Deities

ArrawielAttaliaBorainDrevarriaElantraiErathal – EthaliGorvaakGundarHafurIbewinnJerdanoJeredithLearynLeondarrMhizrakNegoroOleandraRazabaothSindarVirajarViraleeXalaron

     The world of Realms of Adventure is a polytheistic one, with numerous gods and goddesses ruling over various aspects of mortal life and casting an ever watchful eye over their creations. Sometimes these deities ally together and cooperate with one another, and sometimes they battle for control. In this world the most faithful mortals can wield the power of their god as powerful magic, and sometimes the gods answer prayers in very direct ways. When the gods clash, most often their followers do as well. Below is a list of the most prominent deities in RoA, listed along with their domain or sphere of influence, holy symbol, follower’s alignment and a brief description. Also listed is the preferred weapon of the deities’ clerics. Clerics are not bound to this weapon type unless it specifically states otherwise within the description of the deity. Restrictions a particular god or goddess places on their clerics are listed within the description of that god. (These deities are purely fictitious and are provided for role-playing purposes only. The actual worship of these gods is neither practiced nor accepted.)

Elder Gods

Where they came from, no one is sure. The two Elder Gods are remote, distant from the memories of Man or Elf. Their existence is all but lost in the limitless bounds of time itself. The All-Mother and All-Father as they are known are said to have spawned the first generation of the gods of the world. Through their love they created these, the gods and goddesses who would later create the world of Adraveth and all its inhabitants. Scholars believe that they themselves are neutral, and the offspring they had at various times would offer different aspects to all creation, but these aspects would be balanced. Although they have no church or official following of their own, they are given reverence and respect by all cultures and peoples of the world, and many religious ceremonies begin with an offering of thanks to the pair. Most religious scholars believe their level of divinity has ascended to a point that they have no interest in mere mortals, and rather maintain their neutrality, letting their children govern the world. Most of the gods will not even speak of them, and it is highly likely they will become angered if questioned. Below is a listing of the god and goddesses worshiped in the world of Adraveth.

Arrawiel

Domain: Goddess of Vision, Prophecy, Divination, Dreams, Nightmares
Symbol:
A feminine unblinking eye
Follower’s Alignment:
Any
Preferred Weapon: Staff
Description:

Arrawiel is queen of the dreamscape. When creation began she created this vast realm, which exists beside our own. In the dreamscape dwell her many creations, from the extraordinarily beautiful and helpful to the horrific and dangerous. It is an ever-changing world of light and shadow where reality does not truly exist. Whenever a mortal creature falls asleep, he/she enters this strange world. The dreamscape is ever changing and while most sleepers are safe while their consciousness travels there, occasionally the denizens there can harm them. Arrawiel allows the most devout of her followers to travel the dreamscape in search of information or as a place to shortcut through time and space. Even under her watchful eye, true danger does exist. Despite this danger, the dreamscape can prove to be a rewarding source of information, as travelers when properly guided can peer into and in some cases change the consciousness of others.
Arrawiel grants her devout followers visions and inspiration through dreams. If woken abruptly her clerics will often be quite angry! Many people offer a prayer to Arrawiel before bedtime, so that she might grant them a restful and pleasant sleep. It is said that nightmares are often caused by her displeasure or the displeasure of one of her clerics.
Arrawiel teaches her followers that the answer is not always right in front of them. Many times sleeping on a question and allowing their consciousness to travel into the dreamscape will make the answers they seek far clearer. Arrawiel also governs over other types of prophecy and divination including tarot cards, rune stones and the like. Typically, this goddess appears as a tall woman with dark hair and an almost sleepy look to her. She ordinarily speaks in monotone and rarely gets excited or emotional.

Attalia

Domain: Goddess of Healing, Compassion, Kindness, Selflessness
Symbol:
Golden circle with four silver stars in it
Follower’s Alignment:
Good
Preferred Weapon: Staff
Description:

Attalia is also called the weeping goddess. It is said that she cries for those who suffer and live in pain. It is also said that when she looked down upon the desert peoples of Al’Hazir and saw there was so little water, it was her tears that formed the life-sustaining oases that are scattered throughout the land. She is often depicted as a slender woman of great beauty but a terribly sad expression on her face.
Attalia teaches her followers to ease suffering of others whenever they can and not to judge others unless they are pure evil. If there is even a sliver of goodness in them they can be redeemed. Her followers are often found helping the needy, despite the danger or personal sacrifice involved. Wherever there are wars, orphans, or disease-ridden communities, usually at least one of her clerics can be found. Clerics of Attalia would never consider compensation for healing those in need, but will take any donations to help others whose need is greater. By their very nature, Attalians try to end hostilities peacefully and will put themselves at great risk to further this cause. Attalia limits her followers to using only the staff as a weapon.

Borain

Domain: God of Greed, Decadence, Jealousy, and Spite
Symbol:
An open hand with a ring on each finger, occasionally pictured as holding treasure
Follower’s Alignment:
Evil
Preferred Weapon: Scepter (1-Handed Mace)
Description:

Borain has no illusions about the world and the motives which dictate how its many creatures and beings interact: everyone, and everything, is out for themselves. Borain’s followers accept this as the great truth of existence. Many hide from these truths, but doing so serves no purpose other than weakening. Only by accepting this as undeniable fact do you gain the capacity to accomplish great things in life.
Now, this isn’t to say that followers of Borain cannot be kind or lend a helping hand. They most definitely do so, but only when it ultimately benefits them. To a Borainian, there is no shame in selfishness or greed. They take and do as they please, for this is simply the way of the world.

*Note – The church of Borain is from the new continent, and has only been known about for a very short time. As such, new players should avoid using the church of Borain in their character history unless it pertains to just hearing about him recently.

Drevarria

Domain: Goddess of Pain, Suffering, Pestilence, Disease, Undeath, Patron of Liches and Necromancers
Symbol:
Grinning skull on a field of fire
Follower’s Alignment:
Evil
Preferred Weapon: Long Sword
Description:

Drevarria is the fraternal twin sister of Attalia and her direct opposite. Drevarria is purely evil and reeking with disease. Drevarria appears as a pale, sickly woman with deep sunken eyes. She delights in the spread of disease and suffering and enjoys this most when Attalia’s clerics are stricken. She loves playing games with mortals by offering them power in return for spreading her woe. Drevarria is the mother of all undeath. At the time of the creation of the world Drevarria was scorned and did not get to fashion an intelligent race. In anger and revenge she created the first undead and taught the dark arts of necromancy to evil people of all races.
Drevarria’s followers are often sadistic and cruel. They go out of their way to inflict suffering and misery, the “gifts” of their goddess, on all they can. The sight of a Drevarrian cleric in a town can cause the local populace to panic or at the very least become extremely unsettled. The most devout of this faith will even go so far as to inflict harm upon themselves, relishing in a twisted way over the suffering and pain they have caused. Many of her followers are fearless fanatics who are not intimidated by law or death. Drevarria often gifts her followers with the ability to use necromancy, the darkest of arts. She encourages these followers to create undead and unleash them whenever possible. It was a Drevarrian high priest who was responsible for the complete annihilation of the residents of the town of Aberthal, his undead hordes crashing through every man, woman, and child. When contact was lost with the town, an army was dispatched to investigate what was believed to probably be an Orc invasion. When the army arrived they found the undead horde and it was now three times the size as all the slain, including the children were raised as the walking dead.
While worshiping Drevarria is not in and of itself illegal in the Twin Kingdoms, many of their frequent activities, including raising undead, are highly illegal. These worshipers are closely watched and punished swiftly for any misdeeds. Drevarrians will sometimes operate under a guise while traveling through civilized lands, choosing to reveal their faith only when the time is right.

Elantrai

Domain: Goddess of Luck, Fortune, Chance, Long Shots, Wishes
Symbol:
A female joker/fool
Follower’s Alignment:
Any
Preferred Weapon: Short Sword
Description:

Elantrai typically appears as a beautiful, voluptuous woman dressed like a jester. She is the lady of luck, the granter of wishes and the patroness of the (seemingly) lost cause. Sometimes when things look their absolute worst, the lady will intervene and the situation will turn around completely. Likewise it is at times when things are going seemingly well that she will cause a streak of bad luck. She is a fairly fickle goddess with little in the way of an agenda. She is a neutral goddess and intervenes for good and bad in the lives of people from all walks of life. Very few mortals do not pray to her at least occasionally.
Elantrai teaches her followers to take risks and chances, allowing luck to take its own course. Often Elantrai will smile upon her most devout followers and grant them success where they expected only failure when they trust their luck. Clerics of Elantrai try to teach her tenets to those around them and are quick to point out the effect luck has on their lives. Elantrai’s clerics are also particularly kind to Pixies, the race she created and is said to favor. It is typical for clerics or very devout followers of Elantrai to don jester caps to show their faith.

Erathal

Domain: Pride, Strength, Punishment
Symbol: Depiction of Lion, Usually Roaring
Follower’s Alignment: Neutral
Preferred Weapon: None/Fists

Description:

Erathal’s arrival to Adraveth was met with considerable turbulence. He whispered quietly into the ears of Charles Dalton, former Grand Inquisitor of the Jeredithian Church in The Twin Kingdoms, inciting him to give in to his pride and lead his followers into an all-out conflict with King Leopold’s forces. After his defeat and Dalton’s subsequent execution, Erathal used Dalton’s body as an Avatar to permanently strip King Leopold of his strength, stealing away what the king once took pride in.

Erathal’s legitimacy as a divine being was subsequently confirmed by The Prophet of the All Mother and All Father, where it was noted Erathals actions were misguided, and that he would take his place in the pantheon in the same way that the other gods have.

Erthals’s Followers believe heavily in their own abilities, and many train their bodies endlessly so that they might embody his aspect of strength as well. There are even some groups of Monks who have begun to see him as their patron god. His followers often react swiftly if wronged, punishing those who would dare.

Erathal’s church is still new to the world, however, and due to his tumultuous first appearance, it has lead many to distrust the intentions of both this god and his followers.

Ethali

Domain: God of Night, Darkness, Thieves, Deception, Lies, Murder
Symbol:
A serpent coiled around a kris (wavy bladed) dagger
Follower’s Alignment:
Evil
Preferred Weapon: Dagger
Description:

Ethali is a being of pure evil. It is said that he is male, but being a master of disguise no one knows this for certain. Ethali has appeared in many forms, from male to female and from old to young. Race, gender, age, height, weight and other characteristics know no bounds with Ethali. He once fooled even a goddess, when he posed as a young child to lure Attalia to him. While she tended to his self-inflicted wound he cut her throat with a god-forged blade, the only known way to kill a god. This event triggered what has been called “The Reckoning” which is the closest literal translation from the language of the old ones. The Reckoning was a struggle between the gods of good and evil, with the neutral taking sides. Finally the elder gods intervened ending the struggle and restoring Attalia to immortal life. Ethali does these things for reasons known only to him. Lies, deception and murder are his main goals. Night and darkness are the allies that protect and shroud his followers.
The faith of Ethali is a secretive one. No one is quite sure how many followers exist or who they are. One thing is clear and that is the goals of these individuals are never well intentioned. Followers of Ethali have been known to sow deceit in the communities they live for years, right under the nose of an unsuspecting populace. The main followers of Ethali are thieves and assassins and most conceal their faith as they conceal their profession. Clerics of Ethali exist in a shadowy world between legitimacy and fraud. These clerics usually masquerade as clerics of some other faith in order to protect their identities and gain trust. These clerics are permitted to call upon the name of another deity when casting spells or performing other divine feats.

Gorvaak

Domain: God of Evil, Chaos, Disorder, Tyranny, Fury, Destruction
Symbol:
A black gauntleted fist dripping blood
Follower’s Alignment:
Evil
Preferred Weapon: Two-handed Great Axe
Description:

Gorvaak is the lord of evil. Overwhelming force and unbridled fury represents his power. It is Gorvaak who inspires man to subjugate and conquer his fellow man. Gorvaak empowers the tyrant, adds fuel to the fires of chaos and relishes in destruction and anarchy. It was Gorvaak who created the Orcs and Goblins who torment the world with their cruelty and wanton destruction, and it was also Gorvaak who first released the energies of chaos into the world. Chaos is a pure energy that warps and distorts all it touches and it is never known how or why it will show up next.
The major portion of Gorvaak’s followers are Orcs and other Goblinoids. Evil beings of other races that delight in destruction and abhor the rules of society also fill his ranks. Many a mortal has been tempted into his worship by the promises of power and being able to act as they wish, solely for their own benefit. Gorvaak encourages his followers to spread as much mayhem as they possibly can and rewards them with treasure hordes to plunder, towns to pillage and kingdoms to rule over. Clerics of Gorvaak actively seek converts, whispering into their ears the promises of their lord when they do his bidding. His followers will seldom allow an opportunity to pass by where they can cause maximum destruction or carnage.

Gundar

Domain: God of Smithing, Artisans, Craftsmen, Invention
Symbol:
A hammer and anvil, a forge
Follower’s Alignment:
Any
Preferred Weapon: Warhammer
Description:

Gundar is the lord of invention, and is also called the smith god. Gundar is the fraternal twin of Hafur, lord of the earth. When the pair was “born” (in so much as gods are born) Gundar was born weak and small, whereas Hafur was born the strongest of gods. Hafur always protected and shielded his brother from harm. When Hafur created the Dwarves from the very earth in his own image, Gundar followed with the creation of the Gnomes in his own image. Realizing they would need someone to look after them in the world Hafur tasked the first Dwarves with the protection of the Gnomes. In return, Gundar gratefully bestowed upon Dwarves the ability to craft and smith. To this day Dwarves safeguard Gnomes when they can, in honor of those early days.
Followers of Gundar are few and mostly consist of Gnomes and the occasional Dwarf or Human. They believe they bring honor to their god by producing items of unsurpassed quality and beauty. Often his clerics reside in towns fixing common items and crafting new ones. Occasionally they also create new and wondrous inventions. Sometimes the actual utility of these inventions is questionable however. With the decline in recent years of Gnome populations, the faith has shrunk. The Goblinoid wars have taken their toll on the population and no one knows how much knowledge has been lost. Followers of Gundar invent, but usually they do not share their designs with others.

Hafur

Domain: God of Ores, Gems, Lord of the Earth, Dwarven Lord
Symbol:
Mountains, Evil worshippers use a volcano to represent his fury
Follower’s Alignment:
Any
Preferred Weapon: Warhammer
Description:

Hafur is the lord of the earth. It is he who created the very foundation that the world is built upon. Popular Dwarven lore holds that Hafur lives deep beneath the surface of the earth, deeper than any Dwarf or Dark Elf has ever gone. In these depths, the Dwarves believe, is a giant cavity wherein lies a gleaming tower of purest mithril. This tower is where Hafur calls home. From time to time Hafur will wander the world especially in Dwarven holds and will survey his creation. Dwarven custom is to treat fellow Dwarves as brothers until they prove themselves to be otherwise, for you never know when Hafur will be paying you a visit disguised as a stranger. Dwarves who treat him kindly find caches of gems and new gold in mines that they were getting ready to abandon. Those who scorn him are likely to feel his fury by getting caught in cave-ins or meeting with accidents at the forge.
The followers of Hafur can be of any alignment but they all share a deep love of gems and wealth. They believe that they are truly blessed to hear Hafur’s calling, and that all living things owe their existence in some way to their deity. Followers of Hafur love tests of strength and fortitude. Very often miners and stonemasons pay homage to Hafur. The faith is not particularly strong outside of Dwarven communities but they tend to be close knit. Even followers of different alignments are able to put their disputes aside for the greater good of their faith.

Ibewinn

Domain: God of Wine, Exuberance, Drunkenness, Celebration
Symbol:
A tankard of ale or a decanter of wine
Follower’s Alignment:
Good
Preferred Weapon: Staff
Description:

Ibewinn is also known as the drunken god, and whenever you find one of his followers a tavern is usually not far away. Ibewinn taught the first people of different races how to make alcohol and delights in the pleasure of others. Many festivals and celebrations are dedicated to him. Seen by the other gods as not serious enough, Ibewinn reminds the races of the world that they are mortal and in being mortal, they must enjoy their lives while they can. Originally a neutral god Ibewinn became good after Attalia’s murder at the hands of Ethali. Ibewinn was so upset at the sight that for the first time ever he shed a tear. From that point forward Ibewinn allied himself with good.
Ibewinn’s followers are often seen as lazy slackers who use faith as an excuse to spend the better part of their time drinking and carousing instead of working. Followers of Ibewinn however believe they are fulfilling the desires of their god by enjoying the short lives they have. Despite both points of view Ibewinn’s followers are a welcome sight in almost all lands. They often head for the tavern and begin buying drinks indiscriminately for the populace. They are almost always seen laughing, joking and having a good time. Clerics of Ibewinn try to spread his message and get people to enjoy themselves. They often host festivals or parties, often for complete strangers and spread fun whenever they can.

Jerdano

Domain: God of Nature, Flora and Fauna, the natural elements
Symbol:
A man’s face made entirely of foliage (The green man) or a Stag (male) deer
Follower’s Alignment:
Any
Preferred Weapon: Staff
Description:

The lord of all things natural, Jerdano chooses the world as his dwelling place. Traveling along with currents of wind or the gentle rushing of streams and rivers Jerdano revels in the marvels he has created. He is neutral, and his design of nature is reflective of this. The wolf that kills the deer is not evil, but rather a necessary part of his creation. Nature is all about balance. Jerdano speaks with the trees and animals of the land, and it is said that he has a circle of 12 clerics who report to, and commune with him directly. It is these men and women he tasks with presiding over the balance of his creation.
Jerdano has a relatively large number of followers, especially among non-Human races. Most Wood Elves and Satyrs for example, pay him homage. His followers and especially his clerics actively work to preserve the balance in nature. They have also been known to provide escort to travelers moving through particularly dangerous sections of forest. What most followers of Jerdano have in common is a loathing of Orcs and Goblins who destroy areas of forest with reckless abandon. Jerdano’s most devout clerics are called druids, and there are various levels in the hierarchy of the order. These druids often shun modern conveniences and prefer instead to live in nature.

Jeredith

Domain: Goddess of Day, Sun, Truth, Light
Symbol:
An ornate golden or yellow sun sometimes pictured with a face
Follower’s Alignment:
Good
Preferred Weapon: Long Sword (often with a shield)
Description:

Jeredith is also sometimes called the “Queen of Light,” and she has a very large, active following. Jeredith was once wife to Leondarr, god of justice and their two churches were often found in close cooperation with one another. She is also the most avid and vocal opponent to Ethali, as their domains are direct opposites of one another. When the world was first created it was Jeredith who created the sun and drove off the shadow one day at a time. It is said that while the sun shines no lie escapes her sight. She appears as a young, beautiful woman of no more than 19. Typically she carries a sword which can compel any mortal to tell the truth and a shield that produces pure shimmering light.
Followers of Jeredith relish the day and when the sun is at its strongest is their happiest time. They pray daily, usually at midday, and some of the especially devout are up to watch the sunrise in prayer. The church of Jeredith is especially large in the Twin Kingdoms, Al’Hazir, and Sekhem but also enjoys much popularity throughout other Human lands and non-Human lands alike. There are many temples established in her name, but she also has a strong, dedicated following of crusaders who travel the land committing good acts in her name and battling the forces of darkness. Her clerics and paladins work to expose organizations of thieves wherever possible and often in conjunction with clerics and paladins of Leondarr. (Though the church of Leondarr has since begun to distance itself from the church of Jeredith in recent days.) Her devout followers will usually carry light spells openly during the night and guide travelers while the dangerous cloak of night is out. The basic tenets of the faith are to always tell the truth no matter the consequence, spread light wherever you go, and work against the forces of evil and darkness. Jeredith’s paladins and clerics are legendary for their fight against the undead, abominations of night.

Learyn

Domain: Goddes of the Arts, Creativity, Bards, and Performers
Symbol:
Either an intertwined treble and bass clef, or side-by-side comedy/tragedy masks
Follower’s Alignment:
Any
Preferred Weapon: Staff
Description:

Learyn is the patron of art in all its many forms. It is said that she loves all forms of entertainment and appears many times in the world just to entertain mortals, though her appearance is always different as the focus is on the performance and not necessarily the performer. It is believed that anyone can be creative and entertain, if they simply work at it.
She is responsible for bringing music into the world and spread its incarnations throughout Adraveth’s many races and cultures. Her followers tend to be energetic and joyful, and celebrate all aspects of life through song, dance, story, and art.

*Note – The church of Learyn is from the new continent, and has only been known about for a very short time. As such, new players should avoid using the church of Learyn in their character history unless it pertains to just hearing about her recently.

Leondarr

Domain: God of Justice, Law, Order, Balance, Defender of the Weak
Symbol:
Blue gauntleted hand holding golden scales
Follower’s Alignment:
 Neutral
Preferred Weapon: Two-handed Warhammer
Description:

Former Husband of Jeredith, Leondarr has many of the same qualities as his former wife, and they were almost always seen together in cooperation. Leondarr often chooses to appear as an old man, and travels from place to place observing people. Woe is it to the thief or scoundrel that tries to trifle with this old man! He will often do this to see if others will intervene on his behalf and if they do they often find themselves rewarded. It was Leondarr who stepped in when humanity was first created and balanced the forces within them. Now that he is a neutral god, he will do things that serve as a means to promoting balance. In this way he believes that justice may be served.  Where once he stood for justice for good, he now stands for justice for all.
Leondarr’s followers see to it that justice is served and that people are treated fairly, especially those incapable of ensuring this for themselves. Frequently, his clerics or paladins are called upon as judges and magistrates. Trusted throughout the land, these men and women bear the heavy burden of interpreting and enforcing the laws of the land. Often trained warriors who devote themselves to Leondarr will function as caravan and town guards for no pay for those who cannot afford it. Clerics of Leondarr will always seek to uphold the law, defend the weak and ensure that justice is served.

Mhizrak

Domain: God of War, Vengeance, Retribution
Symbol:
Any weapon engulfed in flames
Follower’s Alignment:
Any
Preferred Weapon: Any
Description:

Mhizrak tends towards very chaotic behavior, but is a neutral god. He is the patron of warriors everywhere and delights in the sounds of battle. When war grows Mhizrak’s power grows. The reason for the war is irrelevant; war is good for wars sake. It is a necessary tool used by the civilized races to settle their differences or secure a place for themselves. Mhizrak takes no sides in battle, as he has followers on both ends of nearly every conflict that is ever fought. He encourages his followers to fight as the ultimate form of praise and when they die they will go to his realm. In Mhizrak’s realm, the armies assemble from all times and cultures and fight all day. When the day is done they laugh and joke, drink and feast at the great banquet of their god. When the day is born anew, the fallen are returned, the wounds are healed and the process is repeated. Mhizrak is also the god of vengeance and retribution, and his revenge is legendary. Although most of his followers tend to focus on the war aspect of Mhizrak’s domain, there are quite a few especially in recent years that bring retribution to the forefront.
Followers of Mhizrak may have a good reason to fight, but it is not necessary. Warriors of all types pay him reverence. From the mercenary soldier, to the town guard and from the defending army to the rampaging Orc, his followers are born. Even those who do not see him as their patron will often find themselves praying to him when involved in conflict. Mhizrak’s followers see fighting and combat as ways to pay him homage. Followers of Mhizrak are not always quick to take insult, but they rarely back down from a fight and under most circumstances will seek vengeance against those who have wronged them or slighted their god. This vengeance may not be immediate, but it will almost always be delivered in some way. Mhizrak’s followers tend to pay back in retribution many times over the actual damage they were caused.

Negoro

Domain: God of Death, Eternity, The Cycle of All
Symbol:
A serpent or dragon in an endless circle, devouring its own tail (Ouroboros)
Follower’s Alignment:
Any
Preferred Weapon: Mace
Description:

Negoro himself is purely neutral. He can appear happy or angry, male or female, tall or short. His appearances and demeanor are ever changing. There is a small following of devout Negoro worshipers, and almost all of the larger towns have a temple devoted to him. Many a prayer is said to Negoro in order to deliver a person from death and the sick and dying often request one of his clerics to be at their side.
Followers of Negoro believe in the natural order of death, and have disciplined themselves to take comfort from it rather than fear it. Worshiping the god of death does not make them killers; rather they see to it that people are not sent to Negoro before it is their time to go. They do however wage an eternal war against undeath in all its forms. The creation of animated skeletons, zombies, liches and other such abominations is not only a mockery of life as some other faiths believe, but also in the case of Negorons it is the denial of the most basic fact of life -everything dies. To deny any creature a natural death and audience with Negoro is the greatest of crimes. For this reason Negorons hunt undead and are frequently found patrolling cemeteries and other haunts of practitioners of the necromantic arts. This vengeance also extends to the necromancers themselves, who they believe will be judged by Negoro himself. A cleric of Negoro can never refuse a request to preside over a funeral, and will attend most funerals whether presiding over it or not. Followers of Negoro recognize that all creation is a cycle, ever changing, but always remaining the same in its basic essence.

Oleandra

Domain: Goddess of The Sea, Sailors, Creatures of the Sea, Giver of Life
Symbol:
Three fish in a circle, head to tail, One or more Dolphins
Follower’s Alignment:
Any
Preferred Weapon: Spear
Description:

Oleandra is the goddess of the sea and her followers affectionately refer to her as their “mother.” Oleandra rarely appears to those on land at all except in visions, but will appear to sailors and those traveling across the oceans as a young Sea-Elf maiden. The bulk of her followers are the Sea-Elves which were her creation, but she has many followers among those who make their living in or around the sea. Merchants, fishermen, sailors, sea captains, and even some pirates pay this lady homage. One of her symbols is the dolphin and these are seen as her servants and companions. Many a sailor or mother has a tale of a drowning individual who was suddenly saved by a dolphin who brought them to the surface of the water. Most of these people believe that it is direct intervention of Oleandra that saved their life. Like the sea itself, she is neutral. At times the sea is calm and giving, and at others it is destructive and angry. Despite her changes and mood swings, she is known as the giver of life because it is believed that the sea is one thing all life depends upon in some way.
Although Oleandra’s faith is somewhat small on land they tend to be quite devout. Her clerics are renowned healers and are often sought for blessings before someone takes a long voyage on the sea. Often her followers or even those who do not follow her as a patron will say a prayer to her and throw valuables into the sea before taking their trip. This is an offering to the goddess. All of her followers have a great love of the ocean and seek to protect its creatures from harm. While on land they do their best to spread her word and make sure that people pay her proper respect before venturing off dry land.

Razabaoth

Domain: Goddess of Fire, Conquest, and Cruelty
Symbol:
A tormented individual wreathed in flames
Follower’s Alignment:
Evil
Preferred Weapon: 1-Handed Axe or a Two-Handed Longsword
Description:

While Mhizrak enjoys a war, Razabaoth has the endgame in mind. Lands, people, and precious resources are all obtained through conquest. These are the things that give people power and control, which are essential to survival, and those who lack power either die quickly or live miserable existences.
The world is very clear and easy to understand through the eyes of a Razabaothian; things are either one way or the other. In the end, anyone would want to come out on top, and this should be embraced. Power is essential for life, conquest is essential for power, and cruelty is essential for conquest. These are the three essential truths which comprise the core of the religion.

*Note – The church of Razabaoth is from the new continent, and has only been known about for a very short time. As such, new players should avoid using the church of Razabaoth in their character history unless it pertains to just hearing about her recently.

Sindar

Domain: Goddess of Joy, Love, Peace, Beauty
Symbol:
White dove carrying a red rose
Follower’s Alignment:
Good
Preferred Weapon: Staff
Description:

Sindar is a goddess of purest good, and often appears as a beautiful woman dressed in white and gold and bathed in shimmering light. Her beauty and eloquence has been known to charm gods and mortals who have caught her fancy as well. Despite her beauty she is never vain or jealous. Sindar is the goddess of peace and has even gotten the better of Mhizrak a few times by persuading him to end especially long or brutal wars. It is Sindar who brings joy, peace and beauty to the world and she tasks her followers to do the same. Sometimes the goddess will walk the world collecting especially beautiful roses and carrying them back with her. Sindar is not only the goddess of outward beauty but inner beauty as well. She teaches her followers to be happy with themselves and seek joy in the inner qualities they possess.
Sindar has a church of many followers who are entirely devoted to her and service the needs of many communities. Her clerics often make themselves available as mediators for disputes and may never refuse a request to mediate an argument and try to bring about an effective solution. Some of her most devout followers are found near battlefields trying to pacify the warring parties, heal the injured and do their best to minimize the suffering. Her followers and clerics also take upon themselves the task of spreading joy and happiness wherever they go, and in these dark times this service is especially valuable. Sindar’s followers are usually pacifists, but in the times they are forced to fight, they are permitted only to wield a staff.

Virajar

Domain: God of Merchants, Wealth, Commerce, Agriculture
Symbol:
Pouch of coins with wheat stalks crossed behind it
Follower’s Alignment:
Any
Preferred Weapon: Short Sword
Description:

Virajar is the merchant king. It was Virajar that taught early peoples to trade and barter for goods. Virajar has been instrumental in the relations between different races and civilizations by showing them how to obtain their needs and wants from one another without violence. Virajar often appears as a heavyset man dressed in fine clothing and adornments. Although Virajar is neutral and his followers are of all alignments, his biggest joy is to see people thriving by mutual trade. Virajar is also the patron of agriculture and he taught the first races how to farm and grow foodstuffs themselves rather than gathering and hunting.
Virajar has many followers amongst the merchant class who pray to him for good returns and safe passage from bandits and rogues. Ironically a fair number of rogues worship him as well believing he will grant them wealth. His clerics are often seen organizing bazaars and trading events within communities. His followers love to trade and haggle and almost seem to enjoy trading simply for the sake of trading, enjoying the exchange as much as the money or item they end up with. Whilst some of his followers concentrate on the accumulation of wealth, most of them prefer the commerce aspect of the god. Farmers who are having difficulty with their farms or simply want a blessing on their crops or animals very often seek out his clerics.

Viralee

Domain: Goddess of Learning, Knowledge, Wisdom, Languages, Scholars, Scribes, Magic, The Occult
Symbol:
An owl clutching a scroll or a hand with swirling magical energies around it (or a combination of both)
Follower’s Alignment:
Any
Preferred Weapon: Staff
Description:

Viralee usually appears as a very old woman. It is said in fact that she may be the first offspring of the All-Mother and All-Father. Although this cannot be proven one thing is exceptionally clear and that is that the other gods and goddesses respect her and often seek her wisdom. She is the wisest and most knowledgeable of any god and it has been said that there is nothing at all that she does not know. Some even say her knowledge and wisdom allows her to peer into future events, whereas others simply say that is since she knows so many things she can predict future outcomes.
Followers of Viralee are very often mages and scholars who seek her wisdom and knowledge. All mages (unless they do not believe in any gods) believe they owe their art to this lady who created magic and seeded it throughout the world. Clerics of Viralee are always seeking knowledge and wisdom and work very hard to promote this in others. Viralee’s clerics will establish libraries, set up seminars, and even establish schools. The most devout of her following have even been known to give away (or seriously discount) tomes and scrolls of knowledge to eager learners who happen to be low on coin. An oft ignored, and infrequently spoke of part of the worship of Viralee is that of the occult. Viralee was the goddess tasked with the responsibility of creating the infernal and celestial realms and insulating them from the world. Those who worship her devoutly for long periods of time are said to learn these secrets and be able to open portals to other realms.

Xalaron

Domain: God of Sky, Wind, and Heavenly Bodies
Symbol:
Gusts of wind blowing in a night sky with stars and moon
Follower’s Alignment:
Any
Preferred Weapon: Longbow
Description:

Xalaron is the lord of the sky and all heavenly bodies. It is Xalaron who created the avian race known as Nikklari, who tend to be devout worshipers of Xalaron. As a result, much of their culture is intertwined with this religion.
Xalaron believes that the only pure domain that is left is the sky. The rest of the world was corrupted long ago, when so many creatures and flora were put together to live side by side. Thus, the sky must be protected and revered. As long as that is the case, Xalaron uses his domain to help keep the rest of Adraveth flowing. He makes the wind move so that Jerdano’s seeds may spread, and makes it rain from the heavens to nourish the world. He changes night to day for Jeredith, and day to night for Ethali. He creates chaotic storms (much to Gorvaak’s delight) to ensure the sky is feared, but moves the clouds the next day so the sun shines high and Attalia can begin the healing.
Xalaron’s followers understand the importance of his place in the world. While the importance of all the deities should be recognized, Xalaron’s followers believe that without him, the status quo would dissolve faster than if any other deity were to fall, as each god and goddess would lose something without him.

*Note – The church of Xalaron is from the new continent, and has only been known about for a very short time. As such, new players should avoid using the church of Xalaron in their character history unless it pertains to just hearing about him recently.