I found this in my notes...
The following is an amended extract from the article "Defenders of the Faith" by Graeme Davis, which was published in GM3 In Search of New Gods (GameMaster Publications Copyright 1986). Additional material has been added to the original article by PelinoreRevived!
The Gods of Pelinore are numerous, some famous, some obscure. They live in their own plane and cannot leave it, but they are able to project a tangible form onto the prime material plane which might appear as a person, a creature or even an artifact. In this way the gods may interfere with day to day life. What is more, this is the only way that the gods may interact with one another. The material form can be hurt or killed, but this has no effect whatsoever on the god, who can create another at will.
In Pelinore, where the gods themselves need followers if they are to exist, the choices that player characters make when they are considering which god to follow matter a great deal. The clerics of each deity are expected to 'recruit' believers at every opportunity, and player character clerics should never miss an opportunity to show the local populace just how wonderful their deity is. The power of a particular god is dependent also, not so much on the quantity of followers they attract, but the quality of those followers and the strength of their faith.
There are three types of worship:
'Believers' merely accept that a god exists and may make small donations at a shrine or a temple in recognition of some small favour that is deemed to be within the province of a particular god. Naturally, it is possible for an individual to believe in any number of deities and may even follow their own pantheon of preferred gods.
'Followers' are more faithful and act in dedication to one or, occasionally, a larger number of deities. Regular visits to temples or shrines, donations and favours will occupy much time and money. For example, a follower of Mielsen would give up the finest treasure to the temple, and would spend time thinking up poetry, or pursuing a quest for a coveted member of the opposite sex.
The final type of worship is that of the 'Religious Orders', who dedicate themselves professionally to the service of a god. Members of these orders would include clerics, paladins and druids, as well as those members of the organised religions who do not have a character class as such but who have attained a rank of some sort within one of the various orders. The different types of clerical order are described in more detail below.
It is possible that characters will change preferred deities (for example, Mielsen might only be followed when a new love appears), or that they will ignore them all; but remember: the deities of Pelinore act only in their own interests: clerics will receive no spells and followers can expect no divine intercession when things go wrong unless the deity has received proper worship (and even more so, is in the mood to help!). It is no good calling on Valbure the first time your sword breaks unless you have proven yourself worthy!
While it is true that different gods have different attitudes to clerics and followers (some roundly ignore both, others interfere quite often), it is also true that the power and areas of influence of a god are dependant on the demands of its worshippers. No god can control its followers: those who choose to worship cannot be stopped; but the gods can force its followers to adopt certain standards, both in the shrines and outside them, by witholding intercession on the followers' behalf or denying its clerics access to spells. However, because a god needs followers in order to exist, it is possible that the paradigms of a god's behaviour can be moulded by a god's followers. The more followers a god has, and the higher the power of influence of those followers, the greater the chance that (if those followers all work in concert) the nature of that god can be moulded to fit the needs or desires of those who give it obeisance.
Below is a list of the Deities that appear in Imagine Magazine (not credited to any particular author).
Abex / Sritinna
God / Goddess of Charisma and Dominance (Lawful Evil)
Formerly a deity worshipped by the sahuagin of the Lygol Straits, Abex / Sritinna has now been borrowed by humans bent on domination. The followers of Abex / Sritinna can be of any alignment but are normally fighters.
This god values worship through deeds; the more that the clerics of Abex / Sritinna are feared, the more that they are in the god's esteem.
Abex / Sritinna never intervenes directly, but can advise on the best route to power. This must be obeyed or the god will destroy the follower without a second thought. The god always appears in the male form (Abex) to females and in the female form (Sritinna) to males.
Clerics of Abex / Sritinna must have a minimum Charisma of 15 or more and are of (any) evil alignment. In addition to the normal weapon proficiencies of a cleric, they may also use a whip. Special abilities include: victims of the cleric suffer a -1 penalty on saving throws vs quest or command, the cleric gains hold person (as per the magic user spell) as a power at 5th level (usable once per day). They cannot cast the following spells: bless (although the reverse, curse, is available), chant, resist cold, resist fire, prayer or feign death.
God of Despair (Neutral)
Only those without hope turn to this god of pessimism and defeat. The clerics who serve him give up all hope of worldly wealth, achievement or progression (and so remain forever at 1st level). Csthenkes never interferes in the prime material plane and when those whose final hour has come turn to him, he will accept their homage but do nothing.
God of Vigour (Lawful Neutral)
Dayleeh is worshipped in the civilised fleshpots of the Domains. Clerics value physical prowess and achievement as much as spirituality. Throughout the Domains, many circuses and arenas are dedicated to Dayleeh and those who compete in such places make ritual obeisance to him. Despite the god's neutral alignment, clerics of Dayleeh may be of any lawful alignment and must adhere to a strict regimen of physical activity. Even when adventuring, clerics of this god must put aside the required time to earn their daily spells (spending 4 hours per day). Clerics of Dayleeh gain 1 point of Constitution at 3rd, 5th, 7th and 9th levels (subject to racial maximums).
God of Pretty Things / God of Thieves (Neutral)
By implication, also a god of thieves, Fealans is a great meddler in the affairs of the Domains at a petty level. He often appears as a child or a magpie.
Followers of Fealans are normally neutral in some respect - Fealans is not an extremist. They can be detected through their habit of carrying a painted tile with a likeness of a gem or some similarily valuable item.
Fealans' temples are normally small. Although a target for other thieves and the authorities due to a reputation of great wealth, the temples usually hold little of great value as "donations" are usually spirited away to some secret location. This gives rise to further rumours of huge hidden hoards.
Clerics of Fealans must once have been thieves of at least 3rd level before becoming a cleric. Clerics of Fealans gain all detect spells one level earlier than usual. They may use only padded or leather armour, may not bear shields and use weapons of only the best possible quality.
Believers disdain all armour and most other forms of heavy clothing and also echew all weapons except, in extremis, daggers (of the best possible quality).
Grea, Hrea and Trea
The Dissemblers (CG/CN/CE)
Grea is the White Liar. She lies for fear that the truth will hurt the hearer. She is invoked by lovers and others in the matters of the heart. She is the patron, however temporarily, of those who lie to help their fellows.
Hrea is the Grey Liar. She tells untruths and spins a web of deceit and illusion for no reason. She is capable of lacing her lies with a small dose of truth to give them substance. Hrea is far from malicious, she is simply bindifferent to the fate of those affected by her fictions. Hrea is the sister invoked by musicians, poets or playwrights. She is also, as mistress of illusions, increasingly seen as a patron deity suitable for illusionists, politicians and diplomats: indeed all those who live by not revealing the whole truth.
Trea is the Black Liar. She lies to cause pain and deceive for ill-purposes. She is invoked in war by spies, diplomats, lawyers, the guilty and the cruel. Those who lie out of habit are the thralls of Trea. Due to her black nature, her most devoted followers are unable to distinguish the truth from falsehood even where it stares them in the face.
The sisters have a unified clergy that professes to follow all three equally, though each wears the colour of their chosen Mistress of Untruth. Naturally, the temples emphasise the worship of Grea and Hrea, while keeping Trea in her proper place in the darkness of the heart of the temple. The temples thrive in a modest way as almost everyone tells lies and feels the need to make donations so that their lies are never discovered.
Clerics of the Dissemblers must be of (any) chaotic alignment. They are immune to detect lie; gain change self at 3rd level, misdirection at 5th level and non-detection at 7th level (learn these as normal); and they may not use augury, commune, divination, true seeing or know alignment.
The Green Man
God of Growth and Abundance (N)
The Green Man concerns himself with the plants and creatures of the natural, mundane world. He is interested in the produce of nature, especially those used in the making of beers, wines and ales. This is reflected by his symbol, the hop - foundation of the finest ales. He projects many guises (gardener, brewer, forester, etc) for his dealings with mortals amongst whom he favours the simple folk of the countryside. Known by many regional names (the Green Man, Barleycorn and Mother Nature's Son are but three). He is called upon peasants and smallholders, dependant on the whims of nature to increase their crops and to help them celebrate harvest in the manner that only he can.
His love of living creatures is broadcast by his songs. Many and beautuful they are! These songs are his peculiar magic and he uses them to encourage life to grow and prosper to his will. The Greeen Man is rarely found without a song on his lips and never without one in his heart.
The Green Man has few permanent worshippers. Some, however, choose him as their patron deity, although he takes little interest in them and will only influence the spheres of natural abundance. His clerics must become moderately intoxicated before sleeping in order to regain their spells. Many druids respect him.
Dwarvish God of Mining (N)
Grunnundergron is the god that the dwarves look to for maintaining safety in the mines. Although he now has been given full responsibility for all mining activities by his followers, his origins were much more specific. He was originally the net god, who caught dwarves who mined too deep and fell through the underside of the world of Pelinore.
Clerics of Grunnundergron can be dwarves only, of any alignment, and may use the pick.
God / Goddess of Romance (CG)
Mielsen has temples in every major town or city and occasionally in unexpected loacations. These take the form of open gardens bestrewn with flowers and shady walkways, often with a complicated maze leading to the shrine. Worshippers are expected to bring something of beauty as a love token; a painting, fine fabrics or jewels are most usual.
Clerics perform marriages, birth certificates and record oaths. They also brew love philtres; but only to administer to two willing parties. Clerics of
Mielsen can be of any non-evil alignment; may not use cure spells; gain detect / dispel spells 1 level earlier than usual; and may not engage in combat - if forced to fight they do so with a -5 penalty to attack rolls and lose access to spells until they are atoned.
The Weeper, Goddess of Mourning and Departures (N)
Onjura is not a goddess of death, nor is she connected with the afterlife. It is her function to watch over the journey of the soul from the mortal world to its final destination, wherever that may be. Onjura is also the goddess of mourners, although she gives no comfort save the knowledge that the dead will be cared for - at least for a little while longer.
Onjura's clerics officiate at funerals (usually in addition to clerics of whatever god the deceased worshipped) and gather temple funds in the form of payment their services at this ceremony. Servants of Onjura dig graves and maintain graveyards and extract a toll from living relatives for doing so. They also act as 'professional mourners' when required, weeping and wailing over the corpse. It is not unusual for wills to include a small sum set aside for this and it is believed that for truly massive donations Onjura's clerics will provide surrogate wives, husbands or concubines to be thrown onto funeral pyres, if this is required.
Onjura is often invoked before taking leave on long journeys. Small statuettes of the goddess may be placed at the mouths of harbours, next to gates or doors, or on headlands (where she can watch the departed ship for the longest period).
Clerics of Onjura may be of (any) neutral alignment. They do not receive cure spells, resurrection or light spells (although darkness is available).
God of Death (CE)
As god of death and all things evil associated with death, Pharastus is not worshipped publicly. Indeed, were it not for his aeons old hatred of Tarmenel, his name might never have arisen above the low murmurings of evil acolytes. As it is, following his persecution of Tarmenel's priesthood, Pharastus is not only well known as the god of killing, murder, mutilation and mayhem, but his name has become synomynous with all of these things.
None will ever admit to worshipping this god and no cleric will ever confess to following him. However, secret, evil shrines exist throughout the Domains and beyond, and it is safe to say that any city or town of any size will have some vile reminder of this deity.
Clerics of Pharastus are of chaotic evil alignment. They turn paladins at 2 levels better than normal and may not use cures or resurrection. If when fighting they are reduced to 0 hit points or lower they enter a 'death' frenzy and fight on for a further 1-4 rounds at 2 attacks per round.
God of Fishing (N)
Worshipped widely throughout the Domains, Rissinis intervenes most regularly to save the lives of those threatened by bad weather or other misfortune while fishing at sea. Clerics are drawn from the ranks of the saved, and operate a simple religion based on the oservance of obscure rituals rather than spell casting.
Clerics of Rissinis may be of any alignment. They cannot locate object through rock or stone and may not use stone tell or earthquake. They may use the trident in combat.
Saith the Protector
God of Vengeance and Giver of Law (LG)
Saith is a vilent god at times, but compassionate. In his aspect as a warrior he is favoured by paladins, who make up the bulk of his followers. In his peaceful aspect he is a healer, especially of plague and pestilence; a bringer of plenty after famine; the ender of pain and strife... The common populace often turn to Saith for deliverance in times of sige or plague.
Those clerics who do follow Saith are men and women of a scrupulously lawful and good nature. They are the ones who serve the god in his peaceful aspects, bringing succour to those who suffer and collecting tithes for doing so. The warlike aspects of Saith are served by paladins, for whom his vengeance taking on the forces of evil are seen as the model for paladin-like behaviour. Nevertheless, such actions must always be just and needful, not simply gratuitous or wanton destruction.
Clerics of Saith must be of lawful good alignment. They may not use raise dead, resurrection, regenerate or atonement. They cure disease as paladins upon reaching 3rd level. They may use quest as a 3rd level spell.
God of the Sky (NG)
Tarmenel, who holds sway over the sky and thereby the quality of the air that is breathed and the weather that controls so much of life, is a god known throught Pelinore. In the long days before history, there was a tacit agreement between the gods not to interfere in the prime material plane, but Tarmeel could not resist aiding a particular idyllic group of sheep herders to a position of authority and power. Albeit this power was benign, the other gods did not approve. Only Pharastus dared intervene and he made it his business to wreak havoc wherever Tarmenel's inflence stood. Eventually Tramenel withdrew from daily interference, but his worship has thrived and lived on. Many look to Tarmenel for aid, not least those who depend upon the weather (adventurers and sailors in particular) for success.
Clerics of Tarmenel may be of any non-evil alignment. They may not use stone tell or earthquake, nor use locate object through earth/rock. They may pray only for 1st and 2nd level spells when out of sight of the sky. They gain the following powers once per day as spells: feather fall at 3rd level, fly at 6th and control weather at 11th level. Gnomes of dwarves may not be clerics of Tarmenel.
God of Memory (N)
Urrumaa, although famed throughout the Domains and beyond, is a god with many followers but almost no clerics, shrines or temples. As a god of memory, he is frequently called upon but rarely worshipped.
Some say he is the father of the gods, but others deny this, ferociously maintaining that 'she' is their mother. Whatever the truth, Urrumaa is considered ancient, even amonst those to whom age is almost meaningless.
Urrumaa has never interfered on the prime material plane.
Clerics of Urrumaa are always of true neutral alignment. After reaching 5th level they may repeat any 1st or 2nd level spell cast once per day.
God of Swords (N)
Valbure is the god of swordsmiths and sword users, although rarely worshipped to the exclusion of other gods by his followers. He is, however, invoked by many of those involved in the manufacture of weaponry and armour, whether to lend his strength to what is being made (in the case of swords) or to withold his vengeance from those who dare to create armour and other , meaner weapons.
Valbure is also invoked by those who use swords professionally, both to ward of misfortune and to wish it upon the opposition ("Valbure, may his knife chip and shatter";"Valbure, give my sword arm strength"; etc.)
Clerics of Valbure are martial folk, who set up permanent shrines where they worship and dedicate swords to the god (usually enchanted weapons of some type). These temples also provide protection for their localtities in the form of skilled and armed swordsmen and training for those willing to worship and donate tithes. The clerics are well respected by most secular authorities for they do not proselytize, but do provide a solid military cadre and weaponsmiths.
Valbure's clerics may be of any non-chaotic alignment. They hold meteors to be especially holy and will pay good prices for meteorites, as the iron in them is often of the finest quality and the "skymetal" is believed to have fallen from Valbure's own anvil. They must have a minimum dexterity of 15. They do not use spiritual hammer and all other spells are gained 1 level later than usual. They may use swords only in combat.
PelinoreRevived, the artist formerly known as KneverwinterKnight