The gods are a vital part of Mitheirn. Their influence is seen in all parts of the world. Some gods are considered active agents, sending followers or vaelrao to perform important tasks. Others merely need to oversee the workings of the world, from the rising of the sun to the weather to making certain plants grow and animals carry out their natural duties.
The pantheon's hierarchy is fluid, with no real leader of the gods. The remaining Elder Gods, Dvai Worldsmith and bloody-eyed Kaa'shan, are believed to be more powerful than any other god, but they do not command Ana'vael. Instead, they are seen as the forces that even the gods must respect; Dvai will create new things, Kaa'shan will bring destruction. When one or the other Elder God speaks, the other gods give them respect. When Dvai or Kaa'shan is roused to action, the gods will tremble. Yet neither Elder God shows any desire to rule the pantheon. Their power is great but not infinite — at times, both Elder Gods have been thwarted in their goals by the gods, or even diverted by mortal heroes.
Those who survived the godwars of the immortals have a great deal of influence in the pantheon. Ashayli, Kesalos, Corimnos, and Caermuc are all able to sway the opinions of other gods. Often, when gods clash, Ashayli is the one who leads those who wish to help the mortals or give them the tools to save themselves. The gods who delight in terror or death usually follow Corimnos' lead. However, individual loyalties among the gods are rarely clear-cut, and deities such as Avarel may throw in her lot with Ashayli one day and Corimnos the other, or simply try to interfere with the actions of both gods.
Ascended mortals who have risen through divine heritage or a godseed may not be especially influential among the pantheon, but often have active and devoted followings among the mortals. Vamin Shadowlord, Nynek Victorious and the Silver One are examples of ascended gods who have enough worshippers and influence to earn respect from the older gods.
The only authority to which the gods must answer is Fate, Destiny, the Great Law. This is not a god that is worshipped on Mitheirn, and in fact is rarely referred to as a thinking entity. The pantheon instead regards Fate as a sailor would the sea; it sets forth the rules by which they must abide, and issues the punishments they must suffer. Fate never directs the gods to take any action. It merely makes the rules known and, when it appears, metes out judgement for those who've stepped over the line. Destiny touches every sentient being on Mitheirn, sometimes writing their future, sometimes imbuing them with an unusual ability, often having no visible effect at all. Destiny can be opposed, and often is, but this opposition always comes with a price. Most of the gods have broken the rules of Fate at least once, and some are still facing the consequences of this defiance.
One aspect of the Great Law is that the gods have strict limits to the ways in which they may battle one another. This law was established after the godwars and is the most stringently enforced.
Gods should work through mortal agents. If a god has manifested in a mortal worshipper, then he should take care not to directly battle the manifestation of another god. In no circumstances should a god ever battle another god directly. Some of the most powerful demons can be shielded by this law, as the Silver One has recently proven.
For this reason, most conflicts between deities use intrigue, schemes, and slow attempts to take over or diminish the churches of their rivals. Some gods will even masquerade as each other in order to subvert the worship of an enemy.
Gods have great power in themselves, but true godly might depends on the worship of mortals. The belief of a mortal being channels magic into the god, who may use this magic to perform miracles. The acceptance of this faith creates an obligation on the part of the god, forcing him to conform to the perceptions of his worshippers. If a church of the god of wealth were to start preaching that their deity was also the god of charity and giving, then the deity would have to become more charitable in order to drink in their worship.
Believers rarely worship only one god. They know about the major gods and, if they are educated, most of the minor ones. They will pray to any god that applies in a given situation, and sometimes will pray to several at once, hoping that one will listen. It's a common practice to favor certain gods, feeling that these deities are their patrons, but even then the worshipper will pay his respects and offer prayers to other gods when appropriate. It is unusual for a believer to be devout to one god, offering all prayers to a singular deity and asking nothing from the rest of the pantheon. Even a priest of a given temple, who offers most of his devotion to his chosen god, may offer prayers to others.
Pure devotion is a mark of the strongest faithworkers or holy warriors. These worshippers are marked by their gods, and are sometimes able to take an Inherent Power Feat appropriate to that god. This feat should be marked as devotion to a god, and permits access to the list of inherent powers granted by that deity. The GM may choose to limit the character's faithwork spells, only permitting those completely devoted to a single god to cast high-rank spells.
Theoretically, any god may grant a miracle in response to any prayer he hears. However, in practice, most gods give miracles only to those with the greatest need, or who have established a strong rapport through study of faithwork.
The following gods are primarily worshipped in Sikarra. Many of these gods are known in other lands, although they may have other names in those places. Not all gods have shown interest in spreading their followers to other lands. Some continents have their own deities, who are known in Ana'vael but have little influence in Sikarra.
A god's listing will include:
Name: The common name and epithet for the deity. In parantheses, the name will also note whether the god is an Elder, was an Immortal, or has Ascended after the dawn of mortals.
Symbol: How the god is usually identified, and markings common to those who are devoted to the deity.
Portfolio: The areas which are associated with the god. The gods are strongest in these areas, and weakest in their philosophical opposites. Gods may perform miracles that are not solely limited to their portfolio, although these miracles are not very powerful.
Description: Explanation of the deity's history and outlook. May include current allies and enemies among the pantheon.
Devotion: The devoted followers who follow the god, and suggested inherent powers if the god receives pure devotion from a worshipper. These are not the only inherent powers the god may grant, but are the most common.
Symbol: Cat's eye on jewelry or a piece of silk.
Portfolio: Grace, beauty, sensuality, passion.
Description: Alternately seen as a large cat with an iridescent coat or a stunningly-beautiful woman with cat's eyes. Ahurana was born after the end of the First War — her priests say she was the first child of the new era. Her beauty reflected the hope of the new world. The story of Ahurana's ascension is unknown, although some say that her beauty was such that even Caermuc was unable to resist her charms. Rather than allowing her to die, she was taken to Ana'vael, where she learned godhood as she would any other art.
She embodies beauty and grace in all its forms, from physical appearance to social interactions to art. She is also the goddess of sensuality. Her sense of aesthetics keeps her out of most conflicts. She's often invoked to help a suitor woo a lover, or by artists trying to create new works.
Ahurana's great opposite in the pantheon is Essayl Teardrinker, although the stories imply the two are related.
Devotion: Ahuranists act as advisors and guides for artists, lovers, and diplomats. She may grant Animal Control (cats only), and the Enhanced Traits of Dexterity and Charisma.
Symbol: A weapon, normally a staff, wrapped with a flowering vine. Also a stylized woman cradling a child.
Portfolio: Love, protection, honor, healing, hope.
Description: Ashayli is love in all its forms — the love of a mother for a child, of a wife for her husband, a lover for her partner. She teaches the passion for ideals, loving something so powerfully that one will fight for it. In this aspect, she instructs her followers to fight bravely and well. She even teaches the love of one's enemy, showing compassion when appropriate or swift and painless death when necessary.
In some legends, Ashayli was the last of the immortals to rise before magic was tamed. In others, she was created by Laementhys to be his companion in the early days of the new world.
Ashayli is seen as closest thing the pantheon has to a leader, although there are many deities who ignore her or actively oppose her. She helped create the human race and fought the demon lords in the First War. She is referred to as the sheltering or mothering Ashayli. She teaches her faithful to care for those who are in pain, to heal those who are injured, to defend those who are helpless, and to inspire those who are fearful.
Her greatest rival in the pantheon is Corimnos Everdark. Her closest allies are Kesalos Lightbringer and, in recent centuries, the Silver One.
Devotion: In Sikarra, there are possibly more shrines to Ashayli than any other god. Her churches can double as orphanages, houses of healing, or even fortresses. To her Ashaylites, she may offer the inherent powers of Emotion Control (Fear only, Undead and Demons only, Area), Immunity (disease or poison), or Protection (useable on others)
Symbol: A disk with clouds against the sky. Some followers may have other designs, such as lightning bolts, which indicate special duties in the temple.
Portfolio: Wind, weather.
Description: Along with her brother Lolnak Greenheart, Avarel is one of the oldest gods of Mitheirn. She is capricious and sometimes cruel, but her power and cleverness kept her alive through the godwars and since. Avarel cares little that does not have to do with her beloved storms. She will change the weather at her followers' request, but only as a temporary reprieve.
Avarel keeps herself out of most conflicts within the pantheon, but appears to be a close friend of Sholu and will rise to his defense.
Devotion: The Avayé are valued for their weather-sense. She may grant the inherent powers of Dazzle (sound and light), Super-Movement (Air Walking), or Super-Senses (Weather Sense).
Symbol: A wolf or lion's paw, claws extended, covered in blood.
Portfolio: Savage nature, predators.
Description: The Bloodclaw is the embodiment of the brutal nature of the animal world. He is sometimes associated with natural disasters as well, although his followers rarely take credit for such events. He is found where hard decisions are made for one's survival, and where thought and reason give way to pure instinct. The Bloodclaw is not interested in mortal concerns, although he will reward those who remind "civilized" people why nature is to be respected and feared.
Devotion: His Fangs are found generally among barbarian tribes. The Bloodclaw may grant the inherent powers of Boost (single physical trait, personal) or Super-Senses (Acute Smell, Tracking).
Symbol: A set of silver scales with an eye in the pivot point.
Portfolio: Death, the judgment of souls.
Description: Caermuc's priests say that he was the first godling to fall during the godwars. As an immortal, he was unable to truly die. He lay broken and bleeding for years before he was found by Dvai and repaired to full health. With grim determination, Caermuc sought the aid of Laementhys to discover how to kill even the immortals.
Caermuc uncovered all the secrets of death, and chose to impelemnt it as the natural end to suffering. When the mortals were conceived, Caermuc made certain they would know the gift of death. He arranged the afterlife of mortal souls in realms of Ana'vael and Xeolvan'taer, and set himself as the final judge of the fallen.
Caermuc has a daughter, Ky'in, who is believed to be the most beautiful of the immortals. When Caermuc took up his scales, his daughter took on the duty of dividing mortal souls from their bodies and escorting them to her father for judgment.
At one time, Caermuc had an apprentice, Narrik, who turned away from his master's teachings. The only time Caermuc is roused to visible emotion is when dealing with the Fleshwarper.
Devotion: Caermuc's Emissaries are careful to treat the dead with respect. They keep funerary rites for every known culture. They are also skilled with medicines, to make certain death only comes when required, not through foolishness. Caermuc may grant the inherent powers of Blast (Area, Perception range, Undead only), Emotion Control (Fear Only, Undead or Demons only, Area), Immunity (disease).
Symbol: An utterly black stone.
Portfolio: Darkness, fear, murder, treachery, corruption.
Description: No one is certain when the Everdark first appeared. Some believe he was Ashayli's first child, others think he came on Mitheirn when the world was still cooling from the forge. During the godwars, Corimnos consumed several other gods, adding their aspects to his own. He often turns the works of others to his own purposes. It is said that the Everdark will not rest until Mitheirn is completely dark and silent.
Corimnos is seen as the most dangerous and threatening of the gods, opposing any who try to protect the mortals. He is willing to give his followers great rewards within their lifetimes so that he can achieve his long-term goals. The list of Corimnos' foes in the pantheon is long, although chief among them are Ashayli, Kesalos Lightbringer, Nynek Victorious and Sholu.
Devotion: Few will openly worship Corimnos, but he has many followers. Some are attracted to the power he offers, others believe that he wishes to rule rather than destroy Mitheirn, and still others are nihilists. His Dark Walkers are adept at twisting their message so that it will convince others to aid their cause. Corimnos grants the inherent powers of Enhanced Ability, Obscure (visual), Paralyze, Regeneration and Super-Senses (Darkvision).
Symbol: An open book.
Portfolio: Thought, knowledge, learning.
Description: According to Delor's church, the Hungry Mind was the most skilled mage among the mortals at the end of the First War. He ascended while helping Laementhys prepare the rituals for the creation of the Barrier. It is Delor's mission to educate all mortals, although this has proven quite difficult for his church to achieve. It is the stance of the temple that all schools are part of the church of Delor, and almost every school of repute has a few priests in the faculty.
Devotion: Delor has many Librarians in his service. He may grant the inherent powers of Comprehend (languages) and Enhanced Traits (Intelligence or Wisdom).
Symbol: Night sky on one side, day on the other, separated by a bloody sword. The bloody handprint on black cloth is only used by Avengers of the Blood who are enforcing the law.
Portfolio: Justice, vengeance.
Description: Along with Velis Lawgiver, Desaris was one of the first mortals to ascend to godhood. In the First War, Desaris was a fearsome warrior and huntress who turned her attentions not only on demons but their mortal servants.
Desaris is devoted to Velis, but believes his methods can be too slow and impersonal. She is not blood-thirsty as much as she supports immediate restitution for crimes. Her adherence to the ideals of right and wrong have extended even to her only son, Demeos Avenger.
The Avenger was a great hero and ally of Nynek Victorious, but Demeos broke his mother's law. She slew him and faced the wrath of Nynek in return. Even now, Desaris and Nynek's churches have nothing to do with one another.
Devotion: The Desará are enforcers of the law. They investigate crimes and seek to bring wrongdoers to justice. Desaris grants the inherent powers of Enhanced Ability (Dexterity, Wisdom) and Super-Senses (Danger Sense, Detect Lie, Postcognition, Tracking).
Symbol: A hammer and anvil.
Portfolio: Creation, skill, life.
Description: Dvai is one of the two surviving Elder Gods. He is the the spark of existence, believed to forge every new soul before it enters the world. The Worldsmith seldom leaves the Great Forge in the center of Mitheirn, and even more rarely involves himself in the affairs of either deities or mortals. It is said that Dvai can only create, not destroy, although some philosophers point out that every act of creation may involve destroying what came before. At times, his hammer will strike the walls of the Great Forge, shaking the surface of Mitheirn.
Devotion: Dvai does not really have an organized church, although he will grant miracles to the most devout. His Apprentices believe that all who seek to improve their skills or build up rather than tear down are offering prayers to the Worldsmith. Dvai grants the inherent powers of Animate Objects (built by the priest), Protection (improve worn armor only) and Strike (improve holy weapon only).
Symbol: A bloody mark in the shape of a woman's lips, or a heart pricked with thorns.
Portfolio: Passion beyond the bounds of reason.
Description: Essayl claims to be related to Ahurana, although it is uncertain if she is the Lady of Grace's twin sister, daughter, or possibly even Ahurana in disguise. Essayl is equal to her sister in appearance, although her lips are blood-red and there are always thorns in the form of jewelry on her person. Where Ahurana uses her beauty to inspire joy and grace, Essayl uses hers to call forth darker feelings. She transforms lust into obsession, love into jealousy, and anger into rage. She delights in the excesses of passion and cruelty. While other deities may be seen as more powerful or more influential, Essayl's followers are feared even by other dark priests.
Devotion: Essayl does not have visible churches, although she is invoked by many who wish to ward off her influence, and a few foolish lovers who think her blessing will make their love as powerful as it is dangerous. Her few Gentles minister to an exclusive congregation, sometimes against the flock's wishes. Essayl grants the inherent powers of Drain (Will save), Emotion Control (Hate or Lust) and Paralyze (touch).
Symbol: Either a stylized smile or prominent displays of gold on the left hand. Priests wear gold rings on each finger and a bracelet linked together by thin golden chains.
Portfolio: Bargains, merchants quest for power, wealth
Description: Fallon's origins are unknown, although in Kaaskhad there is a tradition that Fallon founded the great city. Portrayed as a handsome if slightly overweight man, exceedingly well-dressed, with his left hand wrapped in gold — sometimes with jewelry, sometimes in a gauntlet, sometimes his hand itself is solid gold. Fallon oversees all deals and favors those with ambition. His teachings are occasionally derided for encouraging greed, but Fallon's priests point out that without a desire for greatness, no mortal would have risen out of the mud or survived the First War.
Fallon claims neutral ground in any conflict, trading with both sides unless there is more profit in throwing his lot in with one group over the other. Fallon apparently has good relations with Velis Lawgiver and a mild rivalry with Vamin Shadowlord. Some believe that Fallon lately made a bargain with Corimnos to preserve Kaaskhad during the Second Akarian War. Fallon is one of Ahurana's most-devoted suitors.
Devotion: The Brokers of Fallon believe that existence is a great web, binding obligations and influence together. They are canny tradesmen, who never go back on a bargain or break an oath, although they are adept at following the letter rather than the spirit of the deal. Fallon grants the inherent powers of Comprehend (languages), Enhanced Ability (Charisma, Wisdom) and Mind Reading (what target most desires).
Symbol: Two eyes filled with the night sky.
Portfolio: Dreams, mysteries, wisdom.
Description: Represented as a moon-pale man with a slight smile and wearing the night sky. Iem is possibly the only child of Laementhys, and said to be Tala the Silent's lover and confidant. The Dreamcrafter was an immortal who held himself out of the godwar. He took special interest in the crafting of the mortal races, and added his personal touch to each race — the ability to dream. He is considered wise, but not always benevolent. Iem will share important secrets in dreams, if only the dreamer is able to understand them.
Iem has no known enemies, and is rumored to even give counsel to Corimnos Everdark or Narrik Fleshwarper.
Devotion: Iem's Dreamcrafters are few. They guard sleep and help interpret significant dreams. Iem may grant the inherent powers of Immunity (sleep, limited: resists attacks, may choose when and how long to sleep), Mind Reading (only in dreams), and Super-Senses (precognition, only after sleeping or experiencing another's dream).
Symbol: A weapon, usually a sword, emblazoned with a blood-red eye.
Portfolio: Destruction, war.
Description: The other surviving Elder God, possibly the brother of Dvai Worldsmith. Bloody-eyed Kaa'shan embodies war and finality. It is said that he cannot create, just as Dvai cannot destroy, but every act of destruction eventually leads to an act of creation. Kaa'shan is never shown in images, but is represented by a gauntlet gripping a sword, or blood-red eyes within the shadows of a helmet.
When Cracyxkdvidl brought the First War to the mortals, the Warmarker wished to destroy him, but was stopped by the other gods. Dvai knew that if Kaa'shan's boundless rage were released, he would shatter Mitheirn. The effort to stop Kaa'shan led to the deaths of several godlings, and he faced the judgment of Fate. The Warmaker was punished by being barred from Ana'vael. If he ever seeks to return to the home of the gods, the resulting war will destroy the world. Despite his terrible destiny, Kaa'shan appears sympathetic to mortals and is often credited with teaching them how to protect themselves and survive terrible dangers.
Kaa'shan has no real allies other than Dvai, although most of the gods respect him. Some gods, such as Minegeil Stonefist, Nynek Victorious and the Silver One have sought him out to learn the arts of war, but it is certain they will be on the front lines to defend Mitheirn when the Destroyer begins the Final War.
Devotion: Kaa'shan's Weapons are taught to fight well and never to surrender to any situation, no matter how hopeless. They can be brutal, but will protect their people as fiercely as they confront their foes. Kaa'shan grants the inherent powers of Enhanced Ability (Strength), Protection, and Regeneration (recovery bonus only, requires drinking the blood of a fallen enemy).
Symbol: Half of a stylized sun, with nine rays of light drawn in sharp relief.
Portfolio: Light, living things.
Description: A popular god, who along with Ashayli is seen as one of the pantheon's leaders. Kesalos was one of the first godlings to appear on Mitheirn, and was considered a fierce combatant during the godwars. He is among the few who fought the damin lords and consistently overcome his dread foes. He tamed Sholu, the wild spirit inside the planet's sun, and gave it a mind and the purpose of reporting all he sees to the Lightbringer.
Kesalos was one of the deities who created humans, and is still a patron of that race. Kesalos has only one known son, Narrik Fleshwarper, who is now his greatest enemy. The Lightbringer's hatred of the undead is unmatched, and he teaches several ways to destroy these mockeries of life.
Devotion: Kesalites have many duties, from blessing crops and practicing the healing arts to uncovering evil and bringing it to light. The holy warriors of Kesalos, who are called the Wielders of the Light, will seek out dark things and destroy them. The undead are their primary targets. The Lightbringer grants the inherent powers of Blast (Area, Perception range, Undead only), Emotion Control (Fear Only, Undead or Demons only, Area), and Dazzle (light).
Symbol: A black silk ribbon, sometimes edged with silver.
Portfolio: Death.
Description: The daughter of Caermuc of the Scales. Whenever life ends, Ky'in is present. She is unrelenting in her duties, but seems to care for the lives she takes. Ky'in is not beloved, but she is a respected goddess with many shrines across the world. Her mission is to separate mortal souls from their bodies before the souls can become corrupted and give rise to undead. Despite her power, Ky'in may be diverted or warded from her tasks. Ky'in is also one of the few who knows how to slay a god or other immortal being, but is rarely sent to do this.
It is said that Ky'in is the most beautiful goddess in the pantheon, surpassing even Ahurana or Essayl. Even Corimnos tries to seduce her on a yearly basis. According to legend, he has even succeeded on a few occasions.
Unlike her father, Ky'in does not seem particularly concerned about Narrik Fleshwarper and his activities. In fact, she sometimes allows the dead to rise so long as their souls have not been corrupted. Some maintain that the Cursed undead with noble purposes are created by Ky'in's power rather than Narrik's.
Devotion: In the Sunlit Realms, the Ky'inali attend to the business of death, cleaning and preparing bodies, seeing they are properly buried. They do this together with the priests of Caermuc. In the Underland, Ky'in's priests are preeminent, and are often charged with guarding the souls of those living in the deep. There have been times when Ky'in's followers sacrified many lives to win her favor. Ky'in grants the inherent powers of Drain (Fortitude saves), Emotion Control (Fear Only, Undead or Demons only, Area) and Super-Senses (deathsense, can determine the overall health of an individual).
Symbol: A spiral, often composed of mystic symbols or strange patterns.
Portfolio: Magic, skill, wisdom.
Description: An Elder God who wove the magic around Mitheirn, created the eulae, and taught mortals how to reason. While Laementhys is long-dead, sacrificed to save the world, he is still worshipped. Laementhys has no organized church or priests, and no one who prays to him receives miracles. However, almost every eulae and many other mortals still provide him offerings in temples to other gods.
It is said that many of the immortals, such as Ashayli or Caermuc, were Laementhys' children. Dvai and Kaa'shan treated Laementhys like the first among equals, leading some scholars to speculate whether he had been a mentor or parent to the last two Elder Gods.
Devotion: There are no followers devoted to Laementhys.
Symbol: A green maple leaf freshly plucked from a tree. When worn by a devoted priest of Lolnak, this leaf will not wither.
Portfolio: Nature, the wild.
Description: The brother of Avarel, and the father of Theal Heartseeker. Lolnak appears as well-built man clothed in animal pelts, always with prominent animal features such as wolf's fur instead of hair, cat's paws, or the eyes of a hawk. Lolnak inspires fear and respect, but only unleashes his full might when provoked. He demands that the laws of nature, which he created, are respected. Those who exploit nature are at times made into examples. Lolnak is one of the few gods who spends all of his time manifested somewhere on Mitheirn.
Lolnak does not participate in the politics of the pantheon. When pressed, he will support his sister or daughter. He sometimes opposes the Bloodclaw's worst excesses, but his only true enemy appears to be Sumnor of the Ashes.
Devotion: The Green Brethren are a small and scattered priesthood. They serve as guides and hunters, and at times warn those who are rousing Lolnak's ire. The Greenheart grants the inherent powers of Comprehend (animals), Concealment (blending, limited to natural areas, passive), and Super-Senses (acute hearing, smell, or taste, tracking).
Symbol: A magical flame burning purple and blue, or a gemstone enchanted to glow.
Portfolio: Magic in all its forms.
Description: Lyssal was Laementhys' apprentice, the first mortal to cast a spell. She instructed other mages during the First War and was one of those who helped Laementhys perform the ritual to create the Barrier. Lyssal lived for several centuries and was present at the forming of Tiemdiandwyr's ruling Arcanum. The story of her ascension is lost, although some believe her mortal life was burned away during the war and she refused to leave her students behind.
Lyssal's church portrays her as a middle-aged woman of plain features with eyes that glow with power. All mages in Sikarra pay her respect, although her priesthood is rather small.
Her known allies are Delor of the Hungry Mind and Mallkeil. After Magefall, she has joined those who directly oppose Corimnos Everdark.
Devotion: While Lyssal's church has many followers, there are few true Weavers serving the Spellmaker. The church teaches that time spent studying magic is worshipful contemplation of Lyssal's works, and that every spell is a prayer to her. Weavers may cast miracles, but they would never limit themselves to only studying faithwork. Lyssal grants the inherent powers of Enhanced Ability (Intelligence or Wisdom), Nullify (spells cast against the priest only), and Super-Senses (Magic Awareness).
Symbol: A breaking wave, sometimes with a woman's laughing face in surf.
Portfolio: The oceans, water, weather.
Description: Either the daughter or sister of Avarel, and is almost as mercurial as her relative. Mafá is known to have some affection for mortals who are brave enough to sail her seas, and will often play with sailors and give rewards to the bravest or most clever. It's said that the Great Lady will sometimes select an excellent sailor as her lover, hoping he will be a true mate, but these romances never end well.
The thaurev tribe of kaarsh believe they were shaped by Mafá, which may have earned her the emnity of bloody-eyed Kaa'shan. The Great Lady is not often in Ana'vael, but she is known for making and breaking friendships quickly. She does not hold grudges, and so she never keeps enemies for long. Some say she enjoys a friendly competition with Avarel.
Devotion: The Great Lady's Wavebrothers must be as comfortable on the waves as on land. Almost every large ship will try to have one of her priests on the crew before setting sail. Mafá grants the inherent powers of Immunity (drowning), Super-Senses (weathersense), and Swimming.
Symbol: A musical instrument ringed in ivy.
Portfolio: Arts, song, teaching.
Description: Mallakeil is the son of Minegeil Stonefist. Wiry and graceful where his father is powerful, Mallakeil is the most handsome of the gods. He is portrayed as the constant companion of Ahurana.
Mallakeil is a master of all the arts, but is most famous for his songs. The stories of the godwars, creation of mortals and the First War were first told through the songs composed by Mallakeil. The most ancient lore of Mitheirn still retains his verses and music. He teaches that the arts should be able to inspire wisdom as well as entertain.
Mallakeil has shown remarkable facility for getting along with the other gods, even if he does something to make them angry in the short term. His only real foe is Fallon of the Golden Hand, who is a rival for Ahurana's affections.
Devotion: True Songmasters are rare, but always welcome, be it in a farming village or a high court. Mallakeil grants the inherent powers of Dazzle, Emotion Control (through performance of his art), and Super-Senses (precognition).
Symbol: A clenched fist or a mountain.
Portfolio: Strength, combat.
Description: Minegeil was one of the most fearsome warriors on the battlefields of the First War. After nearly being killed when fighting near a wellspring of magic, he healed himself with the flowing power and retuned to the fray with strength never seen before or since. Minegeil killed demons and other monsters by the hundreds, sometimes using his bare hands when his weapons shattered in his grasp. He was finally slain in single combat by Cracyxkdvidl of the Shining Blood. Minegeil's strength of will was so great that kept himself out of Ky'in's clutches. He ascended the Mount and gave inspiration to his fellow warriors. He teaches his followers to show the same strength — not only of the body, but of the mind and spirit.
Minegeil makes unusual allies, such as Vamin Shadowlord, and is the greatest foe of Essayl Teardrinker. There are many stories about Minegeil dealing with his son Mallakeil's antics.
Devotion: Most of the Stoneguard are soldiers. The guard travels to small towns and villages, seeking challenges that need to be overcome. They recruit young people with the potential to be heroes. Minegeil grants the inherent powers of Enhanced Ability (Strength), Protection, and Strike (unarmed only).
Symbol: His priests use human bones or mummified limbs to conjure with, but their greatest symbol is their own bodies. All of his priests have a Backlash effect that color leeches from their bodies and possessions. The most powerful priests are completely black, white and grey in a colored world.
Portfolio: Disease, madness, necromancy.
Description: The only son of Kesalos Lightbringer, Narrik at an early age apprenticed under Caermuc of the Scales. While studying the arts of death, he became obsessed with Ky'in. After she rebuffed his advances time and again, Narrik turned to Essayl Teardrinker for help. The Lady of the Twisted Knife turned Narrik this way and that until the young godling was driven mad with desire. In madness and rage, he decided to blame Ky'in's rejection on her father Caermuc and made war on the judge of the dead, hoping to take his place. Most of the pantheon became involved in the resulting struggle. Narrik captured Kesalos and stole the Lightbringer's power, using it to spread disease and to break holes in the walls between life and death. Finally, Ky'in herself killed the mad godling.
Narrik would not remain dead, and this time turned to Corimnos Everdark for advice and protection. The Fleshwarper has became as terrifying in his way as the Master of the Darkness. Narrik's greatest foes are Caermus, Kesalos Lightbringer and Sholu, although many other gods despise the Mad One.
Devotion: Strange as it may seem, there are many Deathcrafters devoted to the Fleshwarper, most of whom are as mad as he is. As with his master Corimnos, Narrik delights in corrupting the priests of other gods, especially those of Caermuc or Ky'in. Narrik grants the inherent powers of Drain (Constitution, infectious disease), Mind Control (undead only), and Nullify (attempts to control or harm undead).
Symbol: A fist holding a lightning bolt.
Portfolio: Excellence in battle, victory.
Description: One of the greatest heroes of Myfar, who became close friends with the Zartlan hero Demeos Avenger, child of Desaris of the Bloody Hand. The two had many adventures together until one day Demeos found himself having to oppose a group of Avengers of the Blood. Despite his mother's will, Demeos stopped the Avengers, killing one of them in the process. Desaris herself came to seek vengeance for the shed blood, and she handed Nynek his only defeat in battle before executing her own son.
Nynek recovered and discovered that years ago, Demeos had placed his divine heritage into a godseed to be claimed only when he was ready. Nynek took the seed and absorbed his friend's might. He climbed the Mount, defeating all those that would stop him. When in Ana'vael, the Victorious confronted Desaris. Nynek prepared to execute the disarmed goddess when Shasan begged him to win in another way — by showing the mercy that Desaris could not.
Nynek lowered his blade and did as the Dawn asked. He remained in Ana'vael, inspiring heroes who would face similar challenges, as well as keeping an eye on the Bloody Hand's actions. Nynek is one of the closest allies of the Silver One, and is sometimes cast as the lover of Shasan. While Desaris completely ignores Nynek, he keeps a close eye on her activities.
Devotion: While almost anyone who has a difficult task ahead will pray to Nynek, his Nykeril are rare. Nykeril are asked to sacrifice something important in exchange for his blessings, and so the most devoted priests have many scars from self-inflicted wounds. Nynek grants the inherent powers of Enhanced Ability (Strength, Dexterity or Constitution), Immunity (fear), Regeneration (recovery bonus only), Shield, and Strike.
Symbol: An open white hand.
Portfolio: Healing, mercy.
Description: Omun was one of the most powerful immortals at the end of the godwars. His portfolio ran the gamut from combat to floods to storms. When the First War began, Omun was among the first gods to join the fray. Cracyxkdvidl of the Shining Blood devoted his initial strategies to bringing down Omun and his followers. Omun, not used to having his power tied to mortal belief, was shocked to learn how much harm he suffered when his worshippers were killed or tortured. The Prince of Demons took advantage of Omun's unexpected weakness and broke the god's power, rendering him almost as helpless as any mortal. Omun was saved by mortals who took him in and healed his wounds. From them he learned mercy and healing arts.
Near the end of the war, as mortal soldiers lay dying, Omun returned to the battle. This time he ignored the fighting and merely protected and healed the wounded. As his power returned, he granted miracles to other medics on the battlefield. Omun established his church around his new cause, willingly sacrificing the rest of his portfolio. Even now, he does not get involved in the politics of Ana'vael or spend much time dealing with mortal affairs. He asks his worshippers to show understanding, mercy, and to tend the wounded and weak.
Omun is liked by most of the pantheon. The Bloodclaw and Kaa'shan show little respect for him, and Essayl Teardrinker takes delight in creating new torments for Omun to heal.
Devotion: Omun's Healers are highly valued in all countries. They will teach medicine to any who wish to learn. Omun grants the inherent powers of Emotion Control (Fear Only, Undead or Demons only, Area), Healing (empathic, recovery bonus only), Immunity (disease and poison) and Shield.
Symbol: Some item of clothing or jewelry that resembles the colors of the sunrise.
Portfolio: The dawn, joy, romance, hope, life, peace.
Description: One of the first children of the mortals, born before the First War began and blood had been spilled in anger. Innocent and beautiful, Shasan became famous for her unflagging spirit. Even when the war started, she refused to give up hope, always inspiring others during the darkest times.
When the mortals started winning battles against the damin, a group of demon lords decided to extinguish the source of their hope. Shasan was captured and tortured, while the demons taunted the mortals with tales of her misery. Every day, Shasan sang to greet the sunrise. The gods heard her song and carried it on the winds to every mortal. The song was heard even through solid stone, and the mortals became even more determined to survive. It is believed that one of the turning points of the war came when the great heroes Malya Farstrider, Bhrevan Kol Dyr and Galt One-Handed rescued Shasan. Her beauty was ruined by her torturers, but Shasan was still beloved by the mortals, and her song kept them filled with hope.
Shasan's injuries were too severe for even Omun to heal, and she died on the eve of the Battle of Grenolva. Her last prayer was for a time when the mortals could live in peace.
Caermuc of the Scales refused to send Shasan to the afterlife, and Laementhys himself gave her godhood, setting her over the dawn. On the morning of the last battle of the First War, there was no song, but the dawn was a brilliant display of color as it never had been before. Most poems about the Battle of Grenolva being with the fires of the dawn, which inspired the great deeds of the day.
Today Shasan is one of the most popular goddesses. She has no enemies in the pantheon, and a great many friends and suitors.
Devotion: Dawnsingers are rare. It is difficult to be truly committed to peace, when so many other more pragmatic or ruthless gods are willing to reward violence. Shasan grants the inherent powers of Emotion Control (Fear Only, Undead or Demons only, Area), Emotion Control (peace), Enhanced Ability (Charisma) and Immunity (nonmagical weapons).
Symbol: A golden eagle in flight, backed by Kesalos Lightbringer's nine rays of the sun.
Portfolio: Honorable battle, the sun, justice.
Description: Portrayed as a giant eagle composed of golden fire, Sholu is in one respect older than the planet. The last sunflame of the world before Mitheirn, Sholu lit the fires of the Great Forge and gave light to the surface of the new world.
When the godlings first appeared on Mitheirn, Kesalos opened his eyes as the sun rose over the horizon. He immediately claimed the light as his own, and devoted himself to learning its secrets. After many arduous quests, he found his way into the black sky beyond Mitheirn. There he found the magnificent ball of fire, like a great burning egg. Kesalos awakened its spirit, naming the fire Sholu and shaping it into the form that would later be mirrored by eagles.
Sholu looks on the world every day and sees where evil lays. He has long chosen holy warriors and faithworkers to seek out and destroy the darkness he observes on high. Sholu does not seek allies other than his master, although he also shows affection for Avarel. The sun's greatest foe is Corimnos Everdark, although he also enjoys hunting Narrik Fleshwarper's minions.
Devotion: Sholae are strict but honorable. A Shola performs many heroic acts but can be considered unwilling to forgive ordinary mortal frailties. Sholu grants the inherent powers of Blast (Area, Perception range, Undead or Demons only), Emotion Control (Fear Only, Undead or Demons only, Area), and Strike (weapons only).
Symbol: The Fire Rose, an eight-sided red stone surrounded by eight green stones.
Portfolio: Heroism, protection.
Description: Suelein Saleario was one of the most well-known heroes in Sikarra's recent history. He quested for the godseed in order to save his demon-cursed sister, fought his way into Xeolvan'taer, and withstood the torture of Cracyxkdvidl. After claiming his power, he put it aside for centuries in order to live and learn as a mortal. Suelein had to ascend in order to challenge Cracyxkdvidl one more time, and in that battle he thought he had removed the Prince of Demons forever.
The Silver One has been one of the most active gods in Sikarra, guiding heroes to overcome their challenges and manipulating events to oppose evil forces. He has manifested many times, always earning the punishment of Fate for his subsequent actions in the mortal plane. Yet the Silver One will not stop turning his attention to mortals and continues to reach out to heroes.
Ashayli is the Silver One's greatest ally and possible lover. The god also appears to be closely allied with Minegeil Stonefist, Nynek Victorious and, surprisingly, Vamin Shadowlord. While the Silver One also opposes Corimnos Everdark, he focuses most of his ire against Sumnor of the Ashes or demon lords.
Devotion: The Suelá are common in Grenolva and are gaining numbers in other lands. They are seen as meddlers who stick their noses in everyone's business, but they will also selflessly leap to the aid of anyone who needs it. The Silver One grants the inherent powers of Blast (Area, Perception range, Undead only), Emotion Control (Fear Only, Undead or Demons only, Area), Immunity (normal fires) and Immunity (magical fire, limited).
Symbol: A flame with two eyes in the center.
Portfolio: Fire, devastation.
Description: Sumnor appeared during the First War, one of the few gods who did not care if mortals or demons won the day. He was happy to burn anyone who opposed him, and often ended battles by reducing both sides to ashes. Sumnor quickly gained followers who were far too driven to care about the cost of the flames, so long as they could be used to destroy their enemies.
While fire is Sumnor's favorite weapon, the Ashmaker can summon many kinds of natural disasters, from droughts to hurricanes. It is believed that Sumnor may be the repressed rage of Kaa'shan given form.
Sumnor has no allies, although at times some gods will find common cause with him. He has several enemies, although he does not care about any of them. He is willing at any time to fight anyone who challenges him.
Devotion: Sumnor never has many Brothers of the Flame, for his path is ultimately self-destructive. However, some Brothers are able to wreak a great deal of havoc before they are consumed by their own fires. Sumnor grants the inherent powers of Blast, Immunity (normal fires), Strike (aura) and Summon (fire elemental).
Symbol: The moon.
Portfolio: The moon, night, secrets.
Description: Mysterious and possibly unknowable. No story tells of her origin; she simply rode over the surface of Mitheirn when the first godlings awoke. Tala's palace is the moon, and the goddess is portrayed as a woman covered head-to-toe in silver cloth. She learns all the secrets of the night and will only parcel them out to those who prove themselves worthy. Tala is approached by many heroes and gods who wish her knowledge, but she never speaks to them. If her suitor meets the challenges she presents, she will show them hints in visions. It is said that she will favor certain mortals with her knowledge, who may go mad with the secrets. Yet in their ramblings at times can be learned great truths.
Iem Dreamcrafter is the only god who seems to share Tala's confidence, but he is her equal in sharing cryptic information. No one opposes Tala, and the Elder Gods show her more respect than they do any other god.
Devotion: Tala's Moonwhispers always have to strike some balance between madness and sanity. The most devoted of the priests are almost incapable of interacting with the world. Tala grants the inherent powers of Confuse (touch only), Mind Reading, and Super-Senses (any).
Symbol: A bow carved from bone, with a rough wooden shaft as the arrow.
Portfolio: Hunting, wilderness.
Description: The daughter of Lolnak Greenheart, Theal was known as an implacable huntress during the end of the First War and the for the first centuries of the human kingdoms. According to legend, Theal was one of the first Desará, and the founder of the Avengers of the Blood. While pursuing a Bloodcry against a dragon, Theal was forced to ascend to godhood.
She loves the chase as much as finding her prey. The Heartseeker is sometimes seen as a romantic figure who helps lovers find their true mates. She is often manifested in the world, seeking especially unusual prey.
Theal has been courted by the Bloodclaw both as a mortal and after her ascension, although they are usually enemies. Her greatest allies are Desaris and her father.
Devotion: Theal is unique in that she does not demand total devotion from her priests; her Huntresses are allowed to also be Desará. She rarely gives miracles to male priests. The Heartseeker grants the inherent powers of Enhanced Ability (Dexterity), Super-Movement (trackless) and Super-Senses (tracking).
Symbol: A dagger strapped to the forearm. There are rumors that some of Vamin's priests have another symbol, but no one will speak of it other than in whispers.
Portfolio: Shadows, stealth, deceit.
Description: A trickster god, who is said to have stolen his godseed from its rightful owner. The legends of Vamin as a mortal may date variously from the days just after the Cataclysm up to the beginning of the First Akarian Empire. Some of these are surely lies, but some may be true.
Vamin was supposedly a professional thief of some skill who constantly found himself way over his head. He usually had to sneak or trick his way out of his problems. In the later tales, he also became a force for a shadowy sort of justice, targeting people who abused their power or wealth, and pulling off ever-greater tricks.
Today, Vamin is known as a god who does not suffer fools gladly, but is rarely malicious. He teaches that if you are not smart enough or good enough to hold on to your property, then you deserve to have it taken from you. He condones assassinations as well, but usually only against those who have escaped other forms of justice.
There are stories that Vamin and Desaris share a strange mutual attraction as well as enmity. Vamin counts the Silver One and Minegeil Stonefist as his allies. Vamin's greatest nemesis is Velis Lawgiver.
Devotion: The Shadowlorists have a large network, with temples in every major city. Shadowlorists are important figures in local crime organizations, although most prefer not to be tied down with leadership roles. Vamin grants the inherent powers of Concealment (blending, limited, passive), Obscure (vision) and Super-Senses (danger sense, low-light vision).
Symbol: A gold knife balanced on its point or a set of golden scales.
Portfolio: Law, government.
Description: The patron of those in power. Velis was the mortal who first wrote down the rules which ordered a community. Other villages and groups sought him out to help codify their rules, and he invented the concept of "laws." Velis Lawgiver is seen as somewhat cold and distant, caring more for order than for justice.
His companion Desaris of the Bloody Hand, who may have been his wife during their mortal lives, is seen as the one who applies Velis' laws to day-to-day matters. Many governments portray Velis as the god who must approve of a nation's ruler before he can assume power. Even those lands with other patron deities will consult with Velis on matters of the law.
Besides Desaris, Velis is allied with Caermuc of the Scales and is on good terms with Fallon of the Golden Hand. Velis appears to be slightly disapproving of many gods, especially younger Ascended deities such as the Silver One, but his greatest enemy is Vamin Shadowlord.
Devotion: Judges do not often cast miracles, except during trials of great importance or in matters of government. Almost every nation keeps Judges in their halls of power, so that the priests may lend their authority to court proceedings. Velis grants the inherent powers of Enhanced Ability (Wisdom), Emotion Control (urge to be truthful) and Super-Senses (detect truth).
Symbol: No one symbol, although some who honor the Wanderer bear stylized images of a man walking with a heavy pack on his back, or sometimes of a worn boot.
Portfolio: Adventure, travelers, the unknown.
Description: The Wanderer may be a god, but he grants no miracles and has no priests. He is considered the patron of those who wish to see what's beyond the horizon. Some stories even state that the Wanderer is not of Mitheirn, but came here long ago and was trapped by the Barrier. There is a legend that the Wanderer will occasionally pass by those who are lost or in desperate aid of need, and that he will provide just enough help that they may continue their journeys.
While gods may not defy Fate without severe punishments, mortals do so all the time. This is one of many reasons the gods try to work through mortal agents whenever possible; where Destiny may describe a certain outcome, a small band of heroes or even one determined mortal can, and has, changed the course of events. The deeds of mortals may have unlooked-for consequences, but no mortal is punished directly by Fate for his actions, as the gods are.
The average person may offer little prayers all day long. Most households have small shrines with icons to their favored deities. An individual may offer a soft prayer at the shrine when waking, burn a small portion of their breakfast as an offering to their patrons, mutter prayers of thanks several times a day, pray with family during the evening meal, and make a small obeisance to their shrine before going to bed.
It's common for people to ignore the shrines and outwardly only invoke the gods when swearing, but even these individuals will thank a god when something good happens, or ask for help when problems arise. It is just as common to see people who will wear visible icons of their patrons and who are not ashamed of visibly offering worship.
Ashayli is the patron of the kingdom of Tarmath. The high court and king of will attend her temple at least once a week and celebrate her holy days. By tradition, the king of Tarmath is always seen as a high-ranking official in Ashayli's temple, although he may not be given the status of an Ashaylite or Paladin unless he has earned these privileges himself.
At times Corimnos has been publicly worshipped, especially during the end of the First Akarian Empire, and during the Second Akarian Empire.
Corimnos' followers do not build temples to the Everdark. They instead take churches from other deities and reconsecrate them to the night. When the tide turns against the Everdark, these temples are destroyed rather than being used again. There are many legends about the hidden temples that were never reclaimed, or that lay under the churches of other gods, slowly corrupting these holy places.
The coinage of Freemarch is considered the most stable in Sikarra. Each and every coin to come from the Mint of Kaaskhad bears Fallon's symbol and words in dverekh which mean "Guaranteed by the Golden Hand." Some sages have pointed out that every transaction that uses Freemarch coins is, in essence, a minor prayer to Fallon.
Despite the Warmaker's history, Kaa'shan is seen as neither good nor evil. He is invoked by generals and soldiers on either side of a battlefield and propitiated by those who wish to avoid war. The bloody-eyed holds himself above the games of the younger gods, and cannot be swayed by either those who try to help mortals or those who delight in their fear.
According to some legends, Corimnos believes that he can only win Ky'in's love when she no longer is responsible for separating life from death. This, some believe, is why the Everdark seeks to cover the world in eternal stillness.
Archmage Anelystra, head of the Four Guilds of Magic, is not part of Lyssal's church, although she publicly respects the Lady of Wonders. Even though Anelystra is not a Weaver, she is considered by some to be an Avatar of Lyssal. There are rumors that Lyssal has sent several high priests to guard Anelystra.
Nynek's church has established several fortified temples through Amon-Rul-Feshon. The Victorious' followers are training a large army there with the blessing of Empress Raneth III. The army of Nynek will supplement that of Amon-Rul-Feshon as well as serving the needs of the Sikarra League.
The most famous priest in Sikarra, the legendary Shaya Peacebringer, is a Dawnsinger.
The Silver One's church is as active as their deity. The Suelá priests and Saleat knights can be found in almost every capital on the continent. The holy warriors are seen providing support for several other churches, especially those of Ashayli, Kesalos Lightbringer, and Nynek Victorious.
The Silver One is the patron of Grenolva. The Demonsbane's largest temple is in the palace at Grealthin, and its Suelá and Saleat often have ranks within the armies and government. However, the nobles, courtiers, and monarchs are not required to be members of the Silver One's church.
Before he took the throne, King Suelein Taraqual earned high standing as both Suelá and Saleat. However, he is neither the head of the church of the Silver One — the Suelhylas claims that honor — nor of the Saleat, which is under the command of Rogor Dailron.