The following deities are worshiped in Merisyl. These gods and goddesses are usually venerated as wise and powerful, but remote and uninvolved. The pantheon serves as a conduit for divine power, but the deities themselves are largely unmotivated to directly influence events on Merisyl. They take the energy their devotees expend in worship and turn it to their advantage as they scheme for influence and control over the Draconic Plane.
The historians of the longer-lived races contend that the pantheon itself is relatively new; perhaps only thousands of years old. The most ancient ruins are devoid of any references to the pantheon as it exists today, and worship of the current pantheon may have resulted in the most powerful residents of the Draconic plane unintentionally filling a void left by the Divine power responsible for the creation of Merisyl.
Father Fathom, Brother Brine, The Terrible Tempest, The Grasping Gale, Lord Lightning, The Fiery Fulmination, Storm Lord
Holy Symbol: A cresting wave with a jagged lightning bolt splitting it through the middle.
Portfolio: Oceans, Storms, Lightning
Alignment: Lawful Evil
Cleric's Alignment: Any
Domains (Subdomains): Air (Cloud, Wind), Destruction (Catastrophe), Evil, Law, Water (Flowing, Oceans), Weather (Storms).
Blessings: +2 divine bonus to Swim skill; Read Weather as a spell-like ability 1/day at 3rd level; +2 divine bonus to Knowledge (Nature) skill at 5th level; +2 divine bonus to Survival skill at 7th level; Water Breathing as a spell-like ability 1/day at 9th level; all skill bonuses increase to +3 at 12th level.
The Lovely Lush, Lady Muse, The Gregarious Girl, The Beautiful Note, The Sultry Smile, The Tricky Tart
Holy Symbol: A harlequin/troubadour’s mask painted white with high, feminine cheekbones and an open mouthed, red-lipped, slightly seductive smile showing a few teeth denoted by harp strings. A small gold flagon sits in the middle of the forehead of the mask.
Blessings: +2 divine bonus to Perform skill; Iron Liver trait at 3rd level; +2 divine bonus to Bluff at 5th level; +2 divine bonus to Disguise skill at 7th level; +2 divine bonus to Sleight of Hand at 9th level; all skill bonuses increase to +3 upon reaching 12th level.
The Hopeful Dawn, Night's Despair, The Silver Lord of Love, The Dark Lord of Wrath
Holy Symbol: As befits a god of such contradictions, Endrell’s holy symbol is elaborate. A silver “sun” representing hope is the background. This is slashed through the center horizontally by a black crescent moon with the points facing downward representing despair. A rose representing love sits above the crescent, while a dagger representing hate sits below.
Portfolio: Hope, Love, Hate, Despair
Alignment: NE/NG (Endrell’s alignment fluctuates with his moods.)
Cleric’s Alignments: Any. Given Endrell’s diversified nature, his divine clergy can be of any alignment. They tend to focus more though on the aspects that are closer in thought to their alignments, or with the faction within his church that they are aligned with.
Domains (Subdomains): Charm (Love), Destruction (Hatred), Evil, Good
Blessing: +2 divine bonus to Spellcraft checks at 1st level, +2 divine bonus to Knowledge: Arcana checks at 3rd level, Magical Talent trait at 5th level, Detect Chaos/Evil/Good/Law 1x per day at 7th level, Any one Metamagic feat at 9th level (must meet prerequisites), all skill bonuses increase to +3 upon reaching 12th level