Myriden - Religion

''"For where two or three are gathered in my name, I am there among them." (Matthew 18:20)''

The following is the list of the known religions of Myriden. While there may be other gods in existence, they are not listed here because tend not to be ones who provide divine strength to followers. For example, while Moradin is not the only member of the Morndinsamman, as the leader of the Shield Brothers, he is typically the only one worshipped. Other divine beings may have followers who are simply not commonly encountered.

The Fathers
The three greater gods of the cosmos. They are among the greatest powers in the heavens, and are primarily responsible for the creation of what are considered to be the major races.

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Corellon
Greater God
 * First among the Seldarine, Corellon is considered to be the father of the elven gods, and is the only elven god who is not part of the Summer or Winter Courts (nor is he part of the Forsaken Court, as the dark elves are called in some circles). He is also known beyond the fey as the patron of the arts and of arcane practitioners, and many artists, musicians, and bards revere him. His teachings include:


 * Become a sculptors and wardens of magic's endless mysteries.
 * Bring forth the beauty that envelops and let the spirit dance unfettered.
 * Seek out new experiences and new ways.
 * Seek out lost magic items, forgotten rituals, and ancient works of art. Corellon might have inspired them in the world’s first days.
 * Ward against those that would destroy what they cannot create.
 * Commune with the natural and mystical world.
 * Be ever vigilant against the return of the banished darkness, and be strong in heart against the corruption of the Dark Queen

Corellon is probably the deity who is most opposed to the traitorous Iron Six. His attitude towards Gruumsh was already adversarial during the Dawn War, and when the traitors struck, Corellon plucked out his eye, and the two consider each other their greatest enemy (thus the hatred that elves and orcs feel for each other). Likewise, Corellon's relationship to Lloth is uncertain. Some believe she is the third daughter of Corellon, along with Melora and the Raven Queen, others believe she was his bride. In any case, the betrayal still is felt by all his children, no doubt an echo of Corellon's attitude, and he is considered champion to all of those who would hunt

Game Details
 * Alignment: Corellon's followers tend to be good in nature. They are never evil, and it odd for any of them to be lawful in their views.
 * Domain:
 * 4th edition: Arcana, skill, wilderness
 * 5th edition: Life, Nature
 * }

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Moradin
Greater God
 * First amongst the Morndinsamman (which is dwarvish for "Shield Brothers on High"), although he is the only one who has active worshippers. (The others might be considered demi-gods or divine heroes) He is considered to be a harsh but fair judge, and the embodiment of strength and force of will. Moradin inspired dwarven inventions and constantly sought to improve that race, encouraging their good nature, intelligence, and harmonious existence with other good races while battling their pride and isolationist tendencies. Moradin's holy day was on the crescent moon and he was worshipped at forges and hearths. While he is typically considered to be a dwarven god, he is also revered by blacksmiths and stoneworkers of all races.

Those that follow him strive to:
 * Meet adversity with stoicism and tenacity
 * Demonstrate loyalty to your family, your clan, your leaders, and your people.
 * Strive to make a mark on the world,something that lasts is the highest good, whether you are smith working in a forge, or something less grand.
 * Emulate the Father's principles and workmanship in smithing, stoneworking, and other tasks.
 * Derive wisdom from life but temper it with experience.
 * Advance your clan in all areas of life. Honor the elders of your line.
 * Innovate with new processes and skills.
 * Defend that which is yours and that of your clan.

Game Details
 * Alignment: Moradin's followers tend to be good in nature. While they may forget that greed can be a path to evil, his teachings tend to lead away from darkness. Likewise, it is odd for someone to consider themselves a follower of Moradin and be chaotic in nature.
 * Domain:
 * 4th edition: Creation, earth, protection
 * 5th edition: Life
 * }

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Pelor
Greater God
 * - Consider swapping out for another god, giving him a more humanocentric aspect...perhaps someone similar to Amun-Ra?

God of the sun and summer, Pelor is the keeper of time. He supports those in need and opposes all that is evil. As the lord of agriculture and the bountiful harvest, he is the deity most commonly worshipped by ordinary humans, and his priests are well received wherever they go. Paladins and rangers are found among his worshippers. He directs his followers thus:


 * Alleviate suffering wherever you find it.
 * Bring Pelor’s light into places of darkness, showing kindness, mercy, and compassion
 * Be watchful against evil

Game Details
 * Alignment: Pelor is a god of light. He espouses the ideals of law and goodness.
 * Domain:
 * 4th edition: Hope, life, sun
 * 5th edition: Life, Light
 * }

The Seldarine
While there are numerous beings within the Summer and Winter Courts, few are worshipped outside of the fey realms.

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Corellon

 * As listed above.
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Melora
Lesser God
 * The queen of Summer is acknowledged by most as the patron of Nature, encompassing all the power, majesty, and ferocity contained therein. Nature can be destructive, savage, wild, and untamed. It can also prove restful, serene, awe-inspiring, and life-giving. The goddess reveals all these different realities. Within the Feywild, she is the High Lady, but many druids, rangers, and woodsmen follow her call.

Her strictures are few:
 * Protect the wild places of the world from destruction and overuse.
 * Those who defile the natural world declare themselves your enemy with every act.
 * Oppose the rampant spread of cities and empires.
 * You are dedicated to protecting the world from both wanton defilers as well as creatures that should not be.
 * Hunt aberrant monsters and other abominations of nature.
 * Do not fear or condemn the savagery of nature.
 * Live in harmony with the wild.
 * You set the world right by dispensing the will of Melora.

Her followers hold the wild places sacred, often considering themselves guardians of a sacred location, such as an ancient grove, a waterfall, or a hilltop. While many may wander, they frequently answer the call to defend such locations. They seek to educate others in how to make use of nature and how to respect it. There are proper ways to gather wood, hunt for game, and build fires. Those who choose not to respect nature get what they deserve.

Game Details
 * Alignment: Melora's followers tend to avoid the larger questions of good versus evil and of order versus chaos, although there are always exceptions. Several of Melora's archons are known to be champions of virtue.
 * Domain:
 * 4th edition: Life, sea, wilderness
 * 5th edition: Nature, Tempest
 * }

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The Raven Queen
Intermediate God
 * The queen of Winter and endings, she is the goddess of death, a mantle which she obtained from another god, who fell in some past age. His name is long forgotten, now, there is only the Raven Queen. She is the spinner of fate and the patron of winter. She marks the end of each mortal’s life, and mourners call upon her during funeral rites in the hope that she will guard the departed from the curse of undeath. She expects the followers to abide by the following commandments:


 * Hold no pity for those who suffer and die, for death is the natural end of life.
 * Bring down the proud who try to cast of the chains of fate. As the instrument of the Raven Queen, you must punish hubris were you find it.
 * Watch for the cults of Orcus and stamp them out wherever they arise. The Demon Prince of the Undead seeks to claim the Raven Queen’s throne.

The Raven Queen frequently receives the prayers of warriors, soldiers, and those who risk their lives often. Although these individuals may not consider the Queen their patron deity, all warriors appreciate the constant proximity of death; after all, they function in a dangerous, violent, and unpredictable profession. To men and women of the sword, death remains a constant companion. Wise warriors do not seek out death, but they do not fear it or run from the Raven Queen. In the end, there is no such thing as outrunning death, so it is best to say your prayers to her and have your affairs in order before every conflict. Many people believe the goddess becomes most vindictive and persistent with those who try to cheat her or avoid her cold embrace.

Game Details
 * Alignment: Those that follow the Raven Queen are varied. Many that choose to follow the Lady of Ending would not be considered goodly, but it is not unheard of. As well, those who seem to be serving the Death Goddess to satisfy their own darker impulses are typically watched to ensure that their ambitions do not exceed the Mistress's strictures.
 * Domain:
 * 4th edition: Death, fate, winter
 * 5th edition: Life, death
 * }

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The Sisters
Lesser Gods {|
 * With few exceptions, the Sisters are worshiped as a group.
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Aloura
Aloura is the patron of youth, love and festivals. She is often described as a young woman with long blonde hair, and has appeared to some mortal men as an elusive yet alluring beauty, which will lead them on a merry chase. Her symbol of worship is typically a goblet of wine, although some followers identify themselves with a jack, a child’s toys which warriors have perverted into a weapon (caltrops). Any of her worshippers who condone the use of such a weapon is turning her away, and woe is to the individual who attempts to consecrate such a weapon.

Her faith espouses youth and revelry. Critics cry “Spare the rod, spoil the child”, but to Aloura, an innocent child is perhaps the last bastion of purity. Children who have had this innocence ripped from them often find themselves aided later in life by an Alouran priest.

Likewise, Aloura is enchanted with young love, and often urges her followers to foil arranged weddings. Priests of Aloura usually wander until their physical bodies cannot contain their youth. Old priests may seem aged, but vitality courses through their soul. Their travels usually take them in a circuit, primarily among villages. {|
 * Always be young at heart, and teach others the same, and the world will be a lighter place.
 * Young love is a virtue, and children are to be cherished and nurtured.
 * Live life to its fullest, and remind those about you that life is a gift to be cherished.
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Rhialla
Rhialla is the patron of mischief, luck, and good fortune. As such, she is depicted as a young woman with long blonde hair (usually in a tail) with a mischievous grin on her face and a twinkle in her blue eyes to match. Life is to be lived, is Rhialla's word. Priests of Rhialla wander about, encouraging others to seek their fortunes. They are wonderful storytellers and many a young man or woman has left their village behind to follow the priest on some adventure just waiting to happen. This, of course, occasionally causes some townsfolk to look askance at Rhialla’s followers, and lock their children away when one comes to town. {|
 * Eat, drink, and be merry, for life is good and luck comes to those who need it.
 * Be bold; seek your own destiny and cast off the chains of expectation
 * Help those who are down on their luck. Rhialla’s luck and fortune are not finite quantities to be hoarded away.
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Luna
The guardian of the weak, she is an enemy to any who would use the cover of night to hunt and prey. Undead, she despises most of all, and she seeks to eradicate their presence from the face of the world. The servants of Luna are watchers and silent guardians. They often wander in search of those in need, becoming healers and confidantes to any who need them. A Keeper’s word is his bond, no priest will ever willingly break his word, and they are often entrusted with great secrets.

Legends have it that in the days following the Dawn War, the weary gods would have been unprepared for the treachery of the Iron Six, had it not been for the vigilance of Luna. She was the first to stand against the dark gods, and stood fast against their initial assault. She now eternally watches over the night. People look upon her as a symbol of hope and mercy. On the rare instances when she has manifested, she has been seen as a beautiful yet stern woman with long luminescent hair.

The night of a new moon is considered a dark and evil time, for Luna's watch has waned and evil creatures are less fearful of her gaze. Her symbol is that of a crescent moon waxing.

Game Details
 * Alignment: Followers of the Sisters are of good hearts. With the exception of those that follow the Old Faith of Luna, they tend to avoid lawful bents.
 * Domain:
 * 4th edition: Life, Love, Luck, Trickery, Freedom, Hope
 * 5th edition: Life, Trickery


 * }
 * }

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The Twins
Lesser Gods


 * Counted among the greatest warlords in the Dawn War, the Twins set the example that the true warrior aspires to. They represent the twin aspects of might and strength.

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Taros
Taros is the lord of battle, glory and prowess. He and his twin sister Tyla represent the twin aspects of conflict, Taros being that of pure strength and might. No other being can match his skill at arms, and few would be so foolhardy to try. He appears in many forms, but prefers to appear as large and fearsome as possible, his red hair flaring out in a mane of rage.

In the Dawn War, tales tell of Taros standing alone against horde after horde of the primordial warriors until only he remained. His comrades arrived on the blood soaked battlefield to see Taros sitting atop a mountain of fallen foes. Taros is the defender of the world, and is the symbol of strength, that all warriors may look up to. His symbol is a gauntleted fist raised in the air, grasping the handle of a large double bladed axe.
 * Strengthen yourself and sharpen your skill always, for the challenge may come at any time.
 * Find those who would live off the strength of others and teach them the error of their ways
 * Search for the challenge, for it is that which will define you

Trained from inception into Taros's clergy in the arts of war, Taros’s priests are among the foremost military presences on the face of the world. In times of war, a Warlord will mobilize the forces within a region to serve as an elite strike force in the land’s army. In times of peace, they train themselves and seek to strengthen others, finding those weaklings who would live off the strength of others and instill in them strength, both internal and external.
 * Taros-Emblem.gif
 * }

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Tyla
Tyla is the patron of justice, law and perseverance. The High Lady Paladin espouses the ideals of honor and valor. She is depicted as a beautiful, yet stern woman with radiant red hair, who projects an inner strength which matches the raw power of her twin brother Taros. A master tactician, she is perhaps the only being to have ever bested the war god on the field of battle. Taros insists that she cheated, but quickly learned that treachery for himself. In modern times, this treachery is known as the art of strategy. Tyla is extremely lawful good, being the goddess, noble and just paladins pledge their lives and swords to. Her symbol is a gold ring with three swords crossed across it. These swords stand for the tenets of her faith: virtue, truth, and justice, as the basis for law.
 * Seek out evil and banish it when it cannot be outright destroyed.
 * Maintain law and order; offer your sword to the rulers whenever possible.
 * Remain vigilant against corruption, especially that which might come from within.
 * Tyla.gif
 * }

Game Details
 * Alignment: Followers of the Twins tend to be valorous. Less scrupulous followers might adhere more to Taros's way of thinking, while paladins frequently emulate the High Lady.
 * Domain:
 * 4th edition: Strength, War, Justice, Protection
 * 5th edition: War


 * }

Other Gods
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Ioun
Lesser God
 * Ioun is the god of knowledge, skill, and prophecy. Sages, seers, and tacticians revere her, as do all who live by their knowledge and mental power. Corellon is the patron of arcane magic, but Ioun is the patron of its study. Library and wizard academies are built in her name. Her commands are also teachings:


 * Seek the perfection of your mind by bringing reason, perception, and emotion into balance with one another.
 * Accumulate, preserve, and distribute knowledge in all forms. Pursue education, build libraries, and seek out lost and ancient lore.
 * Be watchful at all times for the followers of Vecna, who seek to control knowledge and keep secrets. Oppose their schemes, unmask their secrets, and blind them with the light of truth and reason.

Game Details
 * Alignment: Knowledge and morality are largely separate. Evil followers of Ioun are rare, since the selfishness that such people would typically possess is at odds with the edict to distribute knowledge. But as many followers have benefited from a structured approach to learning as have a more abstract, free-form style.
 * Domain:
 * 4th edition: Fate, knowledge, skill
 * 5th edition: Knowledge
 * }

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The Iron Six

 * In the aftermath of the Dawn War, the gods gathered themselves. Some believed that they had fought and bled for the continued existence of the world, and that they should continue to shelter the fledgling reality. However, five of their number believed that the world itself was the spoils of war, and that they were entitled to its bounty. Knowing that the others would oppose them, they struck quickly, intending to cripple their former allies and bring them to heel. Had it not been for the vigilance of Luna, they might have succeeded.

Now, separately and as a group, they plot and maneuver their worshipers towards the day that they may realize their ambition.

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Asmodeus

 * Asmodeus is the master of the Nine Hells and its legions of devils. He is served by those who have succumbed to greed and impatience. He can be a charismatic and generous god, but those who sign away their souls to Asmodeus are damned for all eternity. The pact each worshiper forges with the Master of the Nine Hells spells out the following:


 * Asmodeus is your true master. Obey his commands absolutely.
 * You can earn special favors by tempting new worshipers into serving Asmodeus.
 * Indulge in the pleasures of life, but do not falter in word or commitment

Game Details * Alignment: Followers of Asmodeus tend to be Lawful Evil. {|
 * Domain:
 * 4th edition: Civilization, tyranny
 * 5th edition: Trickery
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Bane

 * Bane is the iron-fisted lord of tyranny, seeking dominion over everyone and everything. He is served by tyrants and organizations that seek to impose their will on others. The Black Lord is not content to subjugate the mortal world, and seeks to dominate all other gods as well. Bane requires the following of his devotees:


 * Strive ceaselessly to dominate your environment.
 * Be merciless in the execution of your duties, and show no pity to the weak.
 * Respect tradition and authority

Game Details * Alignment: Followers of Bane are never good, but it is not unheard of for a non-evil warrior to pay homage to the Tyrant. {|
 * Domain:
 * 4th edition: Skill, war
 * 5th edition: War
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Gruumsh

 * Gruumsh is the unblinking god of destruction who unleashes the savage multitudes against outposts of civilization. He is worshiped by orcs and half-orcs and has come to dominate some of the other savage humanoids as well. Gruumsh is a brutal god who loathes Corellon but denies that the reason is that he lost an eye to the First of the SElvishe. Gruumsh tells his worshipers to do the following:


 * Gather and breed, and your numbers shall flourish.
 * Rise up in hordes and seize that which is rightfully yours.
 * Raid. Kill. Conquer.

Game Details {|
 * Alignment: Gruumsh is thoroughly chaotic and evil, and those that follow him are invariably of the same mindset.
 * Domain:
 * 4th edition: Destruction, Strength
 * 5th edition: Tempest, War
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Lloth
Lloth’s favor is fickle, and she regularly pits her worshipers against each other, but the following dictates hold true for all her faithful:
 * Lloth is a capricious goddess who revels in betrayal and blood. The Spider Queen demands absolute obedience from the drow, presiding over their manifold schemes and betrayals, and is sovereign over all arachnids.
 * Exhibit absolute loyalty to the Spider Queen and no other.
 * Honor Lloth through sacrifices of blood and that which you hold dear.
 * Kill no spider, for to do so is to attack Lloth herself.

Game Details {|
 * Alignment: Followers of Lloth are rarely anything but chaotic evil.
 * Domain:
 * 4th edition: Darkness, Trickery
 * 5th edition: Trickery
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Nerath

 * The Devourer is not truly worshipped, only appeased. He is the beast in the night against which the Sisters ward. His is the whisper that drives madmen to commit atrocities. He seeks to turn the world in upon itself. When the last fire has been extinguished, and the last soul has been devoured, it is said that his appetite will be sated.

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 * Kill
 * Destroy
 * Devour
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Vecna

 * Vecna is the evil god of undead, necromancy, and secrets. He rules that which is not meant to be known and that which people wish to keep secret. Evil spell casters and conspirators pay him homage. He commands them to:


 * Never reveal all you know.
 * Find the seed of darkness in your heart and nourish it; find it in others and exploit it to your advantage.
 * Oppose the followers of all other deities so that Vecna alone can rule the world.

Game Details
 * Alignment: Few that follow a lich turned god would be anything but evil, but the adversary utilizes servants of both order and chaos in his schemes.
 * Domain:
 * 4th edition: Destruction, Strength
 * 5th edition: Tempest, War


 * }
 * }

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Children of Io
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 * Legends speak of Io, first among the gods, and the mightiest force on the battlefields of the Dawn War. Few Primordials were able to stand up to his prowess and power, so a Beast was crafted of such destructive power that it destroyed its own Name in its making. This Beast laid waste across the fields of battle, until Io stood in its path. The Beast seized Io, and ripped him asunder, tossing the two halves to the ground as it sought its next prey. The two halves of Io, still possessed of more might and power than any other being, rose up into two new beings; Bahamut and Tiamat, who set upon the Beast and battled it until they had unmade it.

It is also believed that the blood of the new gods, which was spilled during that battle, mingled and coalesced upon the earth, and that from these pools, the first dragonborn arose. Thus the dragonborn revere the noble Bahamut and the vengeful Tiamat as the creators of their race. Some aspire to the noble example of the Platinum Dragon, and others revel in the vicious ruthlessness that courses through their veins, but most recognize that both are part of the ancestry they all share.

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Bahamut
Lawful Good

Called the Platinum Dragon, Bahamut is the god of justice, protection, nobility, and honor. Lawful good paladins often revere him, and metallic dragons revere him as the first of their kind. Monarchs are crowned in his name. He commands his followers thus:
 * Uphold the highest ideals of honor and justice
 * Be constantly vigilant against evil and oppose it on all fronts.
 * Protect the weak, liberate the oppressed, and defend just order.
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Tiamat
Evil

Tiamat is the evil god of wealth, greed, and envy. She is the patron of those whose lust for wealth overrides any other goal or concern. Tiamat has five heads, each a different shape and hue. Perhaps five minds drove her to madness, because Tiamat is bitter and wicked. Her story is a topic of art, myth, and legend throughout the cosmos. Stories alternately depict her as a nightmarish synthesis of hatred, rage and might, and also as the pinnacle of ambition and pride. Tales speak of her dealing severely with the smallest slight, and she embodies the principle that might makes right.
 * Suffer no insult upon your person
 * Allow none to take what is yours; destroy those who would dare.
 * Your strength is a gift from the gods; those that lack it are unworthy of the gifts they have been given.
 * }
 * }