The Shores of Dallamar
The Gods have a very real influence on the lives of an average subject of a Kingdom in Vesseroth. The Gods, through their priests, guide Kingdom policy by making Their will known to the clergy who advise the kings. Miracles are common, Avatars and Demigods have been known to appear among the faithful, and, a chosen few have been touched by the Gods to perform miracles on their behalf.
The major Gods are named below, along with any demigods who serve them. Many of these demigods focus some aspect of the major God, and are often individually worshipped by like minded followers.
Aliya is the Neutral Good Goddess of the Moon, Women, Fertility and Childbirth, and the sister to Verenos the Sun God. She is also seen as the guarding light that shines through the darkness of night. She is a fierce protector of women and children and a matron of the hunt. She is a popular deity in rural communities and is often prayed to for favorable conception, ease in childbirth, protection and a good hunt. She is physically depicted as a woman in various stages of pregnancy directly connected to the phase of the moon (new moon as just conceived to full moon as full term). She carries a longbow of pure moonlight that fires arrows of shooting stars. There is also a slight sadness about her, apparently for the loss of her long forgotten sister, Varsoon, the Red Moon, which also crosses the sky at night but no longer has any sway over the world. Aliya’s symbols are a crescent moon and a drawn longbow. Her domains are Animal, Good, Moon, and Protection.
Sora is the True Neutral she-bear animal companion demigoddess of Aliya. Her bear form changes with the environment, from a polar bear in the antarctic regions, to a brown bear in mountainous temperate regions, to a black bear in warmer and marsh/swamp regions. She travels and hunts by her matrons side and grows more protective of her as the moon grows more full. All the animals of the world are thought of as her cubs and she their mother and protector. It is only through the grace of Aliya that any hunting is tolerated by Sora. Prayers and tribute are often offered her by hunters. Her domains are Animal and Strength.
Ardria – The neutral good Goddess of the Hearth and Home. Ardria is a depicted as a somewhat plump, pleasant looking peasant woman in her middle years, Her most common symbol is a warm fireplace. She is popular among the peasantry, especially Goodwives, who hold her close to their hearts. Her domains are Community, Family, Good,
Burserage – A demigod of Ardria, Burserage represents the interests of brewing and hospitality. He is commonly worshiped by innkeepers, as well those who enjoy drink with good company. Also neutral good in outlook, with the domains of Artifice, Craft, and Luck. His symbol is a keg.
Or’it – Another neutral good demigod of Ardria, Or’it is depicted as a faithful, sturdy hound who guards the hearth and home. This aspect is more favored among peasant husbands who look over their families. A common saying among many is “May the Hound watch over you,” with the reply of “And you and yours.” His domains are Courage, Protection, and Strength. His symbol is his aspect; a sturdy, but calm dog of obvious strength.
Entia – The concerns of the plow, field, and growth, are represented by Entia, a neutral good goddess with a sizable church. She is as popular as Ardria among the peasantry of Vesseroth, and many give thanks to both goddesses in their daily prayers. Entia is depicted as a lean but strong woman, with hands rough and red from her labor. Her most common symbol is a sheaf of wheat. Community, Good, Plant, Renewal, and Weather are her domains.
Maermal is the lord of honest labor. He is portrayed as a massive bronze ox of great tenacity, who labors without thought of reward. When his work is disturbed or wrecked he starts again without complaint. His is the patience of the earth, and he symbolizes the ability of common folk to triumph in their day-to-day endeavors. His domains are Animal and Strength.
Kanann is the god of mischief, trickery and jest. His tricks and jests tend to be light hearted and without malice, but sometimes reveal great truths which can be uncomfortable. His is portrayed as a lithe, dapper man with a glint of merriment to his eye. More than his mind is keen. He is also capable of great physical feats of balance and acrobatics. Sometimes called the Jester to to the Gods, his role is far more subtle and sophisticated.
His followers are often intellectuals; writers and courtiers who question authority with scathing and well placed words. Jesters, not clowns or buffoons, but those with real wit, also revere Kanann. Thespians give thanks to Kanann through his servant Llaffryl, and most play-writes include a prayer to Kanann in the opening pages of their work. And, while banditry and thievery is uncommon on Vesseroth, rogues of various types give thanks to Kanann every time they evade authority. His symbol is a jester’s cap.
Kanann is chaotic good in outlook, and his domains are Celerity, Charm, Luck, and Trickery.
Llaffryl is the patron of performing artists, especially bards, thespians and and street musicians who make their living with their wits. Those who write and perform more serious music generally give thanks to Seddain. Llaffryl is depicted as a merry fellow holding a bowed lyra. His domains are Charm and Craft. His symbol is a bell.
Seddain – Seddain is the powerful and respected god of knowledge and craft. All manner of crafts are known and mastered by him. From the forge, to the written page and to the loom, all crafts are known, and some even created, by Seddain. Seddain crafted the Khazad (dwarves) who share his love for craftsmanship. Seddain also created music, and is revered by serious musicians and composers. Some Eldar (elves), who are also known for their craft, hold Seddain in high regard.
Seddain can be seen as lawful neutral in his outlook. He domains are Artifice, Balance, Craft, and Knowledge.
Brone – The lawful neutral god Brone is the master of the forge and and anvil; but his skills are still second to those possessed by Seddain. He is depicted as a bald, muscular man with a long mustache. He is frequently covered with soot and burns, and is considered hapless in his attempts to find a bride. He is a demi-god servant of Seddain. His symbol is the anvil and hammer. He is depicted by the Khazad in a similar manner, although as a dwarf instead of a man, and retains the same name. His domains are Artifice, Metal, and Strength.
Turyc is the god of law and justified warfare. He is revered most by the nobility on Vesseroth. He is lawful good in outlook, and his domains are Good, Law, and Warfare. Most Paladins hold Turyc in high regard, although some follow Verenos.
Verenos is often called the Sun God. He represents renewal, enlightenment, and the rebirth that every new dawn brings. In the northern regions Verenos is especially revered, and is more commonly known as Iskandar. A theocracy around the worship of Iskandar/Verenos exists in the Caliphate of Sashar. His domains are Community, Glory, Good, Renewal, and Sun. He is neutral good in his outlook, although those of lawful good alignment are comfortable with Verenos.
Tirrala, also called the Foremost of Healers, is the patron of physicians, alchemists and healers. She usually appears as a slim young woman with tired, drawn features. In her right hand she bears a surgeon’s knife and in her left she carries a small urn. Her symbol is a white cloth with a red stain. Her domains are Healing and Travel.
The Druids of Vesseroth worship a trinity of nature deities. These “deities” are as much primordial forces as sentient gods. All are true neutral and being druidic do not offer domains. The trinity is usually symbolized by a triune knot.
First among them is D’jord the earth goddess, mother of all that grows, gallops or slithers. She represents the vast bounty of the living earth itself. Every tree, shrub or flower are her children. As are all animals that walk run or crawl upon the ground. The mountains are her bones, the rivers her blood. She is great, gentle and terrible all at once. She is seen as a tall beautiful matronly woman but her body is made of stone and tree and earth. Her hair is flowing grain and fruit and she is cloaked in all the leaves of the trees. About her is a menagerie of celestial animals of fur and scale. Her individual symbol is a great tree of life or a mountain.
Next is one her consorts. Ah’tharr the sea god, lord of all the oceans. He is the embodiment of the immense waters that surround the lands, the tides that swell and recede from the shore, and all the creatures and monsters that swim within it. He is mercurial and ever changing, given to serene calm one moment and raging destruction the next. He appears as an immense man from the waist up and any manner of sea creature from the waist down, sometimes a serpentine fish, sometimes a great octopus, sometimes a huge crab. His hair and beard is a long tangled mass of seaweed and coral and his skin is the blue-green color of the ocean. His individual symbol is a fish or a wave.
Third is D’jord’s other consort. B’orth the sky god, master of the winds and storm. He is the Bringer of rain and lightning, of gentle breeze and biting wind. His demeanor can be as gentle as a songbird or as viscous as a hawk. All that fly are within his domain. Physically he is a tall lean muscled man with long flowing hair and great wings from his back. Constantly in flight his feet never touch the ground or sea, his hair and wings change color with his mood, from the calm white of a puffy cloud to the deep gray of an angry storm with lightning always dancing from his eyes. His individual symbol is bird/hawk or a lightning bolt.
It should be noted here that the druids believe the Sun and Moon(s) to be the children of the earth and sky, and all the monsters, giants and dragons of legend to be the children of earth and sea.