You wince in agony as the hot metal brands you!

Mortals in Thera have religion. Those who are truly devoted to their god(dess) wear a mark to show that devotion and that they are the very religious. The following gods have brands. Whether they are branding at any given time is another subject altogether, depending on how they feel, or if they are still active.


Styx : Power and Influence, Brand of a Gold Coin Imprinted with an Iron Fist

Xyza : Magic and Wisdom, Brand of a Lemniscate

Thrym : Chaos and Confusion, Brand of a Toothless Grin.

Adorno : Knowledge, Truth, and Preservation of Life, Brand of a Bright White Ball of Light

Rungekutta : Death, Decay, Corruption, Brand of the Waning Crescent Moon

Riallus : Balance, Justice, Service, Brand of the Rising Phoenix

Xurinos : Discipline, Mastery, and Power, Brand of a Shimmering Trigram

Cirdan : Peace, Dedication, and Unity, Brand of a Mystical Blue Flame

Dielantha : Courage, Valor, and Honor, Brand of a Silver Dragon

Maelstrom : Honor and Strength (Physical, Mental and Spiritual), Brand of a Roiling Thundercloud

Darkwood : Honor, Battle, and Natural Order, Brand of the Living Battleaxe

Malistien : Justice, Brand of the Bronze Scale

Xeonauz : War, Brand of the Flaming Sword

Malignus : Freedom, Crime, and Opposition to Authority, Brand of the Angry Mob

Hector : Innovation, Brand of the Great Bejeweled Hammer


To apply for a brand, post a note to your god of choice detailing who you are, why you deserve the brand, and what you have done to earn it. Then seek out the shrine of your god and pray to him or her for the brand there.

To be branded as one of that god's chosen, you must role-play your alignment and ethos very well. Religions are not for everyone. They are a selected few who are found worthy. Receiving a brand is an extreme privilege for those that earn it.

SHRINES:

Shrines are considered the holiest of ground in DM. They are specific areas set aside and woven together from magic by the deity as a place for his/her followers to come and worship, chat, or seek that god out. Fighting in shrines is allowed by some gods, but not all. It is up to you
to find out which shrines are places of peace and which shrines welcome the blood of combatants. Do not go around town yelling out the whereabouts of shrines to others, if they seek them then they should find them on their own. If you seek to be branded by that deity then you should also seek them at their shrine.

WORSHIPPING The concept of worshipping gods without having a brand has been implemented. Along with this concept, a long discussed concept of how clerics and paladins draw power from their gods rather than from the Weave of Magic has resulted in the command 'supplicate'. Those who supplicate do not draw their power from the Magical Weave but from their specific gods, and therefore are not weakening the Weave with their usage of the power.

All gods are involved in the concept of worshipping, whether active or not. The following list is of gods and the religious tenets they represent. In order to devote yourself as a worshipper of a god or goddess, regardless of whether he/she has a brand, type: worship *name of god*. You may only change religions one time in your life. The worship command grants you some small boon from your chosen deity, but a mistake can result in a punishment. Be careful not to insult the god of your worship when sacrificing to him or her!

Abasdarhon : Mercantilism, Destiny, and Fortune
Adorno : Knowledge, Truth, and the Preservation of Life
Aegnor : Neutrality
Aldaron : Harmony
Ashanti :
Awrathre : Rage and Destruction
Barsak : Freedom
Carenthir : Humility and Self-sacrifice
Cedric : Guidance
Ceran : Torment and Punishment
Cirdan : Peace, Dedication, and Unity
Darkwood : Honor, Battle, and Natural Order
Dielantha : Honor, Courage, and Valor
Drinlinda : Innocence, Beauty, and Discipline
Drithentir : Slaughter, Destruction, and Chaotic Violence
Eilefhein : Politics
Fizzfaldt : Childlike Innocence
Gryleth : Patience and Persistence
Hector : Innovation
Huerkin : Nightmares, Illusions, and Disfigurement
Ilphrynn : Sin, Torment, and Pain
Illunus : Fraternity, Scholarship, and Vision
Imrazor : Disbelief in Gods as Omniscient, Omnipresent, Omnipotent, and Anti-Religion
Joja : Love, Loyalty, Diplomacy, and Nature
Jord : Transcendence, Knowledge, and Courage
Julive : Less Talk, More Action; Actions Speak Louder Than Words
Kaleb : Duality and Unity
Krazar : Fear, Victory, Family, and Sight
Lestregus : Murder, Disease, and Affliction
Liefdei : Sagacity and Resilience
Maelstrom : Strength
Malignus : Freedom, Crime, and Opposition to Authority
Malistien : True Justice
Maradis : Oral Tradition and Storytelling
Masin : Life as Celebration and Drunkenness
Melykurion : Vengeance
Nebhotep : Malice, Humiliation, and Subjugation
Nixalis : Integrity, Faith, and Dedication
Nycholas : Virtuous Good
Radik : Discipline, Influence, Power, and Overachievement
Rantialen : Eternity
Rellion : Cunning, Influence, and Deception
Restin : Reason, Change, and Perception
Riallus : Integrity, Neutrality, and Patience
Ricmeant : Duty
Rungekutta : Death, Decay, Corruption, and Prophecy
Sagan : Prejudice
Shamutanti : Dreams, Hopes, Delusions, and Hallucinations
Styx : Power and Influence
Thaust : Neutrality and Balance
Thrym : Chaos
Tyberius : Protection, Scholarship, Discipline, and Strength
Utara : Mischief and Misfortune
Vrrin : Power, Dread, and Oblivion
Wervdon : Order, Society, and Wisdom
Wicket : Manners and Looking Towards the Horizon
Xeonauz : War, Conquest and Strategy
Xurinos : Discipline, Mastery, and Power
Xyza : Magic and Wisdom

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