Chaos Faiths of Blamaker (3.5e Pantheon)
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The Deities of Blamakar are powerful, and at the same time limited. They gain divine rank only through worship and any deity who loses large amounts of followers or simply ignores them will fade and die. By a similar pattern however, the path to godhood is quite clearly marked and obvious. If enough people believe in you, that is to say associate certain qualities and abilities to you without question, you too can become a god. In practice this has never happened to above divine rank 1.
The gods are separated into houses. Each death is within one step of that house's alignment and all clerics must be within one step of both the god and the house's alignment. The houses may also be worshiped as divine forces in their own right. There are therefore effectively 65 different "gods", including the Druidic faith. The houses may be tied to an element, in which case it is the realm that that element comes from, not the element itself that shares that alignment. Elementals are still neutral. Positive energy is tied to Law and negative energy to Chaos, but undead and undead creation remains tied to evil.
There are no clerics without deities.
The order in which the information is presented is
 Air house
The air house teaches that freedom and expression are above all laws and governance. They teach that there is no way that the mind and soul can or even should be bound to mundane laws. The put much importance into poetry, art and music.
Clerical training is a generally messy unofficial affair with the new clerical candidates chosen on a whim and with apparently no reason behind their selection. Some ordained clerics wear very pale blue but most don't bother.
The rights and rituals of the Air house are many, but at the same time undertaken only when desired. Most of the time the clerics don't bother, right up until the moment when they need the divine aid.
Sacrifices are taken by all deities in whatever form the offerer wants to give.
Ultrak teaches freedom through leadership. A great leader allows all of his followers freedom to the point where the freedom of others is infringed and no further. The greatest freedom comes from curtailed freedom. He is also the god of prophecy and his priests often turn up claiming to have prophesied the future, sometime truthfully. They tend to wear black.
The birth of each cleric is foretold to one current cleric who is tasked to seek them out. The nature of this decision is often confusing and as such the cleric to be often clashes violently with his finder.
Ultrak has no rituals, as befits the master of the gods of freedom. On the other hand is clerics are more hierarchical than other chaos faiths.
What a god of the ocean is doing in the Air pantheon is a total mystery. As such Amma is not welcome. Not that she cares for the opinions of her contemporaries. She spends most of her time trying to break the Water house asunder, claiming to be descended from one of them, the exact one varies by who she is telling. Sailors often pay her tribute, not that is ultimately matters. She has been sited as the single worst kind of chaos by Evnisien, the deity she claims fathered her most often.
Worse thing happen at sea. One of those things is Amma. She appears to shipwreck survivors and uses a series of visions to turn them into her clerics. This actually means that her clerics have something in common. They tend to wear sailors garb wherever they are.
Amma has only a few ceremonies, mostly performed in a rush of panic by sailors about to go down in their vessels.
Symbol:A paint brush or chisel
Sing, dance, paint, art is freedom! That pretty much sums up Bolomo, a deity who is embraced by artists of most kinds the world over. Composers tend to resist his intrusions into their lives, as composition is a work primarily of ordered harmonies, and as such he sometimes strikes them deaf. This is rarely a hindrance to their work and most become more prolific after becoming deaf as they are harder to distract. Due to the fact that both count actors as followers Bolomo once tried to seduce Branwen, as this was after her marriage it didn't go too well.
Bolomo will offer clericdom to any sufficiently talented artist, and tends to get very violent when he is turned down. There is no unified dress.
Bolomo would claim that he has no ceremonies, a fact belied by the ritualistic (and oddly ordered way) that his followers produce temple art for him.
Symbol:A red heart shape
Love is a force of freedom and chaos, it crosses all boundaries of class and race. Revel in your joyous love! Often portrayed with a slightly peppy little girl image Fryl embraces love of all sorts including all manner of fetishes even though many have orderly connotations. Her attitudes have resulted in her coming up against Branwen, HARD.
Fryl typically offers the chance to become a cleric to those who truly understand freedom who she defines as those who she can convince to fall in love with her, whether as a god or a mortal.
Fryl has no ceremonies but claims every act of love is in tribute to her. Something Branwen really hates.
CN:Dagger:Trickery, deception:Competition, Darkness, Dream, Envy, Hatred
Symbol:A twisted face on a long spring
Freedom is as freedom does, and what freedom does, or should do, is to prank! There are few deities who can lift themselves above the attitude of this trickster long enough to register an important fact, he is the only deiaty not actually bound to a pantheon. Whilst he gets lumped in with the Air deities, mostly because the death deities are far too grim, he has no connection to them.
Lummi grants his gifts to the skilled jokers and the talented pranksters.
He has no ceremonies as such, but his clerics tend to exclaim "By Lummi!" as a prank goes off.
CG:Warhammer:Storms, strength, battles:Protection, Strength, War, Strom, Windstorm
Symbol:A hammer with a lighningbolt for a handle
Change is the tool of freedom. None can be free if the established ways are not tested an knocked over as time moves on. Freedom is not something you have, it is something that you fight for. The second you stop fighting to have it is the second you lose it. Violence can be the ultimate tool of freedom. Also don't shelter under trees in thunderstorms, it is silly.
Tu's clerics are selected at grand tourneysin massive arena. Unarmed combat and wrestling is the focus of the events and the winners are offered positions as clerics. An avatar of Tu often attends these events, although he only competes against those found to be cheating. Clerics wear some form of stout leather belt as their nod to official dress.
Tu has few ceremonies and indeed few laws.
CN:Longsword:Death, the underworld:Death, Deathbound, Destruction, Cavern, Undeath
Symbol:A decaying and screaming face.
Child of Lummi, Fryl and Wanderer, don't ask, it is unclear to which house Hamukumahyl belongs. She serves the Air house as a rather generic death goddess with very few laws or rules. She seems mostly interested in finding out HOW things die, including gods.
Hamukumahyl's clerics are chosen for their knowledge, insight and experience, they undergo little training and wear simple black. Well over 80% of them are women.
Hamukumahyl's ceremonies are few until death, when they are exact and detailed.
 Death house
CN:Club:Death, Chaos:Limbo (Nocrostia)
The death house teaches that all things must end and all things die. All forms of order, no matter how well built, will fall into pieces and become only distinguishable from chaos in the fact that they will appear glum, those who understand chaos revel in it.
Clerical training is on a master/apprentice system. The apprentice follows the master around, watching them do their work, overhearing the prayers and doing menial tasks for their master. Occasionally a more practical lesson will be thrown in. Once graduated the clerics wear dark green, pale yellow or muddy orange, depending on sect.
The ceremonies of the Death house are secret and well hidden. Cursings and punishments are more common than blessings and the clerics of the death house seem to enjoy breeding pointless superstition, rather than actual faith.
All sacrifices to the death house are of living things, but there is no distinction by deiaty.
 The Baron
CN:Rapier:Dance, Celebration, Death:Charm, Cold, Community, Liberation, Storm
Symbol:A skull wearing a top hat.
All things are but a dance, life, death, the random decay of the universe. To immerse oneself in the dance is to revel in the destruction of all things and to truly become at one with the universe. Be in charge, have power, use it as power is meant to be used, to enhance the dance of life.
Clerics to the master of the death house are chosen by his current clergy at such a level that it is rare for the baron to even become aware of their individual existence.
The Baron has no official ceremonies but every year as many of his clerics as can attend collect at a pre-determined location for a massive dance that has magical connotations and can leave the area drenched in wild magic for years.
 Lady Nallu Ann
CN:Dagger:Power, Governance, Beauty, Death:Nobility, Renewal, Planning, Pride, Trade
Symbol:A red ribbon
Beuty is a function of chaos and what is more never truly fades. Age and death enhance some beauty whilst killing others. The mountains never lose their beauty, but a girl is soon an old woman. Those with power can gain further beauty and wealth, that also leads to beuty.
Clerics are chosen almost at random but are always striking, if not always drop dead gorgeous. The clergy are split almost straight down the middle of the gender divide but men often rise to middle ranking quickly and never move, whereas most female clerics never move from the bottom but those who do invariably end up near the top. Clerics wear blood red gowns and suites.
Lady Nally Ann has many ceremonies and also has a strict hierarchy, most of all of the significance is places on power and beauty.
CN:Quarterstaff:Travel, Swamps, Getting lost:Celerity, Illusion, Cavern, Darkness, Trickery
Symbol:A silhouette of a man pointing left with a walking stick.
Swamps are a dangerous place and people often die there. This is all well and good and the way things are meant to be. Those who know their way should relay on themselves and those that don't should not enter the sacred realms of the Death house. Strider often appears looking like his holy symbol in swamps and similar terrain to trick travelers onto the wrong path.
Clerics are chosen only from those who do not fall for the tricks of the Strider and instead remain true to their own knowledge. They wear blue streaked with green.
There are no ceremonies to the Strider.
CG:Quarterstaff:Travel, Swamps, Finding your way:Protection, Knowladge,Travel, Ocean, Portal
Symbol:A silowet of a man pointing right with a walking stick.
Swamps are a dangerous place and people often die there. This is all well and good and the way things are meant to be. Those who know their way should however aid those they can as the swamps have too much power and should only claim those who are too arrogant to accept help. The wanderer will often appear looking like his holy symbol to guide people back onto the path.
Clerics are chosen only from those who are saved by his followers and have often been victims of the Strider.
There are no ceremonies to the Wanderer.
 Mamma Momkor
CN:Dagger:Magic, Fate, Cookery:Fate, Luck, Oracle, Rune, Spell
Symbol:A boiling cauldron
Magic is the true force of change and alteration. use it to defy nature and become strong. Do not allow your changes to pass, make items where possible to pass on the power of change.
Clerics are chosen for their talents in the area of food and deception, they wear black.
Mamma has many ceremonies, interwoven into each other in terms of hierarchy, often you must conduct some because you have performed others.
 Ol' Man Swamp
CE:Unarmed strike:Death, despair, sickness, pain, suffering:Pestllance, Suffering, Spider, Slime, Animal
Symbol:A wrinkled, clawed and ancient hand.
Sickness is the true function of chaos, let all things grow old and die, let the world crumble down and be destroyed. All other gods are children to Ol' Man Swamp's age, for he has seen all of the deaths of the world.
Clerics are chosen for their bitterness. Those who would wish other ill or pain are gifted with the ability to do this. All of Ol' Man Swamp's clerics are self serving and care not for each other.
There are no ceremonies to Ol' Man Swamp, although some clerics may spread illness in tribute to him.
 Great Dolldami
CN:Dagger:Magic, Revenge:Magic, Retribution, Renewal, Pact, Mind
Symbol:A rag doll
Magic is the power to re-write the world, to keep in flux, use this power to ensure that all things go as they should. Magic items are a necessary evil at best, but items that are not used are pure sin as they are an unchanging aspect of Law incarnate!!!!!
Clerics are chosen at random, but most have a vindictive streak, there is no dress.
There are no ceremonies either.
 Fire house
CE:Heavy flail:Fire, Chaos, Evil:Abyss (Pyrolmixkor)
Symbol:A burning skull
Many young clerics of other houses ask the question, what is the differance between brewing favour with deamons and worshiping the fire house. The answer is always as follows: The name. The fire house teaches the impermanent nature of all things that are. All will turn to either the fire of chaos or the eternal cold of changeless order. Grab power! Seize souls! LET ALL THE PLANES BURN!!! Clerics are not chosen, they chose. Clerics discover the cult whilst seaking power and are granted it either by the house as a whole or by one deamon. Either way they are always forced to give far more than they take. To become a fire cleric is to sell your soul. Clerics wear dirty red robes. There are no ceremonies other than sacrifices.
None of the clerics make much of an issue about specific dieties, in fact many have no idea who they are sponsored by. Living creatures are sacrificed, often by burning.
CE:Ranseur:Destruction, Death, Annihilation, Torture:Wrath, Death, Destruction, Deathbound, Undeath
CE:Punching dagger:Torture, Misery, Murder:Suffering, Envy, Hatred, Lust, Pride
CE:Light flail:Disease, Pestilence, Vermin:Pestilence, Celerity, Spider, Slime, Animal
CE:Sai:Temptation, Corruption, Betrayal:Charm, Mind, Domination, Strength, Plant
CE:Bastard sword:War, Slaughter, Misunderstandings:War, Trickery, Darkness, Cavern, Rune
CE:Battle axe:Causing the Armageddon:Spell, Fate, Oracle, Luck, Windstorm
CE:Scimitar:That which cannot be known:Knowledge, Mysticism, Metal, Storm, Wealth