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The Gods of Three Suns are generally categorized into two main groups. The Sphere of Good is ruled by the entity known as Cattar. The Sphere of Evil is governed by the hideous entity, Gondor. Some deities prefer not to side with either group, and therefore remain neutral, their own alignment, in this case, being irrelevant. The home of the good deities is on an Outer Plane known as Cathian. The evil deities live on a level of the Abyss, the Underworld. The neutral gods make their homes in many different places. All of these deities are represented on the Prime Plane.

There are also deities that represent certain races such as elves, halflings, and dwarves. They are not described here, but can be found in other sections of this site.

The religious representatives of the deities of Three Suns, and a brief description of each entity, is presented here. All faiths regard the Messenger of their religion as their highest authority. The Messenger is the most powerful servant of a deity on the Prime, and is often chosen through direct consultation in prayer. Faiths never have more than three Messengers at one time, and the wisest (or the most powerful, depending on the religion) is normally given the status of High Messenger.

The temples of these deities also have High Priests, who organize groups of temples around large cities. Sometimes the High priest and the Messenger will share the same local temple, but the Messenger will always handle broader issues relevant to the entire faith.

A priest gains positions of influence within his religious orders over time. The most common distinction among them are titles relevant to experience. These titles are: Novices (the younger, less experienced members), Elders (more experienced and often older members), and Patriarchs (very distinguished position rarely attained in youth).

The Sphere of Good

CATTAR, Supreme Ruler of the Good Gods

According to the Legend of Creation, the entire universe known as Three Suns was first created by an omnipotent force called the Essence. Through ages the Essence beheld as the plane grew, contributing by patiently creating what he wanted for the world. But as told by the tale, the Essence's own creations began to threaten the plane, and it was forced to create a race of beings to help maintain a balance between good and evil. These were the Felines. This new race slowly but confidently conquered a place in Three Suns, guided by their first and greatest leader, Cattar Methage Nyle.

And it was during this period that the Essence was surprised by the attack of a group of ambitious deities from various other planes. Unprepared for any type of battle, it was totally at loss before the challenge. Moments before certain doom the Essence called upon a being experienced in handling danger. Cattar.

Although Cattar was powerful, he could not save the Essence alone. And so, acting to preserve what had been so carefully created, the Essence united itself with Cattar. Now one with all creation and existence, Cattar quickly dispatched the aggressors from his home.

Cattar and his brother, Gondor, gained immortality at about the same time, though Gondor's power came from a different source. Both started to build a group of allies, making their former friends into immortals. Some of these gods became neutral to their sponsors after some time and maintained their status, while others turned their backs completely on those that had given them immortality. And yet others will forever be their allies.

Cattar is associated with all forms of goodness, and is considered all-powerful by most of the divine entities. Even some enemy deities consider him unrivaled. But the presence of Gondor casts doubt on any of these propositions.

Symbol : The Three Suns, in gold, with the surrounding inscription, "The Light of the Suns is the Goodness of Cattar".

The Priesthood : There are a great number of Cattarian Priests. They wear white and always wear the amulet of their faith. They cannot use solid steel armor such as plate armors, but can use most mails. The weapons carried by clerics are normally limited to staffs and the maces, as they cannot use any slashing or piercing weapons. Most clerics receive either the innate detection of general moral alignment or divine healing as a granted power. Elders and Patriarchs also receive a variety of other practical granted powers.

CARTACK, Forger of the Gods, Cattar's Son

Soon after Cattar was joined by his friends Simiah and Torla in immortality, he noticed that his son had come to be a great warrior, with great skill and love for weapon and armor making. When Cartack had lived his life to its fullest, Cattar called upon him, and now he lives with the other gods and crafts divine armor and weapons for all of Cattar's allies. Cartack is associated with strength and weapon crafts.

Symbol : Blue flame atop black anvil.

The Priesthood : Clerics of Cartack, who are normally either dwarves or humans, are known to dislike large cities. They wear dark green robes and leather armor, although they can use any armor they choose. Clerics of Cartack can also use any weapon, but can only learn to use that one weapon. He gains no other benefits for the use of this single weapon. They carry the symbol of their faith on their armor or weapons.

Clerics of Cartack are excellent weapon and armor smiths and have the ability to analyze the quality of any armor or weapon with great precision. Patriarchs can make specific magical objects once a year if they are very strong in their faith.

RORREN, God of Justice

Rorren is the entity that represents fairness, justice, and impartiality. He is associated with the settlement of debts and with the functions of the magistrate.

Symbol: Steel arbiters hammer on blue field.

The Priesthood : Clerics of Rorren are customarily magistrates. Some nations will only employ clerics of this deity for this purpose, since fairness is above all else to these holy men. They wear dark red robes embroidered with their holy symbol. They are not allowed to wear any metal armor, and are restricted to the use of the war hammer as a weapon.

Temples of Rorren are small edifices used primarily for personal reflection and prayer. The Cleric of Rorren normally lives in a private home, since his work can be very profitable.

Novice clerics attain the ability to detect a lie once every day. It functions on one sentence a person has said. Elders and Patriarchs gain this ability for more frequent use.

The MESSI, the Messengers of the Good Gods ( Crat, Lynx, Starn, Nashi)

Thousands of years ago, the Messenger did not exist as a clerical position. The priesthood would serve the deity through the guidance of the High Priest, a person who was educated in the writings of his god. But this tradition was changed when Cattar decided that his mortal followers should have a strong link with him. He summoned his most faithful cleric, Crat Darha, and dubbed him Messenger of Cattar.

An adventuring priest from Catalania city, Crat immediately started to use the power that he had been given. He traveled across the countryside putting an end to all forms of evil. His work was admired by all the temples, and he decided to invite his most trusted friends to help him. The stern Paladin of Cattar, Starn, was the first to join the group - Crat and Starn had taken their clerical instruction together.

One of Crat's best friends was a ranger named Lynx. The good humored ranger joined the two, and they were off to more travel and adventure. On one of these journeys, they caught up with an old friend who had traveled to the orient and learned the secrets of a mysterious art called Damitsu. His name was Nashi, and they promptly made him one of their own. Soon they had been given the name "Messi" (meaning "the chosen ones" in Corundrian) by the folk, and each member of the group had been given the position of Messenger.

After decades of travel, the Messi settled in Catalania and Crat watched as the other faiths started to make their own Messengers. Crat ascended to a position beside the good gods, and Lynx followed. Starn became Emperor for a few years, and like Nashi, later joined his friends in Cathian.

The Messi, all felines, are entities to which clerics of Cattar pray to, and are not a separate faith.

HIGH SUN, God of Race

High Sun takes various different forms in various cultures and races, but his symbol - that of the diagonally higher sun - seems to always remain. He represents the various aspects that make each race unique, and the respect that should be shared among them.

Malok Zrei, Stonal Jleske, and Liagspren

When Crat left the Prime Material Plane, one of his good friends took his place as High Messenger. His name was Malok Zrei, a feline cleric who had always been admired for his goodness. During a very long time, he aided the Empire of Catalania and its allies. Two other Messengers of Cattar took places with Malok: The Lizard Man named Stonal Jleske, and a Grippli named Liagspren. The three Messengers had remarkable influence throughout the orders for various generations. They are cherished as saints.

Clerics pray to Malok for his wisdom and goodness. Priests ask Stonal for his courage and willpower, and Liagspren is sought for his tolerance and his lighthearted philosophies.

SIMIAH, Guardian of Sleep and Dreams

Legend has it that, when Cattar and the Essence became one, his first thought was of his friends. Simiah was his travel companion and the two had seen many places together.

Simiah represents tranquillity, peace, and repose. His philosophies teach the folk to be peaceful and not violent. Simiah teaches that one will approach him in sleep.

Symbol : A single sun partially covered by clouds.

The Priesthood : Clerics of Simiah use white robes with their holy symbol embroidered in silver. They also always carry their symbol as amulets. Clerics of Simiah cannot use any armor, slashing or piercing weapons.

Clerics of Simiah have the "Prophecy" ability, which allows them to forecast upcoming events related to them. They also can detect evil intentions.

TORLA, Goddess of Healing

It is said that, in mortality, Torla always guarded for Cattar's and Simiah's health, and that she was taken into immortality by Cattar at the same time Simiah was.

Torla symbolizes health and healing. Her philosophy preaches against violence in any form, and if her powers are used to harm any living being, her followers normally - and instantly - lose all grace before the faith.

Symbol : A single red rose.

The Priesthood: Priests of Torla use red robes and carry her symbol as amulets. Her temples are open to anyone who is ill or wounded. Her clerics are not allowed to use any weapons except for the mace and the staff. Even these weapons cannot be used unless completely necessary. Clerics may not use any armor.

Clerics of Torla can use her healing power once per day, like paladins. Elders may do this twice per day. They are immune to disease and are proficient healers.

PARDA, Goddess of Mercy, Music, and Wisdom

It is said that Simiah fell in love with Parda for her kindness and her compassion. Parda is Simiah's wife.

Parda represents tolerance and forgiveness, and she values all that is beautiful in any way.

Symbol : The fourteen stringed Harp in gold on a field of light blue.

The Priesthood : The orders of Parda give preference to women as clerics. In some places, however, men are accepted. Clerics wear light blue or yellow robes with the symbol of Parda on rings or embroidered. They may use any non-metal armor and bludgeoning weapon.

Clerics of Parda can calm man and beast with their voice twice a day.

COR, Deity of Knowledge and of the Stars

Cor is the God of Knowledge, and holds a similar omnisentient enlightenment as Cattar. He represents science, principally astrology, and the study of all things.

Corian philosophy holds that violence leads to destruction of knowledge, and that it should be avoided when possible. This philosophy does not, however, exclude the knowledge of the ways of fighting. All knowledge is important to Cor.

Symbol: Closed book with Cor's rune on cover.

The Priesthood : Clerics of Cor may not use any type of armor at all. They may, however, learn to use any of the following weapons: short sword, long sword, spear, mace, club, staff, flail, pole arm, dart, lasso, dagger, war hammer, whip, and sling.

Clerics of Cor wear Dark Blue garments, and are normally found working as historians, scribes, councilors, astrologers, or any area where continued study is necessary. They use their holy symbols in many different ways, but always in plain sight.

Clerics of Cor gain the ability to detect lies once a day per day as novices. This ability will function on one spoken sentence, and can be summoned after the sentence has been said.

LOW SUN, God of Nature and Animals

The Deity known as Low Sun represents the conservation of all that lives in nature. Plants, animals, and nature loving races are important to this god's philosophies. Low sun, like High Sun, has many different forms in different cultures. Still, he always represents the undefiled land and all that lives off it. For this reason, it is the faith of most druids.

BOLTHAN, Deity of Skill in Warfare

Bolthan represents the glories that war brings : victory, excellence in accomplishing the role of the warrior, discipline, courage, and knowledge of the many aspects of battle and war. The faith teaches weapon arts and strategy, and places great importance on fair play. The use of poison is shunned by this faith, and those who use it are considered to be very low adversaries, undeserving of respect and sometimes even unworthy of an honored death. Bolthan also is a god of good, and his laws emphasize moral value and defending all that is good and pure. Temples of Bolthan often resemble fortresses.

Symbol : The three suns and bastard sword in vertical position, pointed upwards, on field of blue. Center portion of sword is behind central sun.

The Priesthood : Clerics of Bolthan wear armor and normal weapons. The colors of the priesthood are green and gray, although the freedom of choice with war attire sometimes results in varieties of color. The symbol of Bolthan is nevertheless ever-present in the form of an amulet and on clothes and armor.

Clerics of Bolthan respect the law, and they will even give up their arms in an honorful way. The Faith, however, strives to maintain strong ties with the nation were it's temples dwell.

Clerics may use any armor they choose, although they must wear simple robes when serving at the temple. They may also choose any weapon, and are encouraged to specialize in its use. Clerics enter a state of focused battle once per day.

BOWMAN "Luck Wind", God of Hunters and Luck

Luck Wind, as some call him, is the entity of good fortune and hunting adeptness. Although his faith is not prominent, many northern rangers follow his principles.

Symbol : Two white leaves on a field of brown.

The Priesthood : By nature, Bowman's faith is not well organized. Clerics, who are normally outdoors men, learn the way of the priesthood from each other, and rangers are their main followers. Clerics of Bowman always use bows. They may only use leather armor, and other than the bow's sharp arrows, can only use bludgeoning weapons. They are usually excellent hunters.

"GREAT PUNISHER", God of Immortal Dragons

The Great Punisher is the deity of immortal creatures - such as the greatest dragons - and the philosophies of those beasts. His form is that of a inconceivably large red dragon, and although his actions before the Sphere of Good are as an ally, his law is aggressive and follows the principles of dragons, not felines or humans. He is often the settler of hostilities between the lesser gods.

It is said that the Great Punisher visits the Prime Material Plane to test mortals for courage and intelligence, sparing only the worthy from his corrections.

Symbol : The red dragon on a field of gold.

The Priesthood : Few races have been known to follow the Great Punisher, although it is known that many dragons serve him. A priesthood among dragons is improbable.

Some other races have taken up his law, however. There is virtually no order to these clerics, but they have been successful in following this deity. They are not allowed to use any armor, but can use any weapon they want to.

After proving their commitment to their deity, Clerics of the Great Punisher can inspire magical fear in their adversaries.

Neutral Deities

"GUARDIAN of SOULS ", Keeper of the Vaults

The Guardian of Souls is the entity that receives the spirits of the dead. He is said to have a fortress on a plane between the outer planes of Cattar and Gondor. Here, he lives and guards an immense vault. It is the door of this vault that leads to the afterlife.

He is assisted by a hunchback monk of great strength, called Takmor. His principles focus on the final rituals for the dead, the use of divination to assure the need for certain deaths, and aid when mistakes in fate happen.

Symbol : Black gateway on gray field.

The Priesthood : The clerics of the Guardian may wear any type of armor they wish, and any weapon as well. They may not use divine magic if any armor is used. Also, they must wear robes while serving in the temple.

The color of the Guardian is black, and their robes are often of this color, or in tones of gray. They wear their symbol on their clothes.

OTOLIA ZAR, Goddess of Beauty and Vanity

Otolia is the personification of beauty. In all cultures that know her, she is depicted as a vain woman with long hair. Otolia is followed mostly by elven women.

Symbol : Mirror reflecting the Sun.

The Priesthood : The robes of Otolia are yellow. The clerics wear their symbols on the robes. They are not allowed to use any armor and may only use bludgeoning weapons. Clerics of Otolia notice that, as they continue to worship her, they grow in beauty everyday, and gradually cease to apparently age.

GRORK, Deity of Fate and Mischief

It is said that Grork was an adventurer who, with great luck, nudged his way into immortality when he was near death. His faith is somewhat new and still being built, but his philosophy is clear : Nothing is for sure !

Symbol : Deck of cards.

The Priesthood : Clerics wear orange colored robes with Grorks symbols on the front. They cannot use armor and can only use one of the following weapons: dagger, short sword, mace, staff, and hammer.

The clerics of Grork have immunity from fear based innate abilities - not spells. They also have good resistance to Quest type.

SOHHL, God of Oceans and Storms

Sohhl, who is pictured in temples as snake-like creature, is the fierce god of the sea and of storms. His doctrine guides the priest towards an intense lifestyle.

Symbol : Breaking wave.

The Priesthood : Clerics of Sohhl can wear any armor and weapons they choose. Their robes and cloths are brown, and these clerics usually wear sandals.

The Sphere of Evil

GONDOR, Supreme Ruler of the Evil Gods

It is said that when the Essence summoned Cattar to aid him in destroying the alien gods, the wizard Gondor, brother of Cattar, was deep in a mountain range conducting a magical experiment. He was already powerful, and sought to channel a great arcane force into his soul. The spell, by incredible (some say) coincidence, was about to take completion at the same Cattar defeated the alien gods.

A great interference occurred when the energy of the destroyed deities tried to return to their native planes. Gondor had tapped a conduit of fluid power that spread into the multiverse. It was the same passageway the plane of Three Suns provided for the banishment of defeated alien powers. It was this reserve that Gondor sought, and at the same time he completed his powerful spell, the evil entities were on their way back to their home planes. The result of the interference was devastating, and the living essences of the gods were destroyed forever. Gondor, however, retained all of the raw power of those gods, and was instantly transformed into a hideous being with demoniac characteristics. He had become a powerful immortal, and his already warped mind became ultimately evil. His absolute goal is to transform his first home, the Prime of Three Suns, into the realization of all this evil.

Gondor is the truest form of evil, and he represents the devastating search for power and control that every malevolent being pursues. He is the essence of evil power, and his teachings emphasize observance, cunning, and self-preservation when spreading the evil he represents.

Symbol : Two feline eyes and two wicked, devilish fangs on a field of black.

The Priesthood : Clerics of Gondor wear dark gray or black robes with holy inscriptions in green and red. They are rarely seen in towns or cities unless the local community openly supports them. The holy symbol of Gondor is worn on a chain as an amulet.

Clerics can only use the following weapons : staff, short sword, mace, whip, trident, dagger, and hammer. They can use any non-metal armor, although the only exception is the use of chain mail armor, commonly used by more aggressive clerics.

A cleric of Gondor has the power to inspire awe once per day. In addition to this power, Elders can inspire a desperate fear once a day.

GRASTMAL, God of Magical Studies, Youngest Son of Gondor

Grastmal is said to have been the youngest son of Gondor. When his father became immortal, he made both his sons assist him in creating a home on a layer of the Abyss. Soon, Gondor began to ignore Grastmal, who was a great mage like his father, and cede greater attention to his older son, Theryth.

Grastmal went into hiding on his magically created demiplane, and for ages disappeared. When at last he returned, his skill in immortal magic had surpassed any of the other great wizards and gods. Even his father had not attained his perfection. But Gondor still ignored his youngest son.

Some say that Grastmal is not truly evil, but that the bonds in his family guide him to always follow the ways of his father. Even his true appearance is said to resemble that of a demon, much like his father.

Symbol : Open scroll.

The Priesthood : Novice clerics of Grastmal are proficient in theoretical arcane magic. They cannot use any armor and cannot use any weapons but the staff and the mace.

LAGVILE, Deity of Pain and Injustice

Lagvile is considered to be one of Gondor's main advisers. He is the entity that symbolizes suffering and the pain brought about by injustice. His opposite and enemy is Rorren, and on the Prime Material Plane, their orders are constantly at war.

The scriptures of Lagvile teach the cleric to twist justice for his or her own purposes. It is Lagvile that professes that anyone is free to do anything that they want, but that they can only be sure they are free if they directly inflict damage to others through their actions.

Symbol : The red sun.

The Priesthood : Clerics of Lagvile can wear any armor except for plate armors, and any bludgeoning weapon. Their robes are brown-red with their symbol in embroidery.

SATHROSS, God of Nightmares

Sathross is the personification of unrest, distress, and torment. He teaches that sleep is a time of weakness, and that all creatures can meet their doom in this state. His enemy is Simiah, and these two entities have very little power against one another.

Symbol : Black drop of blood.

The Priesthood : Clerics of Sathross wear black robes. Their symbols are worn as amulets, and they cannot wear any armor. They may use any bludgeoning weapon, and may also use the short sword, the dagger, and the mancatcher.

The cleric of Sathross can inspire a powerful magical fear once a day. He can also enter a victim's sleep when they become a patriarch. With this ability he can watch and take part of another individuals sleep if he/she is within 100 meters. If the victim does not have strong willpower, or is not protected from the cleric's influence, then the cleric can monitor the victims thoughts, or he can terrorize the victim with his fear inspiring powers. During the night of nightmares, the victim is unable to rest effectively.

RAX, Assassin of the Gods

Although Rax is essentially an evil god, he is not part of the Sphere of evil. Rax represents the Art of Assassination and his principles reflect very realistic and sober views. Many consider his law as being ironies, but these would be mistaken. The principles of Rax attempt to reveal all things just as they are, plainly, and are evil in that they show little or no respect for the lives of lesser beings.

The legends of Rax picture him as an ultimately effective being among the gods. It is said that he is sought by gods when they want to secretly extinguish powerful mortals - deities cannot flaunt their power on the Prime. Certain powers may see this as divine intervention, one of the most serious immortal offenses.

Symbol : Eight daggers facing outward from one center, forming a star shape.

The Priesthood : Clerics of Rax are rare. They are loosely organized and normally do not have leaders. The highest authorities of the temples of Rax are respected assassins with outstanding faith. They receive many benefits for serving Rax and are always highly regarded in rogue communities.

Clerics may not wear any armor, but may use any weapon. They normally prefer lighter weapons. Clerics of Rax receive no special powers.

The Takers (Marifmar, Opadian, Tloyich, and Welqout)

These four beings are creatures of a distant past. Each was selected by Rax to assist him in performing the Art of Assassination for the gods. Each has specific qualities that are responsible for their status.

Marifmar is seen as a Feline and is said to be a master of stealth. Opadian is seen as a Dark Elf and is considered to be the most ruthless and fearsome of the four. Tloyich is believed to be a human, and is respected for being observant and aware. Welqout is said to be human also, and some say he is a master with the use of all blades ever created.

These four are but holy entities to the orders of Rax and to assassins everywhere.

THERYTH, God of Ironies, Eldest Son of Gondor

Theryth is the favorite son of Gondor. He knows that he has great influence within the Sphere of evil because of this, and is one of the most arrogant and openly evil beings of this Sphere. Theryth is always pictured as a young boy with the appearance of noble birth. It is said that this allows him to mingle with any mortal or immortal. But his true appearance is believed to be as repulsive as that of Gondor himself. Some say the boyish form hides a mouth full of razor sharp teeth.

The Book of Theryth teaches to slay all good beings and to destroy all that is pure. He represents the raw strength, mostly in physical aspects, that evil beings can retain.

Symbol : Coiled snake in triangle.

The Priesthood : Clerics of Theryth are well organized and ruthless. They may use any weapon they chose, as long as it is not bludgeoning. They may not wear any armor. They display their symbols as great embroideries on their robes.

Clerics of Theryth can raise their strength for short amounts of time, once a day.

RAMTAL, God of Death and Destruction

The god of Death is mainly a Dark Elf deity. Some say he is in fact the first Dark Elf King, Rathani. Ramtal is a being of great evil, and is a strong part of this Sphere. He is also known to be vastly powerful, for he is sustained and derives his power from mortal death. Ramtal teaches his followers to destroy all that lives, and to eradicate good in any of its forms. He teaches absolute non-tolerance.

Symbol : Horned skull of a demon-like creature.

The Priesthood : Clerics are often not murders and destroyers. They often control forces that realize their plans for them. They cannot wear metal armor, and are directed to only use blades that are held with one hand or any bludgeoning weapon.

Clerics of Ramtal can inspire a dreadful fear once a day.