mere recitation of the books of the law is often enough to vanquish them. His paladins and priests stand as judges and champions of order among the mortal world. Along with Mishael and The Radiant One, he is one of the three principal gods of good in Jurn.

His Paladins are gifted with the Oath of Devotion or the Oath of Vengeance. His priests are called Immaculates, and are gifted with either the Life Domain or the Light Domain. His symbol is a silver hand against a starburst.

The Commandments of Kaitos
Followers of Kaitos gain piety by conforming to the following code of conduct:

  • Tithe 10% of other valuables gained to the temple of Kaitos. If no temple is available, this money should be donated or otherwise spent on a cause that promotes law, order and goodness.
  • Voluntarily donating gold or other objects of value to the temple of Kaithos. If no temple is available, this money or valuables can be donated or otherwise used towards any cause that promotes law, order and goodness.
  • Helping proper authorities apprehend lawbreakers or otherwise enforce just laws.
  • In the absence of proper authorities, administering justice to lawbreakers in accordance with the Books of the Law and the commandments of Kaitos.
  • Scrupulously following just laws, even in the face of personal detriment.
  • Helping the needy, the downtrodden, and the law-abiding by doing good deeds.
  • Opposing unjust laws within legal channels or, if legal channels fail, by any means necessary.

Followers of Kaitos lose piety by performing the following sins:

  • Breaking just laws.
  • Attacking neutral of good-aligned creatures (except in self-defense, times of just war, or in the course of enforcing the law).
  • Attacking evil or chaotic creatures if they have broken no law (except in self-defense, in times of just war, or if those creatures are condemned in the Book of Abominations or the Book of Anathema).
  • Drinking blood, practicing cannibalism or eating the flesh of sentient beings.
  • Knowingly wielding evil-aligned magical items.
  • Desecrating holy remains.

Miracles of Kaitos
Followers of Kaitos may spend piety in the following ways:

  • Recitation – 10 Piety – By reciting the judgments of the Books of the Law, you can call down the just condemnation of Kaitos on lawbreakers, idolaters, abominations, and servants of chaos and evil. You choose one book to recite and spend your entire round reciting that book. At the end of the round (after all other creatures have acted), the judgment of Kaitos smites all creatures within 30 feet of you. Only creatures condemned by the chosen book are affected, but all such creatures are affected whether friend or foe.

The Book of Ablutions condemns lawbreakers and maleficars, and aids in their apprehension. Creatures affected by the Book of Ablutions must make a Dexterity saving throw against a DC of 18 or be Blinded for 1d6 rounds. If they fail this saving throw, they must also make a Constitution saving throw against a DC of 16 or be Stunned for 1 round.

The Book of Apostates condemns the workers of dark magic and followers of evil gods, stripping their powers to allow the just to defeat them. Creatures affected by the Book of Apostates must make a Strength or Dexterity saving throw (using their highest score) against a DC of 20 or be knocked prone. If they fail this saving throw, they must also make a Constitution saving throw against a DC of 18 or begin to bleed profusely, losing 2d6 hit points at the beginning of each of their turns until they successfully make a Constitution saving throw against the same DC (one chance each round, after taking the damage). If they fail this saving throw they must also make an Intelligence saving throw against a DC of 16 or be struck deaf and mute for 1d6 rounds.

The Book of Abominations condemns shapechangers, the undead, and the ancient enemies of Kaitos, putting them to flight or destroying them outright. Creatures affected by the Book of Abominations must make an Intelligence or Charisma saving throw (using their highest score) against a DC of 22 or be frightened for 2d6 rounds. If they fail this saving throw, they must also make a Dexterity saving throw against a DC of 20 or be blinded for 1d6 rounds. If they fail this saving throw they must also make a Charisma or Constitution saving throw (using their highest score) against a DC of 18 or be turned into a pillar of salt (effectively petrified) indefinitely until a Stone to Flesh spell is cast upon them.

The Book of Anathema affects demons and other evil or chaotic outsiders, weakening their fell powers and often banishing or destroying them outright. Creatures affected by the Book of Anathema must make a Wisdom or Intelligence saving throw (using their lowest score) against a DC of 24 or gain disadvantage on attack rolls and saving throws for 2d6 rounds. If they fail this saving throw, they must also make a Charisma saving throw against a DC of 22 or be banished to their home plane (or suffer 4d10 damage if already on their home plane). If they fail this saving throw, they must also make a Constitution saving throw against a DC of 20 or be instantly destroyed in a gout of holy fire.

  • Salvation – 30 Piety – If you have just sustained damage that would kill you or if you have just fallen under the effects of any spell or magical item condemned by the Book of Apostates, you can call out to Kaitos as a free action and he will immediately negate the damage, spell, or the effects of the magical item.
  • Imprisonment – 40 Piety – You call upon Kaitos to immediately judge the wicked. This ability can only target creatures condemned by the Book of Anathema or Book of Abominations or employing magic or magical items condemned by the Book of Apostates. The target must make a Charisma saving throw against a DC of 24 or be imprisoned in Kaithos’ Silver City for 2d10 rounds. When the duration ends, they return to their original position, but also suffer the effects of Recitation as if the appropriate book or books had been chosen for them (separate saving throws). If they succeed at the saving throw, they are not imprisoned but still suffer the effects of Recitation (separate saving throws).
  • Purification – 60 Piety – You call upon Kaitos to cleanse your body and soul. You are restored to full hit points and all negative status effects are immediately removed. If you had been polymorphed or petrified you are restored to your normal form. If you are suffering under the effects of any magic condemned by the Book of Apostates, those effects are immediately ended.

The First Gods

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