Lesser Known Dieties

There are several dieties found throughout the known worlds; several have risen in popularity and worship during the time of Herrasian Era. These represent a few of the more common ones encountered by the players:

Talhannin – The Minstrel
Domains : Good, Healing, Music

In many tales of Famil Dandurrin, there is a gnomish bard that is mentioned. Talhannin, a fair faced and light hearted companion is usually there to help bail Famil out or heal him when he is hurt. While he is most often described as a handsome grinning, sandy haired gnome, he sometimes appears as music on the wind, as a kind halfling farmer with a distinctive whistle, or a very clever finch. Those who follow him are usually bards, skalds or poets and serving him as a cleric requires that you know at least one instrument to mastery.  There is no set pattern of dress or worship, but nearly ever cleric of Talhannin wears a holy symbol in the shape of a lyre with a small bird sitting on it.   (NG)

Haggach – The Werewolf
Domains : Evil, Strength, Transformation

A smattering of purist humans have associated themselves with this cult, believing in the superiority of Lycanthropes, representing themselves as stewards to those undergoing the change. Typically, any race of lycanthrope is allowed to join the cult (except elves), but the positions of power are still held by humans alone. The majority of members hold other positions in society and the clergy disguise themselves as something else. They tend to meet in old Elven temples or consecrated sites which they immediately profane. When in ritual state, they wear grey robes and are often tattooed with the image of Haggach, a Werewolf with two outstretched knives. They are the sworn enemies of Eadowyn, who’s wiles in the form of the shapeless moon cause them to lose control.   (CE)

Ransharna – The Master of Djinn
Domains : Magic, Weather, War

In the far south there is a legend of a great warrior who defeated a Rakshasa Prince and retreated to his magical keep, which gave him eternal life and a mastery over magic in the realms of deserts. He rules a court of Djinn who serve him and carry out his will on the material plane. His clergy are almost all from the southern desert, though his popularity is on the rise. Clerics of Ransharna are required to carry a scimitar and lose proficiency in simple weapons to favor only that one.  They are identified by ritual tattoos under their eyes and the most powerful are accompanied by a Djinni. (N)

Shuttaret – The Whirlwind
Domains : Law, Wind, Tenacity

Sister to Ransharna, Shuttaret left her home in search of her brother when he disappeared into the Dry Realms. Her determination is legendary, as she walked every inch of the desert to find him. So driven was she, that she gave up the need for food or drink. After not finding him, she sat and meditated until she became sand. Only then was she able travel anywhere on the wind and finally came to settle around her brother’s palace. Her clergy pride themselves on feats of endurance. They are most often identified by their covered faces and wearing a cloth tunic belted with a long sling (“Thundersling”) which makes the noise of a desert wind when twirled.   (LN)

Datakha – The Thieving Serpent
Domains : Trickery, Knowledge, Revenge

Jealous of the power Ransharna and Shuttaret achieved, Datakha was once a Naga that vowed to find the Hidden Palace and take it from Ransharna. In several stories he fashions a plan to infiltrate the Dry Realms, but is somehow thwarted by Shuttaret’s sand and wind. Datakha represents vengeance and most clerics of the Snake take a vow of vengeance against a people or government (in game terms, they gain a favored enemy as a Ranger in lieu of Destroy Undead). Datakha is accompanied in his dealings of the material world by mummies of fallen priests.  His active clergy carry snake like staffs and wear a headband fashioned to appear as a striking Naga. (NE)

Mamaranda – Mother of the Jungle
Domains : Good, Plant, Healing, Animal

In the jungles, there are few gods or clerical practitioners, many following the path of the druid or medicine woman. However, there are a group of believers that ascribe the birth of the deep jungle to Mamaranda. Her skin is a dark as the night sky, but her eyes burn green like the jungle itself. She is kind, but not gullible; stern but never cruel. Her servants wear a torc of bone and vine. Little else is known about them, but travelers to the southern jungles have sworn her followers can transform into many shapes which have provided them protection.   (CG)

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

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

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

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

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

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

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

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 octopus 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

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 – The Fire
Domains:  Fire, Rune, Protection, Law
VENGIR – The Forge
Domains:  Artifice, Earth, Strength, Law

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 – The Stone at the Heart of the Earth
Domains: Stone, Power, Bravery in War

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)

Domains: Animal, Plant, Luck, Travel, Trickery

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

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 lion skin masks 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

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 up on 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)