Gods

Overview

Gods are described here with their typical labels (sometimes titles), and listed with alignment, domains, symbol (if common knowledge), typical worshipers, favored weapon, a description of the god’s scope, and a brief elaboration.

Scope

Gods’ influence is not equal throughout the world. A god is almost always at its greatest power in the area around its high temple, and its influence and power diminish as a function of distance. The older and more established the god, the more “global” influence it is likely to have.

Most gods here are described by their center of power, how mighty they are there, and how that compares to the Valley of the Ancients (or Steppes and Durju lands, if different). Some gods are particularly local phenomena, largely or entirely unknown outside of the region. These are listed in a separate category.

For the purposes of this summary, gods are listed as greater, major, minor, or venerated. Venerated beings may be actual gods, or may simply be vastly powerful spirits. [Note: the ranking used here is not the same as from Deities & Demigods.]

Pantheons

Gods may organize into Pantheons, associations united by common practices, if not common goals. The gods of a pantheon may share holy places, veneration rites, and possibly even clerics. This arrangement, as long as it remains amicable, benefits the gods involved as well as the worshipers.

Foreign gods with a regional presence

Adorak Tau, sun god of the Gishmesh

Alignment: Lawful Evil
Domains: Law, Evil, Sun
Symbol: Stylized sun with blue eye in center
Typical Worshipers: Gishmesh, Tarantians
Favored Weapon: Spear
Major god in Tarantis, venerated in the Valley
Adorak Tau is worshiped by the Gishmesh clan of the region of Tarantis in a religion known as Pudage. The religion requires daily meditation and worship of the sun. Every month a Sun Dance is performed in the Temple of the Maidens in Tarantis. These maidens are members of the families and devotees of Pudage and must serve for one year upon reaching their thirteenth birthdays. This honor is not without risks, because once a year four of the Maidens are chosen by lottery to be the sacrifice at the High Holy Day of Pudage, the Twilight Sacrifice. Worshipers are expected to tithe at least 10% of earnings to the temple. Rumors tell that the temple contains a large sapphire eye in the statue of the god in the Temple, as well as a fabled spear and the legendary Amulet of Tulanus.

Agni, Karakhan god of fire

Alignment: Neutral
Domains: Fire, Air, Sun
Symbol: Fire-drill
Typical Worshipers: Karakhans, paladins, fighters
Favored Weapon: Torch
Major god in Karak, venerated in the Valley
Agni is an ancient Karakhan fire god and intermediary, who carries (burnt) offerings to other gods. He is represented as red and two-faced, suggesting both his destructive and beneficent qualities, and with black eyes and hair, three legs and seven arms. He rides a ram, or a chariot pulled by goats or, more rarely, parrots. Seven rays of light emanate from his body. When he speaks, seven tongues of flame dart from his mouth. His temples are typically dedicated to several gods, and he serves to keep all parties appeased. He will often intervene directly if his temple’s sacred perpetual flame is threatened.

Alinah, goddess of the moon

Alignment: Lawful neutral
Domains: Darkness, Magic, Protection, Trickery
Symbol: A quarter moon
Typical Worshipers: Brownies, sprites, lycanthropes, and fey creatures
Favored Weapon: Longsword
Minor god throughout the Wilderlands
Alinah appears as a tall slender woman with very pale skin. She has 4 arms, 2 of which are only seen when she is in battle. Alinah is goddess of the creatures of the night, and has the ability to find any creature as long as it is night time. Alinah is fond of lycanthropes. She shall aid them above all others. She has the power to assume the shape and power of any lycanthrope. Alinah rides a flying chariot pulled by two very old silver dragons. The dragons will always be near to protect Alinah. Alinah is in constant conflict with the sun for dominion of the sky and will send her followers to overthrow temples of sun gods.

Amala, warrior goddess of the sea

Alignment: Lawful Good
Domains: War, Good, Law, Knowledge, Water
Symbol: Tern
Typical Worshipers: Sages, fighters, paladins, fishermen
Favored Weapon: Spear
Major god in Valon, minor god in Durju lands
Amala is a warrior-goddess popular in Valon and the Pentwegern Sea. As her favored animal travels far, so shrines and minor temples to Amala can be found throughout the seas of the Wilderlands. Though she is a goddess of war, she places great value on the wisdom of restraint, favoring carefully-timed attacks and well-planned defense. She appears as a faintly blue-skinned sea maiden with a great shell for a shield and a silver spear and sword decorated with coral.
Amala’s terrestrial analog is Athena, Battle Goddess of Wisdom (also Lawful Good). Athena attracts warriors who desire to see justice done in the Wilderlands. The domains she is associated with are Good, Knowledge, Law, and War. Her favored weapons are the spear and shield. She is a major god in the City State region, a minor god in many regions, and is venerated in the Valley.

Bes, god of luck and chance

Alignment: Chaotic Neutral
Domains: Luck, Trickery, Charm, Chaos
Symbol: His grinning bearded face
Typical Worshipers: Karakhan women and children, merchants, performers, gamblers, rogues, halflings
Favored Weapon: Quarterstaff (or broom)
Greater god in Karak, venerated in the Valley
In Karak, Bes is called Bisu, and is a Chaotic-Good defender of houses, women, and children. He is more capricious abroad, though still more mischievous than malevolent. He appears as a stout, jet-black gnome with a bushy beard and almond eyes. He is often presented naked, with an erect phallus. Bes is almost always glib and cheerful, even when involved in unpleasant tasks. Masks or mask-shaped amulets bearing his visage are popular trinkets among Karakhan and halfling traders. He hates snakes, and has a special bond with and affection for cats. He is a consort to Liau’Is Ssharaimeaourann, the Neamuã goddess of dance and fertility.

Brigit, goddess of crafts

Alignment: Lawful Neutral
Domains: Artifice, Creation, Nobility
Symbol: Jeweler’s hammer
Typical Worshipers: Craftsmen, gnomes, Skandiks
Favored Weapon: Light hammer
Minor god in the Thunderhome ( City State region), venerated in the Valley
Brigit is a goddess of crafts, but also of excellence in general. She favors those who work diligently against great odds. Though her temples are few and understated, her worship is ubiquitous among craftsmen, housewives, and commoners of the Wilderlands.

Enki, god of sweet waters

Alignment: Neutral Good
Domains: Water, Creation, Protection, Plant
Symbol: Capricorn (an extinct species of mer-goat)
Typical Worshipers: fishermen, those who live on bodies of fresh water, lizardfolk, Karakhans
Favored Weapon: Sickle
Venerated being in Karak, Tarantis, and the Valley
Long ago, Enki was a greater god, but his original cults are long forgotten. A century ago, villagers uncovered the ruins of one of his temples in Karak, and his active worship has resumed. He freely grants the purify food & drink and create water spells to his ordinary followers, making the water-god surprisingly popular among desert people. Some spread dark rumors about his ancient past, that his current generosity and benevolence are a calculated fiction to re-establish his cult, and his true nature will eventually surface from the depths.

Ganesh, god of obstacles

Alignment: Neutral Good
Domains: Luck, Knowledge, Liberation, Charm
Symbol: Portrait
Typical Worshipers: Travelers, merchants, students, anyone near the eastern reaches of the Wilderlands
Favored Weapon: Ax
Greater god in lands east of Karak, minor god in the Valley
Ganesh (or Ganesha) is immensely popular in his homeland, the strange lands east of Karak. His favor is sought before almost any risky venture. His gregarious nature, his love of wit and intellect, and his weakness for sweets make him a popular god far beyond his homeland. Ganesh appears as a pot-bellied young man with an elephant’s head and one broken tusk. He usually appears with 4 arms, but may present as few as 2 or as many as 14. While his cult in the far east observes many strange traditions, his following elsewhere varies considerably — Ganesh cares little for the form of his worship, so long as it is jubilant, clever, and frequent.

Harmakhis, god of death

Alignment: Chaotic evil
Domains: Death, Destruction, Evil, Chaos
Symbol: Skull and scythe
Typical Worshipers: Fighters, Aristocrats, City State
Favored Weapon: Flail
Major god in the City State, venerated in Durju lands
harmakhis’ cult preaches a doctrine of “might makes right” and appeals to many rulers who desire not be shackled by laws or morals. His priests teach that only a person who gives much to Harmakhis in treasure and sacrifices may avoid the gloom of the afterlife. He has a high temple in the City State of the Invincible Overlord and more than a few nobles and senators are worshipers The religion seeks political power and influence to better spread its evil teachings. It is believed that Harmakhis is an aspect of the Celtic god Donn, worshiped by the Tharbrians.

Jiulyn (the bearded lady), goddess of the third sex

Alignment: Chaotic Good (priesthood can be any non-evil)
Domains: Trickster, Protection, Luck, Charm
Symbol: Broken Mirror
Typical Worshipers: Transvestites, pranksters, holy fools
Favored Weapon: Unarmed strike
Minor god in Karak, venerated throughout the Wilderlands

Jiulyn is a very old goddess whose worship is believed to have begun in Karak. Though her following is small, she is very devoted to her flock, and this devotion makes most people loathe to attack her faithful, freakish though they may appear. Jiulyn’s priesthood is composed completely of people who eschew traditional gender identities and roles, generally in bold and flagrant ways. They seek not necessarily to tear down the established order, but to bring others to question what is normally beneath their notice.
The goddess of the third sex is unique among established gods in that most of her servitors are assigned to communicate with and support her priesthood. Her priests (who often have several levels of bard or sorcerer) regularly consort with her servitors via dreams, and the outsiders occasionally intervene directly on behalf of their charges. Since the priests often act alone or in small groups, and have few and widely-scattered temples, the servitors pass messages and news, provide support, and serve as a shadow-hierarchy for the cult. Jiulyn watches her flock directly, as well, and is not above making “personal appearances” or temporarily making a priest into a proxy.
her cult is a minority player throughout Karak, and maintains a subversive presence in Tarantis. Her priests occasionally turn up much farther afield (such as a recent appearance during a rebellion in Viridistan), and her cult is active throughout the Wilderlands.

Mitra, god of justice

Alignment: Lawful good
Domains: Fire, Good, Healing, Law, Protection, Sun
Symbol: Lion, flame, or lion with a mane of fire
Typical Worshipers: Paladins, fighters, experts, monks
Favored Weapon: Longsword
Minor god in Modron ( City State region) and in the Valley, venerated or better elsewhere
Mitra, god of justice and contracts, is lawful good. His titles are Friend of Man, The All-Seeing, and Lord of Justice. Mitra provides justice for his followers in exchange they must treat each other fairly and hold to their given word. Mitra is widely worshiped throughout the Wilderlands, though mostly in areas where Viridian priests do not hold sway. Sacred Oaths made in his name are sworn in front of holy fires. He is also popular among common folks as his clerics protect them against those who would exploit them or prey on them. His symbols are a flame, and the lion. His worship is centered on the town of Modron.

Mycr, the unknown one

Alignment: Lawful good
Domains: Law, Good, Healing, Protection, Plant, Community
Symbol: None known
Typical Worshipers: Monks, healers, gardeners
Favored Weapon: Quarterstaff
Greater god in the Holy Cities (Desert Lands region), venerated in the Valley
Mycr, The Unknown One, is one of the most mysterious deities known in the Wilderlands. He has no known avatar, but exhibits great powers even over other gods. His followers (known as Mycretians) teach that he is the one true god and the others are false demons or apparitions. His followers have a very strict moral and ethical code by which they must live. His worship is centered on the five Holy Cities of the Desert Lands. Mycretians are pacifists and will not fight except in defense, and then only with the least force necessary. Mycretians are also excellent herbalists, renowned for their skill with and knowledge of many plants and their mystical qualities. Their skill in this regard is often as much in demand as their spirit gifts of healing.
Since Mycretians view all other gods as false, they are rarely welcome in common shrines and temples, and may be forbidden to proselytize or practice their faith. In Viridistan, those proven to worship Mycr may be publicly flogged, and its priests are summarily executed.

Nephtlys, goddess of wealth

Alignment: Lawful neutral
Domains: Animal, Law, Luck
Symbol: Two large horns circling a lunar disk
Typical Worshipers: Money-changers, thieves, aristocrats
Favored Weapon: Quarterstaff or dagger
Minor god in Viridistan, the City State, Tarantis, and Durju lands
Nephtlys, Goddess of Wealth, is lawful neutral. She is the goddess of wealth and fate. Merchants sacrifice to her to decrease the risk of their journeys. In the last thousand years her temples have become a focus for banking with merchant being able to make deposits in one temple and withdrawing in a temple in another city. She has temples or shrines in all the major cities of the Wilderlands including Viridstan and the City State.

Nergal, god of destruction from the sky

Alignment: Neutral Evil
Domains: War, Destruction, Death, Sun
Symbol: Sun wreathed in arrows (or kris blades)
Typical Worshipers: Necromancers, mercenaries
Favored Weapon: Spear
Minor god in Tarantis and Lenap, venerated elsewhere
The withering glare of the noonday sun, Nergal is an ancient god from a long-fallen empire. His role has migrated over time, as his influence has waxed and waned. His worship is widely scattered across the Wilderlands and his temples few, but his followers are intensely devoted.

Odin/ Wotan/ Wodun, battle god of knowledge

Alignment: Neutral good
Domains: Air, Good, Knowledge, Strength, Travel, War
Symbol: A never-blinking blue eye
Typical Worshipers: Rulers, nobles, lawyers, fighters, warriors
Favored Weapon: Spear
Greater god on the Winedark Sea, major god in Durju lands, venerated on the Steppes
Odin, Battle God of Knowledge, is also known as Wotan the All-Seer and One-Eye to the Skandiks. He hanged himself off of the world tree and sacrificed one of his eyes to gain the wisdom of Gaea. It is said among the gods that there is no other who knows the will of the world than Odin. Odin is also known as the chooser of the slain picking those worthy warriors who died in battle to join him Valhalla. The Skandik people revere him, and he has major temples in the City State and Tarantis (where he is also known as Woten).

Poseidon, god of the open sea

Alignment: Chaotic Neutral
Domains: Water, Weather, Air
Symbol: Trident
Typical Worshipers: Tritons, mer-folk, sailors
Favored Weapon: Trident
Greater god undersea, minor god elsewhere
Poseidon is one of the oldest gods still active in the Wilderlands. He favors tritons and mer-folk, for whom he is considered Chaotic Good. Other people who ply the open sea present offerings in hope of allaying his infamous ill temper. He is an arch-enemy of Armadad Bog, and does not hesitate to attack or stymie followers of the Armadad Law.

Selanii, Paldorian goddess of the sea

Alignment: Chaotic Good
Domains: Water, Good, Chaos, Knowledge
Symbol: Golden seahorse in front of a blue book
Typical Worshipers: Paldorians, Tarantians
Favored Weapon: Mace styled with a seahorse
Greater god in Tarantis, venerated in the Valley
Selanii is the primary goddess of the original Paldorian clan. Descendants of that clan still worship her in a religion called Guedankst. The required rites involve Lutal Cleansing once per week, a Divine Reading each month and Abysmal Meditation twice per year at prescribed times as well as on the Day of the Fish, the High Holy Day of Guedankst. The unusual public dance performed by the followers of Selanii on the Day of the Fish has become something of a tourist attraction and is one of those occasions when the forces of law find it necessary to make some arrests. Not only do the curious come to watch the dance, but members of opposing religions often attend the dance to harass the dancers and other believers. Guedankst requires no living sacrifices. Its members believe that all sins will be punished in this life and count Murder, which they believe includes human sacrifice, among punishable sins. They also believe that righteousness will be rewarded in this life. They do not believe in an afterlife.

Thída, friend of women

Alignment: Lawful Neutral
Domains: Protection, Magic, Knowledge
Symbol: Golden needle
Typical Worshipers: Female adventurers, spinsters
Favored Weapon: Dart
Greater god in Tula ( Ghinor region), venerated in the Valley
Thída was an archmage who ascended to godhood about a century before the founding of Tula, and whose cult flourished among the women who studied there. Her cult has a tumultuous history in Tula, and has often been forced underground, though female adventurers and arcanists have spread the faith across much of the Wilderlands, and beyond. Her followers (“nieces”) may be more warmly received by Amazons.

Thoth, god of wisdom and learning

Alignment: Neutral
Domains: Knowledge, Magic, Protection, Rune
Symbol: Ibis
Typical Worshipers: Sages, teachers, knowledge-seekers
Favored Weapon: Quarterstaff
Greater god in Tula ( Ghinor region), minor god in the Valley
Thoth’s church has temples and shrines throughout the Wilderlands. His church was instrumental in aiding the Pious in the War of the Pious and Philosophers long ago. Since then he has directed his priest to be active in suppressing dangerous knowledge and promoting the use of magic. Unlike other churches, the church of Thoth supports not only clerics but wizards and sorcerers as well. The center of his worship is Tula, the City of Wizards, but he has important temples in Viridstan and the City State. Followers of Thoth are normally referred to as Gnosophim. They wear simple robes.

Thor, battle god of lightning and storms

Alignment: Chaotic good
Domains: War, Strength, Air, Protection, Good
Symbol: Hammer
Typical Worshipers: Fighters
Favored Weapon: Warhammer
Greater god on the Winedark Sea, major god in Durju lands, minor god on the Steppes
Thor, Battle God of Lightning and Storms, is a major god in the court of Odin and in the hearts of many more popular than the All-Seer. He is known for his many heroic deeds in saving his worshipers from the depredations of monsters and giants. He eagerly rewards any follower who is willing to undertake similar quests. He is revered by the Skandiks and has shrines and temples scattered throughout the Wilderlands. Many of his clerics use the Temples of Odin as base in their quests against the monsters of the Wilderlands.

Tlacican, lady of a thousand sighs

Alignment: Neutral
Domains: Trickery, Charm, Healing
Symbol: Stoppered vial
Typical Worshipers: prostitutes, courtesans, female bards
Favored Weapon: Poison
Major god in the City State, venerated in the Valley
The Lady of a Thousand Sighs is an ancient goddess, venerated before the fall of the Orichalan Empire. She has shrines and temples in most cities and trade centers across the Wilderlands. The facilities may function as brothels, but all provide health services for women. They are rumored to run a spy network, and for this reason more than any other, they may come into conflict with local authorities.

Tülkanyn, the Wondersmith

Alignment: Neutral
Domains: Knowledge, Artifice, Magic
Symbol: Seven-pointed stars in a circle (see below)
Typical Worshipers: Tulani and dwarven craftsmen and wizards
Favored Weapon: Dagger
Major god in Tula, venerated in the Valley

The Wondersmith’s cult is found almost entirely within the city of Tula, and among those who have studied within the walls of the Rainbow City. His symbol is a {7/2} heptagram inscribed in a circle, with a {7/3} heptagram within it. His litany is sometimes inscribed within the band of the circle.

Ardakmen Tülkanyn was born in the early days after the founding of the Chromatic Schools of Tula. The seventh son of a seventh son, he had rich magical talent but was raised in abject poverty until Alshaidan’s Order (the precursor of the Free School) found him toiling as a woodcarver’s apprentice and steeped him in the ways of magic. Though he passed their exams, he quickly abandoned spellcasting to focus on making beautiful magic items. He attracted other arcanists from craft backgrounds, and eventually established his own Fraternity of the Refined Instrument. The dedication of his fraternity helped him attain divinity, and he continued to guide his fraternity to a place of quiet utility. Few of his followers have the artistic vision and dedication necessary to become master crafters, but it is among them alone that the secret is known.

Tulani craftsmen arcane and mundane acknowledge and revere the Wondersmith, who has been known to create, destroy, and reforge items of great potency. Though a bit player in the complex web of Tulani divine politics, the Wondersmith enjoys a level of appreciation among the masses rarely seen among the gods in Tula. Though his cult has little presence abroad, many dwarves who have spent time in the Rainbow City have taken his worship home. As a result, he has a small priesthood in all the major dwarven cities in the Wilderlands, where he is an honorary member of their pantheon. While most dwarves look askance at one of their kin practicing arcane magic, the teachings of Tülkanen allow a framework for arcane-oriented dwarves to more readily find acceptance in “proper” society.

Regional gods

The Blue Fairy, protector of orphans

Alignment: Lawful Neutral
Domains: Protection
Symbol: Cross (X)
Typical Worshipers: Durju
Favored Weapon: Unarmed strike
Venerated in the Valley
Street urchins whisper that the Blue Fairy was originally the child of a fey and a mortal. She has watched over children for centuries. She is known to watch over children who speak kindly of her and leave offerings for her fey brethren, and is rumored to occasionally take children away from dangerous environments, making them fey like her.

The Charm Tree

Alignment: Neutral Good
Domains: Unknown
Symbol: Unknown
Typical Worshipers: Travelers, fey
Favored Weapon: Unknown
Venerated in the Valley
On a lonely butte in the steppes stands a small clutch of trees, lorded over by a massive tree easily two hundred feet tall, with broad, gnarly branches that stretch over 400 feet. From a distance, it looks like a tall hill covered in forest. As travelers approach, they see it is one massive tree with a light forest growing in its canopy. The trunk of this tree is more than 30 feet in diameter. It is an oak, of a species that appears long extinct. It is easily climbed, and bedecked in charms, trinkets, and rags on every conceivable branch. The charms create a gentle din, vaguely reminiscent of a lively town. A small spring forms a pool at the base of the tree.

The Eldest Stag

Alignment: Neutral
Domains: Unknown
Symbol: None known
Typical Worshipers: Druids, treants, fey
Favored Weapon: Unknown
Venerated in the Valley
The Eldest Stag is bone-white, with an impossibly massive set of bloodstained antlers. At night, the tip of each point glitters like a star. It consorts with druids, treants, Utuni, and fey, and protects several ancient groves from all human contact. It occasionally appears to humanoids to deliver warnings (though it does not speak).

Green Sisters, goddesses of fertility

Alignment: Neutral Good
Domains: Community, Plant, Healing
Symbol: Cornucopia, sheaves of grain, squashes, ears of corn, beans
Typical Worshipers: Women, farmers, druids
Favored Weapon: Sickle
Minor gods in the Valley
The Green Sisters are a cluster of crop-goddesses who (usually) work together to keep their communities fed and healthy. They figure prominently in harvest festivals, baby showers, and wedding rites. The sisters govern the major crops of the region: rye, corn, squash, red beans, and chickpeas. They ask that food be shared with the hungry and saved in times of plenty. They frown upon excess consumption of food, even at festivals (because “waste leads to corruption”).

Hem-Dokka-Qar, hunter of the heavens

Alignment: Chaotic Evil
Domains: Weather, Air, War
Symbol: Lightning bolt, or anything struck by lightning
Typical Worshipers: ‘Umarkka, Utuni, fighters, rangers, barbarians
Favored Weapon: Longbow
Minor god in the Steppes, venerated elsewhere in the Valley
The Hunter of the Heavens is a storm-god particularly popular with the ’Umarkka. He has a muscular torso atop the body of a lion, with rear legs reminiscent of a gazelle. His feet do not touch the earth, even when he deigns to approach surface-dwellers. Those who regularly sacrifice a part of each kill to him may find that he intercedes for them on particularly important hunts, though it’s much more likely that he will foil those who fail to make such sacrifices.

Hennta, the she-wolf

Alignment: Neutral
Domains: Animal, Protection, Strength
Symbol: Wolf’s tooth
Typical Worshipers: Commoners
Favored Weapon: Dagger
Minor god in the Valley
In each culture in the Valley, the cult of the she-wolf finds a home. In Durju, her name is Hennta, but in every language the meaning is the same: wolf-mother (dog-mother, among the Nittarach). She is the bitch protecting her litter, the tireless defender, the last refuge. She has no particular love of cities, or humanoids in general, but tirelessly defends those who commit themselves to her. She demands that her followers allow wolves to roam freely, and she will punish those who harm her animal kin.
Legends tell of a priest whose village tired of the depredations of a local wolf pack. At the elders’ insistence, he concocted a poison to kill the wolves. The jubilant villagers held a feast to celebrate, and made the priest a guest of honor. During the feast, Hennta appeared as a giant wolf, bounded into the festival, and devoured the priest — and most of the village elders. Another pack of wolves quickly replaced the first, but the villagers were content this time to build stronger fences and post guards to chase off the wolves, rather than risk Hennta’s ire again.

Hoailu-Shethela, the barber and his wife

Alignment: Neutral
Domains: Community, Charm, Liberation
Symbol: Strop & razor
Typical Worshipers: barbers, midwives, groomsmen, devoted spouses, bards
Favored Weapon: Straight razor
Venerated in the Valley, Tarantis, Ebony Coast, and Karak
hoailu and his wife Shethela are worshiped as one deity, the inseparable pair that is occasionally worshiped as much for their harmonious union as for their official duties. He grooms men and applies tattoos. She grooms women and braids hair. They both love gossip, and their priests are often considered the best-informed in the community. Their priesthood is often consulted before major festivals and celebrations, to help each member of the community shine. Hoailu is occasionally invoked as a figure of judgment, tattooing or branding those who have offended the community. One commonly-told tale also mentions Shethela taking pity on a sequestered maiden by making her braided hair grow incredibly long, that she could use it as a rope to elope with her beloved.

Jithra, god of final justice

Alignment: Lawful Neutral
Domains: Death, Law, Darkness, Repose
Symbol: Mask
Typical Worshipers: Durju
Favored Weapon: Mace
Minor god in Durju lands, venerated in the Valley
Jithra is the silent judge, who takes the light from dead men’s eyes, which he scrutinizes before delivering the soul to its final destination. His consort, Hoiné, claims the light from women and children, which she passes to Jithra for judgment Subjects of other gods are delivered to their patrons, at which point Jithra presents his findings to the soul’s deity. Some gods, upon hearing Jithra’s report, have declined to accept a soul, leaving its disposition a matter for Jithra’s sole consideration.
As for the faithless and Jithra’s faithful, they are usually allowed to spend a short time as ghosts before receiving their eternal rest. With the exception of ancestor-spirits, Jithra is a strong opponent of undeath.

Monu, god of the sun

Alignment: Lawful Good
Domains: Sun, Nobility, Glory
Symbol: Golden sun-disc
Typical Worshipers: Anyone
Favored Weapon: Shortsword (shortbow for Laikko)
Minor god in the Valley
Monu, sun-god of the Durju, may be considered interchangeable with other sun-gods in the region: Sakko (‘Umarkka), Anaqa (Utuni), Laikko (Shkothani), and Góth (Nekhmarti). Where he is not given “proper” tribute, Monu can be a terror: scorching crops, inspiring foes, even starting wildfires. Monu demands part of the best of each season’s harvest be burnt as an offering to him. In times of famine, he may be appeased with other gifts, particularly precious metals or slaves donated to his priests.

Mother Bear

Alignment: Neutral
Domains: Strength
Symbol: None known
Typical Worshipers: Fey, Utuni, gnomes
Favored Weapon: Unknown
Venerated in the Valley
Massive as a barn, Mother Bear is honored among druids, and frequents the sacred groves of the Utuni. Beyond her faithful, few know anything more of her than her name, and her legendary power.

Old Man Hink, patron of Sitoon

Alignment: Lawful Good
Domains: Unknown
Symbol: None
Typical Worshipers: Durju in Sitoon
Favored Weapon: Dagger (fishknife)
Venerated in Sitoon ( Valley region)
hink was a fisherman from the north, who was swept away on a storm wind and washed ashore centuries ago. He took a wife from a local tribe, and became the founding father of Sitoon. His house became a shrine, and a small cult formed to venerate him. His shrine has been rebuilt many times, but Hink perseveres. He appears to natives of Sitoon during times of great import. Though he has little by way of organized priesthood, his cult is popular among the inhabitants of Sitoon, new and old alike. His longhouse shrine sees daily offerings of food, which the poor and orphaned collect at sunset. The shrine is a sanctuary of sorts for all manner of sea birds, encouraged in memory of Hink’s beloved gull companion.

Ollie the Pick-Ax, friend of miners

Alignment: Neutral Good
Domains: Protection, Strength, Luck
Symbol: Pick ax
Typical Worshipers: Durju
Favored Weapon: Pick ax
Venerated in Durju lands
Ollie was a miner long ago, presumably Durju. Tales of his exploits are always gross exaggerations, to comic proportions. Despite their obvious falsehood, such tales circulate among miners and masons, who hope for a portion of Ollie’s strength and luck with the ladies. Ollie travels on an old swaybacked nag named Vetch, and a sparrow he simply calls Sparrow.

Gods

Feery's Leap kelurian kelurian