|Adelân, Embodied of Nature||N||Nature, Life||A tree with three branches|
|Hâren, Embodied of the Hunt||N||Nature||A stag head|
|Morriân, Lady Death||N||the Grave, Death||A white raven, sometimes skeletal|
|Melek, the Stone||N||Nature||Three mountain peaks|
|Renân, the Muse||CN||Knowledge, Trickery||???|
|Sirya, Embodied of pure water||N||Nature||Pearls|
|Únen, Embodied of the ocean||N||Nature||Shark teeth and coral|
|Venhavar, Embodied of Time||N||no clerics||Three rings stacked inside each other|
Embodied beings are the conscious manifestations of creation’s most powerful forces. While the gods have control over their respective dominions, Embodied beings are dominions that gained sentience during the Dawn War. They are far more powerful than the gods, but usually far less interested in mortal affairs. Morriân and Renân are the exception.
Adelân is the embodiment of life and the natural world. Her presence is strongest in the wild places where civilisation is scarce. She is often at odds with Erathis, who encourages the “taming” of the nature for the good of civilisation.
Druids worship Adelân above all other entities, and the elves worship her as a trinity with Velhi’Athan and Elvârith. The elves spurn Erathis’ teachings and build their cities in harmony with the environment. Farmers of all races will build shrines to Adelân next to Pelor to encourage fertility.
- Preserve the balance of life and death, growth and decay.
- Do not fear or condemn the savagery of nature. Live in harmony with the wild.
Haren is Adelân’s consort and master of the hunt. While Adelân represents beauty in nature, Haren is the embodiment of its inherent savagery. Wild Shape is Haren’s gift to druidic practitioners for their devotion to Adelân. He is patron to Rangers, trappers, hunters and those who live in the wilds. He is most often invoked by those seeking protection against beasts.
- Respect Adelân’s gifts and give thanks for them.
- Protect the wild from destruction and overuse.
- Hunt aberrant monsters and other abominations of nature, for they are an insult to our lady.
Morriân is the most ambiguous of the embodied beings, but those who have seen her physical form describe an alabaster woman dressed in midnight robes. She shares the other-realm of Niþhell (Nithhell) with Venhavar and shepherds spirits to their final beyond.
Morriân is the protector the dead and loathes those who would permanently disrupt the cycle of fate through undeath. Practitioners of necromancy know to tread carefully in their work. Those who trap or destroy souls for their own profit risk Morriân’s ire.
Morriân is the only embodied being to have her own Grand Temple in Sanctus. The Nightfalls.
- Death is the natural end of life. To resist it, or to disturb the dead’s rest, is an abomination.
- Woe to those who would keep the spirit from its rightful journey, or cast off the chains of fate. Punish those who do.
- Pay the dead their due homage. Send restless spirits to Niþhell, hunt the undead wherever you find them, and ease the suffering of dying creatures.
Only dwarves and goliaths distinguish between Nature and the Stone. To them, the Stone is the rocky foundation of the world, and Nature (forests, rivers, the seasons etc.) exists atop it. While nature is fickle and changing, the Stone is enduring and reliable. Dwarves and goliaths view the Stone as being alive, while other races like humans and elves do not. He has no commands and is instead venerated as their progenitor and protector.
Renân is the embodiment of the muse. They are said to take the form of whatever, or whomever the artist needs in their time of creative crisis. Whether Renân is a true Embodied, or a product of Bardic fancies is uncertain.
Sirya & Únen
Sirya and Únen are siblings and embody pure water and the ocean . They are patrons to fishermen and sailors of the seas and rivers, are evoked by captains in the christening of a new vessel, and called upon when drought lingers too long. Sirya is considered more peaceable than her brother, who is known for his wrath as equally as his bounty. They make no expectations of mortals and help when their whims allows, but for certain the siblings are no friends to pirates.
Venhavar is the embodied of Time. He dwells in an ebony castle at the source of the river of Fate, while Morrian’s alabaster castle rests at its end. His neglect of the mortal races has prevented any meaningful worship, and no mortal has ever seen him.
|Bahamut, dragon god of honour||LG||Life, War||Platinum Dragon Head|
|Elvârith, elf god of magic and artistry||NG||Knowledge||Fern leaf laurel cradling a star|
|Erathis, goddess of civilisation and invention||LN||Knowledge, Forge||Upper half of a clockwork gear|
|Garl Glittergold, gnome god of revelry||LG||Trickery||A golden canary in flight|
|Ioun, goddess of knowledge||N||Knowledge||Crook shaped like a stylised eye|
|Kord, god of strength and storms||CN||Tempest, War||Sword with a lightening bolt cross guard|
|Torm, god of duty and righteousness||NG||Protection, War||Right hand gauntlet|
|Pelor, god of the sun and agriculture||NG||Life, Light||Sunburst|
|Sehanine, elf goddess of the moon||CG||Trickery||Crescent Moon|
|Velhi’athan, elf goddess of healing and protection||LG||Life, Protection||Elfroot blossom|
|Zivia, goddess of craft, smithwork and creators||CG||Forge||Bismuth|
Respectfully referred to as the Platinum Dragon, Bahamut is the dragon god of protection, nobility and honour. Metallic dragons worship him as the first of their kind, he is the patron of all dragonborn, and the exemplary of the chivalrous knight. His temple, the Coruscate Tower, in Sanctus can be seen from a great distance away.
- Be loyal to faith, family, master and the righteous beings of this world. Harbour no mercy for betrayers, for they deserve none.
- Be constantly vigilant against evil and oppose it on all fronts.
- Serve the common good, and the rule of law established by honourable leaders. Question the unjust, and mediate a better path.
Elvârith is the high elven god of arcane magic and the arts, and elder brother of Velhi’athan. He is a prudent god disinclined toward reckless action and a promoter of fastidious study.
Practitioners of fine crafts such as painters and jewellers, as well as academic spell casters of all races revere Elvârith and ask for his favour. He is responsible for the streak of arrogance rife in the elven race, as well as their resistance to rapid progress. Because of his teachings, apprentices must master their craft before they are allowed to explore their own, unique styles. His Grand Temple is located in Riela and he shares The Evan Triforium in Sanctus with his wood-elf sister, Velhi’athan and Adelân.
- Pay due respect to the masters of your art, and study them well. The past is the strongest foundation for new works to be built upon.
- Use your time in this world wisely, and do nothing in haste. Impatience is a weed that should not be allowed to propagate.
- Cultivate beauty in all that you do, whether you’re casting a spell, composing a saga, strumming a lute or practising the arts of war.
Erathis is the goddess of civilisation. She is the founder of cities and author of laws. Rulers, judges, pioneers and devoted citizens revere her, and her temples hold prominence in most of the world. She is constantly at odds with Adelân, and sometimes with Torm. She shares a Grand Temple with Pelor, The Sunburst Throne in Sanctus.
- Work with others to achieve your goals. Community and order are always stronger than the disjointed efforts of lone individuals.
- Tame the wilderness to make it fit for habitation and defend the light of civilisation against the encroaching darkness.
- Seek out new ideas, new inventions, new lands to inhabit, new wilderness to conquer. Build machines, build cities, build empires.
The Patron god of the gnomes, Garl has a temple in every Elven city in honour of their gnomish partners. He is a humorous, trickster deity that encourages a free and happy spirit in stark contrast to Elvârith. A popular gnomish story that is unpopular with the elves tells of the time Garl drank too much and tried to pull the stick out of Elvârith’s rear end, only to find the god had no such hole. He has no central temple, but The Drinkwater theatre in Sanctus is a popular destination for lighthearted pilgrims and drunkards alike.
- Always keep a sense of humour and welcome opportunities for laughter and delight.
- Do not fear change or the unorthodox, for therein lies the future.
- Communities are forged through cooperation, communal spirit and a good time.
Ioun is the goddess of knowledge, skill, and prophecy. Sages, seers and tacticians revere her, as do all who live by their knowledge and mental power. She is worshipped in tandem with Elvârith, the god of magic, by arcane academics. Many libraries and some magic academies are built in her name. The largest of these libraries is also her Grand Temple, the Astarium, in Sanctus.
- Seek the perfection of your mind by bringing reason, perception and emotion into balance with one another.
- Accumulate, preserve and distribute knowledge in all forms. Pursue education, build libraries and seek out lost and ancient lore.
- Seek out lost magic items, forgotten rituals and ancient works of art that they might inform and inspire new generations.
- Be watchful at all times for the followers of Vecna, who seek to control knowledge and keep secrets. Oppose their schemes, unmask their secrets and blind them with the light of truth and reason.
Kord is the storm god and lord of battle. He revels in strength, battlefield prowess and the sheer power of thunder. Fighters, barbarians and athletes revere him and some Surds claim him as an ancestor. He is a mercurial god, unbridled and wild, who summons storms over land and sea. Those who hope for better weather appease him with prayers and spirited toasts, though his worship has become unpopular thanks to Erathis’ rise to prominence. The Proving Grounds in Sanctus holds annual games that attracts competitors of all walks of life and is presided over by Kord’s faithful.
- Be strong, but do not use your strength for wanton destruction.
- Be brave and scorn cowardice in any form.
- Prove your might in battle to win glory and renown.
Torm is the god of duty and righteousness. He is a stern hand against corruption and evil, and protector of good people. In cities, his followers guard against injustice in the law, and in the wilds, they ignore no plea for help. The largest gathering of his followers is Fort Vigilance, on the border of Mirador and Mortalitair. There they fight to hold back the creeping desolation of the Shadowfell and its minions. His second most important sight is the Basilica in Sanctus.
- Be a champion to the weak and liberator of the oppressed. Defend just order so that good people thrive.
- Stand ever alert against corruption, and be unswerving in your battle with evil. Cut out the rot that festers in men’s hearts so that it does not spread.
- Uphold the highest ideals of duty and righteousness, so that others may follow your example.
Pelor is the god of the sun and agriculture. He supports those in need and opposes all that is evil. As the lord of agriculture and bountiful harvest, he is the deity most commonly worshipped by ordinary humans, and his priests are well received wherever they go. He and Erathis share a Grand Temple in Sanctus: the Sunburst Throne.
- Preserve the natural cycle of growth and harvest.
- Bring Pelor’s light into places of darkness, showing kindness, mercy and compassion.
- Alleviate suffering wherever you find it.
Goddess of the moon, Sehanine is the patron of trickery, illusions, luck and love. She sends shadows to cloak lovers’ trysts, hides thieves from their pursuers, and serenely watches over those whom Pelor’s zealous light would burn, or Lolth’s darkness would consume. Sehanine is not loved by authoritative figures, and her temples are usually small or hidden. The Twilight Ambry in Sanctus is her most public temple.
- Follow your goals and seek your own destiny. Pursue new horizons and new experiences, and let nothing tie you down.
- Keep to the shadows, avoiding the blazing light of zealous good and the utter darkness of evil.
The mother of all elves, Velhi’athan is the goddess of healing and protection. Clerics, physicians and apothecaries are her most common worshippers and soldiers will pray to her for protection on the battlefield. Outside of the elven lands, her temples are built near slums, where her help is the most desperately needed. Her Grand Temple is located in Talthanon, but she shares a temple in Sanctus with her brother, Elvârith, and Adelân.
- Honour life in all its forms, and treat the sick and injured equitably.
- Those who die should not suffer. Revile cruelty and be merciful, even to your enemies.
- Fight evil and reject barbarity. Dispatch the merciless swiftly so that life can prosper.
Zivia is the goddess of created works and patron to all craftspeople, especially smiths and inventors. She encourages action and teaches that the best way to learn is through experience. She detests being weighed down with outdated ideas, believing that innovation is the true key to creation. This sometimes brings her into conflict with Elvârith, who places a lot of weight on the study of dead masters. Her grand temple in Sanctus is known simply as the Foundry.
- Do not waste time with intention and idol talk: follow through with your plans.
- Become skilled in your craft, and practice it well. Gain all the experience you can, so that you can create new and better things.
- Practice experimentation and innovation through the making of tools and processes, and keep records of your strivings, ideas and devices so that others may be inspired by, and follow your work.
|Bahamut, dragon god of justice and honour||LG||Life, War||Platinum Dragon Head|
|Tiamat, goddess of greed||LE||Trickery||Dragon head with five claws|
|Brass Dragon, patron of merchant castes and representer of shrewd business||N||War, Trickery||–|
|Bronze Dragon, patron of warrior caste and representer of honour||LG||War||–|
|Copper Dragon, patron of the artisan castes and representer of cleverness||NG||Trickery||–|
|Gold Dragon, patron of the ruling caste and representer of authority and justice||LG||Light, War||–|
|Silver Dragon, patron of the embarked and representer of friendship||NG||Life||–|
Dragonborn worship the dragon deity Bahamut and revile Tiamat, mother of evil dragons. They revere their metallic draconic ancestors and pity those born in chromatic colours.