Gods of the Realms
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As a Paladin, we are the defenders of All Gods. People may worship as they wish, Paladins ensure that they have that right. Paladins are commonly associated with Chadatru, the god of justice. There are Paladins who worship Damaris, Everild, Kertigan, and even Urrem'tier. Some people of the realms choose to worship an aspect of a god, but favours can only be received from one of the Thirteen. Chestham is a lion of Chadatru, and servant of Rutilor. However that has not stopped him from asking the other Deities for their assistance or paying reverence to them.

The Thirteen are yellow, their light aspect is blue, and their dark aspect is red.

Chadatru is the fairest of all the gods, lord of justice, he holds a sword in his right hand and a olive laurel in his left. Chadatru is blind, but he fights as if he were gifted with sight. Fierce in a battle, Chadatru is the great arbitrator. He is the patron of kings, rulers, and judges. His word is his bond, and he tells the truth, always. His emblem is the lion.
Rutilor is the defender of the gods. He judges with kindness and even-handedness, and is ferocious in what he defends. A patron of paladins, Rutilor will stalwartly defend anyone who he feels is getting a raw deal. A god of truth, he cannot lie. He has a small kennel of hounds that he unleashes when someone has escaped his judgment; they cannot stop once they are on a trail, and they never lose their prey. Though short by comparison to other gods (it is the form he chose) -- Rutilor is without fear, he will take on opponents twice his size. His emblem is the mongoose.
Botolf, the god of dishonesty and deceit, is the symbol of corruptness and bribery. His actions have caused murderers to go free and thieves to get off with damages paid by the person who prosecuted them. Botolf is the patron of Knife Clan and thieves guild. Botolf is also the god of fallen paladins, and often appears in tarnished armor in need of a polish. His emblem is the goshawk.

 

Damaris, the god of night and dreams, is also the patron of thieves, cutthroats, assassins and spies. Damaris is the assassin of the gods, sometimes even killing someone without being paid, simply because he felt that their presence was no longer "necessary". Rarely seen, Damaris is usually a voice in the shadows, envisioned as having black hair that is strewn with silver and large black eyes without pupils or whites and ebon skin, he can appear in any form he chooses (as can all the gods). Because of his profession, however, he is more proficient at it than the other gods. Oddly, Damaris has a soft spot for small children, the only people exempt from his blade, and parents will call upon him as a last resort if all other gods have deserted them to protect their child. His emblem is the panther.
Phelim, the god of sweet dreams and rightful vengeance, those who seek retribution for a worthy reason may receive assistance from him. Moon Mages worship Phelim, and often beg favors of him. Phelim strew the stars in the sky by gathering some of Tamsine's tears and setting them against the velvet black of the heavens, then bid Kertigen hammer for him four moons, which he then nestled along with the stars in the heavens, and set to turning. When the fourth moon hatched the World Dragon, it was Phelim who ambushed the creature and -- while he did not destroy it -- set it to sleeping deep within the heart of Elanthia. Phelim is also the god of honorable thieves and assassins; if such a thing exists. He upholds his word above all other things; a promise from Phelim is a promise unbroken. His symbol is the nightingale.
Dergati, the goddess of nightmares is virtually unseen, but is assumed to be a black-haired and exotic beauty whose only flaw is a third eye in the center of her forehead. Dergati never walks during the day. She hates the sun, and often is involved in plotting ways to destroy it; some believe she had a hand in the creation of the World Dragon. Her vengeance is savage, and terrible to behold. The unraveler of souls, she kills with slow efficiency, sometimes entire villages. Death by her hand means no resurrection, as many a fool hero who has spoken her name in vain has learned. Since it is impossible to know when she is watching, many fear speaking of her, even at high noon. She is the "all-seeing"; her dark eyes miss nothing. Unlike her sister, Kerenhappuch (who Dergati does not resemble but does help frequently) Dergati will do anything for Kerenhappuch, who she considers her equal mentally, and who she admires greatly for her schemes and motives. Dergati is impatient with incompetence, and will, without warning, kill someone who acts foolishly in front of her. Her symbol is the shrike.

 

Eluned, goddess of the seas and water, master of arcane and ancient wisdom, patron of learning and knowledge; chief deity of the Elotheans. She, along with her sister Peri'el, keeps the oceans moving and singing. Eluned is the creator of speech, as Meraud is the creator of written language (the Elothean language is his greatest achievement). Eluned and Meraud sometimes coexist, but mostly do not see eye-to-eye enough in their motives to do so. It is Eluned's infinite wisdom that guides sailors at night. Her emblem is the dolphin.
Lemicus, goddess of the fresh waters, lost sailors dancing and the life of the ocean. Her laughter is what causes the winds to turn favorable for sea-bound merchants. Lemicus is often attended by several merfolk who spend hours combing her long hair and creating sea foam. She is the patron of dancers, librarians, Elves, and the wives of sailors. Her symbol is the albatross.
Drogor, god of the angry oceans, creator of hurricanes and tsunamis. The drowner of children and the destroyer of knowledge; if he feels a librarian has slighted him, he will ruin their books by seeing they are soaked with water or -- if a large body of water is nearby -- set a tidal wave upon the establishment to destroy it. Drogor's anger is readily apparent as the sky turns gray and the children of the ocean scatter, and he often takes it out on hapless mortals who dare to set foot on his water. His symbol is the shark.

 

Everild, the wild lord of warriors, amazons, barbarians, berserkers and those who die in battle, he is attended by several equally wild youths and maidens who are the cream of the fighting crop. From time to time, he sends them down to Elanthia to aid in battle a warrior or army that he favors. If a warrior has served him exceptionally well, he will request them to join him as one of his attendants. If he sees a warrior given an improper burial, he will send one of his attendants down to see that the subject of Everild's attentions is given proper homage. His emblem is the wild boar.
Kuniyo, gentler than Everild, Kuniyo still retains a deep wildness within him, and does not like to wander far from the sound of battle. However, he also enjoys the wilderness, and is therefore a favorite of rangers; especially the rangers who use their sword on a frequent basis. Kuniyo is served by several noble youths and maidens who he may send out to help train a promising young warrior. Kuniyo is stubborn and vicious in battle. His emblem is the wolverine.
Trothfang, wild and untamed, Trothfang's bloody wars have killed thousands. He delights in torture and slow, messy deaths (his favorite weapon is the barb-tipped spear), and thrives on drinking the fresh blood of those who have fallen. If he truly hates someone, he will devour their flesh in front of them as they die, and then rip their heart out and eat it with much relish. A god of cannibalism, his servants are an entourage of the world's foulest and most savage killers, and those who dare challenge Trothfang are often faced with slow dismemberment and left to bleed to death. Trothfang's parties are often quite chaotic, involving much wine and debauchery and still more destruction; the results of his parties usually involve several dead. Trothfang has no honor in combat; for him, anything goes (many suspect he is the inventor of two-handed beermug brawling). He also is the god of primitive life and despises civilization; he loves to see cities fall, and will dance over the bones of a ruined city with much glee. Centaurs worship Trothfang, delighting in his cruelty and taking on the effects of an untamed life. His emblem is the wild centaur.

 

Faenella "the fair bard", is a performer extraordinaire, a muse of poetry and wanderlust, she is also an inventor of creatures. Faenella is the creator of the Fae or Faerie, who are considered her "progeny". Dryads, sprites, nyads, and angels (who are not Faerie but are of her domain) are all her "children". She is the patron of bards and youths who runaway from home to seek adventure, as well as adventurers themselves. Her gift to mortals was inspiration, and she created the harp and stringed instruments. Caravans are often under her protection. Despite the fact that her emblem is the wren, she loves birds (as well as felines), and keeps one close at hand as she plays her music. She is, like her other aspects, highly visible and often portrayed with glowing brown hair and bright green eyes, slender and Elven. Faenella despises undead, and will destroy them as often as possible. Her emblem is the wren.
Murrula, the goddess of beauty and gifted youngsters, Murrula sings mostly a cappella and is virtually indestructible -- her creation is the phoenix. Murrula cannot stand bad singing, and will silence those who sing badly or else gift them with a beautiful voice. Murrula also seeks out young bards and will train them incognito (or one of her servants will) and make sure their wandering feet do not stray them into trouble. She is the protector of travelers and her kiss remedies hangovers, she is the creator of the flute and woodwinds. She is often pictured as a beautiful, slender young woman who appears Elven, with flowing fiery red hair and bright amber eyes. Her emblem is a phoenix
Idon, the Reaver, is the god of brigands, womanizers, and vanity. A god of roving bands of thieves; as well as rakish rogues who love and leave women, and mothers who abandon their children to continue their life "unburdened". Idon is obsessed with his own good looks; if he sees a man or woman who he feels "outshines" him, he may turn them into a pig. While Idon is very vain, he is also charismatic. Idon is extremely lustful, and once when a member of a clan exclaimed, "By Idon!" and a visitor asked, "Why do you say that?", the clan member responded, "Because half of us are!" Idon is the god of lust and wild music usually not favoured by others -- his creation is the drum and other percussion instruments. Idon's music is often too outrageous to listen to, but no one will ever say so to his face without risking his wrath, which can be dangerous. Idon appears as a black-haired and blue-eyed youth who is lean and well-muscled. While not a good fighter, Idon is an excellent backstabber, and he is second only to Damaris in planning a good ambush. His emblem is the heron.

 

Glythtide, god of joy, mirth and merriment, wine and song and good fellowship; a very happy figure, he is the patron of bards, poets, troubadours, and musicians -- as well as of loafers, gourmets and drunks. Glythtide's mere presence is abhorrent to some of the darker gods due to his unstoppable happiness. It is said amongst the Halflings that the one time he frowned and cried, night was created. Arthe Dale is favored by Glythtide, and he has been suspected of making a few visits upon occasions (usually denoted by the sudden lack of liquor and tarts within the town). Chief deity of the Halflings; his emblem is the ram.
Saemaus, the gentle god, the god of love, happiness and festivities; a toast is always made in his name at most wedding ceremonies or festivals if one wishes to ensure a marriage filled with love or a grand party. A god of happiness, Saemaus' anger is hard to come by, but terrible to behold. He has been known to curse his enemies with a malaise of love-sickness -- usually by making them fall in love with another enemy of his (or their's). The patron of lovers, pregnant mothers (and expecting fathers), maids of honor as well as their male counterparts, Saemaus is also known for his tendency toward being tipsy as well as an unmatchable chef; Saemaus is the inventor of the tart. His emblem is the donkey.
Be'ort, the god of bitter partings, love lost, opportunities wasted, and insanity, Be'ort is the rain on a wedding day, the wine that turns to vinegar before a party. Be'ort is a great, sulking figure who despises revelry and wallows in melancholy. Wars of attrition (such as the Elven-Human war) are his specialty. Be'ort always appears as a wild-eyed and mussed-hair man who is usually giggling a bit oddly. If Be'ort truly wishes to destroy someone, he will first make sure their relationship sours, then destroy their status in their profession, and then, when his miserable prey has sunk to their lowest, he makes sure their mind snaps. His emblem is the coyote.

 

Hav'roth, god of the spirits of rock and stone, and of the earth -- deserts are his domain. Hav'roth is the creator of precious metals and gems. Chief deity of the S'Kra Mur, his emblem is the cobra.
Peri'el, goddess of the inner earth, it is Peri'el who watches over the World Dragon to make sure it does not rise up and destroy Elanthia. For this reason, Peri'el is often not seen as she spends much of her time lulling the Dragon to sleep with her sibilant singing -- a sound that can be heard by listening to sea shells or visiting the ocean. Peri'el also stills earthquakes and stops the flow of lava. Her enblem is the king snake.
Ushnish, the Serpent of discord, brings disease, old age, ice ages, floods, and famines. Ushnish's anger is what causes lava to flow and the fires of the World Dragon to explode up and out. His tantrums are well known for causing earthquakes. His emblem is the viper.

 

Hodierna, goddess of life, morning, and light, as well as springtime, harvest and crops. Farmers, herbalists, healers, and empaths all venerate her. She is the granter of life and favor, and ultimately must be pleased for resurrections and healing. Her emblem is the unicorn.
Berengaria, the motherly goddess Berengaria is often envisioned as a plump and cheerful woman holding a sheath of grain in the crook of her right arm. She is wise and kind, a good match for Divyaush. Berengaria is the finder of lost children and the bringer of dawn; the first light that shatters the darkness. Where she treads, the earth is renewed. Beneficial and kind, her emblem is the cow.
Asketi, the Hag, stealer of children, wild mistress of barren fields and the midnight hunt. Asketi is the mistress of the North Wind, and delights in causing pain and terror in the lands. On the darkest night of the year it is said she rides on the backs of hideous black unicorns and carves a bloody path through the city that has failed to venerate her the most. The stealer of life, she carries a rough burlap sack at her hip in which she carries the souls of those she has killed. Her emblem is the adder.

 

Kertigen, the lord of craft, metal work, precious gems, bestower of wealth and prosperity. Kertigan is venerated by traders, money changers, petty bourgeois and tradesmen such as jewelers and blacksmiths; his favor is invoked in protecting possessions against theft, weapons and armor against damage, etc. Kertigen's favorite workers are the leprechauns, who guard his treasures with jealous zeal.  The chief deity of Dwarves, his emblem is the raven.
Divyaush is a merry bearded man with twinkling blue eyes. He grants enormous good favor, money, and gifts, and will sometimes send out his personal assistants -- the welkin -- to help out needy craftsmen. He is beloved by children, who often leave him offerings of sweets and cream at a special Midwinter festival. Divyaush is paternal and kind, and will help to guide a crafter who has erred by pointing out -- but not fixing -- his mistakes. His emblem is a welkin.
Zachriedek, is nasty and cruel. He is the weakness in the wagon's axle that causes it to snap in the rain, the crack in the sword that breaks in the heat of battle, the poor conditions that cause a merchant's stock to sour. If he is feeling particularly nasty, he will send out his favored pets, the gremlins, to plague a craftsman. His emblem is the raccoon.

 

Meraud, the god of magic and foresight, the dark side of the arcane arts. Meraud rarely shows his face, hiding himself within the folds of a midnight black cloak and appearing as a dark stranger to those he visits. Meraud does not believe anything should stand in the way of the quest for knowledge, and can be quite ruthless in his pursuit of it.  However, he is not without honor, and has turned aside in his quest for knowledge if he has made a promise that interferes in that quest. This does not, however, mean he will not find a way around the obstacle -- in fact, he often will. Elotheans admire Meraud for his aloofness, and also because he is the creator of written language. His emblem is a jet-black wolf.
Firulf, the god of elemental magic is kinder than Meraud, but still stern.  The extremes he will go to are fewer, but his craftiness is still well known.  His foresight is unerring, which is why many Elothean Moon Mages revere him.  He carries a black staff marbled in silver that shoots forth powerful shards of lightning upon command. If a mortal should touch the staff without Firulf's permission, it is said he or she would turn to ash instantly.  However, Firulf has been known to hand out the staff upon occasion to a favored worshipper to aid them in a quest for knowledge that he finds particularly intriguing. His emblem is a gray horned owl.
Kerenhappuch, the mad mage is without scruples, and not above blackmail, extortion, or murder -- not to mention her own attractive feminine wiles -- to get the information she wants. From time to time her ruthlessness has been so severe that she has killed others under the notion that if SHE cannot have the knowledge, NO ONE will. Kerenhappuch is also a seductress and a schemer, twisting men to her desires as if they were wrapped about her finger, and turning women against each other.  She has a skirt of fabulous colors crafted for her by Kertigen (who she tricked into making it for her by pretending she was Hodierna and telling Kertigen she needed it to entertain some dwarves) that will cause any man who looks upon her while she wears it dancing to fall in love with her, and cause any male dwarf to immediately swear fealty to her.  Unfortunately (for Kerenhappuch), Kertigen, when he learned it was not Hodierna who had requested the item, also put a curse upon the skirt that causes any woman who sees her wearing it to become insanely jealous of the beautiful goddess.  A red-lipped and blonde-haired beauty, her emblem is the shrew.

 

Tamsine, goddess of hearth, home, habitations, settlements, civilization. Before construction on temples, public buildings and houses is begun, her blessings and favour must be sought.  Tamsine is also the goddess of beneficial fire and blessings.  If a priest would have blessings, he or she must first learn from the shrine of Tamsine first. Tamsine is also a domestic; she is a great weaver, cooker, dyer, brewer, and any number of things that can be done in or around the home.  Her emblem is a great tabby cat.
Albreda, bringer of peace, cementer of alliances and marriages, patroness of orphans and fosterlings; Albreda is a kind and beneficial goddess who despises war and bloodshed.  A few warriors (paladins usually) have, however, worshipped her, and she does not disdain this worship. It is said that Albreda's blessing is what brought the lasting peace of the Seven Pointed Star Empire, and that she wept so deeply during the Elven-Human war it created an entire new ocean in far off lands. Albreda is motherly, a companion to Alamhif. She succors and protects mothers who have trouble in childbirth, or fathers who have been widowed because their wife has died in childbirth. Healers often find her the easiest to worship. Her emblem is the dove.
Harawep, disrupter of peace and treaties among races and nations, destroyer of families, augur of disloyalty, turner of children against parents, clan against clan.  Harawep is a vicious warrior who fights with twin swords. Hideously ugly, Harawep resembles a hag who moves quicker than the eye can follow, which is perhaps why she is also the goddess of lightning, and lightning strikes that start up unstoppable forest fires.  Harawep is also a weaver, and her plots and schemes are sometimes as intricate as the webs her favorite creatures (the spider) spins. Harawep is the widowmaker, and the patron of murderers and assassins. Her emblem is the black widow spider.

 

Truffenyi, god of mortal man, mercy and forgiveness, his blessings are invaluable in resurrections and in the granting of health, stamina, strength and magical power, he is like an indulgent father to the inhabitants of Elanthia.  He can be stern as well, and thus is also a difficult master to serve. Chief deity of humans and halflings; his emblem is the ox.
Alamhif, the kind father, Alamhif is sometimes mistaken for Divyaush, but the two are not the same.  Alamhif is more the stern guidance that is the role of fatherhood, while Divyaush is the indulgent grandfather.  Alamhif loves children and will take pains to pay them special care if he perceives they are in danger or being misled or mistreated. It is him -- along with Berengaria -- who created the bridge between death and life that allows mortals to reach through Urrem'tier's barrier to bring those who have fallen back to life.  His symbol is the magpie.
Huldah, the trickster, imp, bedeviler, fouler up of best laid plans. Huldah's schemes often appear very appealing at first, but quickly sour. Reasoning with him is dangerous, and few have ever gotten out of a deal with him ahead.  He despises mortals, and delights in seeing that which is pure become despoiled, especially by some act of his.  Huldah can also cause terrible storms that resembles lightning storms, but are composed of magic instead of electricity. His emblem is the weasel.

 

Urrem'tier, Death Incarnate, the last of the Immortals to be infused with a part of the One Creator, and therefore endowed with the smallest portion of substance and the largest proportion of the Void within. It is to Urrem'tier's embrace we go when we die, and his fetid grasp would hold us for an eternity were it not for the efforts of the other Immortals on our behalves. Thus when we return from the caress of Urrem'tier, we must be ritually cleansed from his foul stench before we can rejoin the living. Although he has positive and negative aspects about the best you can say of his positive one is that it will be more polite than the negative one to you, while attempting just the same to drag your spirit to the very depths of the cruel, senseless terrible void he presides over, constantly seeking to fill with the souls of the dead. While never really characterized as man, female or animal, death can take many forms. His emblem is the scorpion.
Eylhaar, referred to as "she" since that is the form she usually takes; a somber, slender female with pearl-white skin and black hair. The beckoner, the promise of peace from a world of pain. Eylhaar's deaths are always the softest, and her allure is almost insurmountable. She is very patient, and will never try to cheat a death. Still, her emblem is the jackal.
Aldauth, the faceless god of agony. Torturers fear and worship Aldauth. Aldauth's deaths are always painful, perhaps the worst of all, and his victims kick and scream their way to his void. Aldauth will taunt and trick people out of their lives, and he delights in seeing people die foolishly. He is a scavenger, often ghosting about the battlefield at the end of long campaigns to wring the last ounce of pain from the dying. His emblem is the vulture.

 

 

Stories and descriptions from the book "The Immortals", written by Amritam Gweththew and Rowan Windlyric.