There is a great and final justice, supreme and absolute, and its name is my own.
Fectovarano, also known as Fecto, the Allriver, or the Deep Moon, is a god of life, law, courage, and water, as well as the god of the third moon, Fectovara. Fectovarano is widely considered be a protector of civilization, and his followers can be found in large numbers across the world. Fectovarano's myriad religions institutions, many of which are consolidated under the structure of the Church of Fectovarano, are pervasive throughout civilized societies in both following and political power.
Fectovarano's symbol is commonly depicted as a drop of water behind an outstretched hand, and he is often associated with the number 4 and the color blue. His siblings are Elevarani, Unavaranu, and Batrax. He is apparently good friends with the god Hatatch.
Most commonly Fectovarano was known to manifest as a giant of a man, around 15 feet tall, completely clad in shining silver plate armor with beautiful blue trimmings. Springs of water would form under his feet as he walked. At his discretion, he could change size and form to anything he desired. Often he took the form of an elk and roamed the forests of the world. Notably, when confronting entities that threatened him, he would become an enormous hand of water, and crush his foes into the ground.
Fectovarano is generally described as kind, selfless, and good-natured, but is also absolute. Fecto's low tolerance for any form of evil is famously noted in many religious texts. He is a firm believer in the power of law. While not a malicious god, he is occasionally spiteful of those that do not properly venerate or respect him.
Fectovarano is the embodiment of Lawful Good. He believes that a utopian society is achievable if people would band together as one society to smite evil. He wishes to propagate good in the world, and bind the forces of chaos. He directs his followers to be kind, helpful, and caring, but also to keep in line and respect rightful authority, as without law, there is discord.
Fectovarano readily enters agreements with mortals, generally with clerics and paladins, but has been known to grant power to all manners of individuals. In order to stay in his good graces, worshipers must act righteously and endeavor to see justice done. Those who dedicate their lives to justice are often rewarded with boons. In fact, the rigidity of the system in which Fecto provides magic and power is so consistent that scholars have identified that there are specific tiers that worshipers may attain as their devotion increases.
Alongside his sister Unavaranu, Fectovarano is one of the most widely worshiped gods in Hazeron. Most worshipers do so under the Church of Fectovarano, or one of its many sects. People from all walks of life worship Fectovarano, and often times those that do not pretend that they do, often to obscure their true religion and escape persecution.
In Atavar, worship of Fectovarano is mostly overseen by the Church of Fectovarano, a powerful organization them embodies Fecto's desire for law and hierarchy. While most of the sects of Atavar were originally independent, as of Iron 900, almost all religious institutions and religions of Fectovarano have been brought under the wing of the church. Among these are the Mending Palm and the Guiding Stream. The Church tolerates other methods of worship as long as the fundamental message of its institutions are preserved.
- Justice is paramount. Endeavor to see it done.
- Indulgence propagates chaos. Follow the rule of law.
- Become the vessel of kindness. Assist those in need whenever possible.
Fectovarano has a few holidays associated with him:
Fectovarano's moon always moves linearly and consistently through the sky. Its positions and phases are extremely precise, and many people utilize it as their monthly calendar. Due to its consistency, Fectovara will never enter an eclipse. People are noticeably harder to kill on Fectovara full moons, and people are often filled with unnatural bravery. Many droughts have been ended on Fectovara full moons.
From gods and kings to insects and dust, all are made equal upon the discretions of the great Balance.
Unavaranu, also known as Un or the Balancing Moon, is the god of the second moon, Unavara. Her domains are balance, knowledge, and lightning. Her symbol is commonly depicted as a tree with two equal sides. She is often associated with the number two and the colors green and yellow. Her siblings are Fectovarano, Elevarani, and Batrax.
Modern interactions with Unavaranu are rarely face-to-face; the highest scholar priests generally interact with her through writing and text. She has been said to appear in dreams as a set of endless bookshelves extending into oblivion on either side of the dreamer, with the books containing the information she wishes to impart.
Ancient depictions generally model her as a bald woman of perfect beauty and symmetry, with glowing eyes and flowing robes, holding a book in one hand and a bolt of lightning in the other. Often she is drawn sitting in a chair made of a still-living tree. Modern statues and icons of Unavaranu tend to mirror these depictions, though there have been no surviving accounts of her ever appearing this way in person.
Many outside of Unavaranu's circles of worship accuse her of being a strict god devoid of personality, though devoted worshipers might contradict this. Many close to the goddess believe her to be witty with a very subtle sense of humor, and cite their written correspondence with her as evidence.
Beliefs and Systems
Unavaranu's alignment is true neutral, through her followers need not be the same; Unavaranu's primary focus appears to be the accumulation of knowledge, and she offers her partnership to anyone that would assist her. It it unknown what Unavaranu does with all this collected research, but some conspirize that she uses it to gain an understanding of the world necessary to subtly influence it away from overt chaos or extreme rule of law, ultimately balancing it. However, there is not concrete evidence to support these claims.
As a moon god, Unavaranu possesses a significant amount of influence on the world, and offers great powers to those who offer her knowledge. Establishing a pact with Unavaranu is relatively straightforward, but may require time, devotion, and many gifts of information before she deems a creature worthy of cooperation. The fruits of this labor are well-documented, however, and may consist of other knowledge, power, magical inclinations (especially the power of lightning), or physical gifts, among other things.
It is important to note that all information given to Unavaranu should be accurate to the best of the supplicant's knowledge; should the goddess discover that she was fed patently false information by choice, she will smite the individual in question with a furious bolt of lightning.
Unavaranu is widely worshiped among scholars and adventurers, but people from all walks of life may devote themselves to Un, as she doesn't appear to discriminate based on anything but the quality of the knowledge they provide her. Many people will offer parting knowledge to Unavaranu even if they do not worship her exclusively, and the practice of doing so is often considered to bring luck and safety. Alongside her brother Fectorvarano, Unavaranu is one of the most widely worshiped gods in Hazeron.
There are a number of religious sects that worship Unavaranu. In western Atavar the Silver Eye is especially active, following a religious doctrine known as the 22 Tenets of Balance and focusing on the acquisition of lost knowledge. In Gessaria, organized worship of Unavaranu is primarily under the oversight of the Floating Leaf. The Librarians of Elath, active across the world, believe that all knowledge is sacred and establish great libraries of both the mundane and the extraordinary.
- Seek new knowledge. Wherever a spark may be found, a current may form.
- Watch, listen, understand, experiment, record.
- Offer your findings to the goddess. The cycle will continue.
The movement of Unavara mediates between the position of Elevara and Fectovara in the sky. It will enter a full moon every 15 days. During Unavara full moons, people tend to become more talkative, persuasive, but also easier to convince in return. Mental faculties are generally increased. Scholars will often hold meetings on Unavara full moons as they are usually productive. Unavara full moons always fall on an Elevara full moon, which depending on the form Elevara is taking, can lead to increased productivity or further chaos.
Each creature that draws breath in this world is whispered to by the temptations of impulse. I am that whisper.
Elevarani, also known as El, the Fire of Chaos, or the Shallow Moon, is a god of war, peace, chaos, power, and fire as well as the god of the first and smallest moon, Elevara. Her symbol is commonly depicted as a flaming hammer with a curved handle. She is often associated with the number five and the color orange. Her siblings are Unavaranu, Fectovarano, and Batrax. She is known to be the occasional lover of the goddess Alarin.
Ancient historical and religious accounts depict Elevarani as a young adult with long, flowing orange hair and long, pointed ears. She would wear a tattered brown dress and flies like a comet, burning the sky in her wake. Accounts of her battles with the primeval dragons at the dawn of the Age of Gods show her fighting with 5 hammers that would rotate around her limbs at high speed.
Elevarani is a famously a fickle and hard-to-please goddess. She is impulsive, brash, and unpredictable, and is known to have a low attention span. Elevarani is fond of interacting with mortals.
Beliefs and Systems
Elevarani's alignment is often stated to be chaotic neutral. Important to her is the freedom to pursue whatever you desire. She does not seem to have concrete goals, and simply works towards whatever fleeting interest she has. In the past she has conscripted mortals to create grand displays of love for her occasional partner, Alarin.
She accepts pacts, but due to her impulsive nature it is difficult to stay in her good graces. Those who assist her in her many endeavors often experience the most benefit. However, those who enter pacts should also exhibit independence and have goals of their own, as the goddess doesn't appear to like those who are too "clingy". Successful worship of Elevarani is highly dependent on the individualism of the worshiper.
There are very few who worship Elevarani exclusively, with most generally offering her a prayer in order to lessen the impact of her full moons. Those who do follow her often receive very little to nothing in return. The largest contingent of her faithful followers are in Atavar.
True devotees of Elevarani will experience massive mood swings in line with Elevara, matching that of their goddess. They are also known to be somewhat self-centered.
- Time thinking is wasted time. Act on your impulses and see your desires fulfilled.
- Do not define yourself by others. Carve out your own path in the world.
- Do not confine yourself to the prisons of rule. Lash out wildly against those that would bind you.
Elevarani has only one widely practiced holiday, Firesong. It originally was created to appease her, but over time began to become more of a general holiday. The holiday is centered around flame, and generally involves a giant bonfire in some way, although different cultures have their own variations.
Elevara zips quickly across the sky, and thus, Elevarani's moon will be full every five days. On these days, one of her domains, but only one, will gain power.
Elevara generally glows orange and on full moons will adopt a particular form based on the domain she is currently embodying:
- War - slightly jagged, darker orange
- Peace - softer orange, glows brighter
- Power - surface undulates over time
- Fire - the glow shifts between orange hues like a fire
- Chaos - anything else
So many live in fear of an evil they cannot fathom or name. Its true form is just as baseless and undefined as the simpletons that dread it.
Batrax, also known as the Blood God or the Crimson Moon, is the god of the fourth moon, Batra, and is a god of death, cunning, pleasure, and blood. He is widely considered to be the prime engineer of evil in the world, spreading his hateful influence through multiple degrees of removal, rarely intervening personally. His symbol is commonly depicted as an eye with a needle through it, often just a line. He is often associated with the number 47 and the color red. Elevarani, Unavaranu, and Fectovarano, the other moons, are his siblings. Erudia is commonly considered his mother.
Batrax very rarely manifests, and most testimonies that claim to have witnessed him are generally dubious at best. Artistic depictions often portray him as a single eye, watching the world revolve from his moon.
Batrax is a passive god, preferring to have his work done for him by others. He subtly manipulates the people of the world in order to meet his goals, to whatever end.
Beliefs and Systems
Batrax's alignment is neutral evil. He is a mysterious god, and there are many interpretations of what he wants; he has many legions of worshipers that work on different goals, occasionally even against one another. Many scholars assume that Batrax has no specific desires beyond sowing the seeds of discord so that evil may grow from them.
Batrax will offer power to many types of individuals, regardless of their devotion to him, their station, personality, or race. Batrax's criteria for choosing who to bless can seem random and unfounded, as sometimes those that wholeheartedly devote their entire beings to him may find little in return. A surefire way to become a powerful servant of Batrax, however, is to join one of his dark orders of fallen priests and clerics. Devoted clerics of Batrax may eventually learn the dark arts of blood magic.
Batrax is worshiped by many animal men and lesser creatures. Most civilizations rebuke the worship of Batrax, so citizens will tend to worship their god in secret, doing their ill will in his name.
Batrax is known to individually organize cults across the world to sew mayhem on his behalf, rather than establishing larger institutions of religion.
- Rather than devouring the fruit of malice, plant its seeds and tend to their growth
- Without death, life is worthless. Remind the world of the value of life.
- Indulge in desire, engage in pleasure. The cost to others matters not if you fulfill your goals.
Batrax's moon Batra moves unnaturally through the sky, sometimes moving in curves, suddenly reversing direction, sitting still, or sometimes not appearing for days at a time. Yet, consistently, every 47 days, Batra will have a full moon, and evil in the world will be at its apex.
Relationship with Un
In the early years of the Age of Gods, Batrax was known to openly quarrel with his sister, Unavaranu. Batrax held the opinion that Unavaranu's attempts to impose balance on the world was ill-founded and vain. Batrax soon receded from contact following a particularly violent altercation with Un, hiding away from the gods and machinating in secret.
The Eye in the Sky
Watching, watching, eye in the sky
47, 47, see it fly
Bleeding, bleeding, watch them die
47, 47, eye in the sky
Gather you boors, charlatans, perverts and lushes! Tonight we invoke a power greater and more primal than any god!
Durzick, or the Lying God, is a major god in Hazeron. His domains are lies, trickery, fun, and smoke. His symbol is often depicted as two circles crossing, one containing a star, the other containing a heart. He is known to be in a relationship with the goddess Zadara. Durzick is known for possessing his devotees to throw incredible parties.
Durzick is not known to prefer a particular form, usually possessing the bodies of his followers instead. Ancient depiction of Durzick depicts him as a man with many arms, all doing different things from pouring drinks to playing instruments to stealing. In place of his head is a billowing plume of orange smoke.
Under most circumstances, Durzick is a celebrant, and seeks to be the center of attention at all times. However, he has shown himself to be one of the most cunning and intelligent gods on multiple occasions, leading many to accuse his fun-loving nature as a ruse.
Beliefs and Systems
Durzick is mostly concerned with making sure people are having fun, but also loves to play tricks and tell lies. He is a very laid back god, and grants power on a whim. Unlike many other gods, Durzick does not seem to have any final ambitions, and simply wishes to make the world a more interesting place.
Some contend with this simplistic interpretation of Durzick's motivations, instead painting his as a masterful, if not altruistic, manipulator of worldly events and other godlike entities.
Durzick is actually a very popular god, but most do not worship him devoutly. His true devotees are usually thieves, conmen, assassins, drunkards, party goers, and occasionally politicians.
- Be the life, and bring merry
- Better to lie, misdirect, and slander than get punched in the face
- Share coin freely, and don't bother asking if you need some
During the end of the Age of Dragons, Durzick rose alongside many of the other gods as a manifestation of mortal whims and ideals. He participated in the great war against the Primeval Dragons as a trickster would, fooling the dragons' armies with misinformation and misdirection as his stronger compatriots would attack with their enemies exposed.
Years into the war, Durzick lamented on its brutal and unrelenting nature; while some gods reveled in the bloodshed and mayhem, Durzick simply wished for the threat to end. Seeing no way to overcome the dragons by sheer force, Durzick instead pretended to defect to their side under the pretense that he wished to swiftly end the conflict, which was in fact, the truth. During his time with the dragons, Durzick made quick friends with many of the dragons, primarily Hashastel, who also shared his opinions on the war. Durzick worked with the dragons to create a great sorcery that would empower all the dragons and allow them to crush the upstart gods; however, Durzick poisoned this magic during its final ritual phases, sending all the dragons into a great slumber. However, woven into this great spell was a mantra of protection that would obscure the dragons from the spiteful eyes of the gods, a token of the friendships Durzick had made among the dragons.
Durzick's was met with mixed reactions among the gods; Fectovarano disdained Durzick for denying him his absolute justice, while Alarin praised him for bringing peace. Nevertheless, Durzick's contributions to the war became lost to time in lieu of the more comfortable narrative that the gods had soundly destroyed the Primeval Dragons through sheer power.
The Love of the Wheel
Durzick once famously courted the goddess Irashi, showering her with gifts and praise. The results of their brief tryst led to a war that devastated numerous civilizations.
The Nature of the Lying God
To pray to Durzick means you're only looking to have a little fun. Even I have made offerings to the Lying God in my youth. But to worship Durzick...is another matter entirely. - Fectern Priest Gasavar
Patalir, also known as the Frozen God or the Chrysalis, is a major god in Hazeron of frost, sadness, pain, penance, and endurance. She is known to be a highly enigmatic god with unclear motives, though the services she provides through her Frozen Priesthood have become indispensable to communities across the world, giving her great power despite her questionable nature. Her symbol is an eye with a triangular iris.
Patalir is a fairly unique god in that her physical avatar exists in one place, always, in the northern peaks of Fusalis. Many of her priests go on pilgrimages to see her. She is encased in a thick crystal of never-melting ice, so only a shadow of her frail body is visible. Her followers refer to this as the Chrysalis.
It is said that before she ascended to godhood, she was small, frail, and pale-faced with an almost bluish hue to her skin. She wore modest, plain robes and had long, frayed grey hair. Her eyes were the most astonishing aspect of her rather muted appearance, shining a bright blue.
Patalir's personality is famously hard to pin down. There are many theories to her true nature, but testimonies from those with personal experience with the goddess tend to cast doubt over these. Some portray her as a benevolent spirit, kindly lifting the burdens of others, while more often she is viewed as a strangely masochistic entity that absorbs pain for her own pleasure. Certain priests that have left the Frozen Priesthood testify that she has a bizarrely sadistic side to her.
Beliefs and Systems
Patalir is a neutral god. She seems to be solely focused on taking on the pain of others in order to ease their suffering, and beyond that is rather enigmatic. Many assume that she is doing something with all this pain, or is working towards some goal, but apparently not even her most devoted priests understand her true intentions.
Patalir offers great power to those who assist her as Frozen Priests, people who collect the pain of others to eventually turn over to the goddess. Frozen Priests receive a number of special abilities granted to them by Patalir in order to achieve these goals. It is recommended that those seeking to enter a pact with Patalir to exhibit great mental and physical fortitude, as the act of taking on the pain of others can be quite traumatic.
The use of Patalir's power tends to harden the souls of the individuals that use it, eventually making them cold and distant. The constant taking and giving erodes their personalities slightly with each transaction.
People from all persuasions turn to her in times of sadness or pain, that she might help ease their burden. However, worshiping Patalir exclusively is very rare, and usually leads to induction into her priesthood.
Patalir's exclusive group of priests is known as the Frozen Priesthood, a widespread collection of worshipers granted special powers by the goddess. These priests are capable of relieving the burdens of others by taking them into themselves, and later offering them to Patalir. It is very common for any decently sized town to have at least one Frozen Priest for the people to share their pain with.
Prayers to Patalir are often answered by the arrival of a Frozen Priest, leading many to revere the goddess for her ability to listen and react, something that is not quite as common among other gods. However, direct communication with Patalir is extremely uncommon, and those that have had the honor claim the experience to be alien, but comforting.
- Accept the burden of those in pain.
- Offer your sadness, hurt, and regret to the Chrysalis.
- Weather the storm.
The Cold Old Man
The Cold Old Man is a common nursery rhyme sung by children while playing a sort of hopping game in the rhythm of the rhyme, which reads as follows:
Cold Old Man, once young and fine
A Priest took him when he was nine
They taught him rites, he met her gaze
And off he went to teach her ways
He took their pain, he gave advice
His heart grew stiff and cold as ice
But that's no way to live a life
Without a tear, upon the knife!
The goal of the game is to follow the hopping pattern of the person in front of you, but one step behind.
Testimony of a Frozen Priest
Most people view Patalir as kind, others believe she takes some masochistic pleasure from receiving the pain of others...but these are mere speculations of mortal whimsy. I have been to the Cave of Eternity, I have communed in front of Patalir herself...I believe that what she is, and what she wants, is far beyond our capability to understand. - Giltrim Wickwillow, former Frozen Priest
Alarin, also known as the Freesinger or the Wind God, is a goddess of freedom, kindness, song, and wind. She is a protector of travelers and musicians, and is a champion of redemption. Her symbol is often depicted as a circle with three lines, like wind, across it. She is known to be an occasional lover of the goddess Elevarani.
When taking a physical form, Alarin generally appears as an empty space that the wind parts to avoid in the shape of a young woman.
Depictions from the Age of Gods show Alarin as a thin, spritely woman with powerful, gusting winds in place of hair. In battle, she wore no armor.
Alarin is a pure-hearted goddess that extols the virtues of kindness and generosity. She is energetic but soft-spoken, possessing great patience for mortals, a quality many gods do not entertain. Alarin enjoys guiding others through song, inspiring lyrics and verse that provide others her wisdom.
Alarin is a chaotic good goddess. Above all, she values freedom, urging her champions to wander the world without destination, helping those who have been crushed under the rule of law. She advocates kindness, and implores that even the evil be offered a chance at redemption. She is averse to killing and death.
Alarin will generally approach those she deems as being deserving of her boons either through their dreams, a song on the wind, or one of her champions. She doesn't seem to have any specific qualities she looks for beyond a good and lawless nature. Alarin can grant powerful wind-based magic. Those who have been granted power by her must often use song in order to invoke it.
Alarin's followers are those who seek freedom in their lives, such as bards and traveling adventurers. She is also worshiped heavily by musicians. Many nomadic tribes of Wolkaea worship Alarin as well.
Alarin herself implores her followers to eschew formal and organized religion, instead wishing each worshiper to form an individual, personalized system of worship.
- Be the leaf in the wind. Do not seek purpose, let it find you instead.
- Free those in chains, and guide those who oppress.
- Lift the spirits of the downtrodden, and become the song in their heels.
Alarin grew to power during the Age of the Gods, making battle against the Primeval Dragons at the dawn of the era. Alarin herself abhorred the violence inflicted in the bloody war, but despised the controlling nature of the dragons. Alarin assisted the god Durzick in his historical artifice that sent the dragons into a deep slumber and raised him to godhood.
Unlike many of the gods, Alarin's presence was not diminished in the Broken Age, though her devout followers noted that her voice often shook during this time, as if in fear.
Alarin has been known to sing to young children if they are crying.
While the worship of Alarin is often not a binding affair, those loyal to her often sing the Freewind Aria, a short song that proclaims the virtues of the goddess and her way of life. While the song varies from performer to performer, the jovial tune is generally left untouched. A common variation is as follows:
Oft the chains of kings and lords
And sacks of wheat, and heavy swords
Can weigh upon a happy grin
But not the goddess Alarin!
Worry not 'bout whims of moons
The winds will sing a wondrous tune
And so, rejoice! And lift your chin!
And praise the goddess Alarin!
Hey hey! Feel the breeze!
Hear the music through the trees!
Dance and sing and laugh and spin,
Oh graceful goddess Alarin!
Merrav, also known as the Wild God or God of Beasts, is a major god of Hazeron. His domains are beasts, forests, and health. His symbol is often depicted as a set of antlers at the foot of a tree. While Aeltra is generally known to preside over the fey-touched forests of the world, Merrav's domains seem to be more earthly in nature. He is often worshiped as a god of the hunt.
Merrav is known to be fond of taking the form of various animals and beasts, either as prey or predator. His preference appears to sway chaotically, but he seems quite fond of the elk. In many older depictions, Merrav is seen as a large, tree-like humanoid with large, branching horns of bone.
On the rare occasions when Merrav takes a humanoid form he will take on the guise of one who is normally found in a forest, such as a lumberjack or a hunter.
Merrav tends not to communicate through direct speech, ost often utilizing animals and plant life to manifest signs to others. Merrav appears to possess a somewhat animalistic mindset, but as a god, he is likely capable of higher thinking despite his predilection for the natural and wild.
Merrav is fond of pretending to be a mundane creature of the forest. He is not known to be a jealous or vindictive god, but is also not one of pity.
Belief and Systems
Merrav is a chaotic neutral god. He believes in the laws of nature, in that one should only what they need, give back what they can, and pass when they are no longer fit to survive, empowering the next generation. Merrav believes the those who are fit to survive, should. Merrav seems to believe that the natural cycle will lead to the evolution and ultimate apotheosis of mortal life.
Merrav prizes those with straightforward and earnest qualities as well as the strong, quick, and cunning.
The extent of Merrav's interactions with the mortal world is hard to pin down; as the god seems to enjoy manifesting unannounced, it is unknown just how often he does it. He is generally viewed as a less passive god than others, but the gravity of his actions tend to be less grave. He does not seem to be fond of grand gestures.
Those of the forests tend to find the most success in establishing a relationship with Merrav, and even still he seems somewhat selective on who he chooses to empower. Powerful hunters and druids tend seem to earn the most favor. Establishing a pact with Merrav requires patience and perseverance.
Druids, hunters and forest dwellers often worship him, as do many animal men and savages. Small communities that subsist off of forests will tend to at least offer Merrav an occasional prayer, if they do not worship him outright.
Beyond individual sects of specific forests, there are not many centralized organizations of worship for Merrav. The Denaren, a somewhat widespread network of druids, appear to venerate Merrav, but do so with other gods as well.
- Purify the self, train your form, and grasp the limits of your potential
- Forge your unspoken bond with the land, beasts and trees.
- Engage in the cycle, do not watch from afar.
The following is an excerpt from a famous legend involving Merrav and his interaction with a hunter.
And Levonida could not believe this scene,
that in front of her lay the golden-horned stag
her shot had pierced cleanly through the neck
a swift kill
Upon the performing of the rites of the forest
Levonida was shocked to hear the fallen stag speak
"You have proven yourself the truest of hunters.
No longer will you suffer under the ridicule of your people"
and the stag ceased to move, and as Levonida prepared its body
its flesh did glow with a golden and powerful light
Levonida returned victorious, and shared her bounty with her people
the flesh of the stag never spoiled, and those who partook were blessed with long and healthy lives
with the horns, Levonida fashioned a bow that could pierce the skies
and the pelt, worn upon the shoulder, would transform its wearer to a stag
The rest of the story contains various heroic deeds performed by Levonida using these treasures of Merrav. Eventually, she dons the pelt permanently and becomes a stag, later killed by a skilled but starving hunter who uses the body to feed his family.
Ragil, also known as the Painted God, is an unbound god of creativity, inspiration, ink, and bloodshed. They are considered an actively malevolent threat throughout Hazeron, and is infamous for their ability to manifest inside works of art that attempt to depict them. Ragil is an unpredictable and obsessive god, and often focuses on creative individuals, such as artists, craftsmen and bards, to tempt them into violence. Their symbol is commonly depicted as a finger smearing blood. There is often some contention between followers of Ragil and Batrax regarding the domain of blood.
Icons of Ragil and generally not depicted for multiple reasons, one being that in most kingdoms, the worship of Ragil is illegal and incurs a harsh punishment. However, the more prevalent reason is that depicting Ragil in any way seems to feed the power of the deity and attract their attention.
Due to efforts of various organizations attempting to limit the spread of Ragillian iconography, no specific qualities are widely known of Ragil's appearance. Some religious scholars theorize that this is a pointless endeavor, as Ragil manifests themselves based on the interpretations of the individual.
Ragil is a chaotic and impulsive god. They are known to obsess over creative individuals, watching them, speaking to them, and in some cases, even possessing them. Ragil is fond of violence and death, believing it to be a high form of art.
Beliefs and Systems
Ragil is a chaotic evil god, and believes in complete freedom to express creativity. They are also obsessed with violence and blood, and believe that they are underutilized in the art world. Ragil wishes for the world to become a wild, free landscape of creation, unbound by the restrictive laws and institutions of society.
Ragil is generally interested in those who produce art, although that art may take many forms. Due to Ragil's wild nature, there is no surefire way to get their attention for a pact, although those will skill generally have a better chance at attracting the gaze of the deity. Ragil is often enamored with those that are passionate about their art, and will attempt to lure them into their thrall, or in some cases will flat out possess them.
Ragil's blessings come in a few forms; unwilling pacts often send the "blessed" individuals into a pure frenzy of creation. This generally culminates in a violent rampage. Those who work willingly with the god may find success in negotiating the extent of their madness. Ragil can offer power to these individuals, and may even grant them the ability to bring their art into reality, if they are favored.
Ragil is usually followed by artists, writers, songwriters, etc. that have fallen to their muse in the darkest way. Many insane and evil individuals will also follow Ragil because of the freedom the deity promises.
The Nepoznato is a large contingent of Ragil-worshipers that travel in groups, completing their "art". Generally, this art necessitates the destruction of communities and bloodshed. The Thraixe are wild and unpredictable, and many smaller settlements around the world fear their arrival. Pieces created by the Thraixe seem capable of inflicting mental changes upon the weak-willed.
- The worst sin imaginable is stifling your muse. Act! Create!
- The world is your medium. Let nothing stand between you and that perfect color!
- Those who would impose rule and reason upon your performance must be CUT AND TORN AND S̵̡͘͡U̶̸̢҉̴N̵҉̸̢͞D̛͜E͏̡͠͞R̷̵E̶҉̧͜D̸̵̀͡
Yes, yes, no other will do
It must be THAT color, that crimson, that hue
I've tried other colors, but none of them work
I need more of THAT one, I must be alert
I think that they heard me, some 12 nights ago
Though I was quite quiet, I think I was slow
To sink in my dagger, he let out a peep
And might have awakened his parents from sleep
And now he is dry, but the canvas is not
It must be completed 'fore falling to rot
They have another, so I must prepare
And visit again, though I must beware
It must be portrayed, the scene of my vision
I must see myself absolved of derision
As I near completion, my insight untainted
Soon THEY will emerge, the wondrous, the Painted
Jylurm, also known as the Twisted Sea, is a major god in Hazeron, and the god of the sea. Its domains are monsters, abominations, insanity, and the sea. Its symbol is commonly depicted as a broken hook.
The true appearance of Jylurm can only be approximated by the insane ramblings of the very few who believe themselves to have seen the god, survived, and didn't go completely insane. Usually, it is depicted as a giant mass of wriggling, convulsing flesh on the ocean floor, with long, reaching tendrils spreading out of its form in all directions. More comically, some visualize the god as a muscular man with a fish for a head.
Jylurm has been known to, on rare occasions, manifest an avatar to converse with those who have fallen into the sea, or even rarer, on land. Generally, he has a friendly visage, and appears to be of the same race as the creature he is conversing with.
It is said that Jylurm actually has quite a kind and disarming disposition, but as you speak to it, it slowly drives you mad.
Belief and Systems
Jylurm is a chaotic evil god. It wishes to flood all land and create an infinite sea, populated by insane, wriggling things. It dislikes order, and will do what it can to disrupt it. It is constantly at war with Hatatch and Fectovarano.
The power that Jylurm can offer, while great, can come at great prices. Jylurm often attempts to entice those of weak mind to accept his gifts, which tend to slowly corrupt their motives and desires to suit the god's needs.
Its followers are very often mindless or insane. Others include wizards, animal men, and a significant amount of the population of the Deadmarch, mostly those to the east that live under the sea.
Followers of Jylurm will often leave many fishhooks at the site of their next attack, implying that that they are soon coming to break them.
- Wash the fertile earth with the foams of the ocean, and let its cries of pain nurture your resolve
- Salt the rivers and fill them with the teeming and the gnashing and the squirming
- Bite, snarl, and birth! Open your mind and let it spill into the cold, open sea
Testimony of a Shipwrecked Sailor
"So the sea opened up ahead of us in an instant - one moment the day was fair, and the sea calm - and the next, we are falling under the ocean itself. We had no time to prepare, to react - and suddenly, the sea was back. The salt of the ocean stung my eyes as I watched our proud ship sink out of sight into the dark depths below, and at that moment, I made my peace; I had to be about three thousand or so feet in the water at that point, no way I'm making it out. Then I saw them - and they weren't squids or octopi or anything else, trust me, I've been on the sea for a while, I've seen squids. These things were massive beasts, with these long, thin tentacles covered in these strange lights, and damn the gods my eyes were playing tricks on me, but I could've sworn my shipmates were actively swimming towards the monsters! Me, I was content to just sit still and die watching my friends get pulled into the dark, but then, there it was - I know it was - just sitting there on the sea bed. It lit up brightly with all these crazy colors, and it took the ship, and I swear, it swallowed the thing whole. That was a galleon! It was huge! But this thing was even bigger. I'm not sure I even saw the whole thing. And that's not even the worst of it, no...it spit the ship out. And what came out was not what went in...it's almost as if the ship, I don't know, became part of it? It had flesh, and eyes, and the glowing spots, and something around a hundred spiny, squirming little legs. Then it took the men...started doing the same things. The men I spent my whole life with, the captain, Brado, Vansen - made into these awful horrors. I found myself choking on the sea, but I couldn't die; I don't think it wanted me to die. It wanted me to watch. It stacked my former friends all around the deck of the boat creature as if they were sailing, and it scuttled off into the darkness of the ocean. Then I sat there staring at this gargantuan creature for what seemed like an eternity, when suddenly, I was on the beach. No blackout, no nothing. Except that I hear these voices every now and again. Voices like my crew, telling me to do things, terrible things. I'm not well. You have to keep me locked up here, father. Don't let me free. I don't think I'll be me much longer. I think I'm supposed to join my crew.
Veratash, also known as the God of Demons or the Many Horned God, is a major god in Hazeron. Their domains are demons, suffering, and truth. Their symbol is commonly depicted as a horned skull, sometimes salivating.
Due to Veratash's true nature, they can manifest as any number of normal or abnormal beings. While there do not seem to be any records of Veratash taking a singular form, those who reveal themselves as being part of Veratash will often grow more demonic in appearance, sprouting horns or vicious fangs.
When a being's consciousness becomes part of Veratash, their personality is thrown into the screaming cacophony of voices from the others that met the same fate. While extensions of Veratash will possess the same personalities at any given point in time, their demeanors and temperaments will fluctuate greatly over time as the voices inside fight for dominance. On the whole, however, Veratash is quite morbid, and is known to be incapable of lying.
Beliefs and Systems
Veratash is often categorized as a neutral evil god, but this is not usually the case as its nature is in constant flux; Veratash is actually not a singular entity, but rather a collection of consciousnesses that are woven together through an incredibly potent ancient magic. At any given time, different aspects of their being might be more prevalent than others, which can also change its ideals (between lawful, chaotic, neutral). One of the few consistent parts of Veratash's "personality" is that they can never lie.
Veratash still offers boons for those who aren't yet willing to become a part of it, but their general end goal is to absorb all conscious life, so keep this in mind when making a deal. When making a pact with Veratash, special attention should be paid to wording, as they god will often twist intentions to better suit its needs.
Veratash is mostly followed by demons, demon thralls, evil beings, and tieflings. Devout followers will always be attempting to make deals for their master with susceptible individuals; in return for having a wish granted, the individual in question is usually eventually assimilated into Veratash's consciousness. Those who are one with Veratash are often referred to as horns.
- I am the fate.
- Apart I suffer. Together I thrive.
- I announce the world for what it is. I do not obscure it.
A monk, a cleric, and a zealot all walk into the tavern. They do not argue, because they are me. I am very enticing, and I convince the bartender to relieve themselves of the burden of thought. I know now of my wife, who is angry at me for spending all my time at work. But now, she is me, and has nothing to be angry about. I am happy, and I have a drink for a period of time until I find alcohol distasteful again.
Irashi, also known as the God of Wheels, is a major god in Hazeron. Her domains are industry, strength, love, and hate. Her symbol is often depicted as a wheel with either a heart or a skull at the center.
Irashi generally takes the form of a tall, powerful woman dressed in resplendent red and white robes, usually with a giant, slowly turning wheel affixed to her back. Sometimes, she takes his form with a large skull for a head. Irashi has taken multiple forms in the past in order to entice others.
Irashi is adamant, selfish, and authoritative. She believes that she is the supreme being that should be worshiped by all. She is also known to be a ceaseless romantic, courting mortals she finds intriguing, and unleashing her fury on those that scorn her. Irashi's hatred never fades once earned.
Irashi is a goddess that forces entire kingdoms to kneel before her, wishing to convert the world into one nation forged under unending adoration. Irashi believes this to be her right to do so. However, her power is highly dependent on those that are loyal to her; if at any given time there are few people under influence, her power will greatly diminish.
Other than the worship of herself, Irashi teaches her followers to exert their full effort in all aspects of their lives, doing their part to turn the Wheel. She adores those with burning passion, and often seeks to adopt those with strong hearts and minds into her fold, sending her followers out to twist their minds and turn their adoration.
Irashi is generally known to be antagonistic towards the other gods, as the beliefs she enforces onto her followers leave no room for the worship of other gods. Irashi herself does not believe that the other gods are in fact gods, just obstacles preventing her from claiming what she believes to be rightfully hers.
Even still, her romantic nature has led her to take other god-like beings a partners from time to time; notably, she once courted the god Durzick, and their brief and passionate affair resulted in a massive war that wiped out a number of civilizations. Irashi will often send her followers to harass and defile temples and shrines to Durzick across the world. She also houses a particular disdain for Fectovarano, believing him to be delusional about his own hubris. The two have engaged in multiple wars throughout their times as gods.
The most hated by Irashi, however, is Yerakessh. Yerakessh represents the spirit of rebellion and freedom, and has ruined Irashi's plans on multiple occasions.
Belief and Systems
Irashi is a lawful evil god. She does not pity the weak, and believes that they must be culled in order to form greater and stronger worlds. She believes in the power of industry and the importance of creation and progress, as well as the ability of mortals to achieve great things under her rule. Irashi wishes to unite the world in worship of her, eventually leading to a great age of unparalleled growth and power.
Irashi teaches to love intensely and hate intensely. All your emotion should be poured into your work. All peoples are part of a beautiful wheel, and with each rotation you move closer to enlightenment. Rotten wood and rusty spokes must be replaced for the wheel to function at full capacity, moving forward into the future of humanity.
In a more whimsical nature, Irashi loves to play matchmaker with her preferred mortals, and has been known to meddle in the relationships of people, setting individuals together that might bear strong offspring, or driving apart those that she deems unfit for each other. Those that pray to Irashi with extreme devotion and passion may find their pleas for love answered by the goddess, though the nature of how such prayers are answered can be unpredictable.
Irashi can offer blessings of magic, but many receive boons of strength and power, augmenting what they already possess. Irashi prefers those who are unyieldingly devoted to her, those who possess incredible strength, and the passionate. Her special magic can create connections between people, augmenting their power through their bonds.
To worship Irashi is to accept absolute rigidity in life, and resolve to give every effort of your strength. Those who worship Irashi believe that working to exhaustion brings them closer to their goddess. Irashi is generally worshiped by communities or entire kingdoms, rather than specific types of people.
Worship of Irashi spreads like a virus. Those who become devoted to her usually experience an overwhelming urge to introduce her worship to others, often aided by magical scripture that can alter the thought process, making people susceptible to suggestion. From small communities, the "plague" will spread to towns, cities, and whole nations if it isn't stopped at an early stage. The nation of Betaria, once a free land, was converted into a ruthless dictatorship at the hands of the devotees of Irashi.
In particularly advanced stages, Irashi herself may manifest in an avatar of war, leading her people into battle against those that defy her.
- Irashi is the sole subject of all worship, and the only god. Anything else is blasphemy.
- All practices should be carried out with overwhelming passion and absolute power. The world has no need of the weak and weary.
- Rest does not move the wheel forward. You must improve, adapt, and conquer.
Devotees will often recite this prayer while pursuing their work:
May the goddess protect me from the illness of weakness
So that I may be the oil on the spoke of the Great Wheel
Let not the temptations of rest and play invade my mind
As I form my body into a palace for my devotion
For these demons are a rust and rot upon the Great Wheel
And I would die before I burden her grand designs
A version of this prayer is often recited as a joke by those mocking the goddess and her devotees, as follows:
May the goddess protect me from the illness of weakness
So that I may oil myself as I dream of her "Great Wheel"
Let not the temptations of rest and play invade my mind
As I devote myself to contemplating her body and form
For I wish to "rust" and "rot" on her "Great Wheel"
And I will likely die soon anyways
Aeltra, more commonly referred to as Old Spirit or Tree Mother is a goddess of forests, spirits, and illusions. She is widely considered to the be creator of elves and is known to be a grower of forests. Her symbol is commonly depicted as a ring of trees. Aeltra's forest domain crosses over slightly with that of Merrav, but Aeltra's favored forests are often fey in nature, while Merrav presides over the more earthly wealds.
Aeltra is not known to appear physically, and rarely directly addresses her followers. Ancient depictions of the goddess often show her speaking through trees and animals. On occasion she is shown as a giant tree, extending upwards, far beyond sight.
Aeltra has manifested as a giant woman made of old, living wood, twisted into a humanoid form. Moss would hang from her body and from her long, elven ears. Upon her head would sit a large crown of living trees.
Aeltra is a largely distant and enigmatic god, choosing to communicate with visions and signs. She is considered a matronly figure by many, but doesn't have a specifically nurturing presence. She is not known to be a jealous goddess, and is generally tolerant of those that worship other gods.
Aeltra is a neutral good god. While she values all life, she places special concern on the keeping and growth of the forests of the world. While her specific wishes are generally unclear due to how she communicates with her followers, she seems to advocate the growth of plant and animal life, believing that this will establish a harmony in the world. She abhors the destruction of nature in any way.
Aeltra grants power to those who are devout to her and value the preservation and growth of nature. Those who lose sight of these values will often see their power fade. Users of Aeltra's power are also expected to extend kindness to others, help those in need, and correct the cruelties they encounter in the world.
Aeltra tends not to communicate directly with her followers, instead choosing to leave them subtle signs and hints. To be directly addressed by the goddess is a rare blessing.
Aeltra is mainly worshiped by elves; many believe her to be the progenitor of their race. Magicians court her favor for their magical pursuits, and druids and others connected to forests will offer her reverence.
- Nature is to be protected and treasured. Those who seek its destruction must be reminded of its importance and beauty.
- Seek fertile ground and sow life.
- Purify poisons and corruptions to reestablish the order of the forest.
Aeltra has four major holidays that align with the changing of the seasons:
- Virenspall for Arvet, or spring
- Ruberpall for Elevet, or summer
- Auranpall for Unavet, or fall
- Pallhaud for Fectovet, or winter
It is a well known fact among worshipers of Aeltra that the currently observed dates for these holidays are different from the original dates, and were changed in order to align them with the Iron Calendar. Aeltra does not appear to mind this.
It is said that many of the illusions protecting the forests of Hazeron were in fact created by Aeltra long ago in a very young age.
Aeltra's power seems to be strongest in the continent of Weysol, the home of the elves.
Invocation of the Forest
Usually recited in Elven, the Invocation of the Forest is commonly recited by followers of Aeltra who are in great peril or are faced with overwhelming circumstances.
She who nurtures the grass, wood, and leaves, hear me!
I am a child of the weald; its roots and branches are my own!
Though I may burn or break, cut or bleed, I do not fear!
I stand alongside the eternal kingdom that will not bend!
From a single seed the forest will again grow!
I will not relent!
Kalar, also known as the Buried Shadow or the God of Souls, is a major god in Hazeron that mainly oversees Gessaria. His domains are souls and shadows. His symbol is commonly depicted as an inverted tear falling upwards from a dark hole.
Kalar is often depicted as a floating, dark grey cloak, with the area under the cloak appearing as an impenetrable darkness. Many accounts of interactions with Kalar describe him manifesting in all manners of shadows, speaking with a low, gravelly voice.
However, more often than not, Kalar appears as a mortal being, usually some sort of humanoid. He has been known to take all manner of forms, and will generally assume a role conducive to his current agenda.
Kalar, like many gods, is largely enigmatic; followers of righteous deities such as Fectovarano might refer to Kalar as shifty and manipulative, while others may see him as convincing and pragmatic. Those who have dealt with the god directly tend to refer to him as collected, gregarious, and charismatic.
Belief and Systems
His alignment is lawful neutral, but this topic is often debated among the members of the Ereidin High Council, as many view him as an evil god. Kalar prizes nonviolent solutions to problems, such as through subterfuge, compromise, or charisma.
Kalar is an unusually proactive god, consistently interacting with mortals and manifesting himself on the Material Plane. While his specific goals remain a mystery to even his most devout followers, he has a keen interest in the continent of Gessaria specifically, and makes efforts to amass soul contracts with those living there.
Kalar does not seem to flex his pure power often, leading many to believe that he is not a powerful god, instead choosing to make deals with people and having them pay their debts to him by working to his ends.
The ability to make a pact with Kalar, especially in Gessaria, is general knowledge despite efforts from various other religions. However, most also understand the gravity of deals made with the Buried Shadow, so generally only the brave or desperate make attempts to work with him.
Kalar tends to offer people a means to an end. This could be through magic, luck, power, or more commonly, though small, subtle influences. While Kalar assists an individual in achieving their goals, he expects them to simultaneously work in service of him as well. While the boons Kalar grants can vary widely from individual to individual, Kalar will almost always demand that the individual provide him with their soul as collateral.
The magic of Kalar tends to involve manipulation of the soul, shadows, and charismatic boons. Kalar prefers to work with those who are seeking non-violent solutions to their problems.
It is usually very easy to make a deal with Kalar; simply letting enough people know of your wishes will attract a servant of Kalar eventually, and begin the crafting of a pact. Should you wish to expedite the process, locating a shrine of Kalar and expressing your desires directly to an icon of the gods will have more immediate results. Kalar will either send one of his many warlocks to make a deal with you, or, if you're lucky, will appear himself. All you need to do then is allow Kalar to hold on to your soul, at least until you pay off the debt your deal incurs.
While there are those who worship Kalar out of fear, most worship him in the hopes of either establishing a pact with him, or to honor a pact they already have. There are geographically based sects that worship Kalar as a tradition, but these instances are secular and not very widespread. Due to Kalar's influence in the area, most of these sects are in Gessaria.
Kalar is worshiped outside of Gessaria, but he rarely pays those worshipers much mind, occasionally granting the odd boon or miracle. Most of his devout followers migrate to Gessaria eventually.
Apart from those that seek individual rewards from dealing with Kalar, there is a sect of monks known as the Shadehand that seem to work towards his means. The monks are decentralized, sharing their teachings only in passing as they traverse Gessaria. The Shadehand possess a variety of secret techniques for releasing tormented souls and guiding them to the afterlife, but detractors often claim that these souls are instead offered to Kalar. Members of the Shadehand can be found most often in the Deadmarch, where they work to free shackled souls from their rotting prisons.
- Keep to the shadows. If you must walk into the light, make well your appearance to onlookers.
- Hold true to the pacts you keep. Debts are timeless until repaid.
- Law is law. Do not stray from your tenants; tormented are those who live in chaos.
Shadehand Funeral Rites
While there are a number of different rites used by the Shadehand in the event of a death, the most common is the Deadman Rite, which is used in the case where a Shadehand monk encounters a body that has died from an unnatural circumstance. In the scenario where the monk themselves did not witness the death of the creature, the Deadman Rite is generally recited.
Wayward soul lost to chaos
Guide yourself to your next stage
Forget not your debts and struggles
But cling not to the whims of mortals
Find that road through the Farpath
Undeterred by fanciful distractions
Peer not into the shadow
For that chapter has closed
After the recitation, the monk will generally clasp their hands together with a specific hand sign, marking the beginning of the soul's travel to Adzeredish.
Warning to the Hopeful
Be careful with Kalar. Dealing with him can fulfill your greatest dreams, but be careful with the fine print; the terms you set with him must be followed exactly, to the letter, to each stray drop of ink that is spilled on the parchment. Kalar is a god of absolute law. You MUST follow the rules, or your soul pact will never end. - Nepoznato, Warlock of Kalar
In 951 IaC, Kalar reached out to the adventuring party the Peas regarding their ongoing battle against the Nightseeker. Kalar was irritated with the Nightseeker's ambitions of godhood and promised to protect the shadows of the party if they dealt with her decisively. When the Nightseeker was defeated by the Peas, Kalar appeared and prevented a catastrophic explosion by absorbing the shadows that the Nightseeker had stolen, but ended up keeping them for himself. Kalar later made a number of bargains with the original owners of the shadows and had them complete a number of tasks in his name, with the promise of having their shadows returned to them if they did so.
Gulchax, also known as the God of Filth, is a major god in Hazeron. His domains are pestilence, decay, and namely, filth. His symbol is often depicted as water falling from a crescent moon.
Gulchax has been known to take many forms. While he often wanders around as a scruffy-looking vagabond, he has notably been encountered as:
- A giant plague of rats speaking in unison
- A mound of decaying flesh
- A large head made of rotten teeth
- A pillar of wet, oozing detritus
- A brown puddle
- An unmoving corpse
Gulchax has a very laid back and relaxed personality. He is very talkative, and loves interacting with mortals. While conversation with Gulchax may be pleasant, remember that you will likely be covered in trash by the end of it.
Beliefs and Systems
Gulchax is actually a neutral god, despite some of the horrific effects his machinations may have on the populace. He considers his filth a gift that should be shared with all creatures. He wishes to see the entire world covered in decay and waste.
Gulchax is an incredbily gregarious god, and constantly enters into conversations with mortals. Many people avoid symbols of Gulchax, as in passing them there is a chance they will attract the attention of the god. Most interactions with Gulchax generally end with the mortal being "blessed" with filth.
It is almost too easy to enter a pact with Gulchax; usually all that needs to be done it ask. It is easily possible to directly address the god to do so. Gulchax is by no means a lesser god, and can grant his followers great power, but they must be content with the fact that they will never be clean in their lives again. Followers must devote themselves to spreading filth wherever they go.
It is nearly impossible to fall out of favor with Gulchax and lose his "blessings", unless you are directly working against him to clean the world.
Aside from the insane, there are very few devoted worshipers of Gulchax. Farmers and gravekeepers may offer a prayer to him from time to time for specific reasons, but generally, his followers are restricted to animal men and intelligent beasts.
Those who devote themselves to Gulchax may experience unnaturally long lives, but will also likely be plagued by disease and filth.
- Spread the filth
- Spread the decay
- Spread the disease
Gulchax is well known for his promiscuous nature. Many of the children he has fathered over the years have gone on to establish themselves as demigods. Many of his children appear to be born from rats.
Zadara, known also as the Waiting Eye or the Poison God, is a major god in Hazeron. Her domains are poison, patience, and foresight. Her symbol is usually depicted as an eye in a bottle. She is known to be in a relationship with the god Durzick.
Zadara has been known to appear as many things, but she seems particularly fond of adopting the guise of a small girl in a tattered dress and no eyes. In ancient depictions from the Age of Gods, she is often envisioned as a pale, naked woman with long, straight purple hair, with her eyes torn out and held in either hand.
Beliefs and Systems
Zadara is a lawful neutral god. She does not seem to have any personal ambitions. Her followers often enjoy a sense of freedom in their religion, when they are not engaged in a pact.
When a pact is made with Zadara, the mortal must state the terms they will abide by during the pact, and what their goal is. Zadara will usually bless them with a boon that befits the task they are to accomplish. The more restrictions that the mortal places on themselves during the mission, the stronger the boon will generally be. However, should the mortal break their rules at any point, Zadara will exact a price from them. This can be from benign to fatal. This ends their pact, and their boon. Zadara often refuses pacts for missions that do not have many restrictions or large hurdles to overcome. Apparently these are uninteresting to her. Those who show consistency in completing their pacts, or tenacity in seeing them done, are rewarded with more powerful boons, increasing in strength as they display their "devotion" to their god.
Zadara is widely worshiped by soothsayers and assassins. Her most devout followers are blessed with a seemingly infinite patience. Some more intelligent members of savage races may worship her as well. Goblin assassins, in particular, seems to revere her exclusively.
- Always deliver on what you promise.
- Grow from your obstacles, and do not let them shake your resolve.
- Patience is paramount.
The Monk of Zadara
A Zadaran monk was once locked in a dark, quiet dungeon for nearly 30 years. When he emerged, he seemed to have much the same disposition as he had when he was imprisoned, mainly snarky and sarcastic. The king, who has wished to see him driven insane, had him beheaded. The monk's blood burst out into a gaseous explosion, spreading through the throne room like a miasma, poisoning the entire court.
There is nothing that Zadara appreciates more than seeing a plan come together. - Tears on Chains, famed Tabaxi assassin
Erudia, also known as the Gentle Smile, the Great Sun, or the Old Sun, is the goddess of the sun of Hazeron. Her domains are growth, prosperity, and light. Her symbol is commonly depicted as a circle with four triangles spaced around the perimeter. She is often associated with the number 1, and the color yellow. Some accounts state that she is the mother of all the gods, but many do not believe this, and statements from other gods seem to contradict this idea.
Many believe that Erudia is the oldest god, while others believe that she exists as a foil to Noph, but the latter belief is less widely held. Many models of the multiverse place her at the conceptual beginning of the plane Adzeredish, as the creator of all things. Many religious sects and churches, most notably the Church of Fectovarano, condemn this belief, as it belittles the power of the other gods.
There are no accounts of Erudia ever taking on a physical appearance, choosing instead to manifest in the way of miracles and great signs. Still, this has not stopped artists from attempting to depict her, and she is often visualized as a large, motherly figure with long, curling golden hair. Occasionally she is drawn as a sun with a face, although most followers would agree that this is a rude depiction.
Erudia is one of the more enigmatic gods, and tends to keep a fair bit of distance from the world. Only rarely does she ever directly intervene in worldly affairs, such as in times of great crisis. During these times, her intervention is generally benevolent, which has led many to see he as a kind god.
Belief and Systems
Erudia's alignment is considered to be true neutral. As she appears to reward those who grow things, many believe that her goal is to nurture life in the world, with no other grand designs.
It is possible to be granted power by Erudia through constant prayer and devotion. Those who endeavor to sow seeds of life and cast light over darkness can receive powerful blessings from the Old Sun. Orders of paladins and clerics worshiping Erudia are present throughout the world, though these are rarely centralized. Usually, they travel across the world, blessing crops and protecting communities from invaders. Having a cleric of Erudia pass through your farm when your crops have been failing can be a life saving miracle.
She is often worshiped by farmers, and many people that choose to worship other gods often pay respects to her as well. Even those who might be more prone to evil can be found worshiping Erudia as somewhat of a utility, as her favor can increase crop yields and help civilizations grow strong.
The largest concentration of devotees make their residence in the Exatled Earth, a series of islands in the northwest of Atavar. This is considered the holy land of Erudia.
- Grow, grow up above the clouds and meet the Sun.
- Low, low should your roots dig into the earth.
- Sow, sow the seeds of renewal and prosperity.
There are a number of holidays associated with Erudia, but few that are practiced worldwide; by and large, communities will generally tend to be insular with their worship of the goddess, crafting their own holidays to suit their needs.
Tieryn Somnus - a period of worship and feasting, one of the only widespread holidays of Erudia.
Prison of the Sun
Ancient story murals from long before the Age of Iron and Chains in temples scattered across the Exalted Earth depict Erudia trapping a strange, writhing dark entity in a cage made of her sunlight. It is possible that long ago, Erudia intervened in a more proactive way than she does now.
Tyrix, also known as the Skyringer of the Thunder God, is one of the main gods of Hazeron. Her domains are thunder, sound, metal, and forgiveness. Her symbol is commonly depicted as a set of three circles inlaid in each other, with lightning striking a piece of metal in the center. As the god of forgiveness, she often butts heads with her brother Onyr, the god of revenge.
Tyrix tends to manifest herself through signs and visions, but may also choose to inhabit a body of metal, ringing it to the tune of a voice to speak with her followers. She has also been known to speak through the thunder following a storm.
Historical accounts describe her taking the appearance of a beautiful dwarven woman in a set of resplendent and thick metal armor, wielding a giant circular shield and a rounded mace which she used to hit the shield like a gong. Other sources describe her similarly, but with her head obscured by a vibration so powerful it distorts the light, making her features impossible to perceive.
Tyrix is a caring god, treating her followers with a nurturing kindness. Still, she is stern and commanding, and is not opposed to the necessity of violence in certain situations. She is known to have a steady temperament, unlike her brother Onyr, rarely losing her cool in the face of adversity.
Belief and Systems
Tyrix is a Lawful Good god. She is heavily worshiped by dwarves, usually alongside her brother, Onyr. Tyrix is known for attempting to calm the rage of dwarves consumed by revenge, as is often their nature. This often puts her at odds with her brother. Tyrix believes that action should be taken without thoughts clouded by rage, and wishes to establish a world of order.
Many more level-headed dwarves seek to create pacts with Tyrix, as she offers greater rewards to those who control their rage. Simple prayer at an icon of Tyrix is enough to gain her attention, though she might not reveal herself in any grander fashion unless the individual is filled with a righteous purpose. Beyond those who seek her out, Tyrix will often reach out to those who have been consumed by rage in an attempt to calm them and help them see reason.
Tyrix can bless her followers with fantastic strength and endurance, along with other boons. Many of the most prolific miners in dwarven history attribute their successes to Tyrix's guidance. Tyrix is also known for giving gifts; for instance, the legendary dwarf hero Balhaud Bannerbone was given a drum by Tyrix that crumbled the rock around it when played, revealing precious metals and gems beneath.
Tyrix is usually worshiped by dwarves, mainly those that have greater control over their rage. Non-dwarven creatures may find themselves worshiping Tyrix as well, but this is rare as the worship of Tyrix is culturally codependent with a societal structure that is stereotypically dwarven.
Devotees of Tyrix should honor law, self-control, forgiveness, and camaraderie.
- Calm your storm, and let its echo be the only remnant
- Align the discordance of others with your harmony
- Call your thunder only with thought and foresight
The Tempest Chant is a well-known chant among the dwarves of the world, and is often recited by workers in order to establish a steady rhythm while plying their trade. This version of the chant is used by miners while striking rock and is mainly focused on Tyrix, but another exists for her brother Onyr.
Strike, strike, the tempest grows
The rubble churns with booming blows
The blasting roar, a miner's guide
Through caverns deep and tunnels wide
The Sky commands, a dwarf obeys
With impetus, and eyes ablaze
By steady arm, the gravel flies
To find that wealth, to please the Sky!
Onyr, also known as the Storm God or Storm King, is a major god in the world of Hazeron. His domains are storms, the forge, and revenge. His symbol is commonly depicted as a bolt of lightning with a hammer in it. He is the brother of the goddess Tyrix.
Onyr is considered to be a master of all manner of storms throughout the world. While many live their lives dismissing Onyr as a "god of dwarves" and paying him no heed, individuals in harsh environments understand that his worship can be necessary to their survival.
Onyr has been known to appear as a violent, raging storm. He has also been depicted as a humanoid being of pure lightning, and a gigantic dwarf composed of dark clouds.
Onyr is territorial over his domains, and has clashed with Unavaranu over the lightning domain. He is also a jealous god, and punishes followers who dare to worship others. Onyr is known to be fond of gifts, but does not care for coin unless the craftsmanship is particularly engaging.
Many in the world consider all storms to have originated in some way by the machinations of Onyr. Whether by his own rage or by amplifying the anger of mortals, Onyr is though to channel energies into raging storms. In some ways, this is considered, at least to followers of Onyr, to be an element of balance in the world. Worshipers of Onyr reason that without storms to act as an outlet of rage, the world will boil over with suppressed emotion. Those who must brave storms regularly, like sailors and travelers, often at least craft a small prayer or offering to the Storm King before a long journey.
Onyr is known as a god of the forge as well; perhaps at odds with the chaotic image of a storm, many smiths, especially dwarves, call upon Onyr to assist them with a steady hand, gifting some of their work to him in faith.
Onyr is known to directly and explicitly encourage acts of revenge, guiding mortals into righteous vengeance. Mortals may find themselves worshiping Onyr seeking the god's guidance in such affairs. It is not uncommon to find a small shrine to Onyr in the rooms of the scorned and mistreated.
Onyr is a hot-headed and jealous god, so many of his relationships are strained at best. As a result, Onyr tends to only interact with other gods when butting heads with them. While he has love for his sister Tyrix, he is known to disagree the most often with her. Myths of Onyr and Tyrix depict grand displays of power between the two in order to settle disputes.
Onyr has a targeted, antagonistic relationship with the goddess Unavaranu, due to her claims as being a god of lightning. Followers of Onyr will often feel sparking sensations should they enter temples of the God of Knowledge, and it is generally considered a deathwish to offer a prayer to Unavaranu as a devout follower of Onyr. Unavaranu does not seem to share this anger and jealousy.
Beliefs and Systems
Onyr is a lawful good god. Onyr doesn't appear to have a concrete goal; instead, he seems more interested in helping his followers pursue revenge. Many assume that he derives power from their rage and hatred. He is known for attempting to incite dwarves specifically to seek revenge, against his sister's wishes. Onyr is also keenly interested in good craftsmanship, especially metalwork, and may grant boons to craftsmen he deems worthy.
Ceremonies thrown by traders and sailors before setting out of their journeys will often feature a small rite or offering to Onyr in the form of a honed weapon. It is generally preferred to offer a weapon that has seen use in battle, and has been tempered and cared for over time.
Those who worship Onyr may keep a small shrine in their households, making small offerings of ingots and knives. Traditionalists might make a sacrifice of lamb, which is rumored to be Onyr's favorite food. Those without plots of revenge may seek Onyr's guidance in self-betterment, referred to as "forging the self", one of the god's core tenets.
While less common in settlements of other races, images of Onyr are pervasive throughout dwarven communities. Citizens will engage in quiet prayer in front of these icons, some seeking safety, some seeking guidance. Older shrines and reliefs tend to build up large arsenals of gifted weaponry over time, which clerics of Onyr will often maintain from rust.
While it is possible to have power granted to you by Onyr without a plot of revenge, the strongest pacts with the Storm King are granted to those who are seeking retribution against others. Onyr is known to guide individuals to their marks, aiding them with powerful storms and blessings. Those that enter into pacts with Onyr should make certain not to flirt with other gods, lest they incur Onyr's jealous anger.
He is worshiped mainly by the dwarves, alongside his sister, Tyrix. Many dwarves worship both gods, which often irritates them, but in many dwarven societies this balance is deemed necessary. Onyr is also worshiped by many blacksmiths and metallurgists.
Devotees of Onyr should be focused on revenge, fairness, and personal growth.
An individual's favor with Onyr might grow when expanding his influence or pleasing him in the following ways:
- Creating a forged masterwork, from weapons to art
- Engaging in vengeance to topple those that have wronged others
- Establishing significant temples and images of Onyr throughout the world
One might lose favor with Onyr through the following:
- Not exhibiting growth in mind, skill, or body over time
- Sowing mindless chaos without just reason and impetus
- Worshiping other gods
- Choosing to forgive others, or letting rage subside
- To those who wrong you, extinguish
- Subside not, the flame of your rage
- Define and hone, the instrument of your revenge
In the Age of Gods, Onyr was known for taking many mortal lovers. Those who became pregnant usually gave birth to powerful storms that destroyed their enemies.
The Tempest Chant is a well-known chant among the dwarves of the world, and is often recited by smiths in order to establish a steady rhythm while forging. This version of the chant is mainly focused on Onyr, but another exists for his sister Tyrix.
Strike, strike, the tempest grows
The fires burn, the iron glows
The brewing storm, a hammer's guide
We beat the drum, the sparks will fly
The King commands, a dwarf obeys
With impetus, and eyes ablaze
By steady hand, the metal sings
To make a work, to please the King!
Hatatch, also known as the Steady Earth, is a major god of Hazeron, and the god of the earth. His domains are earth, rock, ore, and contemplation. His symbol is commonly depicted as a series of circles set inside each other, over and over again. It is said that he is good friends with Fectovarano, allowing Fecto's rivers to run through his land.
Hatatch is generally known to speak through monoliths of earth or rock, usually towering over the creature he is addressing. Those that live in fear of the god will often take precautions to avoid naturally formed pillars and large rocks, though there have been a few accounts of Hatatch manifesting through man-made structures and even mountains. In legends, Hatatch is often described to have manifested as a large humanoid made of compacted dirt and stone, able to change his size by altering the dirt around him. In ancient accounts of his battles with Jylurm, he would craft thick stone armor around his form to protect it from erosion by the violent sea.
Hatatch is known to be slow-speaking and contemplative.
Belief and Systems
Hatatch is a neutral good god. In the era of Iron and Chains, perhaps as a result of Jylurm's relative inactivity, Hatatch has been very passive, and doesn't seem to pursue any specific goals. In the past, Hatatch's goal has been the protection of the land from the sea and the creatures of Jylurm, as well as the nurturing of land-dwelling animals.
Hatatch has a number of teachings regarding ideal ways to live and the proper way to respect the earth and its life. Many dwarves at least consider these teachings to be honorable, if they don't follow them themselves.
Hatatch offers powerful earth-based magics to those that follow him. Followers should be calm, thoughtful, and approach all matters with careful consideration.
Hatatch tends not to meddle too much in mortal affairs beyond occasionally answering prayers, and therefore doesn't have many regular followers outside of dwarves, who seek his blessings when carving out mountains. Dwarves that aren't devoted to Hatatch usually know of his teachings, which are often respected even outside of a religious capacity.
There is a large religious following known as the Stonespeakers that vigilantly watch over the borders of the land and sea, acting as the eyes and ears of Hatatch. While the majority occupy temples placed at shorelines, some choose to settle near civilizations in order to spread the teachings of Hatatch.
- Respect the earth that holds and supports you
- Think deeply before risking action
- Become the stone that supports others
Teachings of Hatatch
The Teachings of Hatatch is a large set of 131 tenets to live your life by. Some tenets are short, while others are long, specific descriptions. Some are even short stories. The memorization, recitation, and interpretation of these tenets is a focus of many of those who worship Hatatch, especially the Stonespeakers.
In 989 IaC, Hatatch reached out to the Cursebusters after they cleared the temple of Dancing Rock from the influence of the Green Hand, speaking to them through a stone monolith. He awarded the group with small boons of his favor, except for Lambchop, as Hatatch disapproved of his use of the hammer Dustmaker.
Yerakessh, also known as the Eternal Blade, is a chaotic good deity. His domains are blades, honor, and self-sacrifice. His symbol is commonly depicted as a hand holding the blade of a sword.
Yerakessh is often followed by adventurers and "heroes", generally those that prefer to settle things with steel. Central to the tenants of Yerakessh is individual freedom above all else, and the liberation of the oppressed. Yerakessh teaches that no death is more honorable than one that is caused by self-sacrifice.
Yerakessh was once a slave in the wastes of Atavar, but cast off off his chains, vowing to free the weak from oppression. He steadily gained in power, his feats becoming legend, and the mere mention of his impending arrival was enough to spark rebellions. Eventually, the god Irashi became incensed with Yerakessh's constant interruption of her plans, and sought to strike him down. But none could stop Yerakessh's climb as he defeated each champion, military, and even entire kingdoms that stood in his way. Eventually, he shed his mortality and adopted an ethereal form, inspiring bravery and strength in those that would help overthrow Irashi's evil. Today he still steadily increases his influence, threatening to take his place among the ageless gods.