Gods and Theology

= Properties of Faith in Illustria = Faiths in illustria are made up of a group of the gods that are worshiped by an individual character or a community. These groups of gods are called a pantheon. All the gods that are named in this chapter are for you to use in order to create your character's pantheon and therefore understand their faith. The gods that are worshiped in Illustria are also called ancients, a term which is described in the section on hierarchy. The hierarchy section also explains the basic origin of the gods and is a founding belief of all creatures on Illustria.

= Choosing a Characters Faith = Religious orders in Illustria are organized into various specific pantheons (groups of gods and goddesses). Each official Pantheon has its own set of beliefs and holds certain Ancients in greater regard than others. While most pantheons acknowledge all of the Ancients, they have varying opinions regarding the importance of individual Ancients or worshiping them. In addition, several of the established official pantheon groups have more than one “faith” associated with them and there are a host of smaller cult groups who worship one or several gods specifically. The major “order” or “church” of each official pantheon is listed below.

When choosing a faith for a character, review the List of Ancients and choose as many or few of the gods as you like. You may also choose an established pantheon or faith system as a starting point for building your characters personal pantheon or start from scratch. This should be recorded and kept for reference with your character sheet.

= Established Pantheons =

Enkilarah

 * Followers of Laren, Enah and Enki (Lawful Neutral)
 * The symbol of this faith is a pentagon with a five pointed star inscribed in it. The points of the star are black and its center is white with the head of an eagle in its center. The remaining triangles are each colored after the five sisters of Laren.

The only faith that focuses specifically on the progeny of the supreme beings En and Ki, this is the primary faith of the Elves. It is considered a form of divine hierarchical arrogance among some of the other faiths. They tend to be exclusivists religiously, but are generally peaceful to outsiders.

Kitarun

 * Followers of the church of Ki (Lawful Good)
 * Symbol is a burning water droplet in a cloud resting on a leaf.

Followers believe in two branches of higher deities called the living gods and the gods of revelry. Depending on which faith branch you are brought up in one or the other series of gods takes precedence in your daily worship and focus, though the other branch is highly revered.

They recognize the other Ancients as deities worthy of praise but do not see the need to worship them. They feel that En’s judgement of Jemshail was just and fair and hope for peace among the Ancients.

Larethian

 * Followers of the Order of Lareth (Chaotic Good)
 * Symbol is the crescent moon embellished with a shield of 5 colors. Streaking across the bottom of the moon is a colorful comet heading towards a fancy green filigree that makes up the lower border.

Followers of this faith are very free spirited and embrace emotions like peace, love and desire readily. Art in all its forms is considered sacred and the other gods are viewed as too encumbering and dogmatic. Free will and thought are also viewed as sacred activities.

Venahyashi

 * Followers of Venah (Lawful Neutral)
 * Their symbol is a three peaked mountain rage with giant winged birds flying around. On the face of the mountains is a bow drawn towards the sky.

This is considered a very proud and often militant faith as it’s followers are often very harsh to outsiders. They have three distinct branches that focus on different groups of Ancients as their primary focus of worship. There are the Material gods, the Sacred craftsmen and the Living gods. Each is viewed as equal among the faith but each branch has distinct features in their worship and membership.

In common, all believe that there are nine gods of ill Omens, ten gods called the distant ones and 15 gods called the corrupt harlots. In general all the progeny of Lareth are viewed as harlots, and the Progeny of Jemshail are viewed as inherently evil. The distant ones are the progeny of Lareth who are seen as absolved of their mother Lareths sins via a myth called the “Sundering of Frivelry”. This text is unique to the Venahyashi and by outsiders is considered pure fantasy.

Order of Jemeth

 * Followers of the primordial Jemshail. (Lawful Evil)
 * The symbol of their faith is a closely guarded secret and changes from one cult to the next.

Believe that Jemshail was unjustly banished and seek to return him to his rightful place at the head of the primordials and reunited with his love Lareth. They view most other faiths with disdain or outright hostility.

They seek to destroy the house of Laren and rid the universe of its magic which they find to be the source of the true evil in the universe. They also wish to restore the children of Jemshail to power as Ancients. Many believe the age of magic should come to an end for those not loyal to Jemshail. This is a rare and dangerous cult and there are few true followers of this faith. Orcs however, have a specific branch of this faith that embraces magic.

Branches of the major Pantheons

Äegis

 * Primary faith of the Ahnrun. (Lawful Neutral)
 * Symbol is an ostrich feather and quill pen crossed behind golden scales.

A highly specialized and focused “order” within the Larethian faith that has put aside the more free spirited children of Lareth and focused on the more serious Ancients of the pantheon. While they also recognize the other Ancients within the pantheon this group prefers to focus on just nine of Lareth’s progeny. This faith stands out in particular because of their inclusion of a deity that is not recognized as an Ancient by any other order or pantheon.

The Aegis pantheon also adds three distinct members to the Laretian faith that are specific to the Ahnrun. Believed to be the only three ascended Avetars of the gods these are the most worshipped figures in the Ahnrun faith and hold a special place amongst their culture.

Quenna

Goddess of right and truth. Her name means measured, straight, precise, moral and correct. Sacred animal is the ostrich and the emblem is the ostrich feather. She is depicted with ostrich wings and often holds a compass and scales. She is said to weigh the moral choices of those who wish to enter the eternal bliss of the outer planes and sits on the throne of the abyssal plane.

Thall

Record keeper of deeds, god of records creation and primal forces. He is seen as the creator of the inner planes and father of the Ahnrun. He appears as an Ahnrun with golden fur and Lapis eyes. He opens the door to the afterlife and guides the ship across the astral sea. His pet is the dog faced monkey.

The Architect

Child of Thall and Quenna, this dual sexed god is a patron deity of masons and craftsmen of all species. Known as the inspiration for builders of both ancient and modern structures he is called upon by all who wish for perfection in things they construct. He is depicted as the dual hammers in the zodiac and is associated with the earth realm. In the Ahnrun faith he is depicted as an ascended Avatar, but other faiths depict him in various ways as a celestial being or an Ancient himself, depending on the culture.

Loxungol

 * Followers of the way of Loxo. (Neutral Good)
 * The symbol of their faith is two large white elephant ears behind a tree made of colorful light for branches. Beneath the tree is a deep blue rippling lake.

The faith of the Loxaderms is a closely guarded secret that remains within their race alone. All religious texts of their faith are written in a secret language that only students may learn and are guarded by powerful spells that make them indecipherable even with the most powerful magic.The way of the great Loxaderm leads to incredible healing powers, and it is rumored to lead to the ability to shed the mortal form entirely and reside directly with the supreme being. It is a faith of meditation, peacefulness and reverence for all living things. It also professes that life is reborn repeatedly until it can ascend to its highest form and escape the cycle of Okma.

= The Hierarchy of Gods = The higher beings of illustria are organized by a hierarchy structure. Below is a basic explanation of that structure and the origins of the Illustrian universe.

Supreme Beings
The origin of the “big bang” that created this universe was a single entity that seperated itself to become; god, goddess and “excess energy.” The supreme being does not interact with the universe or have a name in the common tongue. The two parts of the supreme being were named En and Ki by the early mages and that has remained its designation since then. In ages long before the existence of the physical universe or the planes, it communed with the primordial gods, but since the creation of the planes and the war of the gods, the Supreme Beings have gone silent.

Primordials
The first creations of the “excess energy” formed by the splitting of the supreme being were called the primordials. They are the primordial forces of creation and the “fabric of the universe and the planes ''. The primordial gods have not been seen or heard from since before the dawn of mortals. They do not directly interact with creatures on the planes but did have some interactions with the ancient ones at the beginning of creation. They are generally considered to be the fabric of the planes themselves and not deities with whom communication is possible.

Anicents
“In the beginning, En and Ki were delighted by their unexpected creation and embraced their new progeny (the Primordials) with great love. In doing so they collided with them and a great energy burst forth creating the first cosmic eggs. In this way the first houses of Ancients were born as a collection of eggs. Later, the primordials too would embrace each other and eventually the final houses of Ancients were born. Seeing that so many powerful beings were being created and each new creation was destroying pieces of their progeny, En and Ki put a stop to the process and made it so that no further eggs could be made.” - The Tales of Zahalu - and other collected lore

Among the various faiths on Illustria there are conflicting stories involving the early creation of the ancients and no definitive answer has yet been discovered. It is assumed that a great veil of secrets has been put in front of the mortals so that the truth of this time is never precisely known.

Because they were created from the primordial forces these are the highest form of worshipped beings. They do not openly interact with the material plane nor concern themselves directly with the actions of their creations. They are considered the ultimate sources of power in the universe, but are believed to remain neutral in all things, sitting back and watching their creations actions. While they initially guided the mortals and their celestial creations, since the war of the gods, it is said that they have remained in the outer realms. In reality however, many remain actively involved in mortal affairs and they tend to use celestials as their intermediaries.

Celestials
“Eventually it came to pass that fighting among the Ancients began to threaten the material planes and all existence, and eventually the Ancients parted from this plane. They became distant and set up their own realm called Ashraka (the outer planes), though they still wanted to offer their assistance and guidance to mortals when they could. However, in this self imposed exile, they could not return to the material plane or speak directly to it. So they devised a way to create messengers for themselves that could assist the mortals, and bring them to worshipping and living in a way that honored their creators.” - The Tales of Zahalu - and other collected lore

To each celestial the Ancients gave the image and soul of themselves so that celestials could act as representatives of their powers on the material plane, but gave them neither true life nor complete independence. Celestials were bound as steadfast servants of their Ancient creators and were forbidden to create their own plans or schemes. They were also kept from being able to manifest on the material plane. Despite these restrictions they were given the ability to make independent actions in service to their ancient creators and were often able to bend the rules. Because of this ability they were often seen meddling in the affairs of the material plane indirectly. Additionally they were able to direct some interactions on the planes through intermediary creatures called avatars. On a few occasions throughout history they inhabited avatars bodies in order to enter the material plane and directly affect changes, but this is rare and was forbidden after the sundering.

In the earliest days of their creation, the Celestials helped to shape the planes and acted as the workforce of the Ancients. Calling on their Ancient creators for help, celestials created the abyssal sea from the body of Gavoy so that they could carry followers to the outer planes in the afterlife. Then they created the ethereal plane from the body of Lareth so that they could guide and guard the souls of followers at birth. They also used the ethereal plane to help mortals connect with the inner plane's energy and the weave. It wasn’t till the war of the gods that celestials began to display their subtle form of independence.

Amongst the Celestials there is a set of rules, hierarchy and order that must be obeyed. Celestials that have in the past broken these rules have been destroyed, banished to the Abyssal plane or tossed into the pit (Dark Plane). The last occurrences of direct rule breaking amongst the celestials happened during the divine wars ending in the establishment of the Celestine council, and a rewriting of the laws of the gods. Since that time no Celestials have broken the code and survived for long).

Avatars
Avatars may refer to either the species of a person or their divinely empowered status. Several species on Illustria were created by celestials for use as avatar host bodies on the material plane. Sometimes the term avatar applies to these species as they were not formed by the ancients. Another use of the term avatar comes from the divinely empowered or celestially controlled hero. Celestially controlled Avatars are against celestial law and are rare and usually quickly hunted down and destroyed (but did exist in great numbers in early illustrious history).

Celestials learned to use their powers to create avatars that could exist on the material plane as a means to directly affect mortals. It was in this way that many of the celestial species of Illustria were created, and it is because of these avatars that Illustria saw first hand the war of the gods play out on the material plane. When the Ancients, having finally completed their outerplanar heavens, looked in on their celestial creations they were shocked to see the destruction that the avatars had brought to the material plane. The celestials were stripped of their power to create new avatars and forbidden from controlling them as puppets. It is now exceptionally rare to see a true empowered avatar, despite the various avatar species being on the material plane. However, there have been several occurrences of Ancient empowered avatars that have been spotted since the divine war and they quickly become legends and folk heroes when they do appear.

Avatars today are the chosen champions of specific gods. They are usually endowed with specific powers linked to their gods and earn their role. Aaismar are the primary avatars of the good aligned gods and Tieflings are the primary avatars of the evil aligned gods. Some avatars however have come in different forms or from different species depending on the Celestials and Ancients involved in their lives. In addition not all tieflings or Celestines are avatars, though their species were specifically created for that purpose. There have been notable and historic avatars in nearly every species on Illustria.

= The Primordials - Parents of the Ancients = Little is directly known of the primordials except what has been passed down through the celestials. However what is understood comes from the knowledge of the “Houses of the Gods”. The following information is what has been gathered over the centuries about these mysterious entities.

En

 * Supreme being of space

It is impossible for anything to exist outside of the body of En. His existence is the physical and material plane space that all other things exist upon. He is both the material and immaterial worlds and therefore is vast and unknowable. His children have abilities that draw from the enormity of space itself.

Ki

 * Supreme being of light.

All the universe would be still and dark were it not for Ki. She is the very light and essence of life itself. The animation and spark that allows all things to move, thrive and survive. Her children are imbued with the same spark and life energy that she is made of and can draw readily from her immense power.

Lareth

 * Primordial force of life

Lareth represents the primary life force itself. Her energy is derived primarily from Ki and as such she remains a close link to the energy of the light. She is linked to the various creatures of the material plane through this force and can be seen as an angelic force of energy that fairies souls through the planes. While no existing picture of her face can be seen her body appears to be covered in a rainbow like sheen of glistening gems and her arms are flanked by enormous wings that emanate light.


 * Lady of the Ethereal realm

The region of the cosmos associated with Lareth is the ethereal plane. This ghostly realm is the residence of souls. Entering it is like stepping inside her very existence. It is from this plane that souls may travel to the material plane in rebirth or travel to the planar heavens where the Ancients reside. This realm is also filled with thousands of different forms of celestials doing the bidding of their Ancient masters.


 * Bound endlessly in the ethereal plane

Despite being in the ethereal plane, she is bound to that place and is not reachable by any creature mortal or celestial. Her vastness is bound to that space yet somehow she is strangely distant even there. Sometimes one may see her just outside of view, but they can never glimpse her directly.

Venah

 * Primordial force of gases

As a primordial goddess, Venah is behind the movements of all gasses. Whether it’s vapor or simply air, she is there. All of her children derive some level of power to create and manipulate that element and often have symbolic associations with some aspect of the air element. Because of the vastness of powers that this ability encompasses, Venah herself remains completely indifferent in her manipulations and movements. She does her own thing and is bound by her own rules. Associations with her often impart a carefree nature and a great deal of swiftness.


 * Lady of the Shadow realm

As the lady of the shadow realm it is within her very body that one travels while visiting that plane of existence. It is here that you will find that she is not a friendly host, nor a power to be reckoned with. The realm is filled with thick smoking clouds, bitter cold winds and tempest storms. There is little in terms of solid ground and mostly just unending sands and constantly shifting structures. There is however a great expansive desert surrounded by 5 stone citadels in which the kings of the shadow realm rule over their celestial servants.


 * Bound endlessly in the shadow plane

Like the other primordials Venah is bound to the shadow realm and yet unreachable even there. She is tied to its existence and her every energy is focused on this place. Here she is supreme.

Trell

 * Primordial force of solid form

Trell is the primordial energy of solid forms. He is the mass that brings all things together and the ground beneath the feets of all. His body is the material realm and all living things exist in this realm because of him. Trell’s children all hold some level of powers and ability to manipulate and harness the energy of this element and have strong associations and symbols that represent this. Associations with Trell often relate to steadfast character, unwavering bravery and stalwart loyalty.


 * Lord of the Material realm

As lord of the material realm one might imagine he has a greater interest in the mortal world. However, like the other primordials he remains uninterested in the affairs of mortals and concerns himself with his duty to maintain the material plane's existence and maintain a balance amongst the strong forces that reside and pass through it.


 * Bound endlessly in the Material Plane

While the other Primordials actions rarely have a direct effect on mortals, Trell is literally the ground they walk upon. Despite his direct connection with mortals, he does nothing out of concern or consideration of them. His actions have a direct impact on the shape of the earth as well as its destructive forces, but his concern is always the stability of the material realm as a whole.

Gavoy

 * Primordial force of liquids

As the primordial god of liquids, Gavoy is equally as powerful as his brothers and sisters. He commands the forces of heat and cold as well as the liquids that reside in all living things. His children share his power to manipulate liquids and even rule the seas. Gavoy is an entity with the force of great emotional power as well. His associations with water, ice and emotions are seen in the powers of his offspring.


 * Lord of the Astral sea

Gavoy is the lord of the astral sea. His very essence creates the plane that ferries souls to the afterlife. Much like his siblings though, he is too concerned with his work to hear the pleas of his creations even in the Astral sea where he resides at all times.


 * Bound endlessly in the astral plane

His impact on the planes is exceptionally strong, despite his indifference towards them. His moods affect the tides, and his laughter or sorrow brings the rains. He is forever bound to his realm and his mercurial existence.

Jemshail

 * Primordial force of darkness

Jemshail is the primordial source of all darkness and evil in the universe. His actions against the gods during the creation of the cosmos resulted in him being banished to the far plane. He is the source of jealousy, remorse and hatred, having created those things in the beginning of time. Despite his banishment he is constantly meddling in the affairs of gods and mortals seeking his freedom and revenge.


 * Lord of the Abyssal Plane

Unlike the other primordials Jemshail is lord of the Abyssal plane by proxy only. His entity has been banished to a separate plane of existence known as the far plane. From his pit of despair he meddles in the affairs of the abyssal plane and his banished avatars roam the plane plotting their escape and whispering into mortals minds their devious schemes.


 * Imprisoned in the far realm

Despite his status as a banished prisoner of the far realm, Jemshail is constantly working and scheming with his powers to unchain himself and break free of his bonds. While he has not managed to do so since long before the existence of mortals, he hopes that someday he will be able to find a way to be freed from his cage so that he can wage war on his creators and destroy their efforts.

= List of Ancients = The “children” created by the unions of the primordials and supreme beings are called the Ancients. There are many of them and they are usually organized into houses. The houses are named from the combination of their “parents” names and are listed below.

Houses of the gods
There are twelve houses in all. Each house is composed of the “children” created by the  union of primordials and/or supreme beings.


 * 1) Laren
 * 2) Enah
 * 3) Kitrel
 * 4) Gavki
 * 5) Jemki
 * 6) Lartre
 * 7) Venlar
 * 8) Largoy
 * 9)     Jemeth
 * 10) Trelven
 * 11) Gaven
 * 12) Venshail

Gods of the House Laren

 * Sister of Earth, Goddess of the Inner Plane of Earth, Origin of Arcana

Lawful Good

The first of the five sisters, the sister of earth resides in the inner plane and is responsible for powering the earth magic of the weave. Like all the goddesses of the House Laren she has no name and is simply called sister. No formal cult exists in her name, nor are there any specific avatars that she is responsible for.


 * Sister of Air, Goddess of the Inner Plane of Air, Origin of Arcana

Lawful Good

The second of the five sisters, the sister of air resides in the inner plane and is responsible for powering the air magic of the weave. Like all the goddesses of the House Laren she has no name and is simply called sister. No formal cult exists in her name, nor are there any specific avatars that she is responsible for.


 * Sister of Water, Goddess of the Inner Plane of Water, Origin of Arcana

Lawful Good

The third of the five sisters, the sister of water resides in the inner plane and is responsible for powering the water magic of the weave. Like all the goddesses of the House Laren she has no name and is simply called sister. No formal cult exists in her name, nor are there any specific avatars that she is responsible for.


 * Sister of Fire, Goddess of the Inner Plane of Fire, Origin of Arcana

Lawful Good

The fourth of the five sisters, the sister of fire resides in the inner plane and is responsible for powering the fire magic of the weave. Like all the goddesses of the House Laren she has no name and is simply called sister. No formal cult exists in her name, nor are there any specific avatars that she is responsible for.


 * Sister of Spirit, Goddess of the Inner Plane of Spirit, Origin of Arcana

Lawful Good

The last of the five sisters, the sister of spirit resides in the inner plane and is responsible for powering the spirit magic of the weave. Like all the goddesses of the House Laren she has no name and is simply called sister. No formal cult exists in her name, nor are there any specific avatars that she is responsible for.

Gods of the House Enah

 * Eris, God of flight, Lord of the rising winds, muse of freedom.

Chaotic Good

Often worshiped by flying creatures Eris is a god dedicated to the freedom of flight. He is worshipped as a carefree lord who appreciates the rush of the winds and the view of the ground far below his feet. His symbol is a cloud with rushing winds above it.


 * Mäen, Goddess of sky dwellers, Lady of birds and feathers, Builder of nests.

Lawful Good

Viewed as the twin sister of Eris, Mäen is goddess to all birds and birdfolk. She is a collector of shiny items and sticks, builder of nests and protector of the young. Her symbol is the beak holding two twigs.


 * Enona, Goddess of birth, Lady of mothers, Protector of infants.

Neutral Good

Patron goddess of motherhood, Enona is known as the soothing mother. She protects the process of birth in all creatures and oversees the transfer of souls to the newborn. Her symbol is a cracked egg with radiant beams surrounding it.


 * Ealdin, Goddess of the sky, Lord of the blue expanse, Shield of illustria.

Chaotic Neutral

Ealdin is the painter of the sky. His beautiful sunsets and sunrises are the work of his heart. He loves brilliant shades of color but prefers the soft shades of blue. He is a moody god though and is ever changing. His symbol is a blue circle within a white cloud.


 * Aarkai, Goddess of the Aarocokra, Lady sky sister, Keeper of the flock.

Lawful Good

Wife of Eris, keeper of the spiritual home of the Aacokra and protector of the flock, she is viewed as a benevolent figure among the Aacokra. Additionally she is the source of their fierce devotion to justice and good. Her symbol is a formation of birds flying.


 * Henbis, God of the fae, Lord of small things, Giver of blessings.

Chaotic Neutral

A god of whimsy, innocence and playfulness, Henbis is both a god of fae and of merriment. While a bit of a trickster he is always looking to cheer up those who are somber. His symbol is a butterfly in an oak leaf.

Gods of the House Kitrell

 * Driella, Goddess of flora, Lady of fragrance and fruits, child of the harvest.

Chaotic Neutral

Known as nature's bounty, Driella is a duality goddess because she is both kind and vengeful. Fiercely protective of the wild world she has created plants that are beautiful and ones that are deadly. She is not an Ancient to take lightly and those that follow her know this dual nature well. Her symbol is an open flower atop a thorny vine that drips red droplets.


 * Valan, God of Fauna, Lord of beasts and all things that crawl, Guardian of nature.

Chaotic Neutral

Much like Driella, Valan is a force of both good and evil depending on your perspective. His sense of right and wrong has nothing to do with mortal concerns, but simply the preservation of all creatures in general. Sometimes credited with the creation of monstrosities, Valan insists that not all creatures are of his making and that many have been corrupted. His symbol is a wolf and beetle in a bisected square.


 * Mierial, God of stone, Lord of caves and cliffs, Protector of secrets.

Neutral

One of the few true neutral and indifferent celestials he rarely interacts with mortals. Additionally he was one of the few celestials who did not participate in the Divine wars choosing to weather the storm in solitary. His was the first of the outer planes to be constructed. His symbol is a cracked mountain with a single cave entrance.


 * Ogdall, Goddess of metals, Lady of shimmering strength, Keeper of keys.

Neutral Good

Patron god to metal workers and smiths everywhere she takes joy in the mineral bounty of the cosmos. She is always helpful when a craftsman needs inspiration and has a flair for the artistic, and shiny. Her symbol is the Anvil with a raw chunk of ore atop.


 * Thetrix, Goddess of strategy, Lady of wise counsel, Architect of visions.

Lawful Neutral

A celestial of superior logic and intellect, many of her followers see her as all-knowing though she refuses to acknowledge such illogical foolishness. Despite her generally leaning towards actions that are good, she can often be cold and logical choosing evil when the outcomes are more favorable. Her counsel is always headed by the wise.


 * Thiell, God of the woods, Lord of leaf and grove, Explorer of wonders.

Chaotic Good

A wanderer, traveler and shiftless lover of the woods, Thiell is revered by all woodland folk and Fae. His calm tone and cheerful disposition make him easy to speak to. His connection to Trell can be seen in the images of his followers who put the roots of his tree into a deep mound of gnarled earth. He teaches that the forest will grow anew, and one must weather the storm with grace and fluidity to remain firmly rooted.


 * Tulramil, Goddess of the herbaranumus, Lady of the walking grove, Animator of vine and branch.

Lawful Good

Strongly bound to the universal rule of the natural laws, Tulramil is the keeper of the plants that protect the natural order. Every branch that strikes down a would be invader or poisonous flower that attacks a trespasser are but her children. She is the bringer of life to those plants that walk the earth and animate on their own accord. Woe be the creature who wrongs her, for vengeance waits in the bushes. Few but the mad arborists of the arcane give her worship.


 * Utar, God of fungus, Lord of the spore and sprout, Devourer of death.

Neutral Good

While few understand Utar in a positive light, it is hard to deny his importance in the cycle of life. He is the Lord of all things that decay the remains of the dead. Fungus, mold, and spores of all types are his creations. With them he cleanses the world of the dead husks of mortal life. He is the mortician of the earth.


 * Thurel, Goddess of coasts, Lady of beaches and bays, Whisperer on the breeze.

Chaotic Neutral

While many see her beauty and designs in the subtle art of the coastlines, others see her careless disregard for those displaced by her shifting landscape. Her constantly altering sands errode and change the landscape often to the detriment of coastal dwellers. Worshippers of her are few, as she seldom listens or cares about the concern of mortals.


 * Valuj, Goddess of the druidic path, Lady of sacred speech, Listener of the trees.

Lawful Neutral

Seen as the mother of all Druids, Valuj is worshipped with undying loyalty by her followers. Those that live by the druidic path in her honor often attain great things and are blessed with divine powers and insights. Bound by the sacred laws of the celestials she never interviens directly, but she also knows the letter of those laws and knows how to intervene when needed.


 * Thandre, God of sand, Lord of endless time, Watcher of hours.

Neutral

Thandre is another of the celestials that had little to do with the divine wars. In fact he has little to do with anything outside the endless creation of time. The shifting of sands and the passing of the hours is his only concern. Those who try to mess with his powers however, will find that he is not forgiving or weak.

Gods of the House Gavki

 * Obus, God of the oceans, Lord of waves and the open sea, Courier of fate.

Chaotic Neutral

Seen as one of the more self centered of gods, Obus is quick to reward his worshippers and punish his enemies. The seas are at his command and safe passage is never to be taken for granted. However, even worshippers are not always spared his sporadic fits of rage. The oceans can be treacherous even to the faithful.


 * Oklim, Goddess of the endless feast, Lady of fish and whale, Bounty of the sea.

Chaotic Neutral

Much like her brother Obus, Oklim is concerned more for herself and the glory of her realm, than the foolish requests of mortals. Keeper of the creatures of the deep she can provide fish for all the planet, or drive people to starvation. Her whim is but to keep the feast of the ocean safe and many an island dwelling native sings her praises.


 * Tidia, Goddess of emotion, Lady of our inner depths, Shelter of the ki.

Neutral Good

Known to some as the weeping goddess, she is at the heart of the emotions that guide everyone. Often she is called on in times of struggle or in times of mirth. Her temples are adorned with pictures of faces expressing a range of emotions. She is often seen as a very shifting and temporary force.


 * Croladin, God of sea creatures, Lord of all that crawls the depths, Gatekeeper of the deep.

Lawful Neutral

After losing the love of his blessed Onchophora, Croladin banished Srall and took over his kingdom. While he has left most of Srall’s darker creatures alone, some he made sure to lock in the deep abyss throughout illustria. His creatures now patrol the deep and keep a watchful eye on the dark recesses of the sea. They stand as a shield for the surface dwellers against the evil of the deep.


 * Iro, Goddess of the merfolk, Lady of pearls, Mother to the Merkin.

Chaotic Neutral

Save for the depths claimed by Croladin, Iro rules the lands beneath the ocean waves. Her children, the merfolk, owe their allegiance and praise to her mercy. Those who cross her are seldom spared, for she cares nothing for the concerns of mortals. Her kingdom is her sole concern. Protecting the waters from harm is her sacred task.


 * Pykon, God of ice, Lord of the frozen planes, Preserver of time.

Lawful Neutral

True son to Gavoy, Pykon is a stalwart protector of the frozen continents of Illustria. His palaces of ice and floating glaciers ensure the world remains safe from the floodwaters. His frozen forces preserve life and make time stand still in places where memories remain. He harbors deep remorse for the divine wars and hopes that a true peace can return to the mortal lands.


 * Hedgwin, God of snow, Lord of winter and hibernation, Bringer of wonder.

Chaotic Neutral

A strange mirth loving celestial, he seems to dole out both joy and despair as he brings the cold winter snows across the lands. His indifference to the suffering he brings some is considered cruel, but his revelry at the joy snow brings others can be easily seen. He loves to dance his flakes along the winds, and sneak in an extra day of frost for weary children who wish to sleep in.


 * Amayin, Goddess of the Anura, Lady of potions and poisons, Apothecary of nature.

Lawful Evil

A strict and vengeful goddess, Amayin decries those who disobey her orders. To her, order is everything. Death is the only suitable punishment for those who fail to recognize their place. She prefers the ways of poison and potions to outright battle. Save the faithful, kill the rest.


 * Xiasis, Being of the nexus, Lady of the infinite & Lord of emptiness, The great paradox.

Neutral

Xiasis is neither male nor female, born of a shattered cosmic egg. They exist, but don't at the same time. Wherever paradox arises they are there. A puzzle of nature that cannot be solved. Enjoyed by philosophers and worshipped by madmen.

Gods of the House Jemki

 * Heltále, God of the stars, Lord of the painted sky, Craftsmen of legends.

Neutral Good

Known as the Lore Singer and the God of Heros, Heltále is one of the gods responsible for the council of celestials that helped stop the Divine Wars. He is attributed to the stars and the legends of all species. He is also often seen as a diviner of fortunes, if one can read the cryptic messages of the night sky. A favorite god among many bards there are countless tales and songs dedicated to him.


 * Selán, Goddess of starfire, Lady of the dancing flame, Purifier of spirits.

Lawful Neutral

Often seen as the judge of souls besides Quenna, Selán is the leader of the Celestial Court. She is said to be sitting at the hall of judgements for mortals and celestials alike. Some attribute her with the punishment of the followers of Jemshail and she is called upon in trials regularly in the mortal world. She is also a favorite among Dwarves.


 * Gaánh, God of lava, Lord of liquid stone pulse of the earth, Carver of worlds.

Chaotic Evil

Known as the punisher of all, Gaánh is a cruel and evil mistress. Banished with Jemshail in the Divine Wars, her servants still seek to dole out her wrath. She revels in the pain and suffering of those who approach her scars in the earth. Those who pray to her do so in fear, or to call for her vengeance.


 * Phloza, Goddess of rebirth, Lady of the burning leaf, Breath of ashes.

Neutral Good

Savior of the Arachnea, Phloza believes that every creature deserves a chance to be born anew. She is the whispering one who pushes those lost or alone towards the light. She is the source of strength and inspiration for the broken and lost souls of Illustria. Her shrines are places of hope and refuge.


 * Tibik, Goddess of the forge, Lady of metalwork and crafts, Builder of strength.

Chaotic Good

Both the builder and breaker of chains Tibik fights for the good regardless of consequence. She is often called forth by mighty armies of resistance where the land has grown oppressive. All metalworkers of quality craftsmanship sing her praises that their work might work for the good of the world. Her inspiration is considered a good omen, and her wrath is considered to foretell an awful fate. Many metal crafters will consult the fires of their forge before undergoing a project for this very reason.


 * Esan, God of the hearth, Lord of home and health, Keeper of children.

Neutral Good

Seen as primarily a god of the common folk, Esan is the protector of homes and the savior of children. He is the caring father and the Lord of the hearth. His praises and statues adorn most homes and it is said he brings good luck to the families that praise him.


 * Xarrus, God of lightning, Lord of illumination and judgement, Champion of darkness.

Lawful Good

To praise Xarrus is to uphold the principles of justice and honor. He is the God who will strike down the evil in the land at all costs. Darkness fears his wrath and light embraces his strength. His symbol is seen as a holy ward against evil, and those that find his favor are bolstered by his conviction.


 * Luall, Goddess of animation, Lady of living force, Bringer of life.

Neutral

The animator of all that walks and moves, Luall is the force of life itself. She cares not whether a creature is good or evil, only that it can move on its own. She is abhorred only by the forces which seek to destroy life or bind free will. She cares littles for mortals as individuals, but cares deeply for the force of life and is often called upon to return life to the dead.


 * Utrij, God of lizardkin, Lord of the basking glow, Scavenger of the brush.

Lawful Evil

Control and Order are the tools of Utrij. God of the lizardfolk he encourages the use of brute strength to command and rule. Power is the way of righteousness. However, rule must come with law and order, lawlessness and lack of civilized order is intolerable. Civilizations that praise him often believe their enemies are undeserving of life because they do not care for order.


 * Quenna, Goddess of Order, Lady of righteousness and truth, Judge of worthiness of souls.

Lawful Good

Heavenly partner of Thall, Quenna represents the path of truth and righteousness. She too believes that truth is paramount in living in accordance with the universe, yet she is bound to uphold her sense of justice and law as well. She is the balance to her partners rash and often stern sentiments. She sits at the head of the celestial council and judges the truth in one's soul after death.


 * Thall, God of secrets, Lord of records and deeds, Master of the Ahnrun.

Chaotic Good

Despite his position as the keeper of records, Thall is not one to follow any set of laws without merit. In his eyes the truth is what is important and finding it out overrides legal matters. His disobedience cost him dearly when the Arachne he created were stripped from his power. He is cautious, secretive and believes in truth over all things.


 * Ara, Goddess of the Tieflings, Lady of demons and trickery, Mother of mischief.

Chaotic Neutral

Ara is a goddess that inspires chaos. She revels in games, jokes and little white lies. While not particularly evil she is sure to test anyone's patience as she is rarely serious and always self serving. Tieflings attribute their impulsive and fun nature to her and she is venerated by them. She resides at the borders of the abyss.


 * Elam, God of the sword, Lord of battle and arms, Protector of the weak.

Lawful Neutral

Patron god of the Hobgoblins, Elam is also venerated for his skill in warfare. It is believed that Elam elevated a tribe of loyal goblins who were tired of their kin’s violent and senseless ways. He trained them to understand the nature of battle and the order of combat. He trained them to search for justice and live with a strong sense of honor.

Gods of the House Lartre

 * Dulta, Goddess of beauty, Lady of hidden passion, Savior of love.

Neutral Good

Celebrated on the festival of Lea, the goddess of beauty is often linked to romantic activities for many species. She is heavily represented in connection to high fashion, spa facilities and houses of entertaining ladies. While there are no temples dedicated directly to her, statues of her are often found in the temples of other gods.


 * Jorrian, God of Ego, Lord of the inner self, Protector of the mind.

Chaotic Good

Featured heavily in monastic halls and colleges of Arcana, Jorrian is represented as the master of the mind. He is called upon to aid and shield the mind from external attacks and threats, and also to channel inner strength. Mastery of the mind can only come through a spiritual union with Jorrian


 * Uncil, Goddess of the Moon, Lady of the tides, Bastion of the night.

Neutral

Uncil, the waning and waxing mother is viewed as an ever changing force in the world. Her representations throughout history have shown her unchanged expression at the shifting of the world. She is classically represented with a gentle smile but sorrow filled eyes. Depending on the temple, there is generally a motif of the waxing and waning moons at her sides with conflicts during the waxing moon and peace during the waning moon. She has numerous temples that worship her and Vislah alone as the ultimate goddess and god.


 * Vislah, God of Peace, Lord of harmony, Defender of the mind.

Neutral Good

Honored by the Loxaderms, monks, and “priests of the union” Vislah is attributed with harmony and peaceful accords. His blessing is regularly called upon during peace talks and the signing of treaties. He is also featured predominantly in houses of law and government as an ideal character. He is also commonly associated with Uncil and sometimes with Afe.


 * Afe, Goddess of Comets, Lady of prophecy, Diviner of the future.

Neutral

Afe is a peculiar deity. She is generally less mentioned than other deities and only appears in a few tales in regards to prophecies and her unusual relationship with Vislah and Uncil. Sometimes seen as the daughter of the two, and sometimes seen as the sister. She is commonly invoked when doing divination magic, but with so little known of her, and so little contact with mortals in her past, she remains an enigma.

Gods of the House Vanlar

 * Henbis, God of music, Lord of lyric and tune, Conjurer of harmony.

Chaotic Neutral

A god often attributed to hedonism and music festivals, Henbis is considered a god of union and harmony. He is a favorite of bards and artists of many kinds and is often depicted on instruments, playhouses and artists guilds. He has no formal faith, but is included in many faiths, particularly Larethian where he is shown as a favorable ally.


 * Kalti, Goddess of courage, Lady of the iron will, Champion of the mind.

Neutral Good

Considered to be one of the favorite goddesses of monastic orders, Kalti is generally viewed as the counterpart of Jorrian. She represents a level of intense inner control that is very appealing to faiths that look for the mastery of self. She is also featured prominently in paladin culture and warrior groups as she represents both courage and resolve.


 * Idos, Goddess of inspiration, Lady of the inner spark, Conduit of dreams.

Neutral

Idos has little concern for either society or morality. She represents the untethered spirit of the dreamer. She is the weaver of dreams and brings out the inner creative soul in all. In artists guilds, theaters and anywhere that art is made her statues and symbols can be found. A large shrine is usually dedicated to her in any town large enough to have arts based businesses and wealth. She is also linked to her Avatars, the Dreamwalkers and the spirits who reside in the Astral plane.


 * Tamiel, God of dance, Lord of festivities, Entertainer of the masses.

Chaotic Neutral

Often paired with his brother Henbis, Tamiel is the ruler of festivities. Most festivals begin their holiday parties with a dedication to Tamiel, usually in the form of a dance. It is common to see a large statue of him brought to the main square during these events. Even in faiths where he is not traditionally worshiped, he is recognized during festivals.


 * Adall, Goddess of art, Lady of colors and crafts, Artificer of wonder.

Lawful good

Adall is a common staple in any artist's pantheon. To her is attributed the love of colors and the ability to produce them. A lack of color is considered the greatest offense to her, and her more devout followers make it their goal to beautify the world with their creations to honor her.

Gods of the House Largoy

 * Ornil, Goddess of love, Lady of the pure heart, Patron of lovers.

Lawful Good

Her “sisters” polar opposite, Ornil is the champion of a pure heart. Those that love fiercely and value life and harmony are her followers. She has many celebrations in her honor worldwide, as she is the patron of lovers. Temples regularly adorn her flags during local festivals and marriages. (A blessing from her on your wedding is always an omen of good fortune)


 * Zari, Goddess of pride, Lady of the dual self, Binder of the spirit.

Lawful Evil

Goddess of the underdark faith she is the mistress in the darkness. Her voice has the soft soothing lure of a trap. She is a strict enforcer of conformity and was an early advocate for Jemshail’s innocence. She is the dark voice inside that tells you that you’re better than anyone else.


 * Agmera, God of decay, Lord of the draining force, Consumer of all.

Lawful Neutral

Agmara is the god of decay. He is responsible for the recycling of all energy in the universe and is very careful to tend to the balance of the weave. Any undead creatures disrupt the balance of his realm of the weave (and so he created the mist walkers as his wardens on Illustria). He dispatches his wardens throughout the world wherever the undead reside, guiding them always toward the next abomination that must be destroyed. His followers extend beyond his avatars and he is often called upon by clerics around the globe.


 * Veve, Goddess of faith, Lady of inner strength, Paladin of truth.

Lawful good

Veve represents the strength of conviction that someone has. By honoring her, followers believe that their word is of the highest value. A favorite patron of paladins, and god to swear oaths by, Veve is a very popular celestial in most cultures. Veve is one of the Loxaderms most treasured deities.


 * Elam, Goddess of community, Lady of friendship, Maker of bonds.

Neutral Good

Treasured among many species, Elam is often recognized in civic structures and community charters. In particular, places where females gather for social communion are generally dedicated to Elam. She is seen as a celestial that helps people to communicate better and talk peacefully. She is also sacred to the noble classes and peoples involved in writing treaties.

Gods of the House Jemeth

 * Govanna, Goddess of passion, Lady of the burning heart, Waker of emotions.

Neutral Good

Govanna is known as the lover's hunger. While she can inspire people to do great things in caring for one another, some do not interpret her messages well. Many a love sick madman will claim to be following the will of Govanna, when in fact he is following a creature of Azrena. Govanna’s power and presence is so weakly felt in mortals that it can be hard for most to understand whether the messages they receive even truly come from her. There are many sacred writings of her, but there are no officially designated temples to her in Illustria.


 * Xezris, God of pain, Lord of mortal wounds, Torment of the weak.

Chaotic Evil

God of the driders and the followers of the underdark faith. Xezris was the leader of the armies of Jemshail at the beginning of time. His monsters lead the attack on the ancients for control of the universe and for this he has been chained in the abyss since the dawn of mortals. His followers wish to see him unchained and victorious in the heavens. He is a lover of pain and feeds off the suffering of his inferiors.


 * Azrena, Goddess of desire, Lady of want, Temptress of mortal hearts.

Neutral Evil

Azrena often takes the form of an enormous leather winged beast. She can shape shift to match the picture of any mortal creature's desire which she understands immediately. Or she can show her true form and inspire the greatest of nightmares. Having never directly involved herself in the celestial war, she has thus far escaped the sentence of banishment and she resides in the outer realms. She is an evil and manipulative trickster that gets others to do her dirty work.


 * Seknir, God of valor, Lord of the shield, Guardian of the will.

Lawful Neutral

Patron god of Orcs, Seknir represents the steadfast courage to stand up to your enemies. He encourages the bravery of every soldier despite his motive to fight. A penitent of Seknir would lay down his life to retain his honor in battle. Priests of his order understand that fights need not always be violent or physical and recognize Seknir’s power to guard the mind. He is a patron deity in fighting rings, mercenary’s guilds, armies and many holy orders (Ex Knights of the Mind, Monks of Shield).


 * Khodur, God of struggle, Lord of binding, Blight of the free.

Neutral Evil

Known as the God of prisons, he is the patron deity of Goblins. His avatars (goblins) were designed to be the keepers of the jails for those that defied the laws of the gods, though his creations proved too malformed and weak to do so efficiently. He, like his creations, suffers from the very struggles that he causes in mortals. He is the god of the boggled mind and madness, cursed by Jemshail himself at the beginning of time. His followers eventually succumb to madness. HIs realm exists outside of the known universe and even the senses themselves.

Gods of the House Trelven

 * Kined, God of Magnetism, Lord of vibrations, Mover in the void.

Neutral

Alchemists, Mages, Tinkerers and students of the Arcana all honor Kined. He is seen as the fundamental source of vibrational energy that subsumes all living things. Many mages colleges, or places of study have a bust or plaque of him somewhere on their campus. He is often seen as a secondary character in legends and tales and has no known avatar species. Linked to all force magic and magnetic effects, he is a powerful force, though not generally worshiped officially.


 * Phootl, God of Gravity, Lord of the Planar divide, Great land shaker.

Neutral

Alchemists, Mages, Tinkerers and students of the Arcana all honor Phootl. He is seen as the fundamental source of attractive energy that binds all living things. Much like Kined, many mages colleges, or places of study have a bust or plaque of him somewhere on their campus. He is often seen as a secondary character in legends and tales and has no known avatar species. Linked to all gravitational magic and gravitational effects, he is a powerful force, though not generally worshiped by any known faith.


 * Eknir, Goddess of Mountains, Lady of the Highlands, Surveyor of mortals.

Neutral

Known by her followers as “the peace at the mountains reach,” Eknir is generally unaffected by the decisions of the mortal world. Her primary concern is fostering the peace and foresight that exists at the peaks of mountain tops. Her followers seek to commune with her where the air is thin and still. She can be heard in the calm words of wisdom and contemplation of the elders as the commune peacefully observing the world.


 * Airant, Goddess of Valleys, Lady of Peaceful Lands, Bringer of hope.

Neutral Good

“All things will return improved for the faithful.” This is the words of the priests of her faith and their deepest belief. Airani represents the hope that exists regardless of the dangers of the outside world. She is keeper of the valley and protector of sacred land. She is represented in countless civilizations across Illustria and throughout the timelines of mortals' written history.


 * Vothis, Goddess of the Plains, Lady of the Harvest, Bounty of Earth.

Neutral Good

Vothis is the traditional goddess of the harvest. She is celebrated in one way or another by all cultures in Illustria that participate in agriculture and the eating of plantlife. Most civilized lands or established cities/towns/villages have a yearly celebration in honor of Vothis. Druidic cultures tend to venerate her in particular over many other goddesses. She has a particular fondness for humans and halflings.


 * Qulmera, Goddess of the desert, Lady of loss, Shelter of the forgotten.

Neutral

Seen by some as harsh and uncaring and others as prudent and fair, Qulmera holds two very different places in most pantheons. Individual faiths generally determine which interpretation is valid and there is much debate on this topic. She is the patron goddess to many species of desert creatures ( úlfalda, Nefrit and Selquet).


 * Bihtrix, God of Staff and Branch, Lord of Sacred Craft, Patron of Druidcraft.

Neutral Good

Bihtrix is highly revered in agrarian cultures, druidic cultures and those that have a general respect for the natural world. He is often depicted as a wise old creature who holds himself up with a wooden staff. He is called upon by any who work with magical plantlife, in particular roots, bark or leaves.


 * Vislah, Goddess of the Harvest, Lady of Grains and Food, Protector of Farmers.

Neutral Good

Vislah is venerated by farmers in all cultures. She is regularly worshipped at local harvest festivals and is the Patron goddess of the Farmers guild. Her guidance is always sought during harvesting and planting seasons. She holds up the ideals of helping others, looking to the future and protecting the good, but she is unlikely to fight in the battles herself.

Gods of the House Gaven

 * Srall, God of Deep Waters, Lord of the Murky Black, Keeper of Tombs.

Chaotic Evil

The realm of the deep is the land of Srall. None may challenge his authority. His wrath is seen on the face of every Onchophora who walks the earth. They spoke out against his tyranny and were cursed for it. None sing his name with praise, only whisper it in fear. His avatars are the beasts of the deep, and they secure his realm with steadfast loyalty and ferocity.


 * Miris, Goddess of Pottery, Lady of Bowl and Cup, Repository of the Soul.

Neutral

Builder of pottery and inspiration to those who work with the earth and clay, Miris is a creator goddess. She is generally neutral in most matters unless they concern the fashioning of earth, clay or soil. The masons guild generally displays thanks to her and offers her prayers before undergoing large projects. She does not have a specific cult following.


 * Ornil, God of Rivers, Lord of Flowing Waters, Defender of Serenity.

Neutral Good

Favorite among rangers, hunters and explorers, Ornil is the god of the rivers. He is attributed to the power of flowing waters. He is also linked to erosion and safe travels. In some cultures he is also linked to quiet meditation and awareness of your surroundings. Emblems of him are often worn on clothing or jewelry by adventurers as a sign of safe travels.


 * Zari, Goddess of Lakes, Lady of Still Rain, Curator of Mirth.

Neutral Good

In most ways Zari is the female aspect of Ornil. She is seen as a bringer of good omens and fortunes. She is also known for her kindness towards children. In some cultures where fogs are pervasive she is associated with fog. Armbands and waterskins are frequently adorned with her symbols for joy and luck.


 * Vothis, God of Rain, Lord of Falling Skies, Bearer of Heaven’s Gifts

Neutral

A primary ancient among agrarian societies and farmers guilds, Vothis is the bringer of rain. There are ceremonies in many cultures designed around his worship to ensure rain for crops. In more arid regions these ceremonies are particularly ornate and there may even be temples devoted specifically to Vothis there. He is also a favorite among alchemists and clerics as his rains also relate to healing magics, in particular potions.


 * Amis, God of Clouds, Lord of Skies Omens, Diviner of Fortunes.

Neutral

Worshipped by Aarokocra as the diviner of fortunes, Amis is a well recognized god. He is linked to the power of the skies and weather. He can be both beneficial or destructive. Faiths that include the worship of him tend to work in divination and weather magic or have an interest in those topics. His symbol is generally seen on instruments used to predict the weather.


 * Naldrema, Goddess of Coral, Lady of Rocky Shoals, Heart of the Oceans.

Neutral Good

Ocean faring species and aquatic species tend to worship Naldrema in some form or another. Generally she is considered as a lesser or more “child like” ancient. She is seen as carefree and kind, but also “naive” and innocent. She has not participated in any of the warring actions of the ancients in the past and tends to avoid conflict. She is very popular among fishermen.


 * Esan, God of Waves, Lord of the Seas Might, Wrath of the Oceans.

Chaotic Neutral

Both feared and revered by all who sail the seas, Esan is a well known god. Sailers pay tribute to him every time they set sail and many coastal towns have city squares dedicated to him. His symbols are seen on most sailing crafts and harbors. His cults are numerous and he is generally included in the established pantheons.


 * Heyim, God of the Trident, Lord of the Oceans, Patron of Merkin.

Neutral

The lord of the oceans is the patron deity of the Merkin and merfolk. Additionally, many aquatic species recognize him as the primary ruler of the seas. His cults are numerous in the underwater realms, but tend to be of minor concern in most land based species faiths. As a result of his general exclusion from the faiths of land creatures, he is often dismissive of them entirely.


 * Airant, God of Drink, Lord of Spirits and Mirth, Host of Celebrations.

Chaotic Good

A favored god among bards and bawdy adventurers, Airant is a lover of celebrations. He inspires the creation of drinks, parties and celebrations. His symbol is seen at most alehouse guilds and bardic schools. He is also venerated by most teens and youthful adults. He is a much beloved god amongst the Larethians.

Gods of the House Venshail

 * Menov, God of Venom, Lord Poisons, Herald of death.

Chaotic Evil

Lord of all undead and God of the underdark faith. Favorite god of assassins and those that work with poisons and antitoxins. Cults that worship him are often dark and dangerous organizations. Menov himself was banished to the far planes when he joined Jemshail during the Ancient Wars.


 * Velra, Goddess of Travel, Lady of the Hidden Steps, Guide of secret ways.

Lawful Neutral

A favorite among travelers that cross the planes, particularly the ethereal plane, Velra is a powerful goddess. She is generally considered the divine gatekeeper and allows her devotees access to planar travel. She is also a favorite among rogues, thieves and rangers. Her symbol is usually found associated with trackers and the trackers guild.


 * Solcar, Goddess of Colors, Lady of Opulence, Keeper of Beauty.

Chaotic Neutral

Credited with the creation of colors, dyes and tints, Solcar is a favorite goddess among most artists. Her worship is generally reserved as part of a larger pantheon, and she has no cults dedicated solely to her. Seen as somewhat a secondary deity, she is often included in the temples of other gods and acts a part in their stories and myths.


 * Fenlect, God of Reflection, Lord of Karma, Bender of light.

Neutral

Often called the god of mirrors, Fenlect is a truly neutral God. He has never taken sides in wars and will never do so. To him only reflecting on the truth is of value. He empowers his faithful to see things how they truly are, free from illusions. Mirrors, particularly of a magical nature are almost always adorned with symbols of Fenlect.


 * Qicaryn, God of Crystals, Lord of Telcor’s Temple, Master of Greed.

Neutral Evil

Lord of the Temple of Telcor, Qicaryn is one of the few banished Ancients. His greed and hatred are born of his father's darkness and he embraces it fully. Those celestials that hear his voice are slowly driven to greed and madness lusting always for the precious gemstones of the universe. A dark and secretive cult within the jewelers guild pays special homage to him, but most fear the sickness that his name represents.


 * Libum, God of Mutability, Lord of Change, Heart of the Weave.

Chaotic Neutral

Most find it hard to worship a deity that is so constantly changing and therefore he tends to have few followers. Most who petition him are seeking a change within their own life, which he often provides. With Libum the change could be good or ill though, so beware. He is often the source of blame for changes of fortune and most who pray to him do so to keep his mischief away.


 * Galthas, God of Storms, Lord of Tempests, Herald of Vengeance

Chaotic Neutral

Galthas takes no sides and favors none in particular. While he can be petitioned by his followers, and even called for by the weave itself, he alone is master of the storms. Even his followers will sometimes be subjected to the tempest, only the faithful who remain strong, will earn his respect. Sailors, and coastal cities are particularly keen on the worship of Galthas, to keep his destruction at bay.


 * Vawehn, God of Space, Lord of the Night’s Darkness, Devourer of Light.

Chaotic Evil

Vawehn, like his brother Qicaryn, resides with his father inTelcar. His destructive energy and desire to devour all light proved to be uncontrollable in the war of the gods. Few mortals worship him, but masters of necromancy often draw from his powers. The source of his darkness is part of the very power of the far plane and there are theories that drawing upon it weakens the cage that binds Jemshail.


 * Selrar, Goddess of Dragons, Lady of Fire and Claw, Keeper of Hoards

Chaotic Neutral

Called the goddess of Dragons Selrar is both a savior and a monster. To some she is the symbol of power and grace, weighing good and evil equally. Associated with wisdom and ferocity she is patron to dragons and dragonborn alike. Many other beasts also have associations with her, and it is said that her eggs were fertilized by a great celestial beast creating the first creatures to walk the material plane.