Dieties in the Civil Age


The gods have always had a place in the world. Some have waned and their power receded, but others have remained strong. While there are many who worship and some that follow dark paths, the religions here are those followed by the vast majority of the Civil Folk.

DAVA – The Lightbringer
Domains : Glory, Healing, Sun, Protection, Nobility
POLYTHEISTS
Holy symbol: A stylized sun

The most popular god among humankind is the worship of Dava. He is a being made of pure light and his clergy are known for their knowledge of the healing arts. Some refer to him as the father of the Aasimar, as he appears as a bright man with fiery golden wings. Almost every town in Edelrend has at least a shrine to Dava. His clerics wear simple white or cream smocks adorned with blue vestments, the highest members of the order dressing in all white with a rays of gold emanating from their chest. While they aren’t specifically forbidden to kill (returning evil into the light is allowed), they typically carry weapons into the field that do subdual damage.  (LG)

RAAST – The Sleeper
Domains: Shadows, Dreams, Knowledge, Travel
POLYTHEISTS
Holy symbol: An face with one eye open

A relatively recent schism, several worshippers broke off to follow a brother named only once in the holy texts of Dava. He was cursed with eternal, dreamless sleep, but his followers believe that he can show them visions of the future through connecting to the Greater Dream. They believe that all other faiths and reality itself is just a version of the Great Dream. His followers operate in the shadows for fear of being struck down by the Davan church. They typically isolate themselves and wear dark hooded cloaks and wear scruffy beards (earning them the nickname the Hermit’s Church).  (CG)

GILESH – Guardian of Secrets
Domains : Repose, Death, Life, Knowledge
MYSTERY CULT
Holy symbol:  A scythe

The followers of Gilesh are oft misunderstood, since their god embodies the image of the Reaper; long, thin grey fingers, faceless woman in a black shroud and wielding a scythe. The true purpose of Gilesh is to guard the gateways of life and allow only the most pure to pass into the realm of the dead. For some, Gilesh guides them to Dava’s realm, to others, the nine hells. But her own followers are considered to pass into the realm of ghosts. Her clerics are somber, wear grey  (black is reserved for the god herself). They come from all walks of life and often have additional professions which deal with death. (N)

ARKA – Weigher of the Two Suns
Domains: Law, Chaos, Protection, Magic
DUALISTS
Holy symbol: A checkerboard adorned sphere

Arka is an unusual (and recent) addition to the Edelish pantheon of gods. An androgynous, bald being, with dark eyes, dressed in a checkered black and white gown, holding two orbs (one black, one white) in it’s hands. The clergy of Arka dress in pale robes with a white sash, checkered hood and a mask, half white-half black for formal events.  The enemy of Arka is its Shadowfell equal known as Akra of the TWO WORLDS, who’s orbs are shadowy swirls; its clergy wear black robes, black sash but otherwise dress identical. Arkan worshippers are expected to weigh the consequences of all things and while it neither sides with law or chaos, believers are typically fall on the side of goodness. Most often they act as advocates and judges for the realms. (NG)

AERTHAS – Goddess of the Field & Fold
Domains: Community Healing, Plant, Animal, Weather
MONOTHEISTS
Holy symbol: A sheaf of golden wheat

This, oldest of the pantheon, is the name called on by farmers, hunters, travelers and virtually anyone who was raised in an agrarian part of the lands. She is always portrayed as a buxom, tanned, with wild red hair. She invites the tired to come in from the fields to rest, but expects them to produce much harvest before they do. Aerthasines alone hold the belief that there is only ONE true goddess and that’s Aerthas. Clergy dress the most humbly, wearing simple brown robes and wear green or brown skullcaps according to their station. If a cleric of Scarthas is bald, they are required to wear some sort of wig or they never remove their skullcap. They are all champions of individual freedoms and occasionally are at the forefront of populist revolts. (CG)

EADOWYN – The Formless Moon
Domains: Liberation, Charm, Chaos, Good, Water
ANIMISTS
Holy symbol: A droplet of silver from a filagreed moon

Formless, but reflecting the light of the stars, the Elves worship a goddess who’s form is fluid and everchanging.  Her priestesses (priests are rare) wear provocative clothing of blue, green or white and accent it with necklaces, bracelets, earrings and torcs of pure silver – a sacrament to them, they eschew the handling of silver coins as they believe moneychanging to be disrespectful. The see the enemy of the multiverse manisfest in a being called Haagach, a wolf-like beast –the progenitor of lycanthropy – and they fight tirelessly to rid the world of lycanthropes.  Their temples are often found near fresh water, where they reflect upon the face of their deity. (CG)

SHTA’NODAEN – The Center of the Void
Domains: Madness, Trickery, Darkness, Chaos
DUALISTS
Holy symbol: Ebony starfish of multiple arms

For the most part, this is the central god of a barbaric pantheon to the far North of the Six Kingdoms, but there are enough worshippers among the peoples of the Folkstand for it to be mentioned here. Shta’Nodaen is represented as a great tentacled beast who reaches into the hearts to find their weaknesses. Only then can it find ways to make them stronger. His clergy wear a purple tabard with a black starfish or squid-like and preach the message of self sufficiency over all. His temples are often little more than dark pools at the edges of society. Some among them believe that madness is the highest form of freedom and thus, embrace it.  They see the rise of the All-Cloudists an affront to their viewpoints. And All-Cloud worshippers suggest that the Shta’ites are merely worshipping a collapsed star. (CN)

THE ALL-CLOUD OF INFINITE POINTS – Points unto Points unto Points
Domains : Law, Order, Knowledge
DUALISTS
Holy symbol: Metatron’s Cube

Among a small group of well educated sages, there is a religion formed around mathematics. These clergy, wizards and scholars see the universal power held in the pure interconnectedness of all things. Each of the followers vows at one point in their lives to create one perfect (in this case, mathematically or structurally) thing. They revere all things orderly, respectful of great architectural works and supporters of well crafted music. The clerics wear deep blue vestments cris-crossed in tiny points and lines (reminiscent of a star chart). The high holy days for them are connected to each of the seasonal changes. They hold that Shta’Nodaen is here to disrupt all order. (LN)

VENGA (or FENGA) – The Fire
Domains:  Fire, Rune, Protection, Law

VENGIR (or TENGIR) – The Forge
Domains:  Artifice, Earth, Strength, Law
POLYTHEISTS
Holy symbol: A stylized flame (Venga), A stylized hammer (Vengir)

The Dwarves have always had faith in the twins, Venga and Vengir. Venga is a female dwarves with flames for hair who stokes the forge fires of the world. Vengir, her twin brother, is the Hammer. His skin appears as iron and he uses his fists to pound metal on the forge. Female clergy follow Venga and male follow Vengir; the Dwarves are quite strict about this. All clergy wear pale, brown vestments, but a hood and cloak aligned to their path; Red for Venga and Grey for Vengir. Both of them, while honoring good deeds, hold the law above all things.  In Dwarven communities, they are the sole issuer and interpreters of the law (LN)

VALGUR (or FULGAR) – The Stone at the Heart of the Earth
Domains: Stone, Power, Bravery in War
POLYTHEISTS
Holy symbol: A stone effigy of the god’s face

The Father of Venga and Vengir (and according to many Dwarven legends, the Father of Dwarves, Valgur is a distracted and troubled god, locked in the depths of the earth forever contemplating the intricacies of law. Thus, he split the Stone of Ages and created the Twins. There are very few clerics who still worship and follow Valgur, primarily out of respect to his privacy. It is said that Valgur created the Twins for the Stonefolk so he might have time to unravel the law. Many Dwarven warriors still carry his image (a large stone pillar with a crudely shaped face) and Dwarven paladins are most likely to represent Valgur, calling on his magic and power only in the darkest of times. Clerics to do decide to follow Valgur must follow a STRICT set of guidelines, else they fall out of his favor. (LG)

FAMMIL DANDURRIN – The Many Faced
Domains: Animal, Plant, Luck, Travel, Trickery
ANIMISM
Holy symbol: A silver acorn in a hexagon

The smaller folk have legends about Fammil the Sparrow, Fammil the Fox and FamDandurrin of the Many Leaves. All of these are seen as manifestations of an ever shifting demi-god who is immensely wise and grants his followers great luck. And the worship of Fammil the Many Faced has grown steadily since the appearance of the Halflings. His clergy will wear which ever manifestation of his personnae they worship, but all wear a sash with an acorn embroidered on it. His followers leave sacraments along the roadside (usually food stuff) and wholly expect passing travelers or animals to take the gifts. (NG)

EOFN – The Warrior
Domains: War, Air, Glory, Strength
MYSTERY CULT
Holy symbol: A wolf’s head effigy

On the old battlefields, the fallen believed that they were given one last swing to earn them a place in the Blessed Hills of Eofn. Eofn is usually depicted as a wolf-headed warrior with a longspear made of lightning and his howl can open the heavens. This barbarian god is not seen often, but is usually worshipped by berserkers and clans who engage in intense warfare. His clergy dress in grey tunics and trimmed in fur, often wearing leather hoods (in the effigy of a wolf) and cloaks. Most have some sort of martial training as well. His temples are covered in altars with multiple, bloody sacrifices; goats, birds and other small animals. In some extreme cases, they may contain the trophies taken from war to include enemy heads. Some accuse them of being werewolves but the clergy deny it. (N)

ELOHANIN – The Eternal Archer
Domains: Nature, Archery, Truth, Personal Freedom
MYSTERY CULT
Holy symbol: A golden arrow pointing upward

There are rumors that one of the Aelfrinir ascended to godhood by pure virtue of his skill. He is considered a demigod in the traditional sense, as he has no specific temples or organized following. However, there are enough clergy that call upon his name and are answered, that one must believe there is some truth in the rumor of his divinity. His followers, though few, can be found amongst many of the Hurena, some of the Eldena and even scattered, quiet followers in human populations. As of late, he’s become a patron deity for many half-elves. The only consistency between his followers is a strong desire for personal freedom, skill in archery and either a tattoo of an arrow or a piece of jewelry in the shape of an arrow. As they tend to lead rebellions in oppressive regimes, they’ve learned to keep the faith very quietly to themselves. (CG)

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The City of Longbridge

LongbridgeANTIQUEMAP

Thought to be the folly of King Loras, this town has actually thrived over the last 100+ years and continues to grow, a center for trade between the two kingdoms of Edelrend and Folkstand. Home to two major churches and a hub for travel for anyone heading to or from the Tanglewood, it’s solid walls and burgeoning merchant’s guild makes it a desirable place for those with coin.

Recently, the Sheriff (Brannid Bowsprit) has been levying citizens unfairly and seems to be out to make a name for himself by arresting anyone for the slightest of crimes. The miscarriage of justice has been ignored by the Crown however, because he has many influential friends in the Court. And the local Lord Longbridge (Bannon) is his cousin.

Kingdom : ELDWYD

CREST_Eldwyd


SERVANTS TO THE GREEN


Eldwyd extends from South of the Greybarrows, out to the wood line East of the Lady’s Lakes and contains the lowest extents of the Old South Road.

It’s current rule is Eostra, the ancient Elven (former) princess of the First Kingdoms. Her rule is unquestioned due to her status as a powerful wizard. However, the Elves of the Eldwyd defer to her and no other lord desires to try tame the old forest.

It’s capital is in Birch haven, the home of the Ash Elves (so named for their white skin and hair). A number of wild elves also make their home in the Eldwyd, but they remain free and owe nothing to the crown. The only truly human settlement inside the boundaries of the kingdom is Spurweed, so aligned because it’s magister offended the Lord Southwatch and has petitioned protection from Eostra.

Any criminal trespasses, especially that of poaching deer or trees from the forest, are swiftly met with retribution by Eostra’s “Edowith Naestur” (Green Defenders), a small but efficient of Elven ranger/warriors who patrol the lands. They answer directly to her and occasionally can be seen outside Eldwyd to do her bidding.

The kingdom itself is as old as the forest and holds all things Elven sacred. However, they do assuage to the ideal of the Six Kingdoms, since Eostra remembers the times of war and doesn’t wish to repeat them.

 

 

Kingdom : SUTHERS

CREST_Suthers


EYES IN THE DARKNESS


Suthers stretches from the South of the Sutherhills between the two great Elven forests. Not actually a kingdom, it’s a confederacy of ex-pat noblemen who didn’t fall into line with the Glimring King.

Currently, they are headed by a council of five, the leader of which is a calculating and shrewd, pale lord named Daedolid. Some rumor that he is actually a vampire or that he is actually the puppet of a vampire lord hiding in Blackhold, but Daedolid himself was presented to Valen III by daylight to disprove such talk.

He sits at Southwatch and has a small force willing and able to defend their Northern border if pressed. Also in his charge are a group of Beastmaster that patrol the land with Dire wolf companions, further fueling the rumors that he himself can become a wolf (many suggest the wolves that are spotted on patrol are actually Daedolid, leading the charge in animal form.

Other lords of note are an old and frail descendant of Ezreth, Count Ildarrim, whose holdings include the Blackhold and Ashmire. Similarly ranked is the Captain of Rangers at Fort Greenbow, Berres Brannan, who has dominion over the Fort and the two villages north of it (Bannerreach and Huddlestead). Finally, Banehold is overseen by the Contessa Harin, a talented sorceress and old friend of Daedolid.

While the Confederacy seem to constantly be preparing for invasion, the land itself is fairly peaceful and is soldiers of the banner are mostly responsible for the safety of travel and trade along the Rangers Road.

Kingdom : FOLKSTAND

CRESTS_Folkstand


WHERE THREE BECOME ONE


The Northern Barbarian tribes are quite diverse, from the Falsduran of the farthest ice floes to the Tenclans of the Spearfolk, they each have specific customs and traditions that keep them separated from civilized society. However, in recent times three of the Spearclans broke from the old ways to ally with the kingdoms; the Owl People (people of Little Teeth area), Otter People (Fishermen of Folksrun) and the Wolf People (in the Hills of Howling). Each of their respective leaders found cause to turn to the South for aid or goods. Rather than compete, they banded together, forging what is known as the Three Spears of Folkstand. While there are other smaller tribes that look to the Three Spears for protection, those three leaders must agree on any decision affecting the people of the region.  Their greatest challenge and threat comes from further North. The Blind-Bear Clan leader (Omak Who Has No Wounds) has amassed a small horde of troops comprising of Hobgoblins, Orcs and Wild men.

As a part of the agreement of the Six Kingdoms, rangers from Fort Greenbow are often deployed to the Tanglewood to keep tabs on the wild clans and to help protect Folkstand. The Greenhands (as they are known) have an outpost called Ringthorn deep in the woods from where they run their operations. They also provide training to the Folkstandi who have produced a very talented group of beastmasters.

 

Kindom : FIRDENG

CREST_Firdeng


CRAFT ABOVE ALL THINGS


Firdeng is rather unique in the age of it’s reign; the Dwarves can claim a royal lineage that nearly pre-dates the dragons. And in it’s legends the dwarves were once dwellers of the coasts, hills and seas. Rugged craftsmen, who travelled the lands in the Days Before Darkness. But their homes under the mountains came at the hands of cruel dragons who took their lands and tore their kingdom asunder.

Firdeng has a proud history and lays claim to all the Mountain territories from the Briarwood north until where they intersect with the sea. No human lord has challenged this, since ruling the territory of the Ancestor Mountains from above ground is near impossible.

The kingdom itself is a network of tunnels, halls and undercities which lead to the underground keep known as Durangandl (IronHall), where the current Dvarduul (DwarvenKing — named Hrotden) resides. His army, called the Thousand Hammers (Barguld) is made of grisled Dwarven veterans who would all lay down their lives to defend the title. Deep in his keep there are an even more dedicated group called the Baogdessen (Blood Warded) who carry firearms and are his personal bodyguard. Their DeepCrafters are the only ones who have mastered the art of creating guns. His second in command is the Fenguld (Underhammer) which also roughly translates into “Prince”.

Hengvind, the entry to the Deep Earth Lane (or Finrul Hemmen in Dwarvish) is ruled by a Dwarven Duke known as the Vangaguld (or OverHammer), himself a relative of the king. He is a very popular figure amongst the Six Kingdoms since he is the face of Firdeng above ground. Few, if any, can claim to have been in the presence of the Dwarvenking, but many have seen or feasted with the Vangaguld. Some even suggest the Vangaguld is actually the King himself playing an elaborate trick on the world.

The Dwarven craftsmen of the Firdeng have produced some elaborate and geometric pieces of craft that are legendary to artisans and soldiers alike. Greatest among these is the FarHold, a massive wall that contains the undead in the former Valley of Hope. However, it’s frightening power, fueled by cannon fire and magic, make most humans in the remaining kingdoms suspicious of the Dwarves.