Gods

Deity Alignment Suggested Domains Symbol
Ahmira, the life-mother, the soultaker N Life, Death a half-moon
Arkantor, god of craft LN Knowledge an anvil
Bahamut, the platinum dragon LG Life, War Dragon’s head in profile, facing left
Baltor, god of war and soldiery LN War, Knowledge Three parallel spears, slanting left
Borgul, god of blight NE Death a single black droplet
Celter, god of fortune CN Trickery a coin, mid-spin
Depstra, goddess of the sea and sailors CN Tempest a wave, curling left
Janisea, goddess of the frontier and wilderness CG Nature, Light a lantern
Lordis, goddess of the sun and storms NG Light, Tempest a golden sun rising from behind a thundercloud
Ostir, god of growth and fertility N Nature an acorn
Tiamat, queen of dragons LE Trickery, War a five-pointed star with curved points
Xant, the shadow CE Trickery, Death a jagged dagger, coated in blood
Zal, god of magic and scholarship N Arcana, Knowledge an “X” within a circle

Ahmira

(Ah-MEE-rah)
The Life-Mother, The Soultaker
Goddess of Life and Death
Mother Moon
Allignment: N
Domains: Life, Death

Of all religions in the Vale, none is so prominent and widespread as that of Ahmira. She is the goddess of life and death, and though neutral herself, is revered by all goodly folk. Ahmira is embodied by the moon, and like the moon, represents a cycle of light and dark—the natural cycle of life and death. Most revere the Life-Mother for her dominion over life, but at funeral services, her priests somberly remind mourners that death too is part of the natural order, and that Ahmira is also the Soultaker, bearing the souls of the passed to their place in the afterlife. Even the most devout followers of other gods (save for those who pray to darker sources) are likely to pray at times to Ahmira, recognizing that she touches every part of one’s existence. Clergy of Ahmira run the the gamut of devotion, from religious orders and grandiose cathedrals to wandering clerics and local vicars. Her temples are found in most towns of any significant size, as well as many smaller ones. Shrines are likely in any place of civilization and her holy symbols are the most commonly seen in all the Vale.

Arkantor

(Ar-KANT-er)
God of Craftsmanship and Civilization
Allignment: LN
Domains: Knowledge
From blacksmiths to architects, Arkantor is revered by all who would seek to create order from the baser elements. Craftsman pray to him for guidance in completion of their work and especially devout ones may keep his tenants in their everyday life. Other folk may occasionally pray to him to keep order in their community or lives. His priesthood is typically highly ordered and temples to him exist in many cities and some towns.

Bahamut

(Buh-HAH-moot)
The Platinum Dragon
Lord of metallic dragons
Allignment: LG
Domains: Life, War
Bahamut was once the mighty lord over all noble-minded dragons. After the War of the Dragons and the loss of dragons from the world, his influence has waned considerably. He is still revered by a small number of followers—notably among dragonborn—and a few scattered temples remain standing in his honor. To most, however, his religion is something of a quaint relic.

Baltor

(BALL-torr)
The Marshall
God of War and Soldiery

Allignment: LN
Domains: War, Knowledge
Baltor is a calculating master of war and strategy. He does not lust for glory or bloodshed but understands that warfare is sometimes a necessary instrument. A disciplined soldiery is what separates the civilized folk from those who would sow discord. Baltor is worshiped unsurprisingly by soldiers, and leaders in particular. Temples to him exist in large cities, particularly those which have seen war, or house a large garrison of troops. Shrines are common at most barracks and are also often found at battlefields in commemoration.

Borgul

(BOR-gool)
God of Blight
Allignment: NE
Domains: Death

While Ahmira presides over the natural cycle of life and death, Borgul is responsible for unnatural inflictions: disease, decay, plague, the undead. By most good folk, he is seen as an interloper who would have the whole world in his thrall. He is opposed most strongly by Ahmira, and her clergy are strongly motivated to cleanse places afflicted by Borgul’s wickedness. The few who worship him do so in secret, forming cults that meet in ruins or other dark places.

Celter

(KEL-ter)
God of fortune
Allignment: CN
Domains: Trickery

Celter is capricious and favors neither good nor evil. Often his blessing is granted on the flip a coin. Still, offerings or other shows of piety go a long way to improving one’s odds. Prayers are made to him by any who wish luck to be on their side in their circumstances—which means nearly everyone has prayed to him at some point or another. His regular followers include thieves and merchants. Shrines to him exist in most markets, gambling parlors, and (secretly) thieves’ guildhalls.

Depstra

(DEP-struh)
Goddess of the Sea and Sailors
Allignment: CN
Domains: Tempest
Every sailor prays to Depstra for safe passage before a voyage and every port has a shrine to her. Large port cities likely boast a temple near the sea. Even smaller in-land docks will usually bear a small symbol or statue in homage to her. The goddess of the sea is a fickle mistress and a captain who has lost her favor is likely to have a rough trip. Sailors may think twice about sailing with such a captain again—if they’re lucky enough to survive the first time. Because Lordis has dominion over storms, especially rough weather on the sea is often attributed to some discordance between Lordis and Depstra. A common folk rhyme is “Sun and Sea in accord, every man safe aboard. Sun and Sea in a row, lose a man off the bow.”

Janisea

(JAN-ih-SAY-uh)
Goddess of the Frontier and Wilderness
Patron of Adventurers and Travelers
Allignment:CG
Domains: Nature, Light
Janisea may as often be revered by those who revel in the wilderness as those who would explore it. To most people, being a worshiper of Janisea is seen as something of a quirk. Someone making a journey from one town to another may pray to her, but usually only adventurers truly worship her. Exceptions are in remote frontier towns, where the population is more likely to seek her blessing for their prosperity and safety. Whether they worship her or not, Janisea smiles on adventurers and favors those who would let their curiosity lead them to bold action and heroic journeys. Janisea’s tenants do not lend themselves to much hierarchy and as such, her priests are more likely to be itinerant than part of an organization. Temples to Janisea are rare but shrines are common, in towns and by roadsides and occasionally even deep in the wilderness.

Lordis

(LOR-diss)
Goddess of Sun and Storms
Allignment: NG
Domains: Light, Tempest

Lordis is the sun and the skies. Her benevolent light shines and her followers bask in its radiance. As not to let her light shine too brightly and burn the land, she tempers this with clouds and rain. If something has angered Lordis, she may wrack the land with heavy storms. Her light is seen as a ray of hope in times of darkness and her rain is seen as a cleansing balm after times of strife. Different religious orders focus on the different aspects of her dominion, but people are likely to pray to her based on their needs. A traveler in spring may ask for a sunny day for pleasant travels. That same traveler in summer may ask for clouds to dampen the heat. A town may pray for rain to replenish their well. Farmers naturally ask for both the sun and rain at different times. Temples to Lordis are fairly common and shrines can be found wherever the sun or rain plays a large role in the community.

Tiamat

(TEE-uh-mut)
Queen of Dragons
Allignment: LE
Domains: Trickery, War

Like Bahamut, Tiamat’s dominion in the world was largely lost after the War of the Dragons. Some dark cults worship her in secret, but most people are unlikely to have even heard of her unless they are scholars of dragonkind. The Dragonborn of the Vale almost universally revile her—if they know of her at all—and are reticent to speak her name.

Ostir

(OSS-teer)
God of Growth and Fertility
Allignment: N
Domains: Nature

Ostir’s dominion includes all things that grow, from forests to farms and all the prairies in between. He is as equally likely to be worshiped by a woodsman thankful for a haul of lumber as a farmer hoping for a bountiful harvest. He is often revered by Wood Elves that make their homes in the forest as well as druids who find his teachings as important as the Old Faith. Temples are likely to be found in any town dependent on agriculture or with a close tie to nature.

Xant

(ZANT)
The Shadow
Allignment: CE
Domains: Trickery, Death

Xant is a dirty word to most decent folk. Even most petty criminals are above the sort of evil of Xant’s ilk. Though his intentions are shrouded in mystery, his followers would seek to overthrow Ahmira’s place in the pantheon and destroy the order of the world as it exists now, plunging it into chaos and endless violence. Open worship of Xant will almost certainly result in harsh action by the populace in any civilized places, particularly where Ahmira’s following is prominent. Apart from cultists, assassins also often seek Xant’s blessing before doing their grisly work.

Zal

(ZAHL)
God of Magic and Scholarship

Allignment:
Domains: Knowledge, Arcana

Students, wizards, and researchers of all kinds are numbered among Zal’s followers. The lord of the arcane favors those who seek greater understanding of the world around them, seen and unseen. Zal is not the reason magic exists, but he is one of he reasons it can be harnessed and codified, taught and learned. As such, wizards and sages may be apt to worship him but sorcerers, bards, and warlocks are less likely, finding his tenants too constraining for their brands of magic. The clergy of Zal often works closely with mages and temples are usually find in great places of learning: academies, libraries and archives. Shrines are rare, and very few among the general population are likely to worship him.

Gods

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