Most of the known world of Ordrun worships either the Pantheon or Elemental Spirits. The pantheon is by far the most widely of the two religions. While all races worship the pantheon and many people are polytheistic most races tend to have a favorite. The exception is the Half-Orcs and the people of the Free Cities, while they recognize the pantheon they also venerate the god Anakronox, a deified mortal.
Valori is one of the twin nature gods she represents the natural order of the world. Every being acts according to it’s nature, to do otherwise is to deny one’s true self. When a wolf eats a sheep this is just the nature of the wolf, to be angry at the wolf is to be angry at the nature of the world.
While this means that her worship is less accepted with Man, Dwarves and other races that seek to master the world she is not openly hostile to those races, she & her followers believe those people are denying themselves true satisfaction by denying themselves.
Her followers include elves, druids, rangers & a large amount of the beast races. The Elemental Lord Vyn’ru is allied both her and Lothul.
D&D Domains: Animal, Law, Sun
Pathfinder Domains:Animal, Plant, Weather, Law, Sun, Liberation
Favored Weapon: Unarmed
While Lothul’s priesthood is smaller than many gods, everyone who spends any time in or near water offers at least a few prayers to Lothul. He is the god of the sea, sailors and storms. His whims are unpredictable, fast to temper and quick to laugh. There are a few druids, mostly those that serve isolated seafaring communities that serve him. His druids & priests have a different relationship with Lothul than many priests have with their gods. They temper his wrath protecting their communities and assuring he has their loyalty. Lothul is closely tied to Valori & the Elemental Lord Vyn’ru. While they are opposed in allignement, Valori understands it’s Lothul’s nature to be unpredictable.
D&D Domains: Chaos, Water, Travel
Pathfinder Domains: Air, Water, Weather, Chaos, Travel, Liberation
Favored Weapon: Battle Axe
The goddess of Arcane Knowledge & Fate. It is Anja that determines the length of a man’s life and when he will meet Hembul. All things in the universe are according to the pattern and it is the greatest of pursuits to understand the hidden turnings of the world. She believes in the search for knowledge and understanding above all else. She is willing to accept very questionable practices in order to to advance knowledge. Because of her nature she is at direct odds with Hedun. Her followers include Wizards, Sorcerers, and inventors. She is also the god most often worshiped by gnomes.
D&D Domains: Knowledge, Magic, Trickery
Pathfinder Domains: Knowledge, Artifice Magic, Trickery
Favored Weapon: Dagger
The gatekeeper of death. Hembul keeps the doorway from Ordrun to the Mysteries beyond. Few worship him directly, but even fewer would turn away a priest of Hembul lest they offend. He abhors the undead as he sees them as cheating him of his due; thus he is often at odds with Hedun. He has few dedicated worshipers because of his role in death but a few fighters, barbarians, rogues and rangers offer him prayers, those that understand that death is a friend that is always with them.
D&D Domains: Death, Destruction, Law
Pathfinder Domains: Repose, Law, Death, Healing
Favored Weapon: Mace
God of Healing, Teaching and Learning
While Anja is the god of knowledge, she and her followers are not interested in sharing that knowledge. It was Phyrel that first taught the races of language, fire and the healing arts. He is often depicted as a loving father or a teacher. He does believe in extending knowledge he does believe in limits and his priest preach a more measured approach. While he and Anja are not friendly they both are at odds with Hedun. He is closer allies with Jiah and Phyrel as all three gods support civilization in their own ways. His worshipers include herbalists, teachers, wizards, healers.
D&D Domains: Good, Healing, Knowledge, Magic
Pathfinder Domains: Good, Healing, Knowledge, Runes
Favored Weapon: Quarterstaff
Ketarus is the smith, the carpenter, the miner, the shipwright. He is worshiped by folk who work with their hands or perform manual labor. He is often depicted as a Dwarf due to his nature but his worship is wide spread among most races. Only among the elves is his worship a rare sight. He is closely allied with the Fire Elemental lord . He is strong allies with both Jiah and Phyreal. His priests can be found in most cities. Among the humans they usually live in simple monasteries and spartan temples, among the Dwarves though his temples are among the richest. He is rarely worshiped by adventuring classes.
D&D Domains: Earth, Fire, Good, Knowledge
Pathfinder Domains: Artifice, Knowledge, Good, Rune
Favored Weapon: Warhammer
Symbol: A handcrafted item specific to the priests trade, usually a hammer.
Shendia is the twin of Valori the two are not allied though as they are opposing views on nature and the humanoid races. Shendia is the gentle nuturing side of nature. She is most often associated with traquility and bounty. While she is often worshiped by farmers the Elves also hold her in great regard. There are druids of Shendia but priests are far more common. She is an uneasy ally of Jiah, her rigidity and the exploitative nature of cities keeps them apart.
D&D Domains: Chaos, Good, Earth, Plant
Pathfinder Domains: Chaos, good, Earth, Plants, Community
Favored Weapon: Scythe or Sickle
Zurak has few friends among the gods; as the aspect of War, Conquest and Tyranny most gods are opposed to him. The exceptions are Anja and Hembul. War often leads to advancements and creativity without any thought towards morality and it spikes the worship of Hembul as soldiers pray both that he pass them by and that he will easy their companions passing.
His followers include the beast races but dwarves and especially humans have temples to him. Passing him over invites him to support those who seek to conquer you. He is worshiped by fighters and barbarians.
D&D Domains: Destruction, Evil, Law, Strength, War
Pathfinder Domains: Evil, Law, Strength, War, Destruction, Glory
Favored Weapon: Any Martial weapon
Thymderi is the god of luck, travel and exploration. He believes that it is only in testing one’s luck that an individual is truly alive, the best way to test one’s luck is to go out into the world. He does not have any close allies as he is far to self interested to maintain any relationship.
His worshipers often include Adventurers, good natured rogues, merchants, and halflings.
D&D Domains: Air, Luck, Travel, Trickery
Pathfinder Domains: Air, Luck, Travel, Trickery
Favored Weapon: Short Sword
Hedun is the god of secrets, intrigue, thieves, illusions, and shadows. He delights in concealing information. He believes if you can’t hang onto your own possessions then you didn’t deserve it in the first place. Hedun is perhaps the most hated of the gods, even by his fellow deities. Not even Zurak can stomach him as he sees him as a coward.
Hedun did not take part in overthrow of Jin’shee, he was not to be found during the battle. It was then that he gained his powers over Illusions and Shadows. Many mortals and gods have tried to find out what he was doing but none of succeeded at finding his secrets. He is worshiped by illusionists, thieves, crooked nobility, any who favor stealth and backstabbing over outright conquest. He is also shown reverence by most who dwell below the earth, Druegar, Drow, and Goblins (the larger goblin races & orcs tend to favor Zurak.)
D&D Domains: Destruction, Evil, Trickery
Pathfinder Domains: Destruction, Evil, Trickery, Darkness
Favored Weapon: Dagger
The most venerated goddess among common men, Jiah is the patron god of Civilization. She watches over the Hearth, city builders and those who value others over their own life. She is most often shown as a woman in plate armor with a great sword in one hand and holding a baby in the other. Jiah and Shendia are loosely affiliated, though in many smaller communities the same church serves both goddesses. While Shendia favors agrarian societies, Jiah favors cities and civilization, strong walls and strong defenses. She is a strong supporter of both Ketarus and Phyrel. Her followers include fighters, rangers, monks, builders and all those who serve their realms loyally and true.
D&D Domains: Good, Law, Protection, War
Pathfinder Domains: Good, Law, Protection, War, Nobility, Community
Favored Weapon: longsword
The goddess of art, beauty and music, the favored god of the elves. She has friendly relations with most gods but no tight alliances as she is to flighty and her interests are less pragmatic than the others. Elf craftsmen such as smiths and carpenters are as concerned if not more concerned with beautiful work than function so they tend to revere Sina rather than Ketarus. The greatest of the dwarf craftsmen, Sculptors and smiths do pay her some service but it is secondary to worship of Ketarus. It is among the bards of the non-elven races that she is most often revered.
D&D Domains: Chaos, Good, Magic
Pathfinder Domains: Charm, Artifice, Good, Chaos, Magic
Favored Weapon: Rapier
The Sleeping Gods
These gods are technically part of the Pantheon, they can grant spells but they will not or cannot personally answer. Their servants answer in their stead and followers of them that die are sent to their halls in the afterlife, however their thrones sit empty. It is believed by most that this has to do with the Overthrow of Jin’shee but the other gods will not speak of it, even Anja, whom, under normal circumstances believes all knowledge should be explored.
All relgions teach that Jin’shee was the original god, it is from his chaos that all creation was formed. However Jin’shee being of the primordial chaos was self absorbed, selfish and destructive. Though his chaos and destruction lead to all creation and the formation of the other gods he in turn destroyed all they tried to create. This conflict eventually lead to Jin’shee being deposed. Whatever happened to him he can still grant spells but he cannot answer his priests. His servants answer in his place but they are disorganized into a number of different demons each one believes he is serving the true essence of Jin’shee. Followers of Jin’shee include necormancers, barbarians, fighters and rogues.
D&D Domains: Chaos, Death, Destruction, Evil
Pathfinder Domains: Chaos, Evil, Death, Destruction, Madness
Favored Weapon: Flail
Esia was the first of the original gods and was lost during the disposition of Jin’shee. She was the goddess of order, creation, law, righteous vengeance and the sun. As with Jin’shee followers are granted spells but she cannot answer her followers herself. Questions are instead answered by her follower, the greatest of which is Delila. While they no doubt know what happened to their patron they have not shared that knowledge. The servants of Esia remain, for whatever reason, at odds with the other gods. Her followers include fighters, judges, constables and military officials.
Esia’s following was somewhat renewed because of Arra’kyn. The priests of Esia were opponents of Heron the black. They organized the resistance and aided wherever possible. When the kingdom fell and men fled across the sea, the religion came with them. When surviving royal line, the Weshian family, joined the faith it became a national religion in Llynd.
D&D Domains: Air, Law, Sun
Pathfinder Domains: Air, Law, Sun, Nobility
Favored Weapon: Greatsword
Anacronox is the god of the Half-Orcs. He is the god of Strength and Battle in a righteous cause. His priesthood, whom are the most populous in the Free Cities, preach that he was a mortal who overthrew his masters and through his own might took deification as his birthright. A doctrine that his followers have sometimes used to justify taking what they can from their former masters, even through less honorable means. The gods however are less welcoming. The other gods believe that he stole his power from some source, but if they know how they’ve not shared it, perhaps to discourage others from following his path or perhaps because they do not know. His portfolio directly conflicts with Zurak whom is a more established god, if Zurak ever decides to make an issue of it Anacronox will be in dire straights.
As Anacronox only values martial strength he has few followers besides fighters and barbarians.
Domains: Chaos, Good, War, Strength
Pathfinder Domains: Chaos, Good, War, Strength
Favored Weapon: Greatsword
The elemental lords are not strictly deities but they can grant spells. They are pure representations of their elements (with the exception of Vyn’ru). They are both allies and enemies of the gods. Their religion is not wide spread generally only venerated by Druids, some of the beast races and in the case of Bring’hol and Uhergost, dwarves. They move between points in Ordrun to which they have strong ties.
Uhergost is the elemental lord of Earth and Stone. He retains command over the lofty frozen mountain peaks, the tundra, and the frozen glaciers of the north, territory claimed by few of the races. He is the most independent of the elemental lords he has no standing allies nor enemies among the gods as he does not concern himself with those matters. His only consistent worshipers are the Storm, Frost and Stone Giants. While it might seem reasonable that dwarves venerate him, they see him as a patron of their once overlords, the giants.
D&D Domains: Earth, Strength, Protection, Law
Pathfinder Domains: Earth, Strength, Protection, Law
Favored Weapon: Heavy Pick
The elemental lord of Fire, Bring’hol, master of smoke, flame, ash, the burning woods. He is venerated by the Duergar, the Azer and the fire giants. The other dwarf clans show him grudging respect; while he may be a giant god like Uhergost, he is far more likely to show his displeasure. He has mixed relations with the gods. He and Ketarus are often allies but it is a long suffering relationship. His destructive side is something Ketarus cannot appreciate. Jiah has tried on occasion to find common ground with Bring’hol but, again, the destructive nature of fire keeps them from forming any lasting ties.
D&D Domains: Fire, Destruction, Sun
Pathfinder Domains: Fire, Destruction, Sun, Liberation
Favored Weapon: Glaive
Vyn’ru is the elemental lord of water and air; she is the combined power of two seperate entities Vyn the elemental Mistress of Storms, and Ru the Lady of the Sea. The two entities combined well before mortal memories. For a time they were the most venerated of the elemental lords, even vying with Lothul for importance. Her worship however fell off when the humanoid races turned to civilization and away from natural worship. She now maintains relationships with Lothul as kindred spirits.
D&D Domains: Water, Air, Chaos,
Pathfinder Domains: Water, Air, Chaos, Weather
Favored Weapon: Trident
Holy Symbol: a Drop of water taken from a stormy sea. usually held in a glass vial or globe.