Touch of Fey
GODS OF THE REGION
Heironious “The Archpaladin” – LG god of chivalry, justice, honor, valor, and war. Symbol: silver lightning bolt clutched in a fist.
Hextor “The Scourge of Battle” – LE god of war, discord, tyranny, and massacres. Symbol: black spiked gauntlet holding arrows.
Ehlonna “The Lady of the Forests” – NG god of forests, woodlands, and fertility. Symbol: a rampant unicorn.
Obad-Hai “The Shalm” – N god of nature, woodlands, and hunting. Symbol: a mask of oak leaves and acorns.
Olidamarra “The Laughing Rogue” – CN god of music, wine, humor, tricks, bards, and rogues. Symbol: a black and white mask grinning on one side and frowning on the other.
Zilchus “The Guildmaster” – LN god of trade, money, power, business, and prestige. Symbol: a pair of hands clutching a bag of gold
Fharlanghn “The Traveler” – N god of travel, roads, and distance. Symbol: a disk with a curved line representing the horizon, and an upturned crescent above that.
Celestian “The Far Wanderer” – NG god of stars and wanderers. Symbol: A black circle set with seven stars.
Kord “The Brawler” – CG god of brawling, athletics, courage, and strength. Symbol: eight pointed star of spears and maces.
Cegilune “The Hag” – CE Fey goddess of hags, hatred, and spite. Some believe Cegilune and the Fey Goddess Titania are connected more than sisters, and that if one should die, the out would as well. Symbol: an overflowing black cauldron.
Pelor “The Shining One” – NG god of Lizardfolk, good, and sun worshipers. Symbol: a face within a sun.
Garl Glittergold “The Watchful Protector” – NG god of gnomes, protection, and trickery. Symbol: a gold nugget.
DEMI GODS – Called the Godslayers
Kor Nilu – Emperor of Kor. Patron God: empowered by the Kor Philosophy established by his predecessor, the Eternal Emperor Adrimus Kor. Divine powers associated with the Water Domain.
Air Lord Talteslos – Lord of the floating citadel, Kragis’Aer. Patron God: The Guildmaster. Divine powers associated with the Air Domain.
High Priest Dubbrock Stonethrower – Dwarven Warrior-Priest. Patron God: Dumathoin. Divine powers associated with the Earth Domain.
Heirophant Brogan “The Fire Tender” – Cleric of nature and fire. Leader of the Ascari-Aradhel Exiles. Patron God: the Shalm. Divine powers associated with the Fire Domain.
Uth’Andriell “The Velvet Voice” – Dashing swordsman and Grandmaster Bard. Patron God: The Laughing Rogue. Divine powers associated with the Trickery Domain.
Prayers in honor of the Shalm often begin with references to birth and growth and end with references to death and dying. Services involve the consecration of earth, fire, living flowers, and water. Rites in Obad-Hai’s name are seasonal, often triggered by events such as the year’s first birdsong or snowfall.
Worshipers of Obad-Hai work to protect the wilderness from dangers such as unnatural corruption or cataclysms, or from deforestation by woodcutters.
Worshippers of Obad-Hai consider Midsummer’s Night to be the holiest of all. All quarrels between the faith of the Shalm and other sects are set aside, and they join in celebration of the Oerth and the Balance they serve. This is considered the best night to harvest mistletoe.
Obad-Hai and the Summer Tree
According to the ancient traditions of the Old Faith, Obad-Hai is reborn every spring, hatching in the form of a young boy from the fruit of a sapling that grows from his own grave. By summer Obad-Hai takes the form of a strong young man, the Stag King, leading the Wild Hunt against those who would defile Nature. By autumn he has grown into the weathered old man of his standard depictions. When winter begins he is slain by Nerull, who hangs his corpse on the Summer Tree. After seven days, Pelor cuts him down and buries him in the earth, where Beory’s tears cause a new sapling to grow, which drops the fruit that hatches into the young Obad-Hai once again in the spring.
Heironeous sees the world as a deadly place, filled with perpetual challenges and trials for those who battle for justice and defend the weak and innocent. His followers should always act with honor and chivalry, and to uphold justice. Danger is to be faced head-on, with calm and resolve. Those who defeat evil are rewarded with Glory, while those who uphold the tenets of the Arch-paladin are rewarded with Virtue. The Arch-paladin’s teachings have been codified in a chivalric code known as the Heironean Code.
The Heironean Code
The Heironean Code consists of three sets of duties:
Duty to the People. This duty stresses courage, justice, mercy, valor, protection of the weak, and faithfulness to church superiors of officer of righteous law.
Duty to the Arch-paladin. This duty stresses obedience to Heironeous himself, devotion to the church, generosity, championing good against evil, putting the needs of the church and the faith above those of mortals.
Duty to a Lady. This duty pertains to the concept of courtly love, devotion to one’s beloved, and respect toward all women in general.
A number of holy texts are venerated by the faith of Heironeous. The best-known work is The Book of the Code, a four-chapter work outlining the Heironean Code and providing examples of how one is expected to follow it.
Services to Heironeous include triumphant battle hymns, offerings to copper statues of the god, and the sharing of hearty, strengthening foods such as meat, full-bodied red wine (in moderation), and spiced, stewed, kara-fruit.
The Tests of Valor
Priests of Heironeous must clearly demonstrate their bravery, honor, and sense of justice. The exact nature of these tests varies, but they are revealed through prayer and divinely-inspired visions. They can range from tests of fortitude that can be completed within the temple to crusades against the forces of evil.
Fharlanghn insists that everyone travel in order to discover and learn new things. He urges people to look to the horizon for inspiration.
After spending an entire year preparing themselves by walking outdoors for 8 hours a day, a worshipper of Fharlanghn may elect to undergo the Eternal Pilgrimage. The Eternal Pilgrimage has no set time limit, direction, or length. It lasts as long as the pilgrim feels is appropriate. The pilgrim must only travel by walking, and may not visit the same location more than once a day. They offer company to lonely travelers and always share their fires with strangers. Those bandits who would take advantage of the pilgrims’ friendly reputation to pose as one of them usually vanish, only bloodstained robes hanging from nooses by the side of the road remaining as evidence of the vengeance of the faithful.
Prayers to Fharlanghn are anecdotes intended to teach a lesson. Many of them involve a wise old man and a foolish young man, often crossing a river. His rituals, apart from the Eternal Pilgrimage, are short and to the point. His services are usually held outdoors, preferably beneath a sunny sky, with the horizon in view. The faithful of Fharlanghn rely on other deities to bless their births, marriages, or dead.
Pelorians believe that the life-giving sun is the best cure for all ills. Justice and freedom are brought about through charity, modesty, perseverance, and self-sacrifice. Pelor’s priests teach that the truly strong don’t need to prove their power. Pelor is wrathful against the forces of evil, and is especially opposed to the undead. However, Pelor urges his followers to remember that excessive attention to things of evil can blind one to the truly important things: compassion and goodness. These are what must be emphasized above all.
Pelorian dogma has it that the energy and power of life originates in the sun.
The Sun Father’s Hand – A story about a lizardfolk female named Tephos. She was not a priest, but she believed herself to be Pelor’s chosen representative. Somehow she performed miracles, including curing an entire village of plague. When she died it was said she vanished in front of her disciples in a flash of golden light. Tephos taught that all property should be held communally, that society should return to a more “natural” state like that assumed to exist before the spread of civilization, and that clerics were unnecessary; Pelor could intervene directly instead.
The Light of Pelor – A holy book written by human followers, beginning with Pelor’s creation of the sun and telling of how Pelor instructed the first mortals. Some turned against his teachings, thus creating evil, and this evil spirit has waxed and waned over time. Some versions portray Pelor as the sun itself, rather than its creator, and tell of Pelor’s attempts to win back those who have strayed from his light.
Pelor’s services involve communal prayer, the singing of hymns, and the distribution of alms. Prayers to Pelor are often affirmations in the first person, for example, “I am merciful, just as the Sun of Mercy shines on me.” Weddings and rites of passage often take place at the beginning of a new season.
Pelor’s major holy days generally take place on the solstices and equinoxes.
Punishment of the Undead – This myth tells of the origin of vampires, said to have been cursed by Pelor after turning from his light to the pursuit of evil magic. The myth suggests that Pelor would forgive them, if only they would ask.
Gift of Eternal Light – This is an epic saga of an ancient kingdom threatened upon by demonic and undead evil. Though sorely tested by their foes, the people of the kingdom had their morale restored each morning at the sight of the rising sun. In a climactic battle, the sun’s rays helped defeat the demons and undead, and the Pelorians were victorious.