Gods and Miracles
The residents of Aventuria worship many deities. The most important ot these gods are the Twelve, the pantheon worshiped by the vast majority of Aventurians. There is also another god, a shadowy creature who inspires such fear that his name is never spoken and has all but been forgotten. Only in passing is he referred to as the God Without A Name.
Characters enter the realms of particular deities when visiting their temples. In a temple, characters may make offerings to the deities out of reverence, with the hope that the temple’s cleric, and perhaps even the god. will smile on them. Needless to say, the higher the donation, the warmer the offering’s reception. While in temples, characters may also ask for miracles from the deities. As you might expect, however, miracles are a relatively rare occurrence and do not happen at the drop of a hat. Of course, miracles, like wishes, might come true, so be careful what it is you ask for.
The Twelve
Praios
The Sun God is also die God of Justice and the patron deity of the Central Empire, the largest Aventurian state. He favors courage and truth and shows no mercy.
Rondra
The Goddess of War, of Storms and of Honorable Duels. Guile and cunning are foreign to her. Instead, courage and the willingness to sacrifice yourself for your companions are held in the highest regard.
Efferd
The God of Water, Lord of the Ocean’s Waves and Provider of Rain in the deserts. He is considered moody and unpredictable.
Travia
The Goddess of the Hearth and Protectress Of the Home is also the patron deity of marriage and fidelity. The Temples of Travia are used for sanctuary by all kinds of fugitives, and no one - not even city guards - dares draw a weapon on her hallowed ground.
Boron
The Lord of the Dead and one who’s not likely to part With any of the souls in his care. He is also the god of Sleep and Provider of Dreams. His symbol is the broken wheel, used to mark graves all over Aventuria.
Hesinde
The Goddess of Wisdom and Mistress of All Magic. Her temples often harbor huge libraries and treasure troves of magic artifacts.
Firun
Lord of Winter, Master of the Eternal Frost and God of Hunting. He is the patron deity of hunters, testing their strength against the most powerful of animals. Prayers and requests by mere humans have a slim chance of swaying him. Many prefer to pray to his daughter, Ifirn, to intervene on their behalf.
Tsa
The Goddess of Life, Eternal Creator and Lady of Resurrection. Her servants are forbidden to take any life, and she herself occasionally grants the return of life to the deceased, wrestling a soul from the grip of Boron.
Phex
God of Merchants and Thieves and Lord of the Night. Nothing Aventurian is foreign to Phex, which explains why a heavy purse can go a long way to help a miracle along in one of his temples.
Peraine
The Goddess of Fertility and Mistress of the Healing Arts is famous for her mercy and love for all living creatures. Clerics of Peraine provide a large and rather divine influence on Aventurian healers.
Ingerimm
This God of Creating and Destroying Fire and Lord of Smiths is worshiped most fervently by dwarves-often enough, he is the only God they worship.
Rahja
The Goddess of Physical Love, Wine and Inebriation is famous for the revelry habitually staged in any temple dedicated to her worship.Lesser Deities
Other, lesser deities have attracted their own worshippers in Aventuria. Some of them are:
Swafnir
A demigod, and patron deity of Thorwalians, Swafnir is a son of Efferd’s by Rondra. He is the protector of the Thorwalians’ dragon-ships and a moody God of Gales. According to his followers, he travels the oceans in the shape of a giant whale.
Ifirn
The daughter of Firun and perhaps one of the very few who can influence him in matters concerning Aventurians. Although she is not a god, temples have been built for her in hopes that it will increase the likelihood of a response from Firun.
The Nameless God
Very little is known about this creature. Your characters will not find him or his clerics in any temple, but they might come across these servants of the dark somewhere along the way.
Miracles
All temples throughout Aventuria offer your party respite from its adventure, a chance to kick back, have a word or two with a deity, and if the stars are right, your characters might even benefit from a miracle.
Praios
* Praios hates magic, therefore he grants mircacles only if there are no spellcasters in your party.- Icreases Courage +1 for all party for 1 day.
- Magic Resistance +1 for all party for 1 day.
- Lifts curses.
Rondra
- Swords +1 for all party permanently.
- Magic Resistance +1 for all party for 1 day.
- Turns mundane weapon to magical.
Efferd
- Orientation / Survival / Perception +1 for all party permanently.
- Orientation / Geography / Danger Sense +1 for all party permanently.
- Swim +1 for all party permanently.
Travia
- Increases hero’s Life Points by d6+2.
- Sates hunger for entire party.
- Self Control / Perception / Hide / Sneak / Streetwise +1 for all party permanently.
Boron
- Protects party from the undead.
- Revives hero from the dead.
- Necrophobia -1 for all party for 1 day.
Hesinde
- Arcane Lore +1 and Analyse +1 permanently.
- Lifts curses.
- Magic Resistance +5 for all party for 1 day.
- Ancient Tongues +1 and Cryptographo +1 for all party permanently.
- Alchemy +1 and Klarum Purum +1 for all party permanently.
Firun and Ifirn
- Track / Animal Lore / Survival +1 for all party permanently.
- Sates hunger and thirst for all party.
Tsa
- Heals 2d6 hero’s Life Points.
- Heals entire party.
- Revives hero from the dead.
Phex
- Locks +1 and Pickpocket +1 for all party permanently.
- Haggle +1 for all party permanently.
- Dexterity +1 for all party for 1 day.
Peraine
- Herb Lore +1 for all party permanently.
- Heals 2d6 hero’s Life Points.
- Cures hero from disease or poison.
Ingerimm
- Dexterity +1 for all party for 1 day.
- Repairs hero’s weapon and turns to magical.
- Repairs all weapons.
Rahja
- Instrument +1 for all party permanently.
- Charisma +1 for all party for 1 day.
- Dance +2 and Seduce +2 for all party permanently.