Religions and deities
Religion in Maisehvelt are diverse. It has been the cause of conflict among some nations, while it has been a source unity among others. In some regions, certain deities, or pantheons of deities, are worshiped more than others, if the other gods are even thought to exist.
Northern Human Pantheon
In the north, religion has a much stronger influence over the average person’s daily life than it does in the south. The legends about their gods are detailed and rich with history; each god serves a purpose in the Divine Court, and is connected to the Royal Family. While some gods are treated as patrons of some professions, that is an aspect of religion that has arisen among the populace, not from the holy texts.
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Southern Human Pantheon
In the south, the pantheon is more diverse. All of the gods in the pantheon supposedly interact with one another, but each god’s text references the others with varying degrees of frequency, while the northern gods have only one unifying text. The southern gods are believed to be more directly involved in the daily life of their believers, taking on professions or tasks over which to be patrons.
|Adeiladu||LN||Civilization, Cities, Engineers||Artifice, Community, Law, Protection||Construct, Defense, Home||Warhammer|
|Moroed||CN||Oceans, Rivers, Fishers, Sailors||Chaos, Luck, Water, Weather||Oceans, Storms, Fate||Net|
|Coedwig||NG||Forests, Nature||Animal, Earth, Good, Plant, Strength, Weather||Caves, Feather, Fur, Growth, Seasons||Handaxe|
|Marwolaeth||N||Death, the Underworld, Soldiers||Death, Repose, Strength, War||Blood, Murder, Souls, Tactics||Guisarme|
|Fermyd||LG||Agriculture, Communities, Farmers||Community, Good, Law, Plant, Protection, Sun, Weather||Day, Defense, Family, Home, Loyalty, Seasons||Scythe|
|Fasnach||LN||Commerce, Merchants, Slavers||Law, Travel, Luck, Rune, Nobility||Slavery, Trade||Whip|
|Ynad||LG||Justice, Peace, Honor, Knights||Law, Good, Glory, Protection, Strength||Heroism, Honor, Purity, Resolve, Archon||Longsword|
|Teithio||CN||Communication, Messengers, Sailors, Thieves, Wanderers||Chaos, Travel, Trickery, Luck, Rune||Exploration, Thievery, Fate, Language||Shortsword|
|Carchar||LE||Assassins, Executioners, Prisons, Walls||Law, Evil, Death, Darkness, Destruction||Fear, Murder, Inevitable, Loss, Torture||Greataxe|
|Cenuchia||CN||Sex, Ferrets||Charm, Animal, Chaos, Trickery, Community||Fur, Love, Lust, Family||Dagger|
|Penderfin||CG||Self-determination, Creation and Creativity, Artisans, Rebels||Chaos, Good, Glory, Healing, Liberation, Nobility, Strength, War||Heroism, Restoration, Freedom, Revolution, Martyr, Resolve, Tactics||Rapier|
|Losgi||N||The Sun, Fire, Knowledge, Magic||Fire, Knowledge, Magic, Rune, Sun||Arcane, Divine, Language, Wards, Day, Light||Quarterstaff|
The dwarven pantheon is distinct from the human pantheons, but there is room in their theology for other gods to exist, while the human religions flatly reject competing human pantheons. The dwarves believe that their gods created them and their mountains, and that the human gods created the humans and their lands. In addition to the greater deities, there are several demigods in the dwarven pantheon; upon their deaths, the founders of the 7 great dwarven clans each rose to godhood to guide their descendants after they died.
|Kovat||LG||The Forge, creation, dwarvenkind||Artifice, Law, Good, Fire, Repose, Rune||Toil, Loyalty, Ancestors, Wards||Warhammer|
|Semya||NG||Family, clan, teaching||Community, Good, Healing, Knowledge, Protection||Family, Home, Memory, Defense||Shield|
|Chari||N||Knowledge, magic, scientific research, artifice||Artifice, Chaos, Fire, Knowledge, Law, Madness, Magic, Rune||Construct, Toil, Whimsy, Thought, Insanity, Language||Alchemical Fire|
|Temno||N||Darkness, deep caves, mining||Artifice, Darkness, Earth, Death, Protection, Strength||Caves, Metal, Toil||Heavy Pick|
|Otkryt||CG||Wandering, travel, discovery, wonder||Air, Chaos, Charm, Community, Good, Liberation, Travel, Weather||Friendship, Exploration, Storms, Home||Crossbow|
|Pativi of Honor||LG||Justice, Honor, Battle, War, Ferrets||Law, Good, Glory, Nobility, Protection, Strength, War||Loyalty, Honor, Leadership, Defense, Resolve, Tactics||Dwarven Waraxe|
|Pativi of Conquest||LE||Honor, War, Conquest, Ferrets||Law, Evil, Destruction, Glory, Nobility, Strength, War||Tyranny, Leadership, Purity, Resolve, Blood||Dwarven Waraxe|
Kattil Elven Pantheon
The elves of Kattil do not bother with the conscious egos of the gods of other races; they pay tribute and draw inspiration from what they call the Spirit of Nature, and call upon its many aspects to guide them when performing different tasks. The clergy of these elves take one aspect as their guiding force, the aspect that best matches their outlook on the world.
Because of their different approach to the divine, the Kattil do not associate intention or alignment to the Aspects of Nature, so the table below describing domains available to clerics who worship the Spirit is different from other tables:
|Jivana||Aspect of Life||Animal, Plant, Healing||Growth, Restoration|
|Mauta||Aspect of Death||Death, Plant, Repose||Decay, Souls|
|Sikara||Aspect of the Hunter||Animal, Strength, Trickery||Ferocity, Deception|
|Raksaka||Aspect of the Guardian||Protection, Strength, Sun||Defense, Resolve|
|Urana||Aspect of the Sky||Air, Sun, Weather||Wind, Seasons|
|Ganda||Aspect of the Earth||Earth, Strength, Fire||Caves, Ash|
|Ajnata||Aspect of the Unknown||Travel, Water, Weather||Exploration, Storms|
|Jhunda||Aspect of the Herd||Community, Animal, Protection||Family, Defense|
|Bhagana||Aspect of the Ferret||Animal, Knowledge, Nobility||Fur, Thought|
Vepara Elven Pantheon
The Veparan elves’ approach to the divine is similar to that of the Kattil elves: they do not pray to self-aware entities like the humans and dwarves, but instead appreciate the fundamental aspects of society, or society’s Driving Forces. It is taught that elves should take pride in the aspect of their family, and answer its call as best as possible. Veparan clerics treat their Driving Force as a source of inspiration, and draw upon their own force of conviction to use divine magic.
Since, like the Kattil elves, the Veparan elves do not believe the Driving Forces to be self-aware entities, the table below is different:
|The Ruler||Nobility, owners of the means of production||Community, Law, Nobility||Loyalty, Leadership|
|The Merchant||Traders, investors||Luck, Travel, Trickery||Trade, Deception|
|The Scholar||Mages, keepers of records||Knowledge, Magic, Rune||Thought, Language|
|The Soldier||Soldiers, sailors||Death, Protection, War||Tactics, Defense|
|The Worker||Laborers, farmers, artisans||Artifice, Community, Strength||Toil, Resolve|
Aard Kuit Religion
The Aard Kuit are like the dwarves in that they believe their god exists alongside other races pantheons. They believe their god created each of the three races in one night, by kindling the first fire. The fire itself gave birth to the ifrit, the air he breathed to feed the flame gave birth to the sylphs, and the coals that remained gave birth to the oread. They believe that the father to the Aard Kuit left the world to build the elemental planes, and lives their now, sending divine power to his clerics.
|Anskakel||NG||the Aard Kuit, Fire, Earth, Wind, Water, Nature||Air, Community, Earth, Fire, Void, Water||Wind, Family, Metal, Ash, Stars, Flotsam|
Ezmai Orc Religion
Like the elves of Kattil, the orcs of Ezmai draw inspiration and divine magic from nature. Unlike the elves, there are no clerics from among the orcs; instead, druids act as religious leaders to the various tribes, as they have no deities.
The gnomes of Gendom are so unlike any other inhabitant of Maisehvelt that when another humanoid tried to explain the concept to them, they simply responded “ya mean, just kinda like a big fairy?” and then stared off into space. The topic was never brought up again.