THE NINE
The 9 principal gods of Arcacia made a Covenant with champions of the realms thousands of years ago to faithfully protect and keep them safe in return for their exclusive worship. This covenant held for ages until the end of the Daemon War when the Covenant was amended to allow the worship of the Old Gods, though the church would still consider that worship paganism and undesirable behavior. The nine principal gods of this faith have changed over time, Malhavoc was removed from his station having betrayed his siblings in the pursuit of greater power, Pyros was killed in battle fighting Malhavoc and the Arbiter was lost in the void, some surmise that he was recalled by the Creator.
Acheron is the god of death and time, gatekeeper to the lower planes and the judge of souls. He is often depicted as a tall, lanky humanoid with pale skin, long dark hair, and red embers for eyes. He is most often shown wearing a dark hooded robe with red trim and carrying a halberd made of bone (Bane) that has the ability to instantly kill anything it touches by sending the targets soul on to the next life. In many stories he is accompanied by a white raven named (Fable) that serves him as a faithful companion and watchdog. Acheron splits his time between Elysium and the Netherdeep where he judges souls as they pass beyond the mortal realms. Acheron inherited his station when Malhavoc was killed during the Daemon Wars for betraying the other gods by working alongside the Daemon Lords.
Acheron’s station grants him mastery over death and the ability to judge and direct souls to their final place of rest. This means that no matter how or where Acheron dies, his soul returns to Elysium where he can possess another physical body, vanquishing that soul to its final resting place. Even if he is killed on his home plane his soul will return to take another body. He is also the master of time able to see the past, present and future misdeeds of those who come before him, he also keeps a close eye on any who dare to travel through time as the grand protector of the timeline.
Acheron’s followers are expected to respect the natural order of life including death and oppose any unnatural extension of life or the undead. They are required to learn and perform various rituals relating to death such as funeral ceremonies, last rites and preserving bodies. Priests are also often required to be educated and to be unbiased in matters not directly related to their faith, thus they can often be found serving as magistrates, advocates, and mediators of disputes.
Acherons symbol is a white skull on a black field. His priests wear black robes, and their holy symbols are often carved ivory or bone. Serving in the capacity of judge or magistrate they will don white robes in place of their standard black. Acolytes of Acheron are required to shave their head and for priests the length of their hair often symbolizes how long they have been in service. Priests of Acheron are often also fond of piercings made of bone or ivory and ritual scarring for the extreme believers.
Adventurers who follow Acheron are often vigilantes who seek to carry out his judgement on sinners and those who practice unnatural extension of life or the undead. The Deathguard are elite warriors of the church of Acheron, clad in black and white mail or plate and white skull helmets. The Sineaters are a small sect of Acheron who are mostly rogues who hunt down evil and those who defy the laws of the nine. The followers of Acheron are sometimes called the Deathless due to their belief that death is not final but rather a necessary step along the path of life.
Acheron’s station grants him mastery over death and the ability to judge and direct souls to their final place of rest. This means that no matter how or where Acheron dies, his soul returns to Elysium where he can possess another physical body, vanquishing that soul to its final resting place. Even if he is killed on his home plane his soul will return to take another body. He is also the master of time able to see the past, present and future misdeeds of those who come before him, he also keeps a close eye on any who dare to travel through time as the grand protector of the timeline.
Acheron’s followers are expected to respect the natural order of life including death and oppose any unnatural extension of life or the undead. They are required to learn and perform various rituals relating to death such as funeral ceremonies, last rites and preserving bodies. Priests are also often required to be educated and to be unbiased in matters not directly related to their faith, thus they can often be found serving as magistrates, advocates, and mediators of disputes.
Acherons symbol is a white skull on a black field. His priests wear black robes, and their holy symbols are often carved ivory or bone. Serving in the capacity of judge or magistrate they will don white robes in place of their standard black. Acolytes of Acheron are required to shave their head and for priests the length of their hair often symbolizes how long they have been in service. Priests of Acheron are often also fond of piercings made of bone or ivory and ritual scarring for the extreme believers.
Adventurers who follow Acheron are often vigilantes who seek to carry out his judgement on sinners and those who practice unnatural extension of life or the undead. The Deathguard are elite warriors of the church of Acheron, clad in black and white mail or plate and white skull helmets. The Sineaters are a small sect of Acheron who are mostly rogues who hunt down evil and those who defy the laws of the nine. The followers of Acheron are sometimes called the Deathless due to their belief that death is not final but rather a necessary step along the path of life.
Arnos is the god of the sun, eldest of the gods and leader of the pantheon of the nine. His is often depicted as a tall and muscular man with golden hair, long golden beard, and glowing orbs of light for eyes. He is most often shown wearing a golden breastplate and armor wielding a longsword with a blade of pure energy (Lumos). He is also shown in many depictions with a giant golden eagle companion named (Sol) who is rarely out of sight. Arnos rules the nine from the Celestial Palace at the top of Mount Elysium where he watches over all the planes below him. Arnos is rumored to be the only one of the nine who knows how to navigate the void and can freely travel into its endless depths.
Arnos has the unique ability to set and enforce the laws of the gods and man alike, though he is subject to them the same as anyone else. This power he possesses is nearly without limit as long as he is justified in his enforcement of the divine laws, the only limitation is that it takes a majority of the nine to pass a divine law in the first place, he cannot set them arbitrarily himself. He is also known for his ability to tell lie from truth and to see through illusions and find hidden objects.
Followers of Arnos are expected to be truthful and honest at all times. They are often found teaching the doctrine of the church of the nine as opposed to only that of Arnos, accepting appointments of leadership within the church to further the faith instead of only the agenda of their god. They are required to spread the word of the religion including all nine gods, they learn to perform the many different rituals often associated with other gods of the nine and their highest appointment is to seek out the truth no matter how it is hidden from them, especially when it hides evil or evil intent.
The symbol of Arnos is a red sun on a yellow field. Priests of Arnos wear yellow robes or surcoats depending on their station. The holy symbols of Arnos are often made of silver and gold and painted wood for those in less affluent positions. They are also often fond of golden circlets, bracelets, and rings which they believe symbolize Arnos and his circle of light.
Adventurers who follow Arnos are often Paladins or Warrior Clerics although there are some healers and more traditional priests who rely on their magic to further the will of their god. The Order of Light are an elite group of Paladins of Arnos who protect and serve the church, they wear gold trimmed armor and red surcoats with a yellow sun (reverse of the traditional symbology). The Keepers of the Veil are also run by the priests of Arnos but include members of all nine factions. They are made up largely of common folk who keep an eye on the realms and report to the church on important events, they are the eyes and ears of the church across the realms and provide sanctuary for followers.
Arnos has the unique ability to set and enforce the laws of the gods and man alike, though he is subject to them the same as anyone else. This power he possesses is nearly without limit as long as he is justified in his enforcement of the divine laws, the only limitation is that it takes a majority of the nine to pass a divine law in the first place, he cannot set them arbitrarily himself. He is also known for his ability to tell lie from truth and to see through illusions and find hidden objects.
Followers of Arnos are expected to be truthful and honest at all times. They are often found teaching the doctrine of the church of the nine as opposed to only that of Arnos, accepting appointments of leadership within the church to further the faith instead of only the agenda of their god. They are required to spread the word of the religion including all nine gods, they learn to perform the many different rituals often associated with other gods of the nine and their highest appointment is to seek out the truth no matter how it is hidden from them, especially when it hides evil or evil intent.
The symbol of Arnos is a red sun on a yellow field. Priests of Arnos wear yellow robes or surcoats depending on their station. The holy symbols of Arnos are often made of silver and gold and painted wood for those in less affluent positions. They are also often fond of golden circlets, bracelets, and rings which they believe symbolize Arnos and his circle of light.
Adventurers who follow Arnos are often Paladins or Warrior Clerics although there are some healers and more traditional priests who rely on their magic to further the will of their god. The Order of Light are an elite group of Paladins of Arnos who protect and serve the church, they wear gold trimmed armor and red surcoats with a yellow sun (reverse of the traditional symbology). The Keepers of the Veil are also run by the priests of Arnos but include members of all nine factions. They are made up largely of common folk who keep an eye on the realms and report to the church on important events, they are the eyes and ears of the church across the realms and provide sanctuary for followers.
Elowyn is the goddess of nature, beasts, and the fey races. She is also often associated with the balance of life, survival of the fittest or the unbiased nature of the wild. Elowyn is often depicted as a beautiful blonde elf woman with bright green eyes wearing clothing and armor made of leaves, vines, and bark. Her appearance changes with the seasons and she is sometimes depicted with a pair of large, feathered wings. She may have red hair in the fall, white in the winter, yellow in the summer and green in the spring, her complexion, clothing, and wings changing to match. It is thought only her bright green eyes never change. Elowyn wields a longbow made from the sacred Elcrys (Hart) that can shift its form from bow to staff and acts as a slaying weapon for all living creatures if desired. Elowyn has a huge intelligent dire wolf companion named (Lobo). Elowyn rules and watches over the Feywild although she splits her time between the Feywild and Elysium as needed.
Elowyn has complete power over nature and beasts of the wild and her power to restore balance to the wild is nearly limitless. The powerful forces that keep the world spinning rely on that balance and on her to maintain it. She is also known for her ability to create plant life and beasts and integrate them into the complex ecosystems that she creates, all the while not upsetting the balance of nature.
Followers of Elowyn are expected to revere and protect nature and all that entails. Priests of Elowyn are often not interested in preaching the word of the nine, but rather teaching others to respect nature and share the understanding that all are connected from the leaves of the giant sequoia to the giant mammoths of the tundra. Most followers of Elowyn are also of the fey races, especially elves, though there are exceptions. Priests of Elowyn are required to be knowledgeable about the wild and fey culture, which most often is represented by the elves, as well as teaching others to respect nature.
The symbol of Elowyn is a white tree (Elcrys) on a green field. Priests of Elowyn wear green or brown robes and their holy symbols are most often carved of wood. They are also often fond of natural decoration or adornment such as flowers, leatherwork, hides, etc.
Adventurers who follow Elowyn are often rangers, druids, scouts, guides, elves of all sorts and those who follow the way of the wild. Priests of Elowyn often start following one of the paths mentioned above and then find their way into the priesthood. The Order of Gaea is an elite group of priests who follow Elowyn and by proxy Gaea, they are charged with going out into the world to protect the wild and preserve the balance. The Bladesingers are an elite force of mostly sylvan warrior/priests who are charged with protecting the sylvan culture and preserving the songs of old that they use to record their history, laws, mythology, and the like.
Elowyn has complete power over nature and beasts of the wild and her power to restore balance to the wild is nearly limitless. The powerful forces that keep the world spinning rely on that balance and on her to maintain it. She is also known for her ability to create plant life and beasts and integrate them into the complex ecosystems that she creates, all the while not upsetting the balance of nature.
Followers of Elowyn are expected to revere and protect nature and all that entails. Priests of Elowyn are often not interested in preaching the word of the nine, but rather teaching others to respect nature and share the understanding that all are connected from the leaves of the giant sequoia to the giant mammoths of the tundra. Most followers of Elowyn are also of the fey races, especially elves, though there are exceptions. Priests of Elowyn are required to be knowledgeable about the wild and fey culture, which most often is represented by the elves, as well as teaching others to respect nature.
The symbol of Elowyn is a white tree (Elcrys) on a green field. Priests of Elowyn wear green or brown robes and their holy symbols are most often carved of wood. They are also often fond of natural decoration or adornment such as flowers, leatherwork, hides, etc.
Adventurers who follow Elowyn are often rangers, druids, scouts, guides, elves of all sorts and those who follow the way of the wild. Priests of Elowyn often start following one of the paths mentioned above and then find their way into the priesthood. The Order of Gaea is an elite group of priests who follow Elowyn and by proxy Gaea, they are charged with going out into the world to protect the wild and preserve the balance. The Bladesingers are an elite force of mostly sylvan warrior/priests who are charged with protecting the sylvan culture and preserving the songs of old that they use to record their history, laws, mythology, and the like.
Eros is the god of darkness and fate, master of stealth, thievery, and deception. He is often depicted as a handsome man with black hair and dark eyes, though he can appear in any humanoid form he desires. He is also often depicted as living shadow wearing dark armor and a hooded cloak. He wields a magical dagger called simply the (Red Dagger of Eros), this powerful weapon is said to be able to temporarily steal the powers of those it draws blood from. He is also often accompanied by a shadow-form Nightmare called (Chance). Eros splits his time between Elysium and the Shadowfell where he has developed a complicated relationship with the woman that he appointed to rule over it in his absence.
Eros has the unique ability to alter the fate of others and of events that he involves himself in. He is thought to be the reason that Fatebound exist and is in fact the first and most powerful example of it. His chaotic nature often makes it impossible to tell if his influence will be for good or ill but when facing an insurmountable task or near impossibility he is often sought after to level the odds. It is also rumored that only during the light of day can Eros be harmed, so he tends to operate only at night and sleeps the day away hidden in his secret lair.
Followers of Eros are often commoners, rogues and thieves. Those who operate in the shadows and rely on stealth and deception many times find his doctrine appealing. Priests of Eros can often be found serving as advisors to the wealthy and powerful or in stark contrast serving the outcast and downtrodden in the slums of the most dangerous cities of the realm. In either case priests are often associated with the various guilds of ill repute and serve as advocates for the acquisition of wealth and power.
The symbol of Eros is a red dagger on a black field. Priests wear black or deep red robes often over leather armor. They are often fond of tattoos and piercings and tend to dress to blend in with the lower classes of society. Holy symbols of Eros are often made of dyed leather or hides of various desert creatures. Some devout followers of Eros even practice being nocturnal to honor his fondness for the dark.
Adventurers who follow Eros are most often Rogues, Assassins and Thieves, although many commoners also follow him. The Guild of Shadows is a unique guild of assassins who follow Eros and have many rogue/priests among their order who hold among the highest ranks within this guild. The Order of Darkness is a more prolific group of priests who follow Eros who seek to influence the wealthy and powerful leaders of the realms as spies and thieves who are protected by their association with the church.
Eros has the unique ability to alter the fate of others and of events that he involves himself in. He is thought to be the reason that Fatebound exist and is in fact the first and most powerful example of it. His chaotic nature often makes it impossible to tell if his influence will be for good or ill but when facing an insurmountable task or near impossibility he is often sought after to level the odds. It is also rumored that only during the light of day can Eros be harmed, so he tends to operate only at night and sleeps the day away hidden in his secret lair.
Followers of Eros are often commoners, rogues and thieves. Those who operate in the shadows and rely on stealth and deception many times find his doctrine appealing. Priests of Eros can often be found serving as advisors to the wealthy and powerful or in stark contrast serving the outcast and downtrodden in the slums of the most dangerous cities of the realm. In either case priests are often associated with the various guilds of ill repute and serve as advocates for the acquisition of wealth and power.
The symbol of Eros is a red dagger on a black field. Priests wear black or deep red robes often over leather armor. They are often fond of tattoos and piercings and tend to dress to blend in with the lower classes of society. Holy symbols of Eros are often made of dyed leather or hides of various desert creatures. Some devout followers of Eros even practice being nocturnal to honor his fondness for the dark.
Adventurers who follow Eros are most often Rogues, Assassins and Thieves, although many commoners also follow him. The Guild of Shadows is a unique guild of assassins who follow Eros and have many rogue/priests among their order who hold among the highest ranks within this guild. The Order of Darkness is a more prolific group of priests who follow Eros who seek to influence the wealthy and powerful leaders of the realms as spies and thieves who are protected by their association with the church.
Hendel is the god of dwarves, the forge, earth and wisdom. He is a master craftsman and is said to have the power to shape stone, steel and earth alike. He is often depicted as a tall dwarf with black beard and deep brown eyes. He wields a powerful Warhammer (Myth) and dons his signature Mithril armor in battle. The hammer is rumored to have the ability to return to him when thrown and has a powerful concussive force when it makes contact. In most depictions he is shown with an intelligent dire bear companion named (Enoch) that he uses as mount and ally in battle. Hendel spends most of his time in Elysium however he shares rule of the Stormlands with his siblings and has a unique connection with the material plane and the mountains of that realm including those that live within them.
Hendel's station grants him mastery over the creation of artifacts, structures, inventions, tools and the like. He is the creator of all of the gods weapons including his own. He is also responsible for the architecture and invention that fills the plane of Elysium. He has the ability to tie powerful magics to items he creates, which is most powerfully represented by the Celestial Artifacts which he created to help shape the realm men call Arcacia.
Hendel's followers are expected to respect the dwarven culture and have knowledge of crafts, invention or technology. His followers often work with their hands to create even if they are not dwarven. His followers are also required to learn the doctrine that shapes the dwarven culture such as their devotion to hard work and discipline as well as filling his domain of wisdom requirement studying philosophy and art. Priests of Hendel learn to perform the normal rituals associated with the concordant religion, usually with slight changes based on dwarven culture and beliefs.
Hendel's symbol is a silver hammer and anvil on a brown field. His priests wear brown robes and their holy symbols are often hand crafted metals or carved stone. Hendel's followers are fond of long beards even when not dwarven in nature and they often braid or use ornate decoration to keep them in place. Priests of Hendel who reach the master craftsman status are allowed then to don silver robes, a symbol of their station regardless of their length of service.
Adventurers who follow Hendel are often warriors or clerics. Craftsmen of all types follow him as well, including Tinkers and Artificers. The Builders are a small sect of master craftsmen and builders that have united together to provide their skill to the topside world in exchange for sharing their beliefs and culture and for the mutual gain of the dwarven people. The Order of the Forge are an elite sect of followers who are warriors, priests and craftsmen. They represent the pinnacle of their faith and accept few each year to train and join their prestigious order.
Hendel's station grants him mastery over the creation of artifacts, structures, inventions, tools and the like. He is the creator of all of the gods weapons including his own. He is also responsible for the architecture and invention that fills the plane of Elysium. He has the ability to tie powerful magics to items he creates, which is most powerfully represented by the Celestial Artifacts which he created to help shape the realm men call Arcacia.
Hendel's followers are expected to respect the dwarven culture and have knowledge of crafts, invention or technology. His followers often work with their hands to create even if they are not dwarven. His followers are also required to learn the doctrine that shapes the dwarven culture such as their devotion to hard work and discipline as well as filling his domain of wisdom requirement studying philosophy and art. Priests of Hendel learn to perform the normal rituals associated with the concordant religion, usually with slight changes based on dwarven culture and beliefs.
Hendel's symbol is a silver hammer and anvil on a brown field. His priests wear brown robes and their holy symbols are often hand crafted metals or carved stone. Hendel's followers are fond of long beards even when not dwarven in nature and they often braid or use ornate decoration to keep them in place. Priests of Hendel who reach the master craftsman status are allowed then to don silver robes, a symbol of their station regardless of their length of service.
Adventurers who follow Hendel are often warriors or clerics. Craftsmen of all types follow him as well, including Tinkers and Artificers. The Builders are a small sect of master craftsmen and builders that have united together to provide their skill to the topside world in exchange for sharing their beliefs and culture and for the mutual gain of the dwarven people. The Order of the Forge are an elite sect of followers who are warriors, priests and craftsmen. They represent the pinnacle of their faith and accept few each year to train and join their prestigious order.
Lorylon is the goddess of health and healing, the wind and sky, and more notably, love. She is most commonly known as the Mother, as this best describes her relationship with the mortal races and her role among the other gods. She is often depicted as a beautiful woman with an ageless grace, brown hair, blue eyes and wearing a white dress or robes. She carries a powerful staff made from the wood of the tree of life (Divinity) that is said to be able to raise the dead and banish or destroy the undead. She is also associated with a giant eagle called (Noble) that serves her as mount and ally in battle. Lorylon is charged with ruling the plane of Aether that binds all the planes together though she spends most of her time in Elysium. Her understanding of the vast landscape of the Aether allows her unique access to all of the planes and allows her to travel very quickly between them.
Lorylon's station grants her a unique mastery over both body and mind. She is able to fully control and manipulate the physical body of her allies or enemies and even more impressive she can control and manipulate the mind including emotion and memory. It is thought that Psionic power stems from her passing her unique power into the realm of men to protect her children in a time of need, though she gets less credit for doing this than did her sister Luna.
Followers of Lorylon can be both men and women of almost any background or culture, however only women are allowed to be priests. All of her followers are encouraged to learn about medicine and healing and her priestesses are known across the realms as the best healers in the land. They are often given quarter in battle due to their devotion to their craft, healing both sides of a battle with equal fervor. Her priestesses learn to perform marriages early on and are often found organizing festivals and holy day celebrations in honor of the nine.
Lorylon's symbol is a pair of gold rings on a white field. Her priests wear white robes and their holy symbols are often made of ivory and gold. Her followers are not overly fond of ornate jewelry or decoration as they believe this alienates the common folk they primarily serve. Family is at the heart of the belief system that Lorylon supports and her followers are expected to marry and have children in honor of the mother, bringing new generations of followers into her fold.
Adventurers who follow Lorylon are often healers or psionic users of magic who strive to protect and defend the family they perceive as their race or culture or even their brothers and sisters all across the realm. The mothers arms are wide enough for all and she holds all who accept her unto her bosom. The Sisters of Mercy are a nun-like order of healers who are respected and sought after across the realms for their skill with medicine and magic alike. The Divine Protectorate are a small elite group of priestesses of Lorylon who primarily use politics and religion to defend the common folk from the wealthy and powerful who would use and abuse their lack of power and influence.
Lorylon's station grants her a unique mastery over both body and mind. She is able to fully control and manipulate the physical body of her allies or enemies and even more impressive she can control and manipulate the mind including emotion and memory. It is thought that Psionic power stems from her passing her unique power into the realm of men to protect her children in a time of need, though she gets less credit for doing this than did her sister Luna.
Followers of Lorylon can be both men and women of almost any background or culture, however only women are allowed to be priests. All of her followers are encouraged to learn about medicine and healing and her priestesses are known across the realms as the best healers in the land. They are often given quarter in battle due to their devotion to their craft, healing both sides of a battle with equal fervor. Her priestesses learn to perform marriages early on and are often found organizing festivals and holy day celebrations in honor of the nine.
Lorylon's symbol is a pair of gold rings on a white field. Her priests wear white robes and their holy symbols are often made of ivory and gold. Her followers are not overly fond of ornate jewelry or decoration as they believe this alienates the common folk they primarily serve. Family is at the heart of the belief system that Lorylon supports and her followers are expected to marry and have children in honor of the mother, bringing new generations of followers into her fold.
Adventurers who follow Lorylon are often healers or psionic users of magic who strive to protect and defend the family they perceive as their race or culture or even their brothers and sisters all across the realm. The mothers arms are wide enough for all and she holds all who accept her unto her bosom. The Sisters of Mercy are a nun-like order of healers who are respected and sought after across the realms for their skill with medicine and magic alike. The Divine Protectorate are a small elite group of priestesses of Lorylon who primarily use politics and religion to defend the common folk from the wealthy and powerful who would use and abuse their lack of power and influence.
Luna is the goddess of the moon, magic and knowledge. She is known for bringing arcane magic to the race of men and for meddling in the affairs of mortals despite the rules of the gods that are set against it. She is most often depicted as a beautiful pale woman with long dark hair and a silver streak running through it. She has pale blue eyes and a thin frame and build. She wears black flowing robes and carries a staff made of Darkwood (Dweomer) that is said can counter any magic, atop the staff sits the a powerful scrying orb (The Eye of Luna) tied to the material plane. Her loyal companion is an intelligent owl named (Oslo) that serves as her friend and ally in all her meddling affairs. Luna spends much of her time in Elysium but her unique tie to the material plane allows her limited access to observe and direct those worthy of her time. She has taken up the cause of the poor and downtrodden and serves to bring equality to the realms of men.
Luna's station grants her the unique ability to find her enemies weaknesses and take full advantage of her allies strengths. She can conjure solutions through magic and wit to almost any problem she faces and her knowledge and intelligence are unrivaled among the gods. Luna is often found behind the scenes of major events pulling the strings of mortals and immortals alike, her plans as complex and intricate as is the goddess herself.
Followers of Luna range from common folk to nobility and are often those who have an interest in magic or knowledge. Her priests are highly sought after for their training is unrivaled among the church of the nine, they are required to learn academics as well as the occult, often choosing a singular topic of research where they become the most versed and educated representatives in the realms. Luna chooses only the brightest and best to serve as her conduits for magic and knowledge both, their requirements even more stringent than her more traditional followers.
Luna's symbol is a yellow crescent moon on a black field. Her priests wear black robes and their holy symbols are often made of obsidian and gold. Silver robed priests are those few who have mastered a single academic subject and are recognized for their singular devotion to knowledge. Male priests of Luna are not forbidden but are rare, they often are chosen for their unique abilities or backgrounds. Priests of Luna are also expected to serve in their communities, providing food and whatever aid they can to the poor and downtrodden. Finally, priests of Luna are fond of silver jewelry and adornments as well as ivory and moonstone items are highly sought after.
Adventurers who follow Luna are often rogues, magi and priests who have been caught up in her meddling ways. The rich and poor alike are subject to Luna's intervention when the stakes are high enough. The Seekers are a secret and ancient sect of followers who seek out lost artifacts and knowledge on behalf of the goddess, focusing on primarily arcane or divine magic. The Order of the Crescent Moon is another small but important sect in her faith, they serve as advisors and spies often embedded with the wealthy and powerful rulers of the realms.
Luna's station grants her the unique ability to find her enemies weaknesses and take full advantage of her allies strengths. She can conjure solutions through magic and wit to almost any problem she faces and her knowledge and intelligence are unrivaled among the gods. Luna is often found behind the scenes of major events pulling the strings of mortals and immortals alike, her plans as complex and intricate as is the goddess herself.
Followers of Luna range from common folk to nobility and are often those who have an interest in magic or knowledge. Her priests are highly sought after for their training is unrivaled among the church of the nine, they are required to learn academics as well as the occult, often choosing a singular topic of research where they become the most versed and educated representatives in the realms. Luna chooses only the brightest and best to serve as her conduits for magic and knowledge both, their requirements even more stringent than her more traditional followers.
Luna's symbol is a yellow crescent moon on a black field. Her priests wear black robes and their holy symbols are often made of obsidian and gold. Silver robed priests are those few who have mastered a single academic subject and are recognized for their singular devotion to knowledge. Male priests of Luna are not forbidden but are rare, they often are chosen for their unique abilities or backgrounds. Priests of Luna are also expected to serve in their communities, providing food and whatever aid they can to the poor and downtrodden. Finally, priests of Luna are fond of silver jewelry and adornments as well as ivory and moonstone items are highly sought after.
Adventurers who follow Luna are often rogues, magi and priests who have been caught up in her meddling ways. The rich and poor alike are subject to Luna's intervention when the stakes are high enough. The Seekers are a secret and ancient sect of followers who seek out lost artifacts and knowledge on behalf of the goddess, focusing on primarily arcane or divine magic. The Order of the Crescent Moon is another small but important sect in her faith, they serve as advisors and spies often embedded with the wealthy and powerful rulers of the realms.
Sapphira is the goddess of the sea, water, storms and passion. She controls the source of all life and the chaotic forces that bring hope and despair equally. She is most often depicted as a tall, beautiful woman with blue skin and sapphire eyes, she is said to have long prehensile braided hair that act as tentacles that she can ensnare her enemies with. She wears armor made of living coral and wields a long spear (Spine) with the power to bend all creatures born of water to her will and allows her to fly through both air and water. She is written in song as being the adopted mother of a huge blue scaled sea serpent called (Aquarius) that she is reluctant to unleash on her enemies due to its devastating power and chaotic nature. Sapphira splits her time between Elysium and the Stormlands, though she is the divine ruler of the Stormlands, she shares some small parts of the vast realm with her siblings.
Sapphira's station grants her the power to control the weather of the realms including temperature, winds, clouds, rain or snow, thunder and lightning, hurricane and tornado. Her true power however is in her passion, when she is fighting for a righteous cause her power is amplified incrementally until none can stand against her. It is only when she is at peace that she has any sign of weakness, however small it may be. In her element beneath the waves she is unrivaled, many a powerful enemy has been lured below only to find that she has no equal below the waves.
Followers of Sapphira typically range from sailors and pirates to islanders and fishermen as well as those who dwell in or near the sea. Her influence is seen in the storms that rage across the realms and many choose to follow her after witnessing this raw power and its destructive capacity. Priests of Sapphira serve aboard ships acting as weather guides and it is widely considered good luck to have one onboard. Many also hold positions of authority on many island nations and port cities serving as advisors to those who rule these lands. Sapphira's priests are often required to learn navigation and weather forecasting as well as the traditional rituals performed by priests of the nine.
Sapphira's symbol is a white wave on a blue field. Her priests wear blue robes and their holy symbols are often made of crystal, coral, stone or other materials found beneath the waves, sapphires being highly sought after and considered divine blessings to those who follow this goddess. Women who serve this goddess often braid their hair in long strands to honor this goddess and are fond of blue dyes to draw divine symbols on their face and bodies.
Adventurers who follow Sapphira are often swashbucklers or pirates, rogues and scoundrels and as a matter of fact many of her priests prefer to practice their beliefs on the long roads or open seas of the realm as opposed to in stuffy halls and musty chambers. The Order of the Deep are a small faction of her followers who seek to emulate the Alantian culture and its peoples, collecting ancient treasures and secrets from the depths of the sea. They believe they are the chosen people of Sapphira and will one day return to the sea and take their place alongside their goddess for all of eternity. The Stormborn are an extremely rare sect who can trace their lineage back to the Stormlands. They are frequently infused with Eldritch magic focused on controlling water and are often devout followers of Sapphira.
Sapphira's station grants her the power to control the weather of the realms including temperature, winds, clouds, rain or snow, thunder and lightning, hurricane and tornado. Her true power however is in her passion, when she is fighting for a righteous cause her power is amplified incrementally until none can stand against her. It is only when she is at peace that she has any sign of weakness, however small it may be. In her element beneath the waves she is unrivaled, many a powerful enemy has been lured below only to find that she has no equal below the waves.
Followers of Sapphira typically range from sailors and pirates to islanders and fishermen as well as those who dwell in or near the sea. Her influence is seen in the storms that rage across the realms and many choose to follow her after witnessing this raw power and its destructive capacity. Priests of Sapphira serve aboard ships acting as weather guides and it is widely considered good luck to have one onboard. Many also hold positions of authority on many island nations and port cities serving as advisors to those who rule these lands. Sapphira's priests are often required to learn navigation and weather forecasting as well as the traditional rituals performed by priests of the nine.
Sapphira's symbol is a white wave on a blue field. Her priests wear blue robes and their holy symbols are often made of crystal, coral, stone or other materials found beneath the waves, sapphires being highly sought after and considered divine blessings to those who follow this goddess. Women who serve this goddess often braid their hair in long strands to honor this goddess and are fond of blue dyes to draw divine symbols on their face and bodies.
Adventurers who follow Sapphira are often swashbucklers or pirates, rogues and scoundrels and as a matter of fact many of her priests prefer to practice their beliefs on the long roads or open seas of the realm as opposed to in stuffy halls and musty chambers. The Order of the Deep are a small faction of her followers who seek to emulate the Alantian culture and its peoples, collecting ancient treasures and secrets from the depths of the sea. They believe they are the chosen people of Sapphira and will one day return to the sea and take their place alongside their goddess for all of eternity. The Stormborn are an extremely rare sect who can trace their lineage back to the Stormlands. They are frequently infused with Eldritch magic focused on controlling water and are often devout followers of Sapphira.
Torm is the god of war, strength, fire and redemption. He is said to have ascended to his place among the nine following the death of Pyros, the twin brother of Arnos. Torm is often depicted as a tall, muscular man with red tinged blonde hair and fiery glowing eyes. He is often shown wearing a magical breastplate over rare beast hide armor. He wields a mighty flaming great sword (Ember) which is said to burn with the power of hellfire, rumored to be even more potent and dangerous than dragons fire. He is often documented as having a loyal phoenix companion named (Icarus) who serves as both ally and friend. Torm spends much of his time in Elysium though he enjoys more his time spent in the Stormlands fighting for the divine right of the nine. Torm's long journey of ascension is complex, falling from grace and being banished to the lower planes but finding redemption by keeping his spirit pure for a period of one thousand years in exile surviving amidst the vilest of daemon lords and dark gods.
Torm's station grants him complete immunity to magical effects and a rapid regeneration of his health when wounded in battle. He has also been granted control over the most powerful of destructive forces, hellfire. He has immunity to it himself from his long time in the lower planes and he also uncovered the secrets of its use with the help of a powerful magical blade won in single combat from his time fighting in the pits of the abyss. He is also quite simply the most skilled warrior to ever grace the halls of Elysium, including all of those who came before him.
Torm's followers are expected to hold a code of honor, most especially as it applies to battle. They are to fight with honor and have the courage to stand against any foe if the cause is just. This being said, he also possesses a dark side that manifests in a fierce battle rage that many of his followers share. Priests of Torm are required to be able bodied fighters as well as being able to teach his message of redemption all the while being able to adequately perform the standard rituals and blessings required by the church of the nine.
Torm's symbol is a yellow sword on a red field. His priests wear red robes or surcoats often over their armor. Their holy symbols are most often made of shaped and dyed metals. Yellow robes or surcoats are granted to those who achieve mastery of their chosen weapon and have found glory in battle, a sort of sainthood among the followers of the god of war. Priests of Torm are also fond of tattoos and piercings often marking the milestones of their careers.
Adventurers who follow Torm are almost without exception warriors of one cast or another. All who seek to fight for a righteous cause are welcome in his flock and training the weak to defend themselves is said to please Torm more than almost anything else, save perhaps battle itself. The Red Knights are an elite force of warriors who serve Torm and the church in defense of the faith. They are recognizable for their red cloaks and their frequent use of flaming oils on their weapons as they prepare for battle. The Oathkeepers are a rare sect of the followers of Torm who take in criminals and thieves who have skill in battle and seek redemption by serving Torm through the defense of the church and its beliefs.
Torm's station grants him complete immunity to magical effects and a rapid regeneration of his health when wounded in battle. He has also been granted control over the most powerful of destructive forces, hellfire. He has immunity to it himself from his long time in the lower planes and he also uncovered the secrets of its use with the help of a powerful magical blade won in single combat from his time fighting in the pits of the abyss. He is also quite simply the most skilled warrior to ever grace the halls of Elysium, including all of those who came before him.
Torm's followers are expected to hold a code of honor, most especially as it applies to battle. They are to fight with honor and have the courage to stand against any foe if the cause is just. This being said, he also possesses a dark side that manifests in a fierce battle rage that many of his followers share. Priests of Torm are required to be able bodied fighters as well as being able to teach his message of redemption all the while being able to adequately perform the standard rituals and blessings required by the church of the nine.
Torm's symbol is a yellow sword on a red field. His priests wear red robes or surcoats often over their armor. Their holy symbols are most often made of shaped and dyed metals. Yellow robes or surcoats are granted to those who achieve mastery of their chosen weapon and have found glory in battle, a sort of sainthood among the followers of the god of war. Priests of Torm are also fond of tattoos and piercings often marking the milestones of their careers.
Adventurers who follow Torm are almost without exception warriors of one cast or another. All who seek to fight for a righteous cause are welcome in his flock and training the weak to defend themselves is said to please Torm more than almost anything else, save perhaps battle itself. The Red Knights are an elite force of warriors who serve Torm and the church in defense of the faith. They are recognizable for their red cloaks and their frequent use of flaming oils on their weapons as they prepare for battle. The Oathkeepers are a rare sect of the followers of Torm who take in criminals and thieves who have skill in battle and seek redemption by serving Torm through the defense of the church and its beliefs.
This forgotten goddess is said to represent the spirit of the earth and nature. Her power resides in all living things and she is the source of mana that all users of magic draw upon. An ancient elven story tells of her spirit being bound to a lifeless rock to create the world that the gods would one day inhabit and eventually destroy. This blight would mark the end of the gods and men but her salvation and return to power. The tree of life is told in this story as her most powerful guardian and a way for her to communicate with those who inhabit her domain. Only a handful of Druids and Elves still remember this story and fewer still believe it to be true.
Very little is known about the three Fates though some do pray to them for guidance. They are said to be mortal beings with immortal souls, more powerful in some ways that the old gods and the new. Reborn into the world when their mortal time has passed, some scholars believe once every age of man. Their role was thought to be to ensure every being, mortal and divine, lived out their destiny as it was assigned to them by the laws of the universe. As such they would decide the fate of men and gods alike. Their power to enforce these laws required that all three stand together as one, individually their power was weaker and without agreement they would be vulnerable to influence from others.
Most that is known of the Creator is speculation and rumor, it is thought that he created all things and is made of both light and darkness, good and evil. The nine gods are his children and this world was given to them to rule as he watched silently from afar. His alter ego, often referred to as the Dark One holds only the power to destroy or corrupt the creations that he jealously seeks to control. A respected scholar of the first age once wrote that all things that exist in the light are where the Creator lives and in all of the dark spaces between lives the Void and the heart of the Dark One.
THE OLD GODS
The Old Gods are too numerous to mention and include those found in in any fantasy source material you might want to use. They may also include homebrew content fitting for your campaign of which a few are listed below. Worship of the Old Gods is still rare in the realm of Arcacia and is still considered heresy by those who follow the nine, despite the new laws they introduced to support the freedom to worship as you see fit, aside from when that practice endangers or harms others.
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DIETY |
ALIGNMENT |
DOMAINS |
BAHAMUT, Dragon God of Good |
Lawful Good |
Life, War |
ORCUS, Demon God of Orcs and Undeath |
Chaotic Evil |
Death, War |
LOLTH, Dark Elf Goddess of Spiders |
Chaotic Evil |
Trickery, Death |
SURTUR, God of Fire Giants and Craft |
Lawful Evil |
Forge, War |
MAGLUBIYET, Goblinoid God of War |
Lawful Evil |
War, Twilight |
TIAMAT, Dragon Goddess of Evil |
Lawful Evil |
Trickery, Knowledge |
SEKT, Goddess of Serpents and Magic |
Lawful Evil |
Trickery, Arcana |
MALHAVOC, God of Death and Chaos |
Chaotic Evil |
Death, Trickery |
CHANDRA, Oriental Dragon God |
Neutral Good |
Knowledge, War |
ANWAR, God of Beasts and Nature |
Neutral |
Nature, War |
THRYM, God of Frost Giants and Strength |
Chaotic Evil |
War, Tempest |
EILISTRAEE, Drow Goddess of Beauty and Peace |
Chaotic Good |
Twilight, Peace |
YONDALA, Halfling Goddess of Fertility and Protection |
Lawful Good |
Life, Nature |
PHAEDRA, Goddess of Fairies and Nature |
Neutral |
Nature, Trickery |
OLEANDER, Changeling God of Deception |
Neutral Evil |
Trickery, Knowledge |
CELENE, Goddess of the Moon and Secrets |
Chaotic Neutral |
Twilight, Trickery |
AZAMEL, Lord of the Abyss |
Chaotic Evil |
Death, War |
ASMODEUS, Lord of the Nine Hells |
Chaotic Evil |
Death, Trickery |
THE CRIPPLED GOD, God of Disease and Pain |
Chaotic Evil |
Death, Grave |
ILSENSINE, God of Illithids and Magic |
Chaotic Evil |
Knowledge, Arcana |
GROLANTOR, God of Hill and Stone Giants |
Chaotic Evil |
Nature, War |
MEMNOR, God of Cloud Giants and the Sky |
Lawful Evil |
Nature, Tempest |
STRONMAUS, God of Storm Giants and the Stormlands |
Neutral Evil |
Tempest, War |
MALLENROH, Goddess of Shadow and Flame |
Chaotic Neutral |
Arcana, Twilight |
TAU, God of Wolves and Shifters |
Chaotic Neutral |
War, Nature |
GARL GLITTERGOLD, God of Gnomes, Magic and Tinkers |
Chaotic Good |
Arcana, Trickery |
CASTIEL, The Starfall and the Crimson Dawn |
Neutral Good |
Grave, Life |
ANHKET, God of Fate, and Good Fortune |
Chaotic Neutral |
Knowledge, Trickery |
VECNA, The Arch-Lich and the Chained God |
Chaotic Evil |
Arcana, Death |
TRITON, God of the Sea and Merfolk |
Lawful Neutral |
Nature, Tempest |
SHAR, Goddess of Suffering and Rebirth |
Chaotic Good |
Life, Grave |
THE ARBITER, Goddess of Judgment and Honor |
Neutral |
Knowledge, Arcana |