Welcome to the Black Cathedral, a haven for those seeking knowledge and enlightenment. There are several major deities worshipped throughout New Elenna. All of these deities are allied in one of two groups: Gods of the Wold and Gods of Testing. The Gods of Wold are older, and most people follow them, especially since they are the kinder and more beneficent of the gods. But every god represents a particular ethos or need, and your average citizen pays respect to whichever god governs the need they feel most deeply -- people look for help wherever they can get it, don't you know.
Of course, everyone has their favorites, but they still find time to honor them all. On the other hand, some people feel a special affinity for one or two gods, and consider them to be patrons. Those who have patron deities are most likely to formally join a temple and participate regularly.
There is one god who belongs to both alliances -- Gargul, who we honor here at The Black Cathedral. Just as we have devoted ourselves to the service of the God of Death and Life, we realize that on occasion people feel drawn to devote their life to the service of a particular god. Therefore we have provided information on the priesthood of each of the deities, in case you feel one of the gods calling you. You can explore details including responsibilities, symbol, details on worship, clerics in society, domains allowed, and detailed histories of the gods.
After the Year of Ascension, each god established sects to advance the issues that most concern them. Those who serve in these sects, making up classes of prestige, are also described herein.
You will also find narrative stories designed to entertain, illustrate, and edify.
We also offer information on the underlying cosmology of the Wold and on the distinctive practices of those who honor Nature, as well as those who honor the Immortal Powers of the Wold who are nonetheless not gods.
Check here to see an overview of all the Woldian Gods, and how to play divine characters in the Wold.
The Gods of the Wold
This god is the ruler of the Gods of the Wold. He is responsible for the health and well being of the Noble and Ignoble Races.
This god is the patron of Courage in all its forms. He is the Champion of the Gods of Wold.
This god is the patron of deep love in all its forms. She is responsible for the well being of the families of The Wold.
This god is responsible for all justice in The Wold. He patrons the right of all beings to be heard and listened to fairly before being judged.
Ffloy is the patron of all merchants and responsible labor and work. He strives against those who attempt to become rich and affluent by luck and chance.
This god collects all the souls and spirits of the dead and makes sure that they arrive at the proper plane of resting and do not roam the Wold at will. He also ensures that souls are born and in some cases even reborn in the proper time and place.
The Gods of Testing
This god is the ruler of the Gods of Testing. He strives to bring suffering through disease upon the Noble Races of Wold.
This god is the master of Domination. He believes that the Noble Races ultimately fail because they are imperfect.
This goddess is the patron of everything that is lovely, beautiful and full of passion.
The power and allure of Jancassis is built on that all-powerful desire for vindication -- Revenge -- fire and ice, forged like tempered steel.
Wardd, the god of thieves, is the patron of gambling and the master of luck. What he wants, he takes -- but mostly what he takes are risks!
This god collects all the souls and spirits of the dead and makes sure that they arrive at the proper plane of resting and do not roam the Wold at will. He also ensures that souls are born and in some cases even reborn in the proper time and place. He serves both Pantheons in these tasks.
An Immortal Power is a potent being who is not a god but who is is nonetheless open to veneration and honor.
Geography rules all Powers -- a votary cleric of an immortal Power can regain spells and use gifts only in the Power's geographic region. Of all the Powers of the Wold, Maab and Eberyon have the greatest reach. Clerics who honor them can regain spells whenever they are in nature (that is, out of doors or in a natural cave, not in a city or town). Votary clerics lose their gifts and cannot prepare spells if they leave their Power's realm. Powers usually know the major events going on inside their realms to some degree. They must rely on agents and allies to learn about events and areas outside their realms.
Other Powers (aside from Ebryon and Maab) are MUCH more limited. Clerics of Culverwood can only regain spells while IN the Culverwood. This makes Powers far less attractive for most clerics.
Most Powers have only two domains. Minor Powers have just one. Eberyon is the exception with 5, because he used all four elements to create the Wold's Cradle.
King of the Fey, Creator of the Wold's Cradle
Queen of the Fey, Ruler of the Vales of Twilight in the center of the Lands of Rest
The sentient magical forest in the middle of the Elennian Peninsula
Strange women who seek to guide the migrations and events of the Southern Continent
A mad sleeping demigod trapped in his own dreams.
Three reptilian Powers presiding over a race of intelligent bipedal reptile-folk
Sentient mountains and enemies, lawful and chaotic, respectively. They are just becoming aware the other even exists at this time. They are opposites in nearly every way.
One of the original creations of Eberyon. An immortal fey and part of Eberyon's original royal Court.
The embodiment of the living plains of the Southern Continent.
The Realm of Shadows and the Lands of Rest: the hidden secrets of the Wold.
Streams of a red, pulsating liquid exist in the Shadow Lands; it is the very essence of creation, and can can bestow great power. But in careless hands it can be terribly dangerous.
A tale of the Shadow Lands.
A tale of how the Wold came to be.
Nature in the Wold, far from being dormant and neutral as most worlds are, is in fact semi -- aware and filled with either good or evil magic. In a similar manner, druids are strongly aligned either with good or evil. While it is possible to strive for neutrality, most druids find this task neither rewarding nor attainable; good will battle evil in a constant struggle for supremacy.
Woldian Druids group together in Circles. Here are details of several key Druidic Circles.
Druid Prestige Classes
Some druids become specialists -- experts in one elemental form (like Air or Water), in a particular environment (like jungle or desert), or in a specific region (like Culverwood or The Cursed Swamp). Others stray even further afield into highly specialized study: the study of monsters, of plants, or of changes in shape.
There is quiet power and joy to be found in all living things that are green and growing. Those who study and shepherd plants and trees can learn their slow secrets. The greenmage knows those secrets, and they are the foundation of his magic.
Some natural philosophers believe that the essence of nature is change: night into day, new moon to full moon, beaver pond to meadow to forest, caterpillar to butterfly. Shapeshifters are the embodiment of this philosophy -- they advocate the idea of nature as the essential agent of transmutation.
Monstrologers give the needs and interests of monsters primacy over those of their own kind.
Note that in the Wold, a Devoted Cleric must choose two of his or her god's domains. A Votary Cleric must choose one of the domains of the immortal power he or she honors. And a Pantheon Devotee must choose two of the core Pathfinder domains, but not Wold-Specific Domains. A druid may choose a domain for his or her Nature's Bond, per the core rules. A Woldian Witch, called a Bloodwitch, must choose one of the domains of his or her god or immortal allied power.
More details on Votary, Devoted, and Pantheon Devotee Clerics.
Oracle Mysteries & Devotion
Oracles do not need to specifically honor a Woldian god or immortal power. Instead, each Oracular Mystery is linked with or tied to one of the Woldian Planes of Existence:
- Battle links to the Estates of Unrest, where many dead souls test themselves in constant warfare, hoping to prove worthy of another life.
- Bones links to the nightmare realm of Kosh Marr, where the undead are rulers.
- Flame links to the Elemental Plane of Fire.
- Heavens links to the Realm of Shadows, a plane of gloaming, of voids, and of cold, bright stars.
- Life links to Haven Far, where many dead souls go for healing and rejuvenation before passing into their next life.
- Lore links to the Valleys of Twilight and the Lands of Yore, where wise Queen Maab holds court.
- Nature links to the Wold's Cradle, home of the fey, a natural wonderland.
- Stone links to the Elemental Plane of Earth.
- Waves links to the Elemental Plane of Water.
- Wind links to the Elemental Plane of Air.
The following revelation is open to all oracles:
Homecoming (Sp): Once per day, as a spell-like ability, you can move yourself across dimensions to travel to the plane with which your oracular mystery is affiliated, or you can return to the Wold from that plane. This is exactly as if you had simultaneously cast Plane Shift and Planar Adaption as a single standard action, affecting only yourself, with the Planar Adaptation lasting for so long as you are on the other plane. You can use this ability once per day at level 7, and an additional time per day at level 13. At 10th level and higher, you may also affect up to one other creature per oracle level that you have. You must be at least 7th level to choose this revelation.