The Deities and their Commandments (Vermadad Setting)

The Deities and there commandments

The following is an depth look at the 8 Deities that have worshipers and the rules they have in place for there worshipers, the basic rules for each deities following are in their respective "Ten Commandments", this page goes into detail on each commandment means for players who are the worshipers of those god. However these are by no means the only rules in places for their following this page also goes into detail to what each god preaches to there deity on how to view all the races, all of the class of the world, nature, family, legal systems, money, sex, sexuality, romance, violence, drugs, alcohol, education, crime and punishment etc.

Turelezo

The Elf of Wood and Fur

God of Plants, Animals, Farming, Fertility, and Elves

Alignment: Neutral Good

Allow Cleric Alignment: CG, NG, LG

Domains: Air, Animal, Death, Earth, Good, Healing, Plant, Protection, Sun, Elf (SpC), Spider (SpC), Time (SpC)

Turelezo is the God of Plants, Fungi, Animals, Agriculture, Ranching, Weather, Compassion, Sacrifice, and Elves. His general philosophy is to care for others, avoid conflict, and animals and plants, are things to cared for and conserved.

All Clerics who worship Turelezo turn undead and spontaneously cast Cure Spells.

Turelezo's Ten Commandments

This code of Conduct shows the ten commandments of a Cleric of Turelezo must follow

1. Thou shalt worship me above me all other Gods

A Cleric of Turelezo or a Druid must worship Turelezo, and respect him and his philosophy more than any other god, if a Cleric of Turelezo or Druid fails to do this,they lose all there powers and become an Ex-Cleric (see Players Handbook page 33) or an Ex-Druid (see Players Handbook page 37) respectively

2. Treat all nature of the world with respect


3. Thou shalt consider nature of an something constant, regardless of its current form

For all restriction related to preventing you use a certain material or substance for a certain purpose, only the original form (as far as the cleric or druid is aware) is considered, for example if wood is magically transformed into Iron a Cleric of Turelezo or a Druid can use that material as armor or a weapon, conversely if one transform a piece of Iron to wood, a Cleric of Truelezo or a Druid cannot use that wood as armor or a weapon because the material originally material was Iron

4. Thou shalt not wear or use metal or stone, for unlike the tools the nature they are precious and limited

Clerics of Turelezo and Druids must never knowingly or voluntarily wear metal, stone or any material that does not come from organic life or use metallic or stone tools weapons, if they do so they loses all of there Cleric and/or Druid class features for 24 hours (excluding Hit Points, Skill Points, Class Skills, Armor and Weapon Proficiency, Base Attack Bonus, Fortitude Save, Will Save, Reflex Save, the Druid's Animal companion, the Druid's Nature Sense, and the Druid's Wild Empathy)

5. Thou shalt not eat animals regardless of whether it is living or dead

Clerics of Turelezo and Druids must never knowingly or voluntarily harm never the eat any part of any animal (even post-mortem) or eat fertilized eggs laid by animals (unfertilized eggs laid by chickens are expectable), if they choose to do (expect under situation under extreme desperation), they will be unable to use any cleric spells or turn undead for 24 hours afterwards, this punishment strangely enough never seems to apply to humans, something Turelezo never comments on.

6. Thou shalt never harm an animal, or a person except in self defense, or needless harm a plant

Clerics of Turelezo and Druids must never harm knowingly and voluntarily harm an animal or a person, if they choose to harm an animal or person (except in self-defense), Clerics will be unable to use any cleric spells or turn undead for 24 hours afterwards and the Druid loses all there class features excluding Nature Sense, Wild Empathy and Animal Companion for 24 hours. If a cleric who worship Torelezo kills an animal in self-defense they will be unable to use any cleric spells or turn undead for 24 hours afterwards, if a Druid kills an animal or person in self-defense they will lose all class features excluding Nature Sense, Wild Empathy, and Animal Companion for 24 hours, while Turelezo is somewhat forgiving in these cases he would prefer if you just neutralize the treat rather than flat out kill. If a Cleric of Turelezo or Druid kills in animal or person and not in self-defense, is consider to be grossly violating their code of conduct, and becomes an Ex-Cleric or Ex-Druid respectively, (see Players Handbook page 33 and 37 respectively for more info). Clerics of Turelezo and Druids also must never knowingly and voluntarily damage or kill a plant unless they plan to use all the material they used for food, shelters, tools, closing etc. A Cleric of Turelezo that knowingly and voluntarily needlessly damages a plant loses all of there Cleric and/or Druid class features for 12 hours (excluding Hit Points, Skill Points, Class Skills, Armor and Weapon Proficiency, Fortitude Save, Will Save, Reflex Save, the Druid's Animal companion, the Druid's Nature Sense, and the Druid's Wild Empathy). A Cleric of Turelezo that knowingly and voluntarily kills a plant without using all the material loses all of there Cleric and/or Druid class features for 24 hours (excluding Hit Points, Skill Points, Class Skills, Armor and Weapon Proficiency, Base Attack Bonus, Fortitude Save, Will Save, Reflex Save, the Druid's Animal companion, the Druid's Nature Sense, and the Druid's Wild Empathy).

7. Thou shalt give generously to others, for the gift of giving is the greatest of all, but give fairly and evenly, for those you do give to, are given the curse of jealously.

While there is no actual punishment for failing to do, Cleric of Turelezo, Druids and other worshipers of Turelezo are expected to give as much money, food, tools etc. to others as they possible, excluding things they need to use for adventuring or survival.

8. Thou shalt help a plant, or animal in need

If a Cleric of Turelezo or a Druid sees an animal, or plant that is injured, sick, cursed, being physical and/or sexually assaulted, captured, or dying, the Cleirc or Druid must do everything they can to save them from there situation (assuming they are able to do anything at all) if the a Cleric of Turelezo or a Druid knowingly and voluntarily ignore an animal or plant in need and were reasonably able to help the Animal or Plant they loses all of there Cleric and/or Druid class features for 24 hours (excluding Hit Points, Skill Points, Class Skills, Armor and Weapon Proficiency, Base Attack Bonus, Fortitude Save, Will Save, Reflex Save, the Druid's Animal companion, the Druid's Nature Sense, and the Druid's Wild Empathy)

9. Thou shalt respect the natural cycle of life, once one is dead they are to remain dead

Clerics of Turelezo and Druids must never knowingly and voluntarily engage in the process of reanimating or resurrecting the dead, if they do so they will those all of there Cleric and/or Druid class features for 24 hours, (excluding Hit Points, Skill Points, Class Skills, Armor and Weapon Proficiency, Base Attack Bonus, Fortitude Save, Will Save, Reflex Save, the Druid's Animal companion, the Druid's Nature Sense, and the Druid's Wild Empathy), this punishment does apply to cleric cast the Resurrection spell but does not apply to a druid casting a reincarnation spell.

10. Thou shalt not waste a dead body by burying it, instead put it out in the forrest for nature's creatures to use

If Cleircs of Turelezo and Druids have certain ritual of sorts, where dead body of any meat based creature they must carry the body to any natural environment that contains at a least sized decent body of animals, so that the flesh on the body won't go to waste, Clerics of Turelezo and Druid must do this within 24 hours upon seeing the body or (if the Cleric of Turelezo or Druid is unable to complete the ritual during those 24 hours) as soon feasibly as they can, if a Cleric of Turelezo and Druid fail to do this they loses all of there Cleric and/or Druid class features for 24 hours (excluding Hit Points, Skill Points, Class Skills, Armor and Weapon Proficiency, Base Attack Bonus, Fortitude Save, Will Save, Reflex Save, the Druid's Animal companion, the Druid's Nature Sense, and the Druid's Wild Empathy).

Turelezo's Thoughts on the World's

Like all of the Gods Turelezo's entirely philosophy is not solely encompassed in the commandments this sections covers the more detailed portions of Turelezo's philosophy, or at least what they state to their Clerics and Druids

The Races of the World

Of the key ideas of Turelezo's ideology is that anyone regardless of how misguided, are equals and should be treated as such, and that no race is truly "better" then any other.

Humans

Despite the fact Turelezo says that he appreciate all of his followers equal he seems to have the strongest desire to obtain and keep human followers, he never seems to punish his Human Clerics or Druid for eating meat, a rule that he frequently punishes his Elven Clerics and Druids and when he speaks to high-level Human Clerics or Druid, he will never mention that rules, and when they ask him about it, just says "Don't worry about"

Jestica

The Righteous Virgin

Goddess of Justice, Family, Punishment, Order, Community, Mining, Dwarves and Chastity

Alignment: Lawful Good

Allowed Cleric Alignment: NG, LG

Domains: Good, Law, Community (SpC), Craft (SpC), Dwarf (SpC), Family (SpC), Metal (SpC), Nobility (SpC), Retribution (SpC), Tyranny (SpC)

All Clerics who worship Jestica turn undead and can either spontaneously cast Cure or Inflict spells (chosen at character creation) .

Jestica Ten commandments

1. Thou shalt worship me above other Gods

Clerics of Jestica and Paladins must worship Jestica, and respect her and her philosophy more than any other god

2. Thou shalt not give in to chaos, if thou are a Paladin thou must have a great respect for Law

Clerics of Jestica must be Neutral Good or Lawful Good, a Paladin must be Lawful Good.

3. Thou shalt not aid the evil

Clerics of Jestica and Paladins must never knowingly and voluntarily, aid or travel with someone who worships one of the 4 evil gods.

4. Thou shalt have a pure, never ingesting drugs, alcohol, and remaining chaste, unless thou desire to produce offspring with your spouse, for giving into the temptation of the flesh, especially those of the same sex, will cause society to fall into chaos

Clerics of Jestica and Paladins must never knowingly and voluntarily flirt, or engaging in romantic gestures, such as kissing, or hugging, especially of the same sex. Clerics of Jestica and Paladins are also forbidden knowingly and voluntarily engage in any sexual actively, (excluding a consensual unprotected vaginal sex with a spouse and both individuals are able to produce offspring with the other) especially with someone of the same sex. They are also forbidden to drink alcohol, or any drugs.

5. Thou shalt remain peaceful except to defend yourself or the innocent, or to punish those who have hurt the innocent

Clerics of Jestica and Paladins must never attack someone, with following exceptions: self-defense, defending a character that (as far as the Cleric or Paladin is aware) is good or neutral aligned, Knowing that the individual your attacking is planing, or has in the past raped or killed someone who (as far as the Cleric or Paladin is aware) is good or neutral aligned or is planing on or already has stolen from, physically or magically harmed someone who is (as far as you know) is good aligned. Clerics of Jestica and Paladins are also forbidden to kill someone with the following exceptions: Self-Defense, defending a character that (as far as the Cleric or Paladin is aware) is good aligned, knowing that the individual your killing is planing, or has in the past raped or killed someone who (as far as the Cleric or Paladin) is good aligned or is planing on or already has stolen from, physically or magically harmed someone who is (as far as you know) a Cleric of Jestica, a Paladin, or a good aligned Favored Soul that got there powers from and worships Jestica.

6. Thou shalt not steal

Clerics of Jestica and Paladins are forbidden to knowingly and voluntarily steal

7. Thou shalt never lie, when thou promise to do something to it shalt be done, never make a promise that requires sin

Clerics of Jestica and Paladins are forbidden to state something that believe to be false. Clerics of Jestica and Paladins are also required to complete any promises they make, they are also forbidden from making knowingly making promises that require you or someone else to sin, if a Cleric of Jestica or a Paladin have make a promise that unknowingly require breaks one of the commandments, Jestica will still punish to full extend if the Cleric or Paladin breaks the promise, but she might give a lesser punishment (or no punishment), if the Cleric or Paladins, commits a sin, only because it was required to fulfill a promise that they were unaware require them to sin when they made, but might still to punish them to the full extend

8. Thou shalt not allow others to break my commandments, ignoring the sins of others is almost as bad as committing the sin yourself, encourage or helping with the sins of others is even worse

Clerics of Jestica and Paladins are forbidden to knowing, help, encourage, or not attempt to stop someone breaking one of Jestica commandments (excluding this commandment). While they must make an active effort to stop people for committing crimes they cannot resort to violence to stop some from doing something (unless it is listed as an exception to non-violence in the 5th commandment).

9. Thou shalt not punish others for sinning if it has already been done, unless thou are my Divine Servant, a faithful soul I favored, or the lawful authorities, punishment is a privilege for my clerics and favored souls, and a duty for Paladins

While the issue of not being allow to be punishing people only applies to non-Cleric/Paladin/Favored Soul worshipers of Jestica. Paladins, are actually required to punish someone, following the table.

10. Thou shalt be punished for failing to follow the commandment, if thou are my Divine Servant your punishments shalt come directly from me.

Perezina

The Lady of Pleasure

Goddess of Leisure, Music, Sex, Emotions, Freedom, Gnomes, and the Arcane

Alignment: Chaotic Good

Allowed Cleric Alignment: NG, CG

Domains: Chaos, Good, Magic, Trickery, Charm (SpC), Domination (SpC), Dream (SpC), Envy (SpC), Glory (SpC), Gluttony (SpC), Illusion (SpC), Lust (SpC), Sloth (SpC), Spell (SpC), Summoner (SpC)

Her clerics either Turn or Rebuke Undead, and either spontaneous cast cure spells or inflict spells (both chosen at separately at character creation)

Perezina's Ten Commandments

1. Thou shalt worship me above all other gods

Clerics of Perezina and Warlocks must worship Jestus, and respect her and her philosophy more than any other god

2. Thou shalt not worry of the restrictions of the law, be merry and happy

Clerics of Perezina and Warlocks must be Chaotic Good or Neutral Good.

3. Thou shalt not prevent the happiness of others

Clerics of Perezina and Warlocks should to things to prevent the happiness of others

4. Thou shalt be kind and sociable to all other creatures

Clerics of Perezina and Warlocks must be sociable and as such must have a Charisma of 12 or higher when become a Cleric of Perezina or a Warlock (if your Charisma is magically reduced permanently or temporarily you do not lose your powers, however if your Charisma is below 12 when you level up on a level where you can raise one of your attributes you must pick Charisma)

5. Thou shalt not deny others the rights to express there emotions and feelings in any way the choose

Clerics of Perezina and Warlocks don't tell other not to express their emotions.

6. Thou shalt not demand others to burden themselves, they are as free as thou are

Clerics of Perezina and Warlocks should not tell others what to do.

7. Thou shalt protect and appreciate those born with Arcane markings, thou shalt encourage them to pursue the path of the arcane, and if thou possess such a mark, thou are also encourage to follow the path of mark along with the path of the divine.

If Cleric of Perezina has a mark it is expect to study the path of the arcane mark as well as divine (Mystic Theurge might be recommended), both Clerics of Perezina and Warlocks are expect to defend respect those with arcane markings

8. Thou shalt not deny others the joy of sex in way they desire


9. Thou shalt not overburden themselves physically or mentally, carry light, and be free

Clerics of Perezina and Warlocks are expected to do intensive study or carry beyond a light of supplies.

10. Thou shalt not never study or use psionics, or allow others to do so, if thou meets one who follows the path of psionics encourage them to leave as psionics is dangerous and mentally overbearing.

clerics of Perezina and Warlocks are forbidden to take a level in any class that uses Psionics. Clerics of Perezina that do so will become Ex-Clerics and Warlocks will become Ex-Warlocks

Codicallo

The Man of Gold

God of Money, Trade, Diplomacy, Gambling and Halflings

Alignment: Lawful Good

Allowed Cleric Alignment: LG, NG

Domains: Good, Law, Charm (SpC), Greed (SpC), Halfling (SpC), Inquisition (SpC), Trade (SpC), Wealth (SpC)

His clerics either Turn or Rebuke Undead, and either cast cure spells or inflict spells spontaneously (both chosen separately at character creation)

Codicallo's Ten Commandments

1. Thou shalt worship me above all other gods

2. Thou shalt follows the laws of the land you are in,

3. Thou shalt be diplomatic and friendly with all other creatures, even if thou do not view them as friends.

4. Thou shalt always try to negotiate diplomatically before raising a weapon

5. Thou shalt not steal or con

6. Thou shalt understand that payment is more then money. Payments in Treasure, tools, furniture, food, fame, might add be worth more to you then there value in gold

7. Thou shalt never do something unless thou is given a high enough payment for doing so.

8. Thou shalt never fully trust others, always ask for payment before giving them what they ask, and be cautious when getting a service from others, keep a close eyes on those you hire.

9. Thou shalt get rid of things they are worthless or a burden, and show no return in investment, regardless of emotional attachment, this applies to everything, and everyone

10. Thou shalt alway take an offer if the payment is high enough, regardless of sacrifices to things you have an emotional attachment to, this applies to everything, and everyone.

Sabrindo

The Rainbow Dragon

God of Conservation, Foresight, Wisdom, Dragons, and Dragonfolk

Alignment: Lawful Evil

Allowed Cleric Alignment: LE, NE

Domains: Evil, Fire, Law, Balance (SpC), Dragon (SpC), Hunger (SpC), Mind (SpC), Planning (SpC), Scalykind (SpC), Kobold (Web Enhancement)

His clerics always Rebuke Undead and spontaneously cast cure spells

Sabrindo's Ten Commandments

1. Thou shalt worship me above all other Gods

2. Thou shalt conserve your resources, only eat when your hungry, only drink when your thirsty, only use the tools thou needs.

3. Thou shalt respect the laws of the land

4. Thou shalt be wise and use foresight

5. Thou shalt respect and listen to the words of your elders.

6. Thou shalt reflect on the past to reflect for the future.

7. Thou shalt respect, and admire the power of the Dragon, and care of the Dragon when in need.

8. Thou shalt never rest unless thou can no longer work, but make sure thou is always working productively

9. Thou shalt never deny aid from those who can help, but never just anyone fully

10. Thou shalt should understand the value of a life, and understand that not all lives have equal value, the value of Dragon life maters more then 100 Kobolds,

Intellgra

The Girl of Thought

Goddess of Intelligence, Study, Inquisition, Preservation, Truth, Psionic, and Goblins

Alignment: Neutral Evil

Allowed Cleric Alignment: CE, NE, LE

Domains: Evil, Knowledge, Inquisition (SpC), Mentalism (SpC), Mind (SpC)

Her clerics either Turn or Rebuke Undead and either spontaneously cast cure or inflict spells (each chosen separately at character creation).

Intellgra's Ten Commandments

1. Thou shalt not worship me, instead accept me as a teacher, and I will thou a student

2. Thou shalt be have the intelligence to realize there own ignorance

3. Thou shalt not accept someone's words unquestioned, but the thoughts of others are not to be ignored

4. Thou shalt respect and protect those with magical markings whether Psionic or Arcane, and encourage them to pursue the path of the mark, if thou is born with a mark, follow path of the mark, marks are rare and valuable and not using is a waste of a gift.

5. Thou shalt educate the young and ignorant, with all the knowledge that thou can teach them, avoiding spreading the diseases of lies, the spread of knowledge is a gift that no one should be denied.

6. Thou shalt not deny the chance to learn something new, realize that thou is always ignorant no matter how much smart thou thinks thou is, and that no information is truly worthless.

7. Thou shalt always record informations, whenever possible, information is worthless in unless it is archived.

8. Thou shalt always protect archives whenever possible, an archive is worthless if it gets destroy before future generations can read it.

9. Thou shalt not deny or punish others to do as they please as long as those who are effected have allowed them to do so.

10. Thou shalt realize that even it am I not all-knowing, thou shalt question even my own commandments.

Pendella

The Lady of Havoc

Goddess of Strength, Anarchy, Individualism, and Orcs

Alignment: Chaotic Evil

Allowed Cleric Alignment: NE, CE

Domains: Chaos, Destruction, Evil, Strength, Competition (SpC), Courage (SpC), Orc (SpC), Wrath (SpC)

Clerics of Pendella, either Turn or Rebuke undead (chosen at character creation) and spontaneously cast inflict spells.

Pendella's Ten Commandments

1. Thou shalt worship me above all other gods.

2. Thou shalt not be restricted by any mortal government or laws, they are meaningless.

3. Thou shalt be strong, physically and emotionally.

4. Thou shalt not rely on others, they will only serve as a burden in the long run

5. Thou shalt not have others rely on thou, it will only serve as a burden for thou, and soften them.

6. Thou shalt realize the lie of monogamy, and never have a long term relationship, these only serve ruin your spirit.

7. Thou shalt not help others if unless it involves a trade that is fair or advantage for thou.

8. Thou shalt not solve others problems, even if thou cause them, if a man gets a woman pregnant, the responsibility of raising the child to the age of independence falls solely on the mother.

9. Thou shalt not blame someone for hurting someone else including those who have hurt thou, realize that the offense would not have happen if the victim was more careful, though one can certainly take revenge on those who have done them harm.

10. Thou shalt care for children if thou are their mother, till the moment they can get collect food for themselves, raising them beyond that points makes them soft and burdens thou further, also thou shalt not care for orphans, orphans carry the same weakness as there mother, raising them only encourages weakness.

Verastol

The Man of Many Arms

God of Versatility, Adaptability, Travel, Luck, The Elements and The "Ans"

Alignment: Chaotic Evil

Allowed Cleric Alignment: NE, CE

Domains: Air, Chaos, Evil, Earth, Fire, Travel, Water, Luck, Balance (SpC), Celerity (SpC), Planning (SpC)

His clerics either Turn or Rebuke Undead and either spontaneously cast cure or inflict spells (each chosen separately at character creation).

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Verastol's Ten Commandments

1. Thou shalt worship me above all other gods.

2. Thou shalt not feel limited by the laws treat them as guides rather then rules.

3. Thou shalt respect the four Elements

4. Thou shalt not commit to long term plans, for the longer the plan the more can go wrong.

5. Thou shalt always be prepared to leave, if the tides turns so should you.

6. Thou shalt not deny to learn from those who offer to teach, fishing might seem useless to a farmer, but one day thou may find themselves on an island

7. Thou shalt not specialize, a man who only knows to sew is useless if his arm breaks, but a man who can sew and sing, is not useless if he breaks his arm, for at least still sing.

8. Thou shalt not deny the value of the failure, a loss that helped one in the future, is more important then a millions wins that did not.

9. Thou shalt not treat anything as a constant, money, power, respect, friends, family, lovers, are niceties of the moment, but never to be count on in the future

10. Thou shalt not mourn, mourning over the sick will not cure them, mourning over the dead will not bring them back, solve the problem, if thou can, and move on.


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