Religion (Part 1)The pantheon known to the humans of Cerilia is not the same pantheon recognized by the ancient tribes who came to Cerilia before the War of Shadow. The old gods gave up their existences in order to destroy their evil brother Azrai at Mount Deismaar. Their essences imbued hundreds of champions and common soldiers with the beginnings of Cerilia's bloodlines, and have shaped history every since. More importantly, the god's mortal champions, closest to the old gods in their ideals, took the brunt of the divine essence released by the gods' death and were elevated to create a new pantheon.
The new gods numbered eight; Haelyn, assuming Anduiras reign over nobility and war; Erik, the druid, ruling nature in Reynir's stead; Sera, taking the place of Brenna as the goddess of commerce and fortune; Avani, taking the mantle of Basaïa as lady of reason; the Vos warriors Kriesha and Belinik, absorbing the energies of Azrai to become the Ice Witch and the Prince of Terror; Nesirie, absorbing the power of Masela and gaining power over the sea; and Ruornil, inheriting from Vorynn domain over magic and arcane secrets.
At first, the new gods worked closely together in the flesh; they fought, loved, had children, and helped the peoples of Cerilia recover from the War of Shadow. Nesirie and Haelyn formed a strong alliance and bore Cuiraécen, a new god of battle and storm. Likewise, Avani and Erik bore Laerme, goddess of fire and passion, and Sera and Ruornil bore Eloéle, goddess of the night. As centuries passed, however, wars and feuds between mortal followers ensued, fragmenting many of the god's alliances and creating argument and rivalry. Fearing a repetition of Deismaar in any future conflicts, the gods agreed to a universal pact: Never to battle each other in physical form.
The powers continue to increase the prestige and well-being of their worshippers, priests, and temples, but, for the most part, now restrict their guidance to dreams, inspiration, and prophesy. A few scholars may argue that gods no longer exist, and perhaps never existed, but most Cerilians believe implicitly in the existence of their gods. The divine abilities of blooded scions and divine spellcasters provide seemingly irrefutable proof of the continued existence of the gods and the history of their ascension at Deismaar.
Some also worship the demon princes Baphomet, Kostchtchie or Yeenoghu. Whereas goblins and orogs respectively pray to their dark gods Kartathok and Torazan. Some also pray to the mysterious force that invaded the Shadow realm, the malevolent Cold Rider.
The elves can call upon the forces inherent in wood and water, field and air, but have never worshiped deities. They are aware that the gods of Deismaar existed and that new gods were created, but they do not pay homage to them. Particularly after their deception and betrayal by Azrai, the elves have been adamant in their refusal to worship human gods. To the elves, spiritual development is the responsibility of the individual. The path that an elf takes is a decision that only he or she can make. So strong is this belief that if an elf chooses to worship one of the human gods, so be it. The only restriction placed upon such rare individuals is that they not discuss their religious ideologies within elven realms.
Deity [gender] | Domains | Alignment | Favored Weapon |
Avani [f] | Sun, Knowledge, Law, Magic | LN | Spear |
Baphomet [m] | Animal, Chaos, War | CE | Glaive (Halberd) |
Belinik [m] | War, Strength, Evil, Chaos | CE | Greataxe |
Cuiraécen [m] | War, Strength, Good, Chaos | CG | Longsword or Spear |
Eloele [f] | Chaos, Darkness, Trickery | CN | Spear |
Erik [m] | Animal, Earth, Plant | N | Dagger |
Haelyn [m] | War, Good, Law | LG | Greatsword or Bastard Sword |
Kartathok [m] | War, Destruction, Strength, Evil, Law | LE | Spear |
Kostchtchie [m] | Chaos, Cold, Strength, Evil, Destruction | CE | Maul |
Kriesha [f] | Chaos, Cold, Evil | LE | Light or Heavy Mace |
Laerme [f] | Fire, Good, Chaos | CG | Shortbow |
Moradin [m] | Earth, Protection, Good, Law | LG | Warhammer |
Nesirie [f] | Healing, Protection, Good, Water | NG | Trident |
Ruomil [m] | Magic, Knowledge | N | Quarterstaff |
Sera [f] | Chaos, Luck, Travel | CN | Light or Heavy Flail |
The Cold Rider [m] | Death, Evil, Magic | NE | Unarmed Strike |
Torazan [m] | War, Earth, Evil | CE | Longsword |
Yeenoghu [m] | Chaos, Death, Protection, War | CE | Light or Heavy Flail |
AvaniGreater Goddess
Goddess of the Sun, Lady of Reason, Lightbringer, Lifegiver
Aliases: Avanalae (Anuire), Lana (Brechtür), Avani (Khinasi), Vani (Rjurik)
Symbol: A setting sun
Alignment: LN
Portfolio: Sun, reason, magic
Domains: Law, Knowledge, Magic, Reason, Sun
Favored Weapon: Ray of burning light (shortspear)
Avani (ah-VON-ee) is goddess of the sun, reason, and magic. Prior to her ascension, she was Basaïa's highest priestess and has replaced her as patroness of the Khinasi people. Avani can be a harsh and relentless goddess, as unforgiving as the sun that beats down on the Khinasi lands, or she can be warm and nurturing, enfolding her people in the glow of her divine radiance. The Khinasi believe that Avani appears to them every day with the rising of the sun. The Lightbringer shines forth her divine radiance, chasing away shadow and that which skulks in darkness. The Lifegiver brings the world alive each day. She is a great and beneficent goddess, and so gives this blessing to the entire world. As a result, for part of each day, she disappears from the lands of the Khinasi so she may bring her gift to the rest of the world. The ignorant among the Khinasi know that Avani will return in the morning to chase away the shadows that lie upon them. The educated realize that she comes back each morning because she set the world spinning so that her divine radiance could shine down upon the entire world. Her regular visits also protect her believers from incursions of the Shadow, for she denies the Shadow a place to build on Aebrynis. Instead, the darkness must hide in the dank places below the surface of the world.
The church of Avani is strongest in the lands of the Khinasi. Her priests and paladins are expected to represent themselves as if they were representing her. They must strive to be firm but fair in their dispensation of justice, must aid the poor and defend those unable to defend themselves, and must be merciful to enemies who she would deem deserving. Avani's temples are often libraries and other places of learning. Despite the reverence with which the Khinasi people hold Avani, opinions vary significantly as to what she represents. This comes in part as a result of the natural inclination among the educated to apply their reason to discovering Avani's true message. The inevitable result of these studies is a fragmentation of the church into regional holdings that sometimes fight each other as much as they do their traditional enemies. Many believe that Avani is wroth with her followers as a result and that the wastelands of Khinasi are places where her displeasure has taken form.
Clerics of Avani pray for their spells at dawn as they greet Avani on her return to light the world. The only official holy day of the church is the anniversary of Deismaar. To the Khinasi, the holiday is observed to venerate the ascension of their patroness, not to remember what was essentially a foreign war. Her clergy commonly multiclass as magicians or wizards and her paladins may advance without restriction in these classes.
Dogma: Avani is the sun, and she shines her divine radiance upon the world every day, protecting all people from the encroachments of Shadow and darkness. Her light brings food to the tables of her people, for crops need both rain and sun to prosper. Her warmth enfolds her people; she chases away the storms that destroy well-being. She touches her followers with her blessing every day, for each ray of the sun carries her divine benediction.
All knowledge should be gathered, be it empirical, experimental, conjectural, practical, or theoretical. Knowledge is the light by which darkness is held at bay. Knowledge, like fire, is both useful and dangerous. We must protect against those that would abuse knowledge. Access to dangerous knowledge must be earned through demonstrated determination, discipline, and self-control. Strive to seek wisdom and understanding, for knowledge is the root of all lasting power.
Allies: Nurturing Nesirie cares for all. Her way is not the way of the mind, but the way of the heart. This way is not sufficient to protect mankind, but it is one of the reasons that mankind is worth protecting. Laerme is our loving daughter who must be protected, nurtured, and cherished. As with all young, she may act rashly, but it is always with the best of intentions. Share your wisdom with the young, direct them, and help them mature in safety.
Foes: Eloéle is the herald of our Church's fate if we are not zealous in our work. She is the most dangerous of our enemies, for she seeks not the destruction of civilization, but its corruption. She is cunning, unpredictable, and ruthless, caring for nothing but herself. Kriesha hates the warmth of reason and would destroy all that we value for spite alone. She is a disciplined and cruel foe who listens only to the reason of scimitar and spear. Belinik possesses strength, but is a tiny-minded brute. Although the task appears hopeless, we must strive to bring him enlightenment so that he will one day know lasting peace.
Others: Our husband Erik watches over the bountiful earth in the knowledge that each generation must prepare for the next. Be respectful of Erik, for he values knowledge of the earth. That he takes little active interest in the affairs of civilization is cause for sadness, but not for scorn. Even as the moon brings light to the darkness of night, Ruornil bears the light of reason to guard against the darkest forces of the world. It is sad that he spends as much of his strength in keeping secrets as he expends against the forces of darkness. Haelyn is a puzzle. He works to foster civilization, and this is a worthy goal. He wrongly believes that civilization is created by the sword. Reason has always been sharper than the sword. Sera is selfish and shallow. She and her followers are happy to acquire knowledge that will be of use to them personally, but they care not for others. Short-sighted, they do not consider how their good fortune may be better used to prevent the misfortune of others. The unpredictable Cuiraécen possesses a noble heart, but lacks wisdom. He is overly found of warfare, but with our council can sometimes be lead from disaster.
BelinikIntermediate God
Prince of Terror, Lord of Strife
Aliases: Belinik (Anuire, Khinasi, Rjurik, Vosgaard), Alenecht (Brechtür)
Symbol: Crossed axes
Alignment: CE
Portfolio: Battle, feuds, fear, domination
Domains: Chaos, Evil, Strength, Terror, War
Favored Weapon: "Fury" (greataxe)
Belinik (bell-in-ICK) is the god of war, strife, competition and hatred. Prior to ascension, he was the most powerful of the Vos war chiefs that followed Azrai's banner. He now claims the title of patron god of the Vos and inspires Vos warriors to be savage in their attacks, merciless in their conquests, and fearless in their defeats. Contention is his companion, for in contention the weak are slain and the strong rewarded. Belinik is believed to destroy the herds of any Vos tribe that grows too soft, leaving them with no choice but to raid their enemies in order to survive. Belinik is a dark god, and fosters unceasing contention through hate, anger, and jealously among his faithful.
Belinik's clerics are predominately male and claim spiritual sovereignty over all Vos. In addition to the Vos, Belinik's worshippers include any willing to use murder, torture, and other horrid deeds as a means to an end: the control of others through strength and fear. Belinik's church has unquestioned power among the Vos. His priests do not work alongside others in their community to help it prosper; they plan attacks on their neighbors to take what they have, raiding for slaves, livestock, and booty. Belinik's clergy foment dissention among warriors of Vos tribes, for such conflict inevitably leads to violence and guarantees that the strongest rules. Priests of Belinik test their battle skills constantly, usually against far inferior opponents, and almost always to the death. In order to advance in the church hierarchy, a priest of Belinik need simply arrange the death of his superior and claim his rank; priests that are not feared by their subordinates are soon pulled down.
The hour of dawn is holy to Belinik, for it is at dawn that most battles take place. On the Eve of the Dead, the temples of Belinik enact dark ceremonies designed to bring them to states of psychological madness. The most important ceremonies are those performed to bring the favor of Belinik in battle. Immediately prior to battle, priests of Belinik will ritually slay a kidnapped enemy warrior by cutting out his heart and devouring it. If such a victim is unavailable, the priest will attempt to cut out the heart of the first foe that they face. This ritual is considered to be one of the most sacred to Belinik, and among some tribes each warrior will attempt to do this, regardless of the personal danger. Belinik's clergy commonly multiclass as fighters.
Dogma: Terror is power. Power is for the strong. The weak hide behind paper agreements, seeking compromise over victory. The strong dictate everything and compromise nothing. Destroy or be destroyed; win or die; conquer or perish. Trust no one. Loyalty cannot be earned; it can only be coerced through fear. Answer every insult with blood; when you lose face, you lose power. Any who oppose you must be utterly destroyed; with each demonstration of your mastery you bind more tightly those beneath you.
Allies: Only Kriesha has the strength to stand behind us. Her followers are strong and thus must be shown often that our strength is far greater. Do not trust her, but use her to your advantage, for she makes a fine servant.
Foes: Belinik is the strongest of the gods, and all will eventual kneel to his axe. Avani wastes time gathering useless facts. In the end, her knowledge will work to whatever ends the strong deem wise. Erik preaches foolishness. The land must be mastered like any foe. The strong may take what they wish and the weak must suffice with the remains. Such is the true law of nature. Haelyn is a fool whose laws exist only to put weaklings over better men. His "Book of Laws" are an attempt to subvert the natural order. Defeat and humiliate his followers at every opportunity and bring the strongest of them to heel beneath our banners. Cuiraécen refuses his rightful place at the Lord of Strife's side. Haelyn has tainted his strength. Glory is for the strong, and only for the strong. We shall show him our truth and bind him to our service. Laerme is less than nothing - a possession to be mastered and conquered. She saps the meager strength of the weak with feeble passions and turns them into her slaves. The ability to hold a human life in one's hands and snuff it out with but a word is beyond any passion of which she can even conceive. The strong can sate their loins where they will. Her minions should be taken to serve our pleasure. Ruornil hides in the darkness. He lacks the courage to do aught but horde secrets and tricks. Tricks cannot stand before the power of the torch and axe. Burn out his servants where you find them, and their tricks will avail them not.
Others: Nesirie is a feeble old woman. As her husband and son seek to protect her, to strike at her is to strike at all three. Her worshippers are the most useless wretches, and fit only to be sacrifices upon my altars. Sera bewitches the minds of the strong with temptations of gold. Do not be fooled by her charms. True strength comes from will and courage to take what you covet, not from coins. Eloéle skulks in the shadows, hoping to accomplish there what she lacks the strength to do openly. Shadows offer concealment only until the bright fires of might burn them away.
CuiraécenLesser God
Stormlord, God of Battle, Haelyn's Champion
Aliases: Cuiraécen (Anuire),Kirche (Brechtür), Khirdai (Khinasi), Kirken (Rjurik)
Symbol: Lightning bolt crossed by a sword
Alignment: CG
Portfolio: Storms, conflict, battle, glory
Domains: Chaos, Good, Strength, Storm, War
Favored Weapon: Longsword or lightning (shortspear)
Cuiraécen (koo-RAY-eh-KEN) is the son of Haelyn and Nesirie. The god of battle is the patron of young warriors, for he is the representation of reckless courage and victory through strength. His father's name is invoked for discipline, bravery, and victory through organization, duty, and proper conduct; Cuiraécen's name is invoked for strength of arms, fearlessness, and personal glory. Cuiraécen has a stormy temper and can be both vain and rash. As the Stormlord, he heralds his presence with storm clouds, lightning, and thunder. Apocrypha suggests that Cuiraécen is romantically linked with both Laerme and Eloéle.
The church of Cuiraécen is loosely organized, each individual temple is arranged differently and no overall church hierarchy exists. Cuiraécen was born in the third century after Deismaar, and by the beginning of the fourth century, he had inspired orders of knighthood within the church of Haelyn. The first church of Cuiraécen was created in the sixth century in the hills overlooking the Spiderfell, in the Anuirean province of Rhumannen, Gheiste (now Ghoere). Since time, his shrines have spread across Cerilia. The worship of Cuiraécen is a warrior's faith. It appeals to soldiers, knights, guardsmen, militant priests, and other such professions. Farmers might invoke the name of Cuiraécen only to beg to be spared the ravages of a brewing storm, but Cuiraécen does not provide them with spiritual guidance in their daily lives. Several orders of knighthood are allied with the church of Cuiraécen.
The priests and followers of Cuiraécen spend much of their time engaged in martial pursuits, for such is considered worship to Cuiraécen. They perfect their own combat and tactical abilities and teach others such skills. The clergy of Cuiraécen celebrate two of the same major holidays as do the priests of Haelyn: Haelyn's Festival and Godsday (the 22nd of Deismir). In addition, followers celebrate the first day of spring (the Day of Rebirth) as the beginning of the storm season. They conduct a minor celebration six weeks later, on the 16th of Talienir, which they observe as the beginning of the campaign season. The principal ceremonies of worship are held in the early afternoon, at which time Cuiraécen's priests receive their spells. Cuiraécen's clergy commonly multiclass as fighters. His paladins must be Chaotic Good, and can multiclass as fighters without restriction to their ability to advance further as paladins.
Dogma: Cuiraécen fights without fear. Through strength of arm and unflagging courage inspire lesser men to conquer their fears and thus lead them to victory. Success in battle is the truest test of worth. Enter the fray when ere you can, but most assuredly in the defense of those who no one else can or will defend. Never refuse just battle. Act quickly and decisively; indecision is a sure path to ruin.
Allies: We serve our father, Haelyn, as champion and herald. We obey our father in most things, yet he values duty over honor. We must act, even against his wishes, when his inflexibility would deny us rightful victory. Our mother, Nesirie, requires our defense. Her compassion makes her an easy target for her enemies. We will protect her from harm - even if she does not thank us for the deed.
Foes: Belinik is a great warrior and a fine foeman, but he has lost sight of his honor. Battle and bloodshed are noble endeavors; killing without purpose is cowardly. We must be ever vigilant for opportunities to make war against his purposes. Kriesha has little honor and is as treacherous as a snake. Oppose her plots when you can.
Others: Avani and her followers should be treated with respect. Though unskilled at arms, her intelligence and knowledge makes her a worthy ally or foe. Erik is wise, but slow. He is loath to confront problems head on, preferring, instead, to mull issues interminably. He must be shown that a quick, decisive strike resolves a conflict far more surely than debate. Sera has respect only for that which she can own. The value of courage cannot be valued in coin. Ruornil is a keeper of secrets. There is little to respect in one who does not face his foes openly. We aid him if our needs coincide, but do not hesitate to overcome him should he oppose us. Eloéle is a temptress and without honor. She is often a coward, striking out from the dark. Yet she can also be brave - she strikes decisively, alone, acting against innumerable foes without support or aid. She has our respect, but we must be wary lest her cowardly ways poison our heart. Laerme is courageous as she pursues her passions no matter what the cost. Love is a fine thing, but it must not be allowed to seduce one in weakness. Love in moderation and at a distance.
EloéleLesser Goddess
Goddess of the Night, Sister of Thieves
Aliases: Eloéle (Anuire),Éla (Brechtür), Elyal (Vosgaard)
Symbol: Black dagger
Alignment: CN
Portfolio: Night, darkness, thieves, deception, independence
Domains: Chaos, Illusion, Night, Trickery
Favored Weapon: "Final recourse" (dagger)
Eloéle (eh-LOW-eh-lay) is the lady of the night and the mistress of thieves, spies, and others who hide their activities from view. She deceives as naturally as others breathe; those who lie by design or habit also take her as their patron. Eloéle is a subtle goddess. Although she does not avoid violence, she prefers to avoid it except as a last resort. She is more likely to favor a clever scam than a brutal mugging. She is fickle, however, and has favored assassins as well as burglars. Eloéle is not bound by rules; she ignores the unspoken rule among the gods that they not involve themselves in the affairs of the world. Yet she has her own sense of honor (or sport), and will not use her divine abilities to directly manipulate political or economic events to her own ends; instead limiting herself to means available to mortals. Apocrypha suggests that Eloéle is romantically linked with Cuiraécen.
Eloéle is the daughter of Sera and Ruornil. She was born in the early centuries after the destruction of Deismaar and her following seems to have grown only slowly since then. As a religious organization, her church is almost non-existent and does not have any extensive set of rules. Followers of Eloéle are found across Cerilia, but rarely gather in large numbers for any length of time. In most of Cerilia, the church has little more than small shrines hidden from all but a few knowledgeable followers. These followers exercise virtually no control over the religious attitudes of the local population. People who make their livelihoods during the day know little of her; but some do whisper her name in supplication of her protection from outlaws. Rogues and others who hide under their activities under cover of darkness look to her as their patron.
Clerics who follow Eloéle perform a simple ceremony every day just after sunset to request the assistance of the goddess during the night to come. The only holy day celebrated by Eloéle?s faithful is the anniversary of the goddess? birth on the 11th of Sehnir; although this date, in keeping with the goddess? deceitful nature, has changed several times in the past and may do again. Priests of Eloéle are so immersed in their deceptions and intrigues that it is entirely possible that they willfully misinform each other in an attempt to be among the few to perform the rituals that best gain her favor. Eloéle's clergy commonly multi-class as rogues.
Dogma: Eloéle is the dagger in the dark. Through finesse, this least of weapons can overcome the greatest of foe. Choose the subtle solution to any dilemma. The strongest of enemies can be defeated with a single word, spoken at the right time. Neither vengeance nor victory has any savor if the enemy cannot appreciate their defeat. Violence lacks subtlety and is the resort of the desperate or foolish. Deceit, blackmail, misinformation, innuendo, and silence are the tools of the clever. Wield power through others, for then theirs is the risk, but yours the mastery. Do not be bound by any rules save those of your own choosing and pleasure.
Allies: Our mother, Sera , is aware of the value of subtlety, and has taught us well. We need not oppose her, for her aims coincide with ours. Cuiraécen thinks that strength, bravery, and honor will always triumph. Little does he know that physical might is the least aspect of true power. It is only necessary to manipulate his honor and feed his rashness to feel the joy of bending such strength to our ends.
Foes: Avani is ever our foe. Be on guard against her, for she is subtle and shrewd. Deflect the light of her searching gaze from our most secret places and confound her with lies. Laerme lacks the intelligence to see the hidden currents of truth. She is simple minded and easily moved by manipulating her lusts. Yet she interferes with our work and thus must be punished. Haelyn prides himself on his rules and laws and flies into a fury when others rebel against his dominance. He has bound himself with so many rules that it is remarkable that he can breathe and unsurprising that his only solution to every problem is to reach for his sword. Bind him in his own rules and he will be powerless to act against you.
Others: Belinik is a brute and a boor. He attempts to master others, but only appreciates the crudest techniques. He scorns sophistication in mastery, mistaking subtlety for cowardice. We are easily his match, for a single whisper can easily turn fear into rebellion. Erik concerns himself with the subtleties of nature alone. He is easy to manipulate, but there is little reward for doing so. Let him have the wild places; our energies are better spent in more challenging enterprise. Nesirie nourishes the naïve hope of bringing happiness to the weak. What little strength she has, she squanders reducing the suffering of others. Let her pursue her hopeless task; it will profit her naught in the end, and it provides a useful handle for manipulation. Our father, Ruornil, keeps his secrets close to him, and has taught us to do likewise. He is an enigma, unconcerned with our successes or failures. Watch him carefully and pry out what secrets you can. Kriesha is a shrewd manipulator, yet she acts from cold hatred rather than from the joy of mastery. It is better to ruin your opponent rather than to destroy her. Her hatred is the key to her undoing, manipulate it and her plans are easily countered.
ErikGreater God
Old Father of the Forests
Aliases: Aeric (Anuire), Erik (Brechtür, Rjurik), Iraikhan (Vosgaard)
Symbol: An oak tree
Alignment: N
Portfolio: Forests, hunting
Domains: Animal, Earth, Plant, Wilderness
Favored Weapon: Greataxe or shortspear
Erik (AIR-ick) is the forest lord, the god of nature, protector of the wilderness, and patron of the Rjurik. Erik was high druid of the Rjuven people prior to the battle of Deismaar in which he inherited Reynir's power. To honor Erik's ascension as their patron, the Rjuven people adopted the name Rjurik. Erik has few laws; equally, he levies few requirements. His principal concern is the safeguarding of the wilderness so that it can provide for future generations. He demands of his followers that they take only what they need from the bounty of nature. Those who despoil nature for purely personal gain are subject to his vengeance.
The majority of Erik's clergy are druids. Erik's druids in the wilds do their best to preserve the wilderness, while his city-dwelling clergy council the people to manage nature's resources wisely. In Rjurik lands, druids act primarily as "village priests" for the rural and wilderness Rjurik. As such, their principle duties revolve around protecting their charges from the more dangerous aspects of their harsh environment. They see to the health of the people, defend them when they must, and help them eke out a living from the wilds. Most druids are trained by their predecessor to eventually replace them and are only dimly aware that the church has a small council of higher-ranking members. Rjurik druids do not distance themselves from those that they tend; they hunt, work, drink, live and love as any other member of their community. Most Rjurik jarls have a priest of Erik as an advisor, and their input is valued on all matters.
Erik's priests pray for their spells at dawn or dusk. Holy ceremonies to Erik take place in the wild, generally in stone circles that function as Erik's temples. The principle holy day is Midsummer's Day. During this time, the druids gather mistletoe, holly, and other sacred materials used in their ceremonies and rites. These materials are blessed by the moon at midnight, and then by the dawn sun of Midsummer's Day. A brief morning ceremony invokes Erik's protection over the people in the year to come, and is followed by a day of hunting, feasting, marriages, contests, and other merriment. Aside from this ceremony Erik demands no formal worship, he asks only that his people live in harmony with the world around them. His church is a matter of heart and soul, not of doctrine.
Dogma: Protect the wilderness so that it can provide for Erik's people always. Take only that which you need, and use all that you take. For every tree felled, plant two seedlings for the future. Greed for the wealth of others brings no honor. Live in reverent affinity with the elements of nature.
Allies: Our wife, Avani , is wise enough to value the continuing bounty of nature. Although she values nature only for the benefit it brings mankind rather than also for itself alone, she can be counted on to act wisely. Ruornil seeks to protect the mysteries of nature from the misuse of the unwise. Avani is the sun, and Ruornil the moon, together they bring light and life to the world. When darkness threatens, they are the first to join battle. When they require our aid, give freely.
Foes: Belinik teaches his followers to take what they want without concern for others or the future. He is a raging forest fire that consumes all. His rage must be extinguished, his hunger quenched, lest all be forever consumed. Likewise, the gods of the goblins, gnolls, orogs, and other humanoids have ever been the enemies of the Rjurik people; their waste knows no limit and they are a blight that must be driven from our lands.
Others: Our daughter, Laerme, is the bright-winged songbird who brings peace and beauty. Enjoy the songbird, but do not become complacent in its song. Winter always comes. Cuiraécen is a brash young hunter, over-eager to impress others with his skills. With patience, he must be brought to understand that the hunter must protect and provide for his people, not battle for individual glory. Eloéle can only delude those who wish to be deluded. Ignore her and avoid her games. Nature is deaf to her plotting. Haelyn believes that the works of man are fundamentally more valuable than the works of nature. In ignorance, he causes untold harm. He acts not out of hatred, however, and must be gently reminded that the order of nature is as essential as the order of man. Nesirie mourns the loss of her people. She must be reminded that death is a necessary part of the cycle of life. Be wary of her, for those that have known great loss may lose sight for the need of a continuing future. Kriesha, like nature, is utterly without mercy. The weak fall to her touch, and the next generation is strengthened. Nature, however, balances harshness with times of plenty. In her unrelenting harshness, she has become twisted in spirit, hating all that do not suffer as she does. Avoid her when possible. In the bounty of nature, Sera sees only profit. Shortsighted, she may fail to consider the future. If constantly reminded that her future profit depends upon wisdom in the present, she can be taught wisdom of a sort.
HaelynGreater God
Lawmaker, Lord of Noble War
Aliases: Haelyn (Anuire, Brechtür, Vosgaard), Halaïa (Khinasi), Holn (Rjurik)
Symbol: Silver sword over a golden sunburst
Alignment: LG
Portfolio: Courage, justice, chivalry, rulership, war
Domains: Good, Justice, Law, Nobility, War
Favored Weapon: Greatsword or bastard sword
Haelyn (HAY-lynn) is the lord of justice, chivalry and righteous war - and the patron of the Anuirean people. He is the paragon of kings and paladins, and is worshiped throughout Cerilia by those seeking order through law. In his role as lord of justice, Haelyn is stern, but tempers his judgments with mercy. He represents the rule of law as the means by which a society is run. Prior to his ascension, Haelyn was the high paladin of Anduiras and the chosen commander of the forces gathered against Azrai.
The church of Haelyn is considered the most powerful church in Cerilia and its teachings have spread to every human-dominated region. In the fifteen centuries since Deismaar, the church has split in several different schisms. Each of the sects differs slightly in their beliefs and activities, but all provide spiritual guidance for the people who look to them for inspiration. At every temple, priests conduct morning ceremonies that praise the glory of Haelyn and call for his divine wisdom in the day to come. Superstition holds that if a morning ever comes that the bells of Haelyn's churches are silent, then the day will be without dawn and the world's descent into shadow will begin. All clergy, regardless of rank, spend an hour of each day in labor for the good of the community.
Priests of Haelyn pray for their spells at dawn. The most important ceremony of the year is Haelyn's Festival, which occurs on the day of the summer solstice. The night of the summer solstice, called the Night of Fire because of the shower of falling stars that occurs each year, is the culmination of the festival. Worshippers of Haelyn refer to the 22nd of Deismir as Godsday (also the Day of Ascent) and commemorate the battle of Deismaar and Haelyn's ascension. Haelyn's gospel, the Book of Laws, appeared in the first temple of Haelyn on the 6th of Pasiphiel the following year, where it remains to this day. The church of Haelyn now celebrates that day as the Day of Holy Justice. Other holidays vary from temple to temple. Haeyln's clerics commonly multiclass as paladins; they are not subject to normal advancement restriction on their ability to advance as cleric/paladins.
Dogma: See justice done, with both compassion and zeal. It is the duty of the strong to protect the weak and uphold the sacred feudal social order. Make war when justice demands it, but never for an unjust reason. Study warfare and serve in the armies that oppose evil and injustice. To rule or judge is not a privilege, it is a most holy responsibility and the heaviest of burdens, for your acts touch the lives of your subjects. Should lordship fall to you, work diligently to see that you rule fairly and justly. Stand by your oaths to your liege, your subjects, and your neighbors; the word of a ruler is the coin by which nation's earn peace.
Allies: Our wife, Nesirie, is our surest ally. We are her shields and we shall allow no harm to befall her. Our son, Cuiraécen, is poised on the edge of a sword, between glory and duty. We must strive to guide him towards just and well-considered action that faithfully discharges his duty rather than rash forays in the pursuit of personal glory.
Foes: The brute, Belinik enjoys strife, suffering, and wanton destruction, as do all vermin who pledge themselves to him. We are reluctant to make war; Belinik takes delight in blood and savagery. Kriesha's cold heart offers naught but despair and death. She plots continuously to raise the wicked over the righteous and her efforts must be opposed at every turn. Eloéle is a spoiled child that defies our edicts and seeks to bend righteous ideals to ill ends. Given opportunity, she would gladly attempt to unravel the feudal order for puerile thrill. She poses as great a threat as Kriesha, for she schemes without purposes and her plots often wreak their ill effects long before they are discovered.
Others: Avani guards the knowledge that empowers progress. She strives in the cause of justice, but must be gently reminded that knowledge alone does not shield the defenseless from evil. Erik values the natural order, yet this sometimes leads him into conflict with the flowering of civilization. Try to respect him, even when he is difficult to understand. Laerme brings great joy to all, but we must be on guard lest pleasure distract us from our sacred duties. Ruornil guards against the evils of shadow and the misuse of arcane forces, in which cause we are allied. Nevertheless, his obsession with dangerous knowledge often blinds him to the need for timely action and to be counted on to aid significantly in most conflicts. Sera seeks profit without consequence. She is happy to acquire position, power, and wealth, but ignores the obligations that such power carries. Short-sighted, she does not think of her place in the sacred order, only the personal profit in her actions.
KrieshaLesser Goddess
The Ice Lady, the Winter Witch
Aliases: Kriestal (Brechtür), Karesha (Rjurik), Kriesha (Vosgaard)
Symbol: White hand
Alignment: LE
Portfolio: Winter, hardship, beasts and other horrors of the cold wastes
Domains: Evil, Law, Suffering, Winter
Favored Weapon: "Winter's Touch" [Ice mace] (light or heavy mace)
Kriesha (KREE-sha) is the goddess of winter, long, bitter, harsh winter, the sort of season in which the cold seeps into the warmest homes and in which the wolf packs sate their terrible hunger on those foolish enough to brave the storms. Prior to her ascension, Kriesha was a high priestess of Azrai. Kriesha is without mercy; the harsh winters she sends against the Vos work to strengthen them as a people, for none but the strongest survive. Belinik teaches the Vos males to attack their enemies with fire and fury. Kriesha teaches the Vos women to plot. The Winter Witch shares the patronage of the Vos people with Belinik. Although the worship of Belinik seems to dominate the church of Vosgaard, the Vos women believe that Kriesha holds the true power. Kriesha's worship extends from Vosgaard across the breadth of northern Cerilia; she is known in any land where winters are long and brutal.
Kriesha's clergy are almost exclusively women, often the "wise-women" of their clans. It is difficult to wield power without the support of a clan's circle of wise-women and few dare to cross them, for their revenge is slow, thorough, and nearly always fatal. Priestesses are trained in matters of money and trade from early on in their service, and they manage a clan's wealth and supplies. The wise-women know that wealth has power, and they use their financial power to encourage others to become more pliable to the whims of the church. The church buys information, causes underlings to betray their superiors, and handles matters of external trade. Priestesses also protect their clans from internal enemies by constantly testing the loyalties of members of their tribe. They enforce loyalty, where necessary, through fear tactics. Punishments are especially harsh against women who betray the church. The punishment may not occur for several years, but when it does arrive, it is final.
Midwinter month (Faniele) is the principle holy time of Kriesha's church. In Vos lands, it is a time of fasting (for game is scarce) followed by a feast at month's end filled with tests of strength, endurance, and loyalty. Priestesses of Kriesha pray for their spells in the pre-dawn hours, when the night is at its peak of cold.
Dogma: Kriesha demands complete loyalty. The ties of family and clan are secondary priorities. Be willing to betray anything and anyone you hold dear if necessary. Friendship and love are dangerous luxuries and must be forsaken. Destruction awaits those who lack the discipline to obey. Ensure that the clan remains strong. Be patient and ruthless when dealing with foes. Nurse your hatreds and launch your attack only when you can destroy everything your foe values, for only then can you truly exult in your victory.
Allies: Belinik's rages draws attention to him and thus allows us a free hand. He is, like all men, a valuable tool. Permit him his vanity, for he serves well, but do not allow him to meddle in women's affairs.
Foes: Avani is our most hated foe, and thus her suffering shall be the greatest on the day of our triumph. Plot carefully against her, for she is observant, and be patient; not even the light of the Sun will stand against winter's breath. Cuiraécen's pride is his folly. His love of battle makes him dangerous in open conflict, but his touchy honor and concern with glory make him a predictable foe, easily avoided. Haelyn teaches that the strong should risk themselves to protect the weak. Fool! Such order is against nature. Unculled, his people degenerate into fools and weaklings. In time his people will be our chattel. Laerme inspires nothing but sloth. She is a parasite that feeds on the labor of others and provides nothing of true value. Such weakness must be culled.
Others: Erik understands the might of nature and the need for the weak to die so that the strong may continue. Avoid open conflict with him, and plant the seeds of future alliance, for he nearly understands the truth. Eloéle is young, but can be taught. Her plans are subtle, but without purpose; she has no true steel. In time she will put away her children's dolls and take up the tasks of a woman; then she will be a worthy ally. Sera is selfish, fat, and weak. She seeks only wealth and decadence. When winter comes, she will be among the first to starve. Nesirie is weak-willed, hiding behind her son and husband and letting them do as they please. She serves us by weakening our foes with her timid babbling. Ruornil is a traitor to our people, clinging to the tricks of Vorynn rather than the truths that Azrai taught us. His punishment will come.