NWN Catara Information (english)

Update: Please head over to our forums, you will find all the information in a much nicer format there.

The following is a collection of the old world information from the cancelled catara.org website. I might reformat and sort it sometime later, but not today :).

If you want to log in to the server, all necessary information (ie link, hakpacks, etc.) can be found here.

Life and Law

Sunday, 06 March 2005

Someone asked for information on daily life, here is a small overview. If you have more specific questions, post them in the forum.

For the typical Cataran, life is quite monotonous. The majority lives in small manorial villages and work on the fields, as woodcutters or as miners.

Since Catara is a very medieval society, most of the lower classes work as peasants on the land of a noble, receiving protection for their duties.

The lesser nobles often live in a close or nearby manor. This is no big castle, often it is not even made from stone.

The working class is organized in guilds (except for free professions) and tends to concentrate in the cities or bigger villages, but woodcrafters, smiths, potters, millers, etc can be found in nearly every village.

To most people it does not really matter if their village belongs to king, noble, church or cult. This can change and the only important thing is just treatment. Most Lords treat their tenants well, because they know of their dependency on them. Manors/Villages administrated by bailiffs or sheriffs tend to endure more hardships, since the owner knows he will not stay forever.

The main worries of the average men are everything that can mess with work (weather, war), wild animals or (in wilder regions) Kobolds, Goblins etc. Most people have fear and respect of magic users. If they are no witches it is ok, but still not really good, except if shown to be otherwise.

Law and value of life are understood in a medieval way. If two unrelated people meet in the forest and one ends up dead and the other has an excuse no one will ask too many questions (this is of course another thing if a noble is concerned). Since corporal punishment is the norm, life is not viewed and valued ‚humanitarian‘, as it is today. Of course everyone is sad if someone dies, but no one would be expecte to go out of his way to protect life because „all life is sacred“ (except strong adherents of Shailin maybe) .

This also leads to no „mercy“ towards intelligent monsters. (generally)

Typical crimes are stealing, murder, arson, rape, adultery etc…

Magic, and how people react to it

Friday, 04 March 2005

Magic is very rare on Catara. This has of course an effect on how the common people react when they see it. At the very least magic will provoke astonishment and wonder.

If the magic user is not readily recognizeable as part of the Church or the Cult or the Royal Mage Order, people will at least be suspcious, if not outright hostile.

Witches vs „Legal“ Mages

If you are seen doing magic and people have reasons to assume you are not part of any of the established mage groups, you will be deemed a witch.

Witches will be feared, persecuted, or simply killed on the spot, depending on the circumstances.

Every player who plays a magic-using character will have an easy option of joining one of the established guilds. Until these are implemented some sort of leeway is given by the DMs.

However even being a „Legal“ mage will still make people unsure of you, especially if your name is not known.

Established and legal Mage Groups

  • The various churches & Holy Orders. Those who do not want to follow a specific god are collected in Elegils church
  • The Brotherhood of the Ring, the Wizard-Guild of the Cult of Nine (male wizards only)
  • Being a trained Cult mage, but not member of the Brotherhood is possible too.
  • The Bards guild, which is an extension of the church of Ephemis
  • The Cult offers several other orders that train and protect magic users. Examples are the Order of the Eye, Order of the Sun or the Order of the Winds.

Animal summons:

If they behave and look like a trained animal, the most you’d get is probably a few raised eyebrows. „Dangerous“ animals (dire bears, big nasty looking wolves“) will cause a stir if not leashed and / or very obviously restrained. City Guards might ask you to „restrain the beast“, or leave the town with it.

Magical critters:

If you are a well-known mage (which no one under level 15 is), you may get away with having an imp familiar following you. In every other case people will be suspecting witchery. Inherently evil looking summons will get you into trouble for sure.

The act of summoning / unsummoning:

Rangers calling animal companions or mages summoning their familiars are treated as „calling the creature out from hiding“. We will eventually disable the FX for these two things.

Every other summoning will invariable cause commoners and city guards to react at least nervously or even with fear and loathing, unless the mage is clearly a guild member and acting to defend someone / acting in some magic show.

General Rule:

Whatever you do: Keep in mind that magic is rare, and people are fond to think of „Witches everywhere“. Most people have the mindset of late middle ages / early renaissance on earth. While they are open for enlightement, scary magic will throw them back a lot.

Even a mage in an order can be considered dangerous, especially if they cast spells on another without asking. Even Cantrips and non-harmful spells can be mistrued easily.

Last Updated ( Saturday, 08 April 2006 )

A brief History (revised)

Friday, 04 March 2005

In ancient times Elves and Troll fought for dominance over the world, Dragons devastated the lands and Humans and Dwarves had to fight to survive every day.About 1000 years ago the Count of Glass and his empire Cibola, rose, defeated the dominance of the Elves and began the Age of Men. The Empire Cibola ruled all the known lands across the oceans. They imported Orc-slaves from afar and built great things, but their godlessness should bring them down again.

It was the year 807 Cibol when the signs started to show. Rains, famine and unrest swept through all the provinces. The Orcs rebelled, floods killed thousands and the sun did not shine during the day.

It was the blessed year 1 of Light (811 Cibol) when the lords of Cibola were punished by the Gods. In Catara, the Prophet arrived with a Travel-phenomenon and began the uprising. Collecting Men, Dwarves, Elves and Orcs under his flag he set out to rid Catara of the Empire.

The Cibolans were chased off, and their capital Myrandia was shattered by the Gods and sank below the sea. Sadly, there was no unity about what should follow.

After 20 years of strife and war Edward I., the Fist of the Gods, could unite all free and believing counts under his flag and gave the people peace by founding Catara.

In uncivilized regions the heathens prospered. The Witch-Kingdoms Dalora and Talore, practicing witchcraft and slavery and Gildan, Realm of the Elves were formed. Our friends the Dwarves retreated to their ancient Mountain-Realm, but kept up the friendship with Catara and most Orcs went north to roam the plains in freedom.

After 4 years the King decided to build his palace in the new capital, Catar, because there was no possibility of rebuilding Myrandia.

From 58 on there was war with Dalora, because they supported the robber-knights of castle Highrock. By 67 the Dalorans finally gave in and decided to change their policy.

The 70s brought the rise of piracy. Under the flag of legendary Ahab Blackeye hundreds sailed a road of slaughter. And slaughter they did get, once Edward I. had finished his fleet, and the pirate-threat.

The 80s and 90s were overshadowed by odds about trade-routes and goods with Talore. There were some skirmishes, but after a few years a sensible solution was found.

After a hundred years, the time of the Prophet ended and the Gods took him back to their realm. Weakened by this loss of spiritual leadership, a lot of people succumb to the Black Death.

In the following years the Cult of the Nine inherited a few manors and stretches of land. The Cult also presented old documents and important supporters, showing thus how integral a part of Cataran society the Cult is.

The winter 118 was the coldest anyone can remember. Goblins, Kobolds and even single Ogres attack villages. A Giant that threatened Radescrest was stopped at the last moment because a Priest summoned Rilos who finally killed the creature. Long term effects are the erecting or upgrading of city walls.

In the year 123 Edward I. is killed by another surge of the Black Death. Due to backup by the Dwarves his son, Edward II inherits.

The sighting of a Dragon in 134 causes panic and massive interest in bows.

The King can announce good news in 140 when the fist Elvish traders since the uprising arrive by ship and open new ways of trade. Even exotic goods from far away Bataar now reach the Kingdom and the King outfits a few ships to secure trade-connections.

In the 150s Dalora and Talore wage war for dominance. Grainprices rise, causein unrest. Smugglers and pirates use the turmoil to their advantage. After a successful run of the navy over 70 buccaneers are executed in 156.

The early 160s see a never explained series of raids on caravans and villages in the south, all without any surviors. Some suspect a Demon-Cult…

By 170 Gallows are raised in many towns to discourage bandits, and Catar gets a militia.

177 Barbarian attacks from the south threaten villages, The Southmark-Army is created

183 The Elvish Merchant-Adventurers are allowed to settle in Catar for 30 years.

186 Villages in Leevale are attacked by a horde of undead from Dalora

187 A bridge collapses under the weight of the large audience at the mass-execution of 29 pirates. Measures are promised

188 Outlander pirates have abducted and enslaved 29 traders.

190 Dalora and Talore declare war on eachother.

191 Grainprices are on the rise. Late in the year there’s a dispute between the king and the Counts Scheever and von Heene. The latter’s daughter is supposed to marry prince Darin. Rumors about a possible feud abound.

192 (present) Still trouble brewing between counts and provinces. Reports of dragon sightings. Also rumors about a demon-cult operating near Beckron.

Dominant Features of Catara

Wednesday, 05 January 2005

Catara is a world with a few dominant features:

  1. The Arrival of the Gods
  2. The „Cult of the Nine“
  3. The Travel Phenomenons

1. The Arrival of the Gods

About a thousand years ago, or so the elves tell, the gods arrived on Catar. Suddenly they were there, wandering the world, doing miracles, and attracting worship. Although the elder elves have detailled records of a time predating the gods, most shorter lived races (ie: everyone else) dismisses this as a myth the elves spread to claim superiority.

2. The „Cult of the Nine“

Nearly half of the human population of Catar refuses the worship the gods. They acknowledge their presence and their power, but they do not pray to them, visit their temples, or do anything that amounts to worship.

Instead, they cluster around 9 empty altars, celebrating their independence of the gods.

3. The Travel Phenomenons

Every so often a huge ball of lightning speeds across the land. Creatures who stand in it’s way are taken up with it, and more or less instantiously reappear at an entirely different location. So far, no one can say why this happens, or has been able to predict these things.



The Half-Orc is a product of a union between a Large Orc and a human.

Often the Orcish parent is, or was a slave, which means that most of these individuals have inherited a mostly human culture. Physically they also fit in well among the humans, usually featuring only a slightly heavier build, bigger strength and sometimes the enlarged canines as evidence of their orcish parentage.


There are two different stocks of orcs known: Wild and Large Orcs.

Wild Orcs are small and very primitive humanoids. They make up for their lack in stature and civilised weapons by ample amounts of wild violence. Their limited intelligence keeps them from becoming really dangerous, but in large groups they are a real menace.

Large Orcs are the normal representatives of their race and have a majority over the other subraces. Because of their natural endurance and strength they are valued highly as slaves by various other races. Despite the prejudice caused by this, the Large Orcs possess a considerable intelligence and have developed an extravagant culture of their own.


In reclusive, out of the way parts of the country there are sometimes found these small folk.

They prefer the quiet lifestyle in their small settlements and rarely leave them. They are and prefer to be unobtrusive, but not as withdrawn and reclusive as the non-grey elves, so the explorer or casual wanderer might suddenly walk into a quaint little village where he really didn’t expect one.

In hilly country these villages often take the shape of burrows, but where the terrain is unsuitable they are just as happy living in houses. Halflings are a cheery, often carefree folk. Mostly they live as farmers, in small communities. Generally halflings are neutral to good in terms of alignment.

Some say halflings are a subrace of humans, but nobody can confirm this and halflings invariably deny it claiming proudly that they are a full race on their own.

Dwarves… and Gnomes

There are four different dwarven folks known: Mountain, Ice, City and Dark Dwarves.

Mountain Dwarves make up the majority of the Dwarven races on the world. They are everything one generally assumes about dwarves: small, broad-shouldered, long-bearded, not very fond of speech, but all the more fond of ale and most of all: Gold!

A strange subrace are the City Dwarves, who live in cities above the ground instead of the usual underground mountain halls and have adapted their culture to this lifestyle. They fit in much better in their chosen environment and as such get along better with humans. Catar has a small population of these dwarves.

Ice Dwarves are tough and very resistent to cold. They live in gletchers. You won’t meet them in Catara.

Dark Dwarves are a subrace of dwarves that live deep in the ground where the sun never penetrates. This suits them perfectly, because they have a strong aversion to light, which was honed over the centuries that they have lived down there. Note that Dark dwarves are neither dark skinned, nor generally evil.

Contrary to what most humans think: Gnomes are actually not a seperate race. In fact, nearly every gnome has dwarven parents. In ancient times, when the first gnomes started to appear the early dwarves thought them abominations, weak and way too eager on thinking instead of mining.

There are scary bedtime stories of how these gnomes were cast out by their dwarvish clan, shunned for their pecularity.

Today all this is viewed as a myth: A Gnome is just another dwarf, although a special one: He is less stocky, more wiry, and usually a lot more apt to be a tinkerer, or even a spellcaster. Gnomes and dwarves mingle freely.


The elves are the oldest race on the world, predating even the gods if one can believe their own legends and histories. During their long stay on the world the elves have developed certain subraces and various cultures as well:

  • High Elves are the most ancient elves. They are aloof and very, very rare, to the point that nobody knows where and even if they still exist. Most people in Catara wouldn’t even know there’s such a thing as a High Elf.
  • Light Elves are an offshoot of the High Elves originally that claim they are the High Elves and are only contradicted by their Dark brethren that claim the same (see below). They are rare in Catara to the point of non-existence and the general populace doesn’t even know of their existance.
  • Dark Elves are also an offshoot of the High Elves that claim they are the real High Elves. Dark Elves are not to be confused with Drow; they are not dark skinned and a non-elf would not be able to tell a Dark Elf from a Light Elf or any kind of other Elf for that matter. Another Elf would know. They are called Dark because of their tendency to follow the darker and more sinister paths in life. Dark Elves are rare in Catara to the point of non-existence and not much is known about them.
  • Grey Elves are a much younger race of elves. They are more outgoing than their brethren from the older races, and it is invariably a grey elf that you will encounter among other cultures as adventurers, merchants and travellers. They generally value art and knowledge very highly.
  • Wood Elves have a close bond with nature and live their lifes withdrawn into the forests away from what we would call civilisation. The chances of meeting one are at best remote.
  • Winged Elves are gracious and slender, and have feathered wings. Their cultural emphasis is alike to that of the Wood Elves in that they prefer a close bond with nature and don’t live in other cultures but their own. Their numbers are very low compared to the other elven races due to the rigors of recent wars and being a favored prey of dragons and other flighted creatures.

A general note on Elves: As a non-elf in Catara you might meet an Elf sometimes, if rarely. This is in 99.99% of the cases a Grey Elf, but the non-elves don’t really know this. The knowledge about elves is generally not good enough to distinguish between the elf subraces, if they even know there are these subraces. An Elf is an Elf to them and thus most probably also to you.

This text focuses on the customs of the elves of Gildan, especially regarding their children.

On Elves

The elves of Gildan seem to be united for most foreigners. But in reality they are quite mixed and subjected to many schisms. The different elven folks are High, Grey and Wood Elves, all of them living separately. The High Elves have withdrawn themselves into the inner lands of Gildan long ago. They have quite an own way of living, marked by their near eternal life, and their lack of contact with mortals.

High elven children are carefree and joyful creatures. The community will treat them as young children well until their 40th year. Only then they slowly begin to mature, a process that takes again 10 to 20 years. Humans often are deceived by this, as elven children of 20 years already look physically mature and are also using normal „grown up“ speech. But from the elven viewpoint they are small children, as they lack the experience of hundreds of years.

Elven children only stay with their parents for the first two years of their life. After these, they will be given to a befriended household. This is caused by the sharp distinction elves make between a „parenting couple“, and a „life couple“. Parenting couples are a necessity. These pairings are usually decided at birth for each person. When an elf matures, he conceives a child with his assigned partner, as a coming of age ritual. After the newborn child has been given away the parenting couple usually splits up again. Only can then both parties slowly start to become full members of elven society.

The „life couple“ is a pairing built out of love. Mutual affection, and the will to walk life’s path together is the force that keeps them together. As these couplings aren’t made for the purpose of conceiving children, the gender of the chosen partner is completely irrelevant for most elves. Only a tenth of these couples actually raise children, so those that form „families“ often build up comparatively large ones. The children view the members of the households they are raised in as their family, even if they aren’t related genetically.

Once a childraising couple notices that one of their adopted children has started to mature, they help it to find a mentor. This mentor will teach the child a profession, tailored to the young ones needs, interests and capabilities. Once the apprenticeship is over, the elf is considered mature.

Often these apprentices get a special task assigned at the end of their apprenticeship. This task doesn’t need to be fulfilled at once, or even at all. Every elf can decide for himself if he wants to do it, and no one questions him if he doesn’t even start to think on it. It is not uncommon that several centuries pass before an elf even takes notice of that task.

But should an elf actually start to do it, he will invariably bring it to the end, even if it takes his whole life to achieve. Those who manage to finish their task are considered to be masters of their profession, and enjoy the highest reputation amongst their kin.

In general, elves stay in Gildan. Only occasional a few Grey Elves venture outside of the forests, for trade and adventure. Any elf seen in Catara will invariably attract attention.


The human race is the most prevalent in Catara, but the humans have many cultural differences among themselves. Some human families claim that their bloodline is more „pure“ than others and seek to retain that purity, even subscribing some special family traits and abilities to this higher blood. This tendency is often found among the nobility.

Most humans however are of not in this group and claim no special abilities. The majority of the humans is what one could describe as commoners; city or rural folk that live a normal live.

Humans however are a highly adaptable race with a surprising talent for survival in varying circumstances. It is not uncommon for the humans in a particular region to have adapted to strong influences from their surroundings and neighboring races. The result of such adaptations is often indicated with a specific indicator, for example „nomads“, „woodlanders“, „highlanders“, etc.

On Half-Elves

Half-Elves are the result of those rare unions between an elf and a human. Their cultural outlook depends mostly on the raising parent(s).

If the raising parents are elven; he will undoubtedly be raised to know something about his elven heritage (if he can endure the normal elven upbringing that is). His/her human side often prompts an impatience with the elven upbringing which is traditionally well over 50 years. Young half-elves brought up in an elven household will invariably run into troubles when reaching their adolescence 30 years before their elven parents expect it…

If he/she is only raised by the human parent, or by a purely human parenting couple (read the elven childraising customs), then the cultural outcome is usually a relatively normal child according to human standards, and only the physical attributes set him or her apart.

High, Light, Dark and Winged elves are so reclusive, and „above“ the world that they simply don’t intereact with humans in general, much less conceive a child with them. This means that almost all Half-Elves have a Grey Elven parent. There may be the very, very rare exception, but until now, this is completely unheard of.

In such a case the family of the elven parent would actually seek out the child as well as the human parent to investigate the birth. Invariably they would suspect a union of force rather than love, and treat the child as an abomination.

Population & Government

Approximate total population: 200 000

Race Amount
Humans 98 196 000
Nymphs 1 2 000
Orcs ½ 1 000
Dwarves 800
Halflings 450
Elves 400

Human population localisation:

Catar 18.000
Other cities 25.000
Islands 63.000
Mainland 94.000

Government structures

General Feudal System

The King resides in Catar, the capital of the country. He usually represents exclusively the country. The barons are lords of their own barony, but owe the crown a monthly tribute and their support. Conflicts between barons are not unusual.

Lands in Catara and their rulers

Land Ruler(s)
Country The King (there is only one)
Provinces Usually Count, although some have other personal titles.
Baronies Baron or Knight

The 10 provinces

Province Population Capital City City Pop. Local Lord km²
Catar 37000 Catar 18000 King Edward II of Catar 5586
Grovale 13200 Radescrest 3200 Count August Scheever 10625
Lockbeck 17800 Werdum 2800 Count Timmen of Heene 4727
Lowergorn 15000 Gornmouth 2000 The 7 Mages 5625
Seagrove-Gorn 21000 Greenmeadow 4000 Countess Juliana of Mountaincrag 10156
Leevale 24200 Beckron 4200 Count Astinus of Beckvale 10000
Myrandia 11000 Dragonprince Darin 4884
Southmark 29600 Hillfall 4600 Baron Atanis 30000
Torkum 30100 Cavernston 5100 Derk of the Meadow 40000
Nyr 2000 Nyr Queen Nyyvna 5000


Generally about 50 % of all sorts of income, for example:
·        Woodcutting in the Lord’s forests
·        Herding animals on the lord’s lands
·        Transporting something over the lord’s lands (import/export tax)
·        Everything that’s harvested or produced
·        Using the mills

Taxes are also owed for various official ceremonies and licences:
·        Death and burials
·        Marriage
·        Church and Temple taxes
·        Guild Licence
·        Magic Licence

Law and Court

The King’s Laws

Applicable to both Nobility and Civilians in case of crimes against the Crown and the country.
Examples: Treason, Disobeying of direct orders, Attacking the King’s Men, Arson, Forgery, Harboring Fugitives from the Law, Highway Robbery, Disrespect towards the King or the Authority of the Crown.
Possible punishments: Hanging, Decapitation, Tar and Feathering, the Rack, being Drawn and Quartered, etc.

Civilian Law

Applicable to provincial and baronial courts and smaller lands in case of arguments between civilians or civilian institutions as well as smaller, local crimes.
Possible punishments: being declared an outlaw, vendetta, maiming, gold (fines), forced labor, having the Thieves‘ Mark branded into your hand or in more severe cases your forehead. Fines and forced labor are the more common punishments.

Deities and the Cult

Religious Systems

There are two opposing systems of belief and worship on Catara

People on Catara know that the gods are there. Many have actually seen one at least once. Worship as a rule is polytheistic. People pay homage to whatever god suits their current needs. Only Paladins and Clerics focus on one god or goddess.

Opposed to that is the Cult of Nine. It is a quasi-religious group, that actually rejects the gods. Men can do whatever they want, they claim, and that the gods are meddling instead of helpful. The Cult still acknowledges the existance and power of the gods, but refuses to worship them.

The Cult of Nine

The Cult of Nine is a quasi-religious group that actually rejects the gods. Men can do whatever they want, they claim, and that the gods are meddling instead of helpful. It’s members acknowledge the gods existence, but refuse to worship them.

It is important to note that they are not non-believers. The existance of the gods isn’t argued, just if they are worth worshipping. The Cult of Nine thinks they aren’t.

The vast majority of the Cult are humans, although there are a few non-humans in it too. Noteable is the scarcity of Half-Orcs or orcs in it: The Cibolean Empire treated them as slaves, and since the insurrection, few former slaves have embraced this religion.

The Different Orders of the Cult

The Cult of Nine is split into nine orders. Nine is an extremely important number for them actually.

Order of the Eye

The Order of the Eye are said to be the Seers of the Cult. That title is a bit confusing though. They are not actual diviners or prophets. They are Psions and well versed in understanding and using the human mind. Their task is to understand other people, to give advice on what they are likely to think. Members of this order can be spies, advisors, scholars, soothsayers, councelors and therapists.

A novice of this order voluntarily gives up his eyesight for a long time, to better train his other senses, and to focus his mind. During the long training, he will learn how to tap an inner well of power, to perform incredible feats. No one really knows what the limits of these powers are, but it is said that they parallel those of true wizards in some ways.

The Cult of Nine always states that the members of the Order of the Eye show what humans are capable of if they really focus on their own skills, instead of depending on gods. In fact, there has been no report of a single god-worshipping Psion on Catara.

Order of the Robe

The spiritual guides, as well as the internal Inquisition of the Cult

Order of the Sun

The Druids, Rangers and herbalists

Order of the Fire

Here the smiths, alchemists and artists gather, to fashion the things the Cult would need.

Order of the Snake

Brothers and Sisters of the Snake are the healers.

Order of the Winds

Heralds, talent scouts (dubbed Comferrs) and the researchers and map makers of the Cult.

Brothers of the Ring

The wizards of the Cult. It is noted that no sorcerers are part of this brotherhood, and only men are admitted. Sign of membership is a light gray metal ring worn on the little finger of the left hand.

Order of the Flaming Blade

The Knights of the Cult, and their fighting Order. On joining, a Knight has to pledge 9 years of devoted service. Only after having served as a knave, the the knight is allowed to take his vowes, which include celibacy and poverty. The knight will be owning nothing but the equipment the Order grants him or her.

The nine years will be spent as wandering years, where he may only reside up to 9 months at the same spot (these times are usually spent in some garrisson)

After this service, he ascends to a higher rank and gets permitted to marry and acquire goods.

A Knight of the Flaming Sword has nonetheless a high prestige, and after the 9 wandering years will often take up high positions in the guards of one of the other orders, or maybe even a command of one of the many keeps of the Cult.

They are imposing figures, wearing magical blue robes, a blue steel helmet and, if they are of a very high status, flaming two handed swords.

Council of Eternity

The original Council of Eternity is in Cibola. As such, communication with them seems to have broken down for quite a while due to the insurrection.

In Catara, there is an interims Council, made up from the highest members of the individual orders.

Their names are known to the public:
Isak Herb – First Proclaimer of the Cult – „The Ninth“
Master Uram Derragol – Archmage of the Cult of Nine – „Ringbrother“
Uhar Firesson – Order of the Robe – „Shoulderpiece“
Ayahn – Order of the Eye – „High Seer“
Gasra of Myrandia – Order of the Sun – „Fletching“
Emjen Tageryn – Order of Fire – „Gold“
Jarela Starsign – Order of the Snake – „Heart“
Sir Nasran of Gornheart – Order of the Winds – „Northwind“
Sir Garan Chorenn – Order of the Flaming Blade – „Crossguard“

The Gods

Constain – God of Nature

Like Jonaton, Constain is a Nature God. Where Jonaton emphasizes the goodness, harmony and balance of nature, Constain embodies the opposite; the destructive and pure force that is nature in its rawest form. He loves nature, but hates the races of sentient species that have come to live in and on it, regarding them as parasites to get rid of as soon as possible. Constain is said to have a body that consists of shapeless goo or ooze.

Alignment: TN
Favored Weapon: Greataxe
Domains: Animal, Destruction, Plant

Sorudred – God of Destruction

It is unknown if Sorudred is really a God or just an obscure demon, but still illnesses, conflagrations, plagues, and other phenomenons of grand scale destruction are often attributed to Him. It is a widespread custom to use His name in curses and when swearing.

Alignment: CE

Favored Weapon: Greatsword

Domains: Death, Destruction, War

Rakkar – God of Thieves and Ambushes

All thieves ply their trade in the favor of Rakkar. When someone has had something stolen then it is often said that Rakkar has played His tricks on him or her.

Alignment: NE

Favored Weapon: Dagger

Rilos – God of War and Hunting

Rilos loves fights and battles, but also the hunt. Often he’s reported to ride around on his winged horse, hunting down giants and destroying other unfriendlies. Rilos‘ true followers will never just kill for the killing though. Every opponent that is met in battle, and every prey that’s hunted deserves to be honored and respected, as wits, strength and cunning are tested in battle or pursuit.

Alignment: CG

Favored Weapon: Battleaxe

Domains: Animal, Plant, War

Jaletar – God of the Suns and the day

Jaletar represents the two suns that rise over Catara every day. He makes sure they stay on course and rise and set correctly. His name and power is also often invoked when banishing daemons or creatures of pure evil. It is said that in His holy light, no darkness or creatures of darkness can exist. His twin brother is Nuagar.

Alignment: LG

Favored Weapon: Longsword

Nuagar – God of Darkness, the Night and Dreams

Nuagar is Jaletar’s twin and their spheres of influence closely border; his spheres of influence lie in the resting phase of the dark night. He is not an evil god though, but rather represents the wholesome aspects of darkness and night; the sleep and restful dreams that bring refreshment and strength to face a new day.

AlignmentL: NG

Favored Weapon: Crossbow

Domains: Air, Healing, Protection

Shailin – Goddess of Love and Feelings

Shailin is the patron of those who love and those that approach each other with affection of some kind. Many healers are found in her ranks, for healing comes forth from a love of life itself.

Alignment: NG

Favored Weapon: Net

Domains: Good, Healing, Protection

Drekon – God of Death and Mourning

God of Death and Mourning

Drekon is the most dramatic personification among the gods. According to legend He is the One that loves all people and all creatures the most. This is why, after the many wars and the many deaths his heart is broken. Legend paints him as a broken figure of a man travelling through the deserts and wastelands, loudly proclaiming his lament. He stops at every death and mourns it, then takes the deceased’s soul and leads it into a better world.

It is Drekon who cries for the deaths of us all, whether we are kings or thieves, and in the end we all pay him our last tribute, which he never wanted or asked for.

Alignment: TN

Favoured Weapon: Shield

Domains: Death, Protection, Strength

Ugaris – God of Trade and Luck

Cursed and praised equally by many, Ugaris is a controversial god. His favor is forever changing and fluctuating, all want to have it, but it always seems to abandon them at the most inopportune time, while at the same time being there when needed most. No merchant, trader or gambler can go without his favor for any length of time, so despite being judged a bit immoral by some, his followers are still many. His favorite passtime is the riddlecontest.

Alignment: CN

Favored Weapon: Shortsword

Domains: Chaos, Travel, Trickery

Magmos – God of Fire and Blacksmiths

Magmos is despite his small sphere of influence quite popular among the people. He is often represented as a muscular man, always with a cheerful rhyme ready. He sees to it that the hearthfire is burning brightly and that Rilos‘ arrows, and the knives of fighters and chefs alike are always sharp.  Magmos has a great, populous following (especially among the dwarves, where his following is unanimous).

Alignment: LN (leaning towards Good)

Favored Weapon: Warhammer

Domains: Fire, Protection, Strength

Or-Koris – God of the Sea and Storms

Venerated by travelers on all seas, Or-Koris is the personification of the wild storm. Many lives has He claimed already and many will still fall victim to His winds and waters. Every seafarer, whether casual or professional, should endeavor to appease Him and avert His fury before setting sail, so the journey might be free of dangers.

Alignment: CN

Favored Weapon: Trident

Domains: Air, Destruction, Water

Marros – God of the Earth and Volcanoes

Marros is primarily worshipped as the God of agriculture. It is wise to attract His favor; He protects the field and ensures the earth is fertile. Another side of His influence is however the destructive power of the earth, especially volcanoes. This means that it’s highly unwise to provoke His wrath, because not only may your field remain bare, but your lands might even be covered with a layer of molten stone and debris. Besides Magmos, Marros is the only god worshipped by the dwarves. Any tunnel or mine built without His consent is said to be doomed to collapse.

Alignment: TN

Favored Weapon: Scythe

Domains: Earth, Plant, Strength

Janaton – God of the Forest

Janaton is often portrayed as an old man, living peacefully in a small cabin in the middle of a large forest, surrounded by all kinds of animals. One provokes His wrath by unnecessarily damaging nature. There is nothing wrong with hunting if done well, because the hunt is a part of the natural cycle of the woods and the animals living there.

Alignment: TN

Favored Weapon: Longbow

Domains: Animal, Plant, Protection

Mirika – Goddess of the Fishermen

Mirika is the wife of Or-Koris and is highly respected among fishermen on the coast especially. She assures that enough fish migrate close to the shores, so the nets of the fishermen are always full and the catch is bountiful.

Most notably King Edward of Catar is a strong follower of Her and has his own shrine dedicated to Her. This is because his favorite dish is fresh fish.

Alignment: NG

Favored Weapon: Spear

Domains: Animal, Good, Water

Ephemis – God of Art and History

Bards, painters, sculpters and poets; all artisans are protected by the virtue of Ephemis‘ powers. All pray to him for inspiration and that little extra bit of skill that will make a simple performance or sculpture into a true work of Art. Also all who write down or recount the times gone past, and so preserve lore and history for the generations to come are specially protected by Ephemis.

Alignment: LN

Favored Weapon: Rapier

Domains: Knowledge, Travel, Trickery

Nomakon – God of Magic and Knowledge

Nomakon is honored by all that are searching for enlightenment and knowledge. He represents Intelligence, Experience and Wisdom. Magicians and librarians especially, are often found among his followers, because there is no part of magical lore that He is not familiar with. He is the definitive Patron of all wizards, and those that aspire to become such will do well to acquire his favor. Also those that wander long forgotten paths, searching for the wisdom of the ancients are under his protection and worthy of his favor.

Alignment: LN

Favored Weapon: Mace

Domains: Knowledge, Magic, Trickery

Ebruk – God of the Poor

Ebruk represents hope for the poor. The temple of Ebruk is a shelter for the homeless and a place where those without gold can get a warm meal. It is customary for all, even the most wealthy, to donate to Ebruk now and then, to ward off falling into poverty themselves.

Alignment: NG

Favored Weapon: Club

Domains: Good, Healing, Protection

Elegil – Ruler of the Gods

Elegil is the Ruler of the Gods, Lord of the Pantheon. There’s nothing else to say about him, for he does not meddle in the affairs of the mortals often. Only in Catar is there a temple dedicated to him, and quite often the common folk not of the capital will never have even heard of him. He is supposed to have been the God of the prophet.

Alignment: NG

Favored Weapon: Flail

Domains: Knowledge, Magic, Travel