Showing posts with label The Heavens. Show all posts
Showing posts with label The Heavens. Show all posts

Thursday, February 8, 2024

Minor Gods of the Lunar Lands

In a previous series of posts, I described the most prominent deities in my setting. But these are merely the most prominent deities. The Lunar Lands has innumerable gods, and just about every concept has its own patron. Though there may be a select few gods with relevant enough or broad enough portfolios to be worshipped just about anywhere, that is by no means an exclusive list.

In my opinion, pantheons do much more for the worldbuilding of a setting than they do for it mechanically. Gods are - or at least they should be - much more than just things that grant certain spells to clerics. The role of gods and religion in a setting influences its culture, its politics, its stories, even its metaphysics. Even if a god doesn't seem relevant for a PC to worship, it can still be useful for them to be detailed for the purposes of developing a setting. What are there cults like? What are their philosophies and their practices? What myths are they involved in? Did they shape any events in the setting? Answering these questions makes the gods a much deeper part of the world than something only interacted with for gameplay purposes, and it gives the world itself far more depth as a result. It can even be a source of some great drama and adventure hooks, and some interesting NPCs.

Here are three of the more obscure gods of my setting, ones that might not be worshiped by most PC clerics, but ones worth throwing into the background to liven things up regardless.

Camalos is the god of chivalry and knightly virtue. It is said that he devised the chivalric code to set out the rightful conduct and values of a noble warrior, and though all knights swear fealty to their liege, so too do they also swear an oath to Camalos, as the First Knight, to uphold his tenants. Usually, he is seen as the image of a perfect knight and the personification of chivalry, acknowledged by knights and paladins as a role model regardless of their patron deity; it is rarer for him to be worshiped in its own right - though the headquarters of every knightly order holds a shrine to Camalos, and he does have a small but devoted cult of his own.

The priests of Camalos take the chivalric virtues (such as valor in battle, honesty in all regards, respect for women, and deference to one's liege) as rules to live by, and often practice martial training. Curiously, although Camalos's monks and nuns are celibate, they are allowed (arguably encouraged) to pursue trysts with secret lovers, insofar as these feelings are not consummated, and insofar as no one else learns of such affairs - after all, chivalry holds that courtly love is the purest love of all.

  • Camalos's holy symbol is a knight's helmet, sometimes displayed as a charge on a cleric's coat of arms.
  • The leader of Camalos's cult is Patriarch Turias III, who presides over an abbey in the City-State of Lynnery. This monastery is built below a great cliff face, into which Camalos himself has carved the tenants of knighthood.
  • Alignment: Lawful Neutral
  • Domains: Order
  • Oaths: Crown, Glory, Devotion
  • Sacrifices: Rewards of knightly quests (beasts slain, treasures won, lances broken in a joust, etc.)

Gwennert is the god of dogs. All dogs worship him as their king, and he is considered the master of stray dogs who do not have a master of their own. As such, many cities have cults of stray dogs that gather in alleyways to pay homage to their patron. His cult preaches the values of absolute loyalty to one's master, something more valuable than life itself; a loyal follower must obey their master regardless of if it makes sense to do so, as the dog who waits for his master even after the master has died. Although his teachings make more sense to dogs, he nevertheless has a contingent of followers among other races, who see the relationship of a dog and its master as a reflection of that of a vassal to their lord.

As legend has it, Gwennert was once a mortal hound belonging to a knight, who was tasked with guarding his newborn son. One day, Gwennert's master found the hound covered in blood, and aghast at the sight that the dog had seemingly killed his child, slew him - only to find that the baby was alive in his crib, with a dead wolf laying at its feet. Mourning his dog's loyalty, the knight constructed a shrine where he was buried, and the other gods, it is said, elevated Gwennert's soul to the heavens to watch over all canine-kind (one heresy claims that the cult was started by that knight in order to memorialize the dog. If you speak dog, never claim as much when a dog can hear you). Because of this, Gwennert is sometimes worshiped as a protector god, and prayed to for safety of children or good luck in childbirth.

  • Gwennert's holy symbol is the paw or nose of a dog, worn as an amulet.
  • Gwennert's cult is led by a hound named Nosewise I. He resides at the shrine where the dog-god's body was buried, located in Vardessy outside the village of Harlesburg, and a shrine maiden named Reika acts as his interpreter. However, followers of the cult insist on the fact that the dog is the Patriarch, not the maiden, and she only delivers his revelations to the people.
  • Alignment: Lawful Good
  • Domains: Life, Peace, Nature. Or just play a Really Good Dog.
  • Oaths: Redemption, Devotion
  • Sacrifices: Bones

Usalia is the goddess of wrestling. She oversees all contests of grappling and is said to guide champions to victory, and it is common to open a wrestling match with a prayer to her. She favors those who have honest faith in their strength and show good sportsmanship to others. Most Pantheonists on the mainland consider Usalia to be the daughter of Kord, the god of strength, and she is largely revered within his cult. However, there is a particular mystery cult in Valossa that worships Usalia directly.

According to this cult, Usalia was actually born to a mortal family in the hills of northern Valossa, where she grew to become a champion wrestler, undefeated by any opponents. However, she would die suddenly of illness. Feeling her glory was yet unfinished, Usalia challenged Morthanos himself to a wrestling match for her soul; although he ultimately won, it was an epic battle, and one where she broke the reaper's leg. In response, she was granted a seat among the gods instead of being sent to the Land of the Dead. Valossan depictions often show Morthanos as walking with a limp for this reason.

The Valossan cult of Usalia is known for their practice of ritual combat, incorporating grand theatrics into mock bouts during rituals. Members of the cult wear elaborate masks and assume anonymous identities in public, only revealing their true face if bested in a match where they have wagered their mask; to unmask a follower in any other circumstance is one of the cult's gravest sins. Though these matches are largely staged, the members of the cult train in the arts of grappling, and it would be a mistake to underestimate one in battle. In fact, one of Usalia's most celebrated saints was a silver-masked paladin who performed many heroic deeds with his bare hands, including overcoming a coven of vampiresses and forcing a ferocious blue demon to do his bidding.

  • Usalia's holy symbol is a laurel wreath, as would be given to a victorious wrestler (either an actual one or a depiction thereof). In Valossa, a wrestling mask is often used instead.
  • Usalia's Patriarch is a masked half-orc known only by the name of Tiburon, who oversees a temple in the village believed to be her home as a mortal. He is revered as the strongest wrestler in Valossa and the champion of the cult. If one was to best him in the ring, he would grant his position to them.
  • Alignment: Lawful Neutral
  • Domains: Strength, or use a Monk or a Tavern Brawler Fighter to represent a cleric of Usalia.
  • Oaths: Glory, Conquest
  • Sacrifices: A portion of the winnings of a wrestling match, or the mask of a defeated opponent (these are hung in the temple).

Monday, October 16, 2023

Lunar Lands Cosmology

In a previous post, I mentioned that in keeping with my reluctance to slavishly abide by "canon" D&D lore, I don't presume that the cosmology of my setting follows the Great Wheel model of Planescape. I don't have a problem with Planescape or the Great Wheel - god only knows it's produced some of the most beloved and evocative settings in the history of the game - but it doesn't really fit with the more folkloric feel my setting has evolved to take on. To that end, I might as well elaborate on the details.

Although the precise shape of the universe - and even if such a thing can even be defined - is a subject that has been of much debate among scholars, philosophers, and theologists, the most popular model envisions the cosmos as an incomprehensibly massive sphere, inside which float four other spheres, each of which is a plane of existence unto itself. A common depiction shows this sphere as being balanced on the head of a vast cosmic goat, which stands upon an infinite pillar of rock. No one can speak of laying eyes upon such a creature except in the wildest of visions, and there have been arguments that it must only be a metaphorical statement, or that this being - if it exists - can scarcely be called a goat at all.

The four inner spheres consist of:

  • The Mortal Realm, where men, beasts, and other such creatures dwell and the laws of reality govern day-to-day life. This is the reality that the common people inhabit and concern themselves with, though they may know the vague outline of other planes from folklore and religion. It contains the planet on which the Lunar Lands sits as well as its three moons, as well as the stars, planets, and all other celestial bodies.
  • The Land of the Dead is the final destination for the vast majority of mortal souls. When a living thing dies, its spirit is guided by Morthanos, the god of death, across the Black Gates, where it joins the rest of those who have died for the rest of eternity. The Land of the Dead resembles an endless expanse, with its own geographic features - it too has forests, hills, mountains, and seas, though the vegetation is grey and withered and all is shrouded in mist. However, the shades of the dead largely live out the same existences they did in life (albeit usually more decayed and without the need for food or water) and form their own communities and cities, recognizing Morthanos as their king.
  • The Heavens are the domains of the gods, from where they rule and cast their designs upon the Mortal Realm, and their celestial servants. If perceived by mortals, the Heavens resemble an impossibly perfect mirror of the Mortal Realm - the sun is always shining, the fields are continually in bloom, and the robust landscape is dotted with the massive golden palaces where the gods make their abodes. However, the gods are not ones to share such pleasures freely, and of the three afterlives, this is the rarest and most difficult for mortals to obtain. Generally, it is only those who become saints who are granted the company of the gods, and they live beside and serve their masters, though not without luxuries that far surpass any conceivable by mortals.
  • Hell is the domain of demons - enemies of the gods in an age-old conflict, attested to stem from when the demons took the secrets of magic the gods held to themselves and shared them with mortals. There is no distinction between demons and devils in the Lunar Lands. One cannot be sent to Hell merely through a sinful life, and the only mortals who find themselves here after dying are those whose souls are the property of demons, usually through deceitful deals. However, the folly of man and the lust for power means that there are more mortals in Hell than in the Heavens, though not as many as in the Land of the Dead. All manner of nightmarish scenes can be found in Hell, as demons have no care for the plight of mortal souls and enjoy tormenting them eternally - one may burn forever in a lake of fire, or be eternally devoured and excreted by a bloated bird-faced creature, or be chased around labyrinthene trap-laden corridors by a headless axe-wielding ogre clad in the still-screaming skins of the damned, only to be resurrected every time they die. Demons, too, are vastly diverse in their shape and demeanor, and they have their own hierarchy - and scheme against each other as much as mortals do, if not more, given their predisposition toward malice.

Bound within the outer sphere, but outside of the inner spheres, are the lands of Faerie, the home of the fey folk. Though without the malice of the demons, the fey are capricious and free-wheeling beings who regard mortals with amusement if not indifference, and many are less willing to honor the service of mortals as the gods are - though they may still be bound by custom and taboo, such as respecting earnestly-given gifts. The lands of Faerie typically appear a vibrant, untamed wilderness, though there are cities and castles of the fey as well. These lands do not, however, have anything resembling a consistent geography, and locations and scenery are known to move around, disappear, and reappear to confound those unlucky enough to find themselves in this domain. Furthermore, time passes very differently than it does in the Mortal Realm, and one may enter the realm of Faerie for what seems like minutes only to find years have passed on the outside.

Because it is the substance in which the four realms sit, it is easiest to travel to Faerie from any other realm than it is to move between one inner sphere and another. However, every realm has points in which the fabric of reality is weaker, and beings can travel more easily from one plane of existence to another - these are your hellmouths, your fairy rings, your holy mountains, and your passages to the underworld. These places may be sought out for ritual purposes, as the proximity to realms beyond lends strength to magic - and brave souls may, for whatever reasons, wish to traverse the cosmos.

In addition to space, the strength of reality waxes and wanes with time. The inner spheres are thought to travel around the outer sphere on their own paths, much like the wandering stars (some attest this to the movement of the celestial goat), and there are certain times of the year where their orbits overlap, allowing for them to be contacted or traveled to more easily. The two points at which the boundaries of reality are at their weakest are Beltane and Samhain - the nights before the fifth and eleventh new moons - but there are other times when some realms can be accessed more easily than others, or when certain points in space are "softer" than others. An aspiring magician would be wise to keep a calendar handy.

As for what's outside the outer sphere? That is anyone's guess...

Saturday, November 19, 2022

More Gods of the Lunar Lands

Following on my previous post, here are some more of the important deities in my setting. Refer to that post for general details.

Olmo is the god of the sea, and all that dwells within it. In keeping with the tempermental nature of seas and storms, he is the most tempestuous of the gods, and the quickest to anger, as well as being more likely than many to seek violent retribution for perceived wrongs. Many temples offer to Olmo in the hopes of keeping him appeased in order to ensure safe journeys by sea. His children are the merfolk, who he tends to show favor to over the earthbound.

  • Olmo's symbol is that of a crashing wave, and his associated colors are blue and green.
  • The center of Olmo's cult is a fabled city beneath the waves somewhere in the Great South Sea, which has never been glimpsed by human eyes. However, the Water-Witches of the City-State of Ziggara are said to commune with Olmo's children and impart their teachings to mortal man.
  • Alignment: Chaotic Neutral
  • Domains: Tempest, Nature
  • Oaths: Open Sea, Ancients
  • Sacrifices: Gold, libations
Seidra is the goddess of magic and prophecy. It is she who guards the secrets of magic, sharing them only to her most trusted of mortal agents. Her orders tend to be quite esoteric and secretive and are hesitant to welcome outsiders, but for those who can secure entrance to their vaults, they possess some of the greatest archives of scrolls and spellbooks in the known world. Seidra's chosen are often granted the knowledge of the future, and many of these oracles have been sought out for guidance, though their advice is often imparted in riddles and vague warnings that one may misunderstand until it is too late.
  • Seidra's symbol is a pentacle, and her associated colors are green, white, and gold.
  • The center of Seidra's cult is Kveshenholm in Kvesland, and is tended to by an all-female order of mystics. It is led by Matriarch Dagny III.
  • Alignment: Chaotic Neutral
  • Domains: Arcana, Knowledge, Twilight, or use a Diviner to represent a cleric of Seidra.
  • Oaths: Ancients, Watchers
  • Sacrifices: Incense, candles, goats
Mimir is the god of knowledge - if Seidra represents knowledge over the arcane and what cannot be understood, Mimir presides over the rational world that can be understood, including history and the physical sciences. His temples often contain great libraries, and many philosophers have been trained in their halls. Those who have heard his commands describe him as being incredibly precise in his matter of speaking and using loquatious verbiage with many references to recorded facts.
  • Mimir's symbol is an equilateral triangle with an eye in the center, and his associated colors are blue and purple.
  • The center of Mimir's cult is Maltherios in Golnir. It is led by Patriarch Ourias XIV.
  • Alignment: Lawful Neutral
  • Domains: Knowledge, Order
  • Oaths: Crown, Devotion
  • Sacrifices: Gold, candles, incense
Weyland is the god of craftsmen and artisans, and all trades that produce objects. Valuing hard work, dedication, and artistry, he is revered as the greatest of all smiths, and there are many magical artifacts attributed to him or his saints. He is one of the most popular deities among the dwarven holds, and many craftsman guilds pay homage to him either officially or in their titles or coats of arms; in some guilds, an item cannot be considered a masterpiece until it has been inspected by a priest of Weyland to decide it lives up to the god's standards.
  • Weyland's symbol is a hammer upon an anvil. His associated colors are grey, black, and bronze.
  • The center of Weyland's cult is Mezurdim, the largest of the dwarven cities, located in Kvesland. It is led by Patriarch Ral VI, a dwarf who claims to be old enough to have seen emperors rise and fall.
  • Alignment: Lawful Neutral
  • Domains: Forge, Order
  • Oaths: Crown
  • Sacrifices: Coals and embers, which Weyland is said to use for his forge. Those that were used when forging a masterwork are preferred.
Nehalennia is the goddess of trade and commerce - Weyland oversees the production of goods, but Nehalennia governs how they are bought and sold, protecting merchants, dealers, and moneylenders either at sea or on the road from both thieves and dishonest traders. She is the patron of many trading guilds, including the Merchant Company of Karkossen, which includes the Patriarch on its council to bless their endeavors.
  • Nehalennia's symbol is a basket of loaves, and her associated colors are blue and white.
  • The center of Nehalennia's cult is the city-state of Karkossen. It is led by Patriarch Roeland I.
  • Alignment: True Neutral
  • Domains: Forge, Peace, Order
  • Oaths: Devotion, Open Sea
  • Sacrifices: Gold, silver, bread
Eostre is the goddess of fertility and the harvest. She makes plants grow and animals reproduce, and heralds the coming of spring and the rebirth that follows; the spring equinox is celebrated as Eostrefest with many processions, fairs, and ceremonies to mark the start of the growing season. Her monasteries often serve as working farms, where the faithful toil over the land to show their devotion to the bounties she gives them in return.
  • Eostre's symbol is a cornucopia filled with the fruits of harvest. Her associated colors are white and green, along with pastel blue and pink.
  • The center of Eostre's cult is the city of Meyhen in Vardessy. It is led by Patriarch Irnerius V.
  • Alignment: Neutral Good
  • Domains: Life, Nature, Peace
  • Oaths: Redemption, Devotion
  • Sacrifices: The first fruits of a harvest
Lady Fate is the goddess of fate and destiny. According to legend, she was once a mortal woman who, when she was supposed to die of illness at a young age, was visited by Morthanos, but the god of death was so charmed by her beauty that he refused to collect her soul. Eventually, he married her, granting her eternal life as the weaver of all things that shall happen. Her clerics interpret her warnings and advise on what must be done, but she is reckoned to be spiteful and tempestuous, and can wreak misfortune on those she scorns - often for reasons known only to her. Yes, we blame her for bad rolls.
  • Fate's symbol is a loom, strung with threads in her sacred colors of red, green, and gold.
  • The center of Fate's cult is Kobuz in Kvesland. It is led by Patriarch Daumantus II. However, there are many covens of witches, sometimes with their members sharing a single eye or tooth between them, who claim to know Fate's whims directly and can forsee the future.
  • Alignment: Chaotic Neutral
  • Domains: Knowledge, Order, Arcana, Grave
  • Oaths: Watchers, Vengeance
  • Sacrifices: Wheat, cattle, sheep
And lastly, one god unlike the others but worthy of mention all the same...

Reynard, the trickster god, is seen as a patron of jesters, bards, gamblers, and thieves. He is appealed to for luck, and represents chance where Fate represents what is predestined. Often, he is depicted with the head, legs, or tail of a fox, or as a fox wearing a jester's cap, but he is said to take many guises in the mortal world, working mischief against mortals and other gods for the sake of his own amusement.
  • Reynard has no established cult, no teachings, and no formal clergy (where's the fun in that?), though he has been prayed to by gamblers and the desperate. However, gambling dens are often euphemistically referred to as the temples of Reynard, and in many communities, the term "Patriarch (or Matriarch) of the Cult of Reynard" is used for a person who conducts business between a town and the Caravan People - or more surreptitiously, with thieves' guilds and criminal elements.

Sunday, July 3, 2022

Gods of the Lunar Lands

We've talked enough about theory in the last few posts. It's time for another setting post - and today, I'm going to be talking about the pantheon of my setting. Before we begin, a few notes about how I handle religion in my games.
  • The way religion works is generally in the Roman model. There are innumerable gods out there, representing just about every concept imaginable, but the popular cults tend to revolve around a select few with commonly applicable or useful domains. The gods are in effect personifications of the driving forces behind reality, embodying all aspects of creation.
  • Beyond the popular cults, however, there are many examples of petty gods dedicated to trivial things, local deities, deified ancestor figures taken from Old Faith traditions, saints venerated within the cults of the gods, and the like. These things are not mutually exclusive.
  • I try to portray a religion that is truly polytheistic, rather than henotheistic. There are temples and cults that are dedicated to a singular patron god, but the majority of people will venerate all of them. Even a cleric of Kerne will understand that an offering to Olmo is a good idea when preparing for a sea voyage.
  • The way religion is practiced takes influence from Roman and Germanic paganism. Sacrifices of crops and livestock are common, and most people have a small household shrine to offer to the gods watching over their families. The most common sacrifices for each god are listed below.
  • Aesthetically, I like to imagine clerics and temples taking inspiration from the Eastern Orthodox Church, if for no reason other than that it's so much lesser-used compared to Catholicism (and I say this as a Catholic). Besides, onion domes are cool.
You also can't convince me these monks don't look like fucking wizards.

  • There aren't such things as racial deities in my setting, nor are there pantheons unique to certain regions. While traditions will obviously differ from place to place, and while certain gods may be more popular in different areas than others, the prayers of the faithful are all generally going to the same beings regardless of what or where they are. Dwarves, for instance, largely worship Weyland, and orcs worship Kerne and Morthanos, but they do so with their own rituals and their own names. This is more akin to how ancient polytheists viewed religion - there are records of correspondence between two Roman theologicians arguing other whether or not the God of the Jews was Jupiter or Saturn. I feel like this is a fun concept that makes pantheons seem more cohesive, like they belong in the world, rather than being made up for a game. That's something that's important to me.
Now, keep in mind, Pantheonism is only one religion in the Lunar Lands. Other traditions exist too, most notably Elementalism (the faith of Quel'Ahma that reveres the four elements as cosmic forces), the Old Faith (a mix of animism, ancestor worship, and a few cults of ancient gods mostly practiced by elves, druids, and hillfolk), and the mystic traditions of the Covered Path and its dervishes. I will discuss those at a later date, but the subject of this post will be on some of the most widespread cults to the Divine Forces.

Game stats here are given for 5e, but the lore should be system-neutral. Note that these are simply guidelines on how to represent members of each cult in games. It is not impossible, for instance, to play as a Voltanite paladin with the Oath of Conquest, but this may be rarer than paladins of other oaths.

Voltan is the God of Kings and King of Gods - the chief deity of the pantheon, and also the god of law, honor, and governance. He is invoked in trials and ordeals, with courts often held at his temples, and it is believed that he should guide each king and noble to act in accordance with his code of just rulership, giving back to those who honor their leader in return.
  • Voltan's symbol is a crown, sometimes crossed by a sword with the balance of a scale as its crossguard. His associated color, used on the vestments of his priests and the domes of his temples, is gold.
  • The center of Voltan's cult is the Holy City of Lescatie, and it is for this reason it is considered the most important cult center of all. It is led by Matriarch Wilmarina I, whose political clout rivals that of the Emperor.
  • Alignment: Lawful Good
  • Domains: Order, Unity
  • Oaths: Crown, Heroism, Vengeance
  • Sacrifices: Gold, incense, cattle, wine
Marseah is the Goddess of Mercy, Healing, and Hospitality. The teachings of her cult stress kindness and generosity to others, and her faithful train in the arts of healing both mundane and magical. One of the most popular deities, she is the wife of Voltan.
  • Marseah's symbol is a pair of hands clasped in a gesture of prayer. Her associated color is white.
  • The center of Marseah's cult is the city of Heidenheim in Vardessy. It is led by Matriarch Hildegarde III.
  • Alignment: Neutral Good
  • Domains: Life, Peace
  • Oaths: Devotion, Redemption
  • Sacrifices: Incense, candles
Torvald is the God of Protection and Boundaries. A liminal deity, he stands in defense of the borders between this world and those beyond, and is thus associated with the banishment of evil and lifting curses, though he also is the patron of those who build walls and guard castles and cities.
  • Torvald's symbol is a key fashioned of silver, as it is believed that he blessed silver as his holy metal and imparted it with the ability to repel the unnatural. His associated color is also silver.
  • The center of Torvald's cult is the city of Torvaldshaupt in Vardessy. It is led by Patriarch Ulrich II.
  • Alignment: Lawful Neutral
  • Domains: Protection
  • Oaths: Watchers, Devotion
  • Sacrifices: Silver, sheep
Solenna is the Goddess of the Sun, worshipped for blessing the fields with life and lifting the darkness of night. She is also venerated as a goddess of hope and happiness, and her clerics joyfully honor her by facing the path of the sun with their arms spread and raised above their heads. Her husband, Mondi, is the God of the Moons, though they are doomed to always be apart, except on the rare occasion of an eclipse.
  • Solenna's symbol is that of a sun disk. Her associated colors are yellow and red.
  • The center of Solenna's cult is the capital city of Venec in Togarmah. It is led by Patriarch Otho VI.
  • Alignment: Neutral Good
  • Domains: Light
  • Oaths: Devotion, Redemption, Heroism
  • Sacrifices: Wheat, chickens, candles, cattle
Morthanos is the God of Death and the Dead. Unlike the other gods, who dwell in the Heavens, he reigns from a palace in the Land of the Dead, where he rules over the shades of the deceased. However, he rarely returns to his throne, for he is busy collecting the souls of the fallen. Though many fear him (and usually refer to him simply as Death, lest he take the invocation of his name as an invitation), he tries to comfort the dead and dying, as his role is only a natural part in the cycle of being.
  • Morthanos's symbol is a scythe crossed by a lantern, representing the two items he carries as he walks the roads of the mortal realm. His associated color is black.
  • The center of Morthanos's cult is the city of Olarra in Taldameer. It is led by Matriarch Marisela III.
  • Alignment: True Neutral
  • Domains: Death, Grave
  • Oaths: Watchers, Redemption
  • Sacrifices: Incense, coins, candles, libations
Kerne is the God of War and the Hunt, governing both the pursuit of beasts and those of man. He traditionally takes the form of a musclebound man with the head of a stag (sometimes, particularly in southern lands, a bull), clutching a weapon in both hands, and he prizes valor and courage in battle. His priests often train in the fighting arts as much as they do in prayer, and his cult produces many paladins.
  • Kerne's symbol is four weapons (swords, maces, spears, axes, etc.) placed on one another to form an eight-pointed star. His associated color is red, and he is also associated with bronze and iron.
  • The center of Kerne's cult is the town of Keldrholt in the North. It is led by Patriarch Vidar I.
  • Alignment: Chaotic Neutral
  • Domains: War, Zeal, Blood
  • Oaths: Conquest, Glory, Ancients
  • Sacrifices: Iron, weapons, the first kill of a hunt, ale, mead
This is but a few of the major gods of the Lunar Lands. More to follow in a later post!