Humanity has worshipped the gods since time immemorial. Even when Vidarr crossed the Vasta Sea and brought mankind to these shores, he carried with him the old faith. The gods are worshipped, collectively, for their creation of humanity and the physical world it inhabits, and for guiding and protecting its path. Large religious festivals are held every year and every nine years, and at other times according to local traditions. The gods have few edicts regarding the specific nature of worship or reverence, and so there are significant regional differences in practice. Religious ceremonies are presided over by local civic leaders and, in times past, noble families. The priests, though they are keepers of knowledge and philosophy regarding the gods, do not actually serve a role in religious practice, promulgating neither prose nor praxis.
Since The Riving, traditional religious practice has undergone a dramatic shift. In Gudesberg, the priests now assume both religious and civic authority, and the nature of worship is in fact tightly regulated. Petitioners can be denied or even fined if their prayers are misspoken, and garments worn during festivals must adhere to doctrinal standards. Elsewhere, there are many who feel considerable sorrow or anger towards the gods' failure to prevent the chthona or even warn humanity about them, which manifests in a general cooling of devotion and reverence. In Vinsklar, the festivals that were once religious in nature have, over the years, lost many of their connotations of the gods, and the people celebrate instead a prosperous economy, good fortune, and the passing of the seasons. In Prosperity, Lord Haakon has abdicated the ruler's traditional role in leading festivities, which proceed beneath his notice, guided by respected community figures. However, outside the large cities, religious practices and festivals take place largely as they have done in centuries past.
Aside from worshipping the gods as a whole, most people worship a particular god of their choice, revering them above the rest. Each of the twenty gods is associated with a particular occupation or walk of life (some more than one), known as a Blessed Path or Blessed Discipline. Following a Blessed Path according to the tenets and teachings of its patron god is considered worship in and of itself, and is the most significant and diligent worship most people undertake. Even working an occupation associated with a god, without reverence or acknowledgement, is still considered worship. Each Blessed Path has rituals and teachings passed down by its adherents through the millennia, and those who cleave most tightly to these doctrines will find favour and success in their endeavours.
Of course, not everyone follows a Blessed Path, and there are many stations in life not associated with any god in particular. Much work is simply orthogonal to worship, and this is no bother to the gods. Among the most notable in recent decades are the engineers and gearsmiths, whose ingenuity regarding mechanical works and machines is a product of modern times and entirely untethered to any god. Many who do not follow a Blessed Path choose a god to worship, according to their personal inclinations. Some on a Blessed Path might revere a different god alongside or even above their patron god, if they hold a particular affinity for them. The gods are not jealous, typically, and will reward any good service done in their name or according to their nature.
Although the gods' handiwork is manifestly evident throughout Creation, the lasting signature of their direct involvement is chiefly limited to artefacts: physical objects imbued with divine power and sent from above with some regularity. They typically have a subtle, constant effect, which might not be noticeable to an unfamiliar viewer. Perhaps some of them glow faintly when in use. A rare few, typically intended for prominent use, are etched with the runes of the gods. Over the millennia of recorded history, artefacts without number have been bestowed upon humanity writ large. Although the arrival of these items, typically happening in the night, has never been witnessed by mortal eyes, they are never mistaken, for the area around them will be scorched and burned in a perfect circle. Some are legendary, sent in times of great crisis, linked to historic victories, their power shining bright as the sun. Many are simply valued treasures, their abilities harnessed for diligent use, and their divine workmanship appreciated. An untold number yet go unnoticed, their origins forgotten and their delicate effects presumed to be simple coincidence. Although many have been lost or destroyed, there are still many artefacts in the possession of the inquisitive, held close by the devout, and stored in the vaults of the wealthy. Doubtless there are artefacts beyond counting that lie forgotten and abandoned, ready to be taken up once again.
The gods also send down blessings, when they act to answer a prayer or aid one of their followers. This could be through supernatural healing of a grievous wound, a bountiful harvest from sickly grain, or a warrior finding strength beyond the limits of their body for a critical strike. Due to their oft-intangible nature, one can never be quite sure that intervention was given, so every successful outcome is usually cause for thanksgiving towards one's patron.
Roughly once per century, a mortal is chosen to be the Champion of a god. Usually born to devout parents or raised within a community of adherents, it is apparent from a young age that empyrean energy flows within them. A Champion wields the true power of their god, able to tangibly work wonders and miracles through their very touch or presence. Stories are told of Atli Holmgeirsson, who in Salva's name travelled the kingdom, curing every disease, illness, and wound with but a touch; and Astrid Iversdottir, who wielded Trisata's power to summon and dispel terrible storms; and Eivind Dagsson, who had the silver tongue of Vomonios himself and could persuade king and commoner alike to undertake any task on his behalf. Champions are typically capable of only a narrow subset of their patron's ambit, their abilities bounded at birth by the god's blessing, but they have great power within that field. It has been 121 years since the death of the last Champion. Some among the priests argue that, since The Riving, the gods cannot or will not send further Champions, while others hope fervently that they are wrong.
For player characters who worship a particular god, their patron will extend their Favour in response. Each god has a particular small benefit they give to their followers. Some classes, such as Alchemist or Priest, represent Blessed Paths, and the appropriate Favour is automatic. For those classes that are not, each PC may worship a single god of their choice to obtain their Favour (except Thaumatologists). Be sure to establish a reason in your backstory for your choice of patron. PCs with Blessed Path classes who wish to worship a different god must forgo their normal patron, and come up with a compelling reason why they worship this god more than the one associated with their walk in life. One may also eschew any and all Favours if one wishes – again, establish a reason why this is the case. No PC may start the game with the Favour of more than one god. Later on in the campaign, great acts in service to a god (or a diligent lifestyle according to one's tenets) may cause a god to grant their Favour in addition to one already bestowed – this is at the discretion of the DM. These Favours are primarily gameplay mechanics for player characters and are not meant to represent the full range of blessings a god may bestow to their followers.
The gods are listed below in the customary order. Their position on this list is consummate with their perceived power and, accordingly, societal regard. They are almost always listed in this order.
# Taron
King of the gods, and the god of kings. Patron of kings, rulers, and warriors (warfare being an important part of his government). God of glory and pride, and power itself. Worshipped as the Great Creator even though the other gods played their part in Creation. Demands sacrifices.
**Favour:** When Favoured by Taron, you gain +1 to Charisma (Intimidation or Persuasion) skill checks to inspire loyalty or command respect.
**Metal:** gold (gold telluride)
**Celestial body:** the Sun
**Classification:** empyrean
**Eponym:** Taronic
# Lucuna
Wisdom god. Enigmatic, sorrowful, hooded. Patron of the priesthood. He alone is able to speak directly to humans through divine revelation, though he only does so to priests. Does not often send artefacts or blessings.
**Favour:** When Favoured by Lucuna, you gain a +1 bonus on saving throws against being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]].
**Metal:** lead (galena)
**Celestial body:** Numen
**Classification:** unclassified
**Eponym:** Lucunar
# Alesus
Dark god. Despises humanity and seeks constantly to destroy it. He sends artefacts more commonly than the other gods, usually with the effect of sowing chaos and destruction. No legitimate factions worship him, but there are cults who secretly revere him, follow his tenets, and pray for his blessings, that they might visit disaster upon their neighbours. Such worshippers are never permitted to live once discovered.
**Favour:** When Favoured by Alesus, you have Advantage and can't have Disadvantage on all attack rolls against other humans not so Favoured. If anyone learns of your Favour, they will become permanently [[Actions#Hostile|Hostile]] to you (unless they are also Favoured by Alesus).
**Metal:** beryllium, in the form of beryl and other gemstones
**Celestial body:** Lura
**Classification:** unclassified
**Eponym:** Alesian
# Salva
Healing god. Patron of chirurgeons and those who study the human body. His most radical adherents seek ways to improve and perfect the form of the flesh. He sends blessings more often than he sends artefacts, frequently curing disease or healing injuries.
**Favour:** When Favoured by Salva, when combat ends, if you have fewer than your maximum Hit Points, you have a 50% chance to regain a number of Hit Points equal to your Proficiency Bonus.
**Metal:** silver (lunar caustic)
**Celestial body:** the Moon
**Classification:** chthonic
**Eponym:** Salvan
# Ernon
Earth god. Shaper of landscapes, geography, and terrain. Expert on the chthona, who are of the earth. Raised the guardian stones to protect the ground-dwellers, and thus worshipped by them. Historically patron of explorers and cartographers, though in modern times much of this work is done by airship, which obviates him entirely.
**Favour:** When Favoured by Ernon, you gain a +2 bonus to saving throws against being knocked [[Conditions#Prone|Prone]] or pushed back, as long as you are standing on the ground.
**Metal:** iron (hematite, magnetite)
**Celestial body:** Jord (the Earth)
**Classification:** chthonic
**Eponym:** Ernonic
# Anaxta
Star goddess. Mistress of the heavens and celestial bodies. Patron of astronomers and astrologers. Her astrologer-clerics are vital in keeping time, determining the changing of the seasons, and in marking the ocean tides (working closely with the clerics of Ilasa). She is the wife of Drovan. Lays out the strands of fate and destiny in the stars and constellations, which astrologers attempt to interpret, with mixed results.
**Favour:** When Favoured by Anaxta, once per day, you may choose to roll a D20 Test with a +1 bonus.
**Metal:** mercury (cinnabar)
**Celestial body:** the stars
**Classification:** empyrean
**Eponym:** Anaxtan
# Drovan
Alchemy god. God of metals broadly, including mining, smelting, smithing, and chemistry – all these activities are considered "alchemy" and fall under his domain. However, most associate him with the chemistry aspect of alchemy, wherein alchemists study the reactions of metals and their compounds. Drovan alone knows the full formulae of the universe. He is held to be the ideal of adaptability and flexibility to circumstances. He is the husband of Anaxta.
**Favour:** When Favoured by Drovan, you gain +1 to skill checks made with Chemist's Supplies. When using Chemist's Supplies to craft items, there is a 20% chance you craft two of those items.
**Metal:** gallium (no earth)
**Celestial body:** not defined yet
**Classification:** empyrean
**Eponym:** Drovite
# Ulvuno
Fertility goddess. Goddess of sexuality, seduction, and courtship (both from male and female perspectives). Adherents of Ulvuno act as matchmakers and counsellors, or instructors of the intimate arts. They are also invoked to investigate questions of fidelity or legitimate birth. Ulvuno represents the ties that hold society together, the bonds people have with each other on an individual level. Ulvuno is part of the Triple Spiral of prosperity, alongside Trisata and Carn. This trio of deities is often worshipped as a single entity of life-giving bounty.
**Favour:** When Favoured by Ulvuno, you gain +1 to Charisma (Persuasion) skill checks made to comfort or calm a distressed person or creature.
**Metal:** antimony (stibnite)
**Celestial body:** not defined yet
**Classification:** aquatic
**Eponym:** Ulvunar
# Ilasa
Water goddess (both fresh and salt). Patron of sailors, shipbuilders, fishers, and others who depend on the sea. Because humanity crossed the ocean to reach Adenland, she is often seen as a mother figure to all of mankind (alongside Ulvuno, whose maternal role is much more overt). As nothing thrown into the sea is truly lost, she is also seen as the embodiment of memory, and it is common to wash or anoint one's face or head with seawater when struggling to recall something. Sometimes, items that fell overboard will wash up on shore in response to a prayer, years later and leagues away. Her influence is seen as calm and patient, and even the sea's fury is merely borne of its inevitability.
**Favour:** When Favoured by Ilasa, you always know the general direction of the nearest body of water while on land, and the general direction of the nearest land when at sea.
**Metal:** arsenic (realgar, orpiment)
**Celestial body:** Orvandal
**Classification:** aquatic
**Eponym:** Ilasan
# Trisata
Agriculture god. Patron of farmers, gardeners, and anyone else who grows plants. Also god of rain, storms, and lightning. Uses scythes prominently in his iconography. Tristata is emblematic of cycles and seasons, of renewal and rebirth. His adherents know that there is a time and occasion for everything, according to the seasons of the year, of the cosmos, and of one's own life. The yearly festivals are associated with Trisata, especially the harvest festival. Trisata is part of the Triple Spiral of prosperity, alongside Ulvuno and Carn.
**Favour:** When Favoured by Trisata, you gain +1 to Wisdom (Nature or Survival) skill checks to find, forage, or harvest plants.
**Metal:** copper (malachite)
**Celestial body:** not defined yet
**Classification:** chthonic
**Eponym:** Trisatan
# Carn
Hunter god. Patron of hunters, trackers, trappers, and stealth. Uses antlers prominently in his iconography, and said to be able to speak with animals. Before a hunt, devout followers will sit cross-legged under a tree, their weapons in their hands, eyes closed, until they hear every sound of the forest. After a successful hunt, it is customary to remove the animal's liver and bury it at the site of the kill, symbolically returning a portion of what was taken. Some hunters also break the animal's neck postmortem and twist the head around to face backwards; this symbolically separates the animal's body from its spirit, which remains with the forest. Carn's wrath will be visited on any hunter who needlessly kills a wolf or other animal which is itself a hunter. Part of the Triple Spiral of prosperity, alongside Ulvuno and Trisata.
The Antlered One also guides those who hunt men as well, provided their kills are quick, clean, and without suffering. He rewards patience, silence, and skill, and abhors cruelty, waste, and pride. The best kill is the one no one witnesses, where even the victim is unaware of their fate before it happens. Much like other hunters, assassins of Carn will leave behind an offering at the site of the kill. Once a year, in the dead of winter, Carn's devotees will meet on the Night of No Moon and reflect on their past kills with reverence.
**Favour:** When Favoured by Carn, you gain +1 to Wisdom (Perception) checks to track or spot a quarry.
**Metal:** tungsten (wolframite)
**Celestial body:** not defined yet
**Classification:** chthonic
**Eponym:** Carnite
# Ebracte
Architecture god. Patron of construction, architecture, buildings, and cities. Ebracte favours order, permanence, and structure. Although humanity exists in harmony with the natural order, it is also separate from it, and Ebracte teaches how to clearly delineate that separation. Walls, straight lines, perfect circles, and precise angles are his hallmarks, as are tessellations and concentric shapes. His symbol is the plumb line, a tool for ensuring a post is vertically straight. Ebracte is often worshipped as a "hearth god", where his role for society is diminished and he is instead the protector and preserver of a household.
**Favour:** When Favoured by Ebracte, you gain +1 to skill checks with Mason's Tools or Carpenter's Tools. When using those tools to craft items, there is a 10% chance you craft two of those items.
**Metal:** osmiridium
**Celestial body:** not defined yet
**Classification:** chthonic
**Eponym:** Ebractite
# Vomonios
Poetry god. Patron of skalds, bards, poets, and singers. Although the history of humanity has been written down since their arrival to Adenland, the skalds represent a much older tradition – surely dating back to the forgotten origins of mortal beings – of oral storytelling. Even now, skalds and bards perpetuate a different, parallel kind of history, one that weaves emotion and passion, luck and fate, the favour of the gods and the hubris of humanity into the same events recorded with dispassionate diligence by the priests. Vomonios' faithful preach indirectly about the nature of humanity, moral character, and the relationships people have with each other. They instil joy and laughter where it is needed, or solemnity and gravity when it is appropriate. Bards have been known to stop wars, or start them, by telling the right story, to the right ears, at the right time. Vomonios rewards those who understand the whole tapestry of human experience, its light and shadow alike, and honour the power of the spoken word to change the course of thousands.
**Favour:** When Favoured by Vomonios, you gain +1 to Charisma (Persuasion or Performance) skill checks made while speaking or performing.
**Metal:** palladium (polarite)
**Celestial body:** not defined yet
**Classification:** chthonic
**Eponym:** Vomonian
# Belaca
Art god. Patron of the fine arts (besides poetry and song) – painting, carving, sculpture, acting, and dance. He represents creativity, expression, and passion. Those who worship him seek to express their soul in tangible, visual form. To them, art is the true depiction of humanity, in its myriad forms and aspects. The true test of such a soul-rendering is the emotion it evokes in the viewer. To Belaca's adherents, this flow of sentiment from one person to another is the sacred connection that binds humanity together.
**Favour:** When Favoured by Belaca, you gain +1 to skill checks made with Calligrapher's Supplies and Painter's Supplies. When using those tools to craft items, there is a 20% chance you craft two of those items.
**Metal:** manganese (pyrolusite)
**Celestial body:** not defined yet
**Classification:** empyrean
**Eponym:** Belacan
# Serumnon
Mercy god. Compassionate to humanity, especially those less fortunate. Patron of widows, orphans, and the bereaved. Often invoked in funeral rites and mourning (though not associated specifically with death or the afterlife, only with comfort to the sorrowful). Sometimes worshipped as a "hearth god" to watch over a family.
**Favour:** When Favoured by Serumnon, once per day, when another creature you can see within 30 feet of you takes damage, you may reduce that damage by 1.
**Metal:** tin (cassiterite)
**Celestial body:** not defined yet
**Classification:** empyrean
**Eponym:** Serumnar
# Rhetios
Merchant and commerce god. Patron of traders, merchants, accountants, and bankers. Rhetios also favours craftsmen who work diligently, producing works of quality that can be sold for a fetching price. He, more than all the other gods, values honesty, as deceptive trade practices make the markets less efficient for all parties. He is often represented with a set of scales, as a symbol of his unerring calculation and assessment. One who has achieved great success in the market may choose to become an Arbiter, giving up all their material possessions in order to be an impartial moderator in issues of business and trade. They are paid a fixed – and substantial – fee for their services, usually serving anonymously to avoid the appearance of impropriety. They are held in high regard, and their rulings are unappealable.
**Favour:** When Favoured by Rhetios, you can negotiate prices that are 5% lower when buying and 5% higher when selling.
**Metal:** platinum
**Celestial body:** not defined yet
**Classification:** empyrean
**Eponym:** Rhetiosan
# Qevon
Justice and diplomacy god. Patron of kings and nobles. Upholds the highest ideals of society and civilisation, including the obligations each rank of society has to the others. Prizes graciousness, obedience, and respect. Sometimes worshipped as a "hearth god" to watch over a family.
**Favour:** When Favoured by Qevon, once per day, you may reroll a failed Charisma (Persuasion) check when speaking to a noble, lord, or those with political power.
**Metal:** zinc (sphalerite)
**Celestial body:** not defined yet
**Classification:** chthonic
**Eponym:** Qevunar
# Heduron
Herding god. Patron of those who deal with livestock, husbandry, and domesticated animals. Heduron embodies patience and nurturing care – not the fierce love a parent has for their child, but the connection humans have to all living things. Fostering love for domesticated animals increases one's capacity to love in general, and promotes harmony between humans and the world they inhabit. Heduron is sometimes worshipped as a "hearth god", where his role for society is diminished and he is instead the protector and preserver of a household.
**Favour:** When Favoured by Heduron, you gain +1 to skill checks and saving throws made to control your mount.
**Metal:** cadmium (greenockite)
**Celestial body:** not defined yet
**Classification:** chthonic
**Eponym:** Hedurite
# Narvos
Fighting god. Patron of warriors, martial artists, unarmed combat, and sport. Also somewhat of a prankster, as the youngest of the gods. Twin of Garnos, inseparable from him.
**Favour:** When Favoured by Narvos and Garnos, your [[Combat and Damage#Unarmed Strike|Unarmed Strikes]] deal an additional 1 damage.
**Metal:** nickel (nickeline)
**Celestial body:** 7th planet
**Classification:** empyrean
**Eponym:** Narvan
# Garnos
Fighting god. Patron of warriors, martial artists, unarmed combat, and sport. Also somewhat of a prankster, as the youngest of the gods. Twin of Narvos, and usually indistinguishable from him.
**Favour:** When Favoured by Narvos and Garnos, your [[Combat and Damage#Unarmed Strike|Unarmed Strikes]] deal an additional 1 damage.
**Metal:** cobalt (cobaltite)
**Celestial body:** 8th planet
**Classification:** empyrean
**Eponym:** Garnan