Pirates of The Jewel Archipelago
The Imperial Pantheon – The Aurturi Empire reveres gods of order and good. Pursuits of religions devoted to evil or chaos (with the exception of Corellon Larathien) are harshly punished, and those gods are not officially recognized.
Brighid – (LN) Goddess of cities, community, laws, and leadership. She is wise and understanding, but her patience quickly fades with law-breakers, whom she is known to punish severely. Though not to eldest of the Deities of Order, nor the strongest, she is considered to be the leader. Her symbol is the scales of justice and her favored weapon is the longsword. Her churches hold positions of influence rather than authority, and many priests serve as diplomats or advisors. The Imperial throne has a dedication to her.
Domains: Community, Glory, Law, Nobility, Protection
Corellon Larathien – (CG) The god of elves, magic, music and the arts, Corellon is favored by bards and wizards alike. He is generally good-natured but swift to violence against orcs, or other followers of Magog. His symbol is a Crescent Moon with an arrow knocked as if it were a bow and his favored weapon is the longbow. His churches are usually houses of music or great libraries, and sometimes both. His clerics have little desire to be involved with politics, and this low profile is likely why their chaotic nature is overlooked by Imperial Inquisitors.
Domains: Chaos, Charm, Community, Good, Knowledge, Liberation, Magic
El – (LG) The god of the sun, healing, and creation. Considered by Scholars to be the oldest of the pantheon. He is compassionate and peaceful, but can be as harsh and implacable as the sun he represents. His clerics are healers and helpers, but they have a distaste for unlawful people and occasionally may refuse them refuge or healing. His symbol is a great, golden-furred Bull with a blazing disk suspended between it’s horns and his favored weapon is the quarterstaff.
Domains: Animal, Fire, Glory, Good, Healing, Law, Sun
Iomedea – (LN) Goddess of the larger of the two moons, peace in death, and mysteries. She is the least-trusted of the imperial pantheon by common folk, though when their loved ones are dying they will always come to a priestess of iomedea to ensure that the soul passes over safely. Her priesthood’s duties involve funerial rites and protection from the undead. Her symbol is a silver disk representing her moon and her favored weapon is the sickle.
Domains: Darkness, Death, Protection, Repose
Moradin – (LG) God of dwarves, creation, runes and earth. He is one of the oldest known gods, and is a strict but fair deity, demanding that each follower serve him to the best of their abilities, but knowing their limitations and rewarding them for their service. He is traditionally the patron of dwarves, but his worship passed to human stone-masons and blacksmiths, who continue to worship him even after the dwarves have retreated into their holds. He has no temples in human lands, rather each blacksmith’s forge and each craftsman’s table have small shrines or dedications to him, and his clerics are not preachers of his faith, but masters of a craft. His symbol and his favored weapon are the warhammer.
Domains: Artifice, Earth, Good, Protection, Rune, Strength
Bahamut – (LG) The god of good dragons and glorious warfare, Bahamut is revered as the protecter of the weak and champion of the righteous. He is the patron of House Drake, the Imperial Dynasty. The Imperial Legions march to war under the image of the Platinum Dragon, and the legion’s colours are blue, white, and silver in his honor. He has few clerics as most of his priesthood are paladins, and those who are clerics perform their duties in the thick of battle rather than in a temple. He does have a single, though impressive, temple in the Imperial City, where novice paladins are trained, and where youths of House Drake go to learn their swordplay. His symbol is the head and curved neck of a platinum dragon and his favored weapon is the longsword or bite attack.
Domains: Good, Law, Nobility, Protection, Strength, War
Unofficial Religions – there is a myriad of other, lesser deities that all draw worship, but in imperial lands they are kept secret.
Hoder – (CG) God of travelers, drink, gamblers and halflings. Hoder is a sly and carefree god, unconcerned with the long machinations of his peers. He delights in revelry and exploration, and is the patron of halflings, who worship him in secret. His clerics and champions are folk heroes, righting injustices of tyranny and freeing slaves, or tavern keepers, bards, or those who delight in alcohol. His symbol is a simple S shape, usually carved into a wall to mark the secret places of worship, or sewn into the pattern of clothing. His favored weapon is the dagger.
Domains: Chaos, Charm, Liberation, Luck, Travel
Bel – (CN) The youngest of the deities, Bel was once human. She was a pirate captain in the Age of Magic, and she grew weary of the available prey and sailed her ship, The Infinite, off the edge of the earth looking for new adventure. It is said she found the Well of Souls after traversing the Labyrinth that Moradin had created for it and stole a chalice-full of the Water of Life, and became a goddess. She demands nothing from her followers save that they sow chaos and steal as much gold as they can. She is the queen of pirates, and all pirates revere her, at least as their death looms large and they sink beneath the waves. her symbol is the skull and crossbones, and her favored weapon is the rapier.
Domains: Air, Chaos, Destruction, Luck, Travel, Trickery, Water, Weather
Sammahain – (CN) The god of nature and the woods. He is revered by the Wood Elves and Lizardfolk, as well as rangers, druids and farmers. He is implacable and inscrutable, and his clerics are much the same. His sole commandment is to respect nature and maintain the balance. The Imperial Clerics outlaw his worship, viewing him as a dangerous antithesis to civilization, and to be fair, he is. His symbol is a face made of leaves, and his favored weapons are the scythe or claw attack.
Domains: Animal, Chaos, Earth, Plant
Mannan Mac Tir – (N) The god of the sea, fish, and storms. He is revered by sailors and fishermen, and called on to give fair winds and calm weather, or a bountiful harvest. He has a very small following, his clerics are mostly in coastal villages and some sailors keep personal shrines to him on their ship. While he is not an official part of the imperial pantheon, the inquisitors generally ignore his followers, as he has no tenants for his followers, pursues no agenda, and he is rarely worshiped separate from the other gods. The reason he isn’t a part of the pantheon is that he is relatively unknown. He has no organized church and no records exist of his origins. In what few legends he appears in he is often followed by merfolk and other strange mythical beasts of the sea. His favored weapon is the trident or the longspear.
Domains: Animal, Water, Weather
Olidimmaru – (CN) The androgynous god of trickery and thieves. Portrayed as a slender, genderless figure in tight leathers with a parti-coloured mask. The mask is split down the center with black one one side and white on the other. The white portion is smiling while the black appears sad. Clerics Olidimmaru are rare and secretive, usually operating independently of any unified church. Most are anarchists, or at least strongly against the monarchy, and operate small cells of insurgents and rebels. Olidimmaru’s symbol is the mask, and the favored weapon is the dagger.
Domains: Chaos, Darkness, Liberation, Luck, Travel, Trickery
Evil Gods – There are some deities who serve nothing but madness and evil. Their cults are hunted with zeal and ruthlessly exterminated.
Jormunnger – (CE) The World Serpent is a massive snake that is said to be encircling the material plane. He is the oldest known deity; the original gods built the material plane on his coiled back. He is oblivious to the machinations of divine and mortal alike, but his power is so great that his latent thoughts are blasted into the minds of madmen, leading them to become his priests. Many of the foul abominations that plague the material realm are labeled his spawn, such as the ichthyic deep-ones and the mind-flayers. His priests sow madness and discord in response to the fevered dreams of their slumbering god. His symbol is a serpent devouring its tail and his favored weapon is unarmed or natural attacks.
Domains: Chaos, Darkness, Destruction, Evil, Madness, Magic, Trickery
Laki, The Ancient Fire – (CN) There is much speculation as to why the Orcs, such powerful fighters, were driven back at all. Many supposed that the Empire would have to kill every last orc to be free of them, and it came as a surprise to everyone when the Orcs retreated across the mountains. The truth is that the Orcs have been abandoned by the gods. Even their creator, Magog, has moved on to other pursuits. Ironically, it was in the frozen norths that they found their new deity. The Volcano Lakagígar, is the home of the greatest of the Titans, the first elementals. Laki is a being of molten rock and rage, and the deep-rooted racial rage that fuels the Orcs made them feel a deep kinship for the primal titan. At the foot of his volcano, the orcs began to rediscover faith. Clerics of Laki are often indistinguishable from barbarians, until they shout furious war-prayers to their volcanic patron and use their divine powers to control the elements themselves.
Domains: Air, Chaos, Darkness, Earth, Fire, Strength, War, Weather
Nergul – (LE) The god of the smaller moon, which has a horrible likeness of a leering skull formed by it’s craters. Nergul is the bringer of destruction and oppression, and is the patron of undeath. He is a master of evil magic and wicked thieves, and worshipped by evil lycanthropes. His worshippers offer him human sacrifices when his moon is full. Most of his highest clerics are vampires or wights, and they infiltrate the empire’s inner workings to oppress and destroy. His symbol is his moon and his favored weapon is the spiked chain.
Domains: Death, Destruction, Evil, Law, Madness, Magic, Trickery
Magog – (CE) An ancient and primordial god, Magog is the creator of monsters. He is credited with the creation of all the most besital races, orcs, goblins, minotaurs, etc. Unlike Moradin, he is not a patient craftsman, he creates and destroys on a whim. He is a capricious god, difficult to please and does not often show his followers any favor. When the orcs needed his aid the most, as the Imperial armies fought a coordinated battle against their disparate clans, Magog turned his eye away from them, and they were defeated. Now that the orcs have found a new patron, however, he has grown jealous, and his clerics and champions are seeking to bring about the downfall of Laki. His favored weapon is the morning star.
Domains: Animal, Artifice, Chaos, Destruction, Evil, Stength, War
The Ancient Foe – Older than the gods themselves, there is a race of beings not of this reality. They revere Jormunnger, from whom it is believed they are descended. They are his high priests, massive beings alien in form and thought to terrestrial life. They live between worlds, not wholly spirit nor wholly flesh. They sleep, dormant beneath the seas, waiting for a time when the stars are right for them to awaken. It is from their dreams that their followers draw power.
Father Dagon – When the first gods came to the Material Plane, Dagon was already ancient. He swims through the cold void between worlds, and sows madness in his wake. His progeny are the ocean-dwelling Deep Ones, a race of fish-like humanoids who possess a cruel intellect and a savage nature. When a cult of Dagon gains influence in a port town, they will often begin breeding with Deep Ones. The resulting spawn begin life as humans, but when they reach a certain age they change into Deep Ones and take to the sea with their fellows. Dagon’s enemy in this plane is Mannan Mac Tir, and the two sea-gods have an epic rivalry. His symbol is a 13-pointed star and his favored weapon is the trident or the claw natural attack.
Domains: Chaos, Evil, Madness, Water
Shub-Niggurath – In deep, primal forests and on the edges of the wilderness, crazed prophets or power-hungry madmen invoke the name of Shub-Niggurath, the Black Goat of the Woods. She is an ancient fiend and the mother of aberrations. Her rites are always perverse and depraved, and her followers are granted horrific mutations that would make even the most jaded ladies of the night recoil. She represents decay as well as birth, and evil druids worship her. Her symbol is the skull of a ram and her favored weapon is the bite natural attack.
Domains: Animal, Chaos, Evil, Plant, Madness
The Primals – The titans are the primal forces created by the divines that represent elemental forces. The greatest of the Primals are second in power only to true gods. Save for Laki, they are not active and do not grant spells to clerics. They are more used as fairy tales and parables or metaphors.
Vesna, The Eastern Wind – The primal dragon of air, spring, and love. She is depicted as a great dragon made of clouds, or with scales the pale grey of clouds. She is associated with weather, storms, love, childbirth, and the sciences.
Lito, The Flame of the South – The primal dragon of summer, fire, and glory. He is depicted as a long, serpentine dragon made of flames or with bright red and gold scales. The red dragons of old claimed to be descended from Lito. He is associated with wealth, health, good harvest and victory in battle.
Osin, The Western Ocean – The primal dragon of autumn, water, the oceans, all sorts of marine wildlife, and horses. He is depicted as a stocky dragon made of water or seaweed, or with scales the dark blue-green color of the deep ocean. He is associated with sailing, fishing, riding, veterinary medicine, and ocean-bound storms.
Zima, The Northern Stones – The primal dragon of winter, earth, mining, smithing, snow, and law. She is depicted as a massive dragon made of stone, or with deep silver/grey scales. She is associated with silence, law and order, building, cold, mining and smithing, and death.
The Kami – In Khitai, the divine is much closer to the mortal realm than elsewhere. All things have Kami, which are divine spirits, bound to the object and representing it on a spiritual level. Some Kami are more powerful than others, a small pebble, for example, would have a much less potent Kami than a mountain would. There is a staggering variety of Kami, and very few divine spellcasters represent just one. Most clerics act as translators between particularly powerful Kami and mortals. Druids call upon the Kami of the natural world to aid them. Oracles are blessed by the Kami. Inquisitors are nearly unheard of in Khitai but there are a few warriors whose devotion to the Kami is great enough that they are able to call upon them to gain magic powers, these are Khitain Paladins.
Dwarven Ancestor-Gods – Of the normal pantheon, dwarves only have organized worship of Moradin, the creator of dwarves. In the place of other deities, dwarves worship Gromthi-Gor, or ancestor gods. These are believed to have been dwarves that lived in times beyond history, whose legendary acts gave them a semi-divine status. Dwarven Clerics do not devote themselves to one ancestor, but to Moradin and all the Ancestor gods as well. A dwarven cleric of Moradin may select a domain from an ancestor as his second domain.
-Gazul – The Protector of the Dead, Gazul was a powerful shaman that could talk to spirits and bring the dead to life. He was a great foe on the undead, however, and ancient works make a clear distinction between the acts of resurrection and necromancy. He is depicted as an elderly dwarf with a long grey beard and a hood. His Domain is Healing with the Resurrection subdomain.
-Grimnir – Known as The Dragonslayer, Grimnir is the patron of death in battle and glorious warfare. He is depicted as a dwarf of great stature, tall and strong, with his head shaved and wielding a pair of axes. His Domain is Destruction, and the Rage subdomain.
-Gurungi – The First Miner, Gurungi is known as the patron of smiths and mining, and those who work below-ground. He is depicted as a short dwarf, with a wide smile and a pickaxe. His festivals are known for their use of bells in the ceremonies. His Domain is Earth.
-Morgrim – Known as The Scholar, Morgrim is credited with the creation of runes and rune magic. Scholars of such things will argue long and heatedly about which came first: dwarf runes or elven script. Such knowledge is lost to the ages however. He is depicted as a dwarf of regal bearing in flowing robes and a staff. His Domain is Rune.
-Valaya – Known as the Maiden, the Mother, or the Martyr, Valaya is the patron of dwarven women, the brewing of ale, and defense of the home. She is depicted as a dwarf with an axe in one hand a stein in the other, wearing a mail shirt under an apron. She represents the duality of many dwarves; soldiers and home-makers. Her Domain is Community.