Almanac: Of Pantheons and Cults

Of Pantheons and Cults

The people of the North Continent have many gods and spirits that are the subject of worship, veneration, and even simply placation.
Cult of the Seven (Arkea, Middle Marches)
The veneration of the Seven was introduced to the North Continent by way of the Arkean conquest. Where there was a local god equivalent, the Arkean priests syncretized it as an aspect of one of the Seven. Other gods were pushed to the side, incorporated as minor servitors of the Seven, or outlawed. After the Merrovin Uprising and the fall of the Empire, the Cult of the Seven remained present across the North Continent but now existing alongside many of the pre-existing gods. Typically the Seven are worshiped as a whole with specific blessings and boons called for by invoking one or more of the Seven.

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Kallel the Sentinel (Gold Sun on a Red Shield)

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Lord of Light, Shield Bearer, Knight of the Sun

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Assisted by Karael – Moon Bow, Night Huntress (originally a Merrovin goddess whose name is lost to history)

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Themes the Wise (Gold Eagle wielding an Axe on a Blue Circle)

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Axe Maiden, Wise One, Protector of the Weak

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Nox the Grim (Silver Sword point down on a Black Field)

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Grim Paladin, Watchmen of the Dead, Lord of Vengeance

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Orm the Wrathful (Yellow Trident on a Green Field)

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Sea King, Trident Holder, Master of Storm and Sea

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Ioun the Hermit (Silver Lantern on a Green Field)

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Lantern of Inspiration, Master Crafter, Wonder Maker

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Assisted by numerous minor specialist crafters

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Impetus the Traveller (A red staff, winged on a silver round shield, sometimes a silver wheel)

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Protector of Roads, Knower of the Ways, Master of Trade, Father of the Arts

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Ars the Sage (Three Silver Stars, Two and One, on a field of Blue)

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Keeper of Arcane Lore, Lord of Ten Thousand Faces

Gods of the Storm & Sea (Riekland)
Worshipped among the clans of Lochlanach, these deities embody the harsh nature of the far north. According to this mythos, this family of gods remain vigilant against monsters intent on destroying the world and remaking it in their own image. In some interpretations there have already been several cycles of this battle resulting in the world that currently is.

(Incomplete list)

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Boe: Skillful warrior & master marksman

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Vid: The silent one, master warrior, he who sits in judgement

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Thrud: Blind prophetess and mistress of fields. Queen of Ravens.

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Vali: Trickster

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Bludghad: The fury and destruction of the ocean tempest, given woman’s form. Sprung forth from the blood spilled by father Hallin as he died in battle.

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Wode (deceased): The Grey Father who sacrificed himself against the great serpent

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Hallin (deceased): Watchmen of the Gods, slain as he in turn slew the giant Nor

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Farin: Wise woman and mother to many of the gods. Wife to Wode.

The Old Faith (Middle Marches)
Having no actual gods, the Old Faith is centred on communing with the wild and the elemental forces. Holy days are observed on the equinoxes and solstices with sacred places being primarily wild places untouched by civilization (groves, natural springs) and ancient places (stone circles, barrows).

Cults of Old Gods (Middle Marches)
Though surpassed during the Imperial occupation, the ancient cults continue in one form or another. Origin accounts of the gods generally agree that they sprung forth from the older primal ones but actually took an interest in the affairs of mortals. Though primarily found in Merrovin, the cults of individual gods may be found abroad such as Shrines of the Checkered Shield dedicated to Larani maintained by paladins across the Marches (often as a subordinate of Themes) or the secretive Crimson Hooks – a cult of Agrik recently uncovered in the capital of Vodarre

* Agrik (evil) Tyranny, cruelty, destruction, the fire that cleanses and destroys.
* Halea (good): Beauty, life, pleasure, passion
* Ilvir (neutral): Shape shifter and warrior, god of the wild places
* Larani (good): Lady of Paladins, reluctant warrior, sword of chivalry
* Morgath (evil): Violence, insanity, master of the restless dead and foul magic
* Naveh (evil): Murder, treachery, darkness
* Peoni (good): Healing, agriculture, service to others
* Sarajin (neutral): Battlelust, warriors, fearlessness
* Save-Knor (neutral): Sage in search of the truth, the beggar god, patron of learning
* Siem (good): Protector of the wilds, wisdom, animal friend

Anything Goes (Northern Marches)
Though the Free Cities do not seem to attract many of the devout, they have their fair share of temple districts. Along a typical street of the gods, one may find a shrine dedicated to the Lochlanach Boe, god of warrior skill and marksmanship, located between a temple of the Seven and a House of Mors, minor god of death. Though exempt from normal taxation, the temple districts are responsible for the upkeep of their own roads and minor services.

Certain faiths remain publically unrepresented as they are seen as bad for business but it is said that if enough coin were passed, even Orcus could get a temple in Free Haven.

The Forgotten Gods of Koth
In centuries past, Koth supposedly worshiped the eight elemental aspects of the Primal Gods before the rise of the Cult of the Nine Lords of Koth. Since the Arkean conquest, the Nine have become incorporated into the lesser pantheons of the Seven.
Demi-Human Deities
Dwarfs and Elves have mostly managed to keep their own faiths, though some have converted to other pantheons.

In addition to their creator gods, dwarfs also have several cults venerating Paragons – elite examples of Dwarfs who are held as examples to the greatest that a Dwarf may attain be it as warrior, crafter, or leader. Immense statues of these Paragons will be found in every major Dwarf city.

Elves speak of a time when they would walk in the Dreaming and did not know aging, only entering into the Dreaming Without End when they grew weary of the world. They did not have gods to worship for they walked alongside the spirits of creation as companions and protégés. Then the Sundering shattered the connection to the Dreaming and the Fey Lands beyond. The experience led the Elves to withdraw from the world to contemplate what had been lost. It is deeply believed by many Elves that they are still watched over by the Fey Lords and those ancestors who passed beyond prior to the Sundering.

Almanac: Of Pantheons and Cults

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