Showing posts with label Voltan. Show all posts
Showing posts with label Voltan. Show all posts

Tuesday, October 29, 2024

The King in the Mountain

Gustav I, the Great, the Unifier, the first Emperor of a unified Vardessy, is still alive today.

Though it has been nearly 800 years since his conquests, the first Emperor never died. As a young man, when campaigning through the various kingdoms of the Vardessian Plain, he was wounded in battle, where he encountered Liamere, a princess of a fey realm located nearby. Though he was mortal, Liamere took pity on Gustav and took him into her castle to nurse him back to health. During this time, they came to know one another - and, though Gustav had married Iosa of Helmn, the two fell in love.

Both knew this was a fraught situation. It would surely shame the legitimacy of the Vardessian throne if its Emperor was unfaithful, and for a fey maiden to love a mortal was unheard of. So too, Gustav would eventually grow old and die. Liamere could not bear the thought of losing her beloved to the ravages of time, and she shared with him an elixir that would grant him eternal life.

But Gustav's mission was not done. He still had men waiting on him, and he still had many battles to fight before he had united Vardessy under his crown. He soon departed Liamere's castle to return to the mortal realm, where he rejoined his armies and cemented the power of his new empire.

In time, Gustav began to regret his tryst with the fey maiden, knowing that he had failed his loyalty to his wife. He returned to Falkenau to rule the empire, and never spoke of his deeds. But while the people around him - including his wife - grew old and died, Gustav remained young, for Liamere's blessing had made him immortal. He had ruled for seventy years, yet still appeared for all the world like a young man of twenty-five. He knew there would be questions - and so too, he was aware of the squabbles of his courtiers, many of whom would surely make plots against the throne if they suspected he was using unnatural means to prolong his lifespan and prevent anyone else from taking power.

At last, Gustav made a speech before his court where he admitted to his unfaithfulness. Knowing that there would be resistance to an eternal rule, and feeling it best to pass on his title, he abdicated the throne, dividing the Empire between his three sons, which began the first Vardessian Civil War as each of the heirs struggled for control over the empire. But Gustav would not be present to witness it.

He fled to Mount Euring, one of the highest peaks in the low Vardessian Plain, and a place he had become familiar with in his travels. Beneath the mountain there existed a great dwarven vault, one that he had been gifted with treasures from within. There, Gustav sealed himself, where he slumbered through the centuries so that when Vardessy needed him most, he would be ready to return. Until then, he would leave the Empire to other hands.


Today, the mountain is the site of the Abbey of the Eternal King, a Voltanite monastery that reveres Gustav as a living saint. Though their practices are not recognized as orthodoxy by the Cult, they remain a position of power in Vardessy as the guardians of the Emperor, safeguarding his vault so that he may be ready to protect his land in a time of great need, and they have been granted a fief to honor their service. The Emperor's vault is located deep within the bowels of Mount Euring, guarded by an ancient dwarf named Withun who Gustav personally entrusted with the duty of watching over his chambers.

The monks know the languages of the birds, and every year, Gustav wakes from his slumber for one day to ask of what has happened to Vardessy since he last awoke. One monk, always an elder entrusted with such a great honor, consults with the birds to hear everything they have witnessed that year, and relays the news to Gustav. Every year for the nearly 800 years, he has gone back to sleep, entrusting his successors with handling the situation. But it is said that should his aid be needed, he will take up the sword once again in the defense of the Empire.

Friday, October 11, 2024

Friday Encounter: Trial by Champion

This might seem like a simple combat encounter on paper, but what sets it apart is the context behind it. The goal here is to reframe combat in a new setting, presenting different overarching and long-term stakes that have the potential to alter the trajectory of a campaign, and introduce factions and NPCs that could influence further proceedings. Beyond that, it's a way to reference a fun historical anecdote I've always thought was ripe with gaming potential, and to remind your players that, in a non-Flintstonist setting, you can't always expect things to play out the way they would in our world.

The encounter is probably best suited for the road, but with some adjustments it could also work in a town. The party should come across two nobles, Fulbrecht Steinecker and Bertold von Langmessen. The two of them are embroiled in a fierce argument - in fact, they belong to rival houses, and their families have long held enmity for one another. They've always found every excuse to blame their failings on one another whenever possible, but the latest incident was the last straw, and they're at each others' throats.

When traveling the road, their carriages bumped into each other - which scraped the paint on a fine mural that Bertold had done on the side of his. Now, Bertold insists that Fulbrecht should pay him in compensation. In fact, Bertold is convinced that Fulbrecht had his carriage steered into his on purpose. Fulbrecht, on the other hand, insists that it was an accident, and that Bertold is being unreasonable - but his rival won't budge, and he has begun to suspect that Bertold is using this as an opportunity to slander his good name.

It has become apparent that the two men's arguing will get them nowhere. They have decided to settle the matter through the tradition of trial by champion - that is, each man nominates a warrior to stand for his cause, and the two duel each other. Voltan, the god of justice, will guide the two warriors so that the victor is he who stands for the righteous cause (at least, that's what everyone believes). Fulbrecht has nominated one of his personal bodyguards, Dagobert Dreschner - a sturdy, imposing man with a grim countenance and the scars of many battles - as his champion. Bertold knows that he can't put forth a warrior who could possibly stand a chance against Dagobert, but, unwilling to concede to his rival or look weak, he hasn't admitted this, insisting that his favored champion is sick. If he sees any worthy-looking warriors in the party, however, he will nominate them instead, seeing this as his chance to prove his righteousness!

Bertold will call the party over, explaining the situation (biased in his favor, of course) and imploring the PCs to name one of their number to fill in. This should ideally be a fighter or other martial class, but if you don't have any in the party or you feel like giving another character a chance to shine, you could easily tweak things - for instance, perhaps Dagobert is a mage, and the noblemen want to settle their dispute with a magical duel.

In any case, if the PCs agree, the nobles set the rules of the contest. Dagobert must be faced one on one; it is strictly prohibited for either champion to receive outside help. The champions cannot use magic or magical equipment to aid them. Bertold will provide his champion with a mundane longsword and shield to ensure they are an even match for Dagobert. The two warriors must remain within a ten-foot circle drawn in the dirt; if any part of one champion leaves it for whatever reason, their side forfeits the trial. Otherwise, the fight will continue until one warrior surrenders or falls unconscious. With that, the men say a prayer to Voltan to rightly guide the champions' weapons and step back to let the battle begin.

Dagobert has the stats of a gladiator. He will fight until he hits half HP (56), at which case he will surrender and concede that Bertold is right - Voltan has willed it so.

There are a number of ways the PCs can interact with this encounter. They might support Bertold's cause, but if they decide to take Fulbrecht's side, they may consider throwing the fight so that Fulbrecht comes out on top. If you want to give the PCs a more personal stake in the conflict, you can substitute Bertold and/or Fulbrecht for other nobles the PCs may have encountered before - friend or foe. But the two men will surely remember the PCs, and this may impact further adventures.

If the PC wins for Bertold, he will be thankful for the help and agree to pay the party 50 GP each. Furthermore, he will welcome the party to his manor, where they may rest and dine with his subjects. He will be happy to provide them support going forward, and may have other quests for them down the line. If he realizes he has some loyal hired muscle in the party, he may even seek to send them on missions to sabotage Fulbrecht, knowing that it would be unbecoming of him to be implicated himself. 

If, on the other hand, the PC loses, Bertold will be quick to blame their failings for his loss and insist he made a mistake in seeking the help of the PCs, since he didn't know them and couldn't trust them. He may be less forgiving if they are caught up to no good in his lands, and those loyal to him will spurn the party. Conversely, if Fulbrecht loses, he may hold a grudge against the party as well, and take action accordingly.

Wednesday, October 9, 2024

Falkenau

Formally, Vardessy has no permanent capital - the capital is wherever the Emperor is, according to the tradition of the Imperial Itinerary. Still, only a fool would deny that Falkenau is the first and foremost of the Empire's great cities. Not only is it the largest in Vardessy - and indeed, on the western coast of the continent - it is where the Emperor holds court for half of the year, and a city renowned for its wealth, culture, and power.

Falkenau sits on the banks of the great Vardess River, which stretches as far as Lescatie and empties into the Gulf of Three Fingers. Along the way, it waters the Vardessian Plain. Both the plain and the Empire are named for this river, which forms a major artery of trade. It is perhaps unsurprising - some would even say fated - that the kingdom that would rise to unite Vardessy would control the Vardess. The Kingdom of Talhoff had access to great wealth thanks to the trade brought in by traffic on the Vardess, and its central location on the Vardessian Plain was a strategic asset. But the symbolic value of Falkenau's control of the Vardess's estuary could not be denied, and in the eyes of many justified Gustav the Unifier as the rightful ruler over all of Vardessy.

Some sights in Falkenau include:
  • The Imperial Palace, of course, can hardly be overlooked. As the foremost residence of the Emperor, it is a place of great luxury and many wonders. As Emperors through the ages have built upon and expanded their holdings, the Palace has become what is practically a district in and of itself, with a number of halls, chapels, and outbuildings with accommodations for servants and visiting dignitaries. When the Emperor is not around, the Palace is overlooked by his most trusted advisor, Chancellor Karl von Hafnerstein. The Chancellor is fiercely loyal to the Crown, and watches goings-on in Falkenau closely to keep an eye on any plots against his master; in fact, he has a tendency to be overzealous and paranoid in his judgments, and some of his investigations have been false alarms. He maintains that this is only a sign that he is alert in his duties.
  • The Imperial Citadel, on the other hand, is an imposing castle that sits on a hill overlooking Falkenau to the north. With its thick walls and heavy garrison, it is designed to be a redoubt that the Emperor can retreat to if Falkenau is attacked. Of course, it has been centuries since such a thing has been necessary, and the Emperors have come to treat the Citadel as a second palace. The Emperor Wilhelm III famously circumvented the Imperial Itinerary while suffering from gout by moving from the Imperial Palace to the Imperial Citadel, thus technically relocating while remaining in the same city.
  • Among the most famous parts of the Imperial Palace is the Grand Menagerie, a collection of exotic beasts from across the land, many given to the Emperor as gifts from foreign powers. These range from bears to lions to stranger beasts yet, and the Emperor's most prized possession is a pair of hippogriffs given to him by the Patriarch of the Cult of Torvald. To present the Emperor with a new addition to his Menagerie would certainly win anyone his favor.
  • Though Falkenau sits inland from the Gulf of Three Fingers, it is still close enough that ships may travel down the river to dock at the Lion's Port, situated on a bend in the Vardess. Trade and commerce from all across the western coast - and sometimes even beyond - passes through here, and all manner of merchandise can be found for sale. As can the sorts of establishments that attract mercenaries, privateers, thieves, and other less scrupulous sorts who know they won't be in town long enough to attract suspicion.
  • When Falkenau was built, it originally only occupied the northern bank of the Vardess. As time passed and the city grew, however, it expanded across both banks, necessitating a number of bridges be built across the river to connect the two. The most famous of these is the Bridge of Saint Leomund, which is so wide it boasts several homes and shops along its length, forming a tightly-packed street of its own. At night, some have even seen a ghostly figure staring off the edge of the bridge, as though looking for something in the water.
  • The two largest temples in Falkenau are the Imperial Temple of Voltan and the Imperial Temple of Mimir. While the city holds temples of all sorts, in all shapes and sizes and housing all kinds of sects, these two stand as grand marvels of architecture, and the Emperor trusts the monks here with performing state rituals and serving as his advisors. The two temples have a long history of competing for both worshipers and Imperial favor, sometimes even seeking to sabotage one another.
  • There are also a great many guilds seeking endorsements when the Emperor is so close at hand. The most powerful guilds in Falkenau are those of the Weavers, Wainwrights, Cobblers, Smiths, Traders, and Bankers, but there are a multitude of other guilds as well - some more official than others. It is an open secret that the deeper warrens, sewers, and warehouses throughout Falkenau have become meeting places for a guild of thieves. Even the beggars of Falkenau function as a guild, with beggars designating certain streets and squares as their own and pledging to mutual protection of one another in exchange for sharing their wealth.
  • Through its long history of many Emperors, with many storied exploits and conquests, Falkenau possesses a great many monuments, statues, and triumphal arches, forming a living history of the city and the Empire. One can walk down Falkenau's greatest streets and see works commemorating all sorts of esteemed figures and events. Perhaps the most impressive is the Mausoleum of the Emperors, which is built on an island in the Vardess joined to the mainland by the Bridge of the Eagles. It holds a tomb complex tended to by a convent sworn to Morthanos, which houses the bones of nearly every Emperor who has ruled Vardessy. And, some rumors state, stranger things too...
  • Though the Great Theater of Falkenau is located in a district with a reputation for being lower-class, it still holds productions by some of Vardessy's most famed theatrical companies, and the Emperor maintains a private box in the stands to attend plays on festival days. To perform for the Emperor himself is a great honor, and no actor would wish to let him down.
  • Falkenau is far from the most celebrated center of learning in Vardessy, but nevertheless it is home to the Falkenau University, a college of scholars that has claimed the scions of many noble families among its alumni. It is staffed by monks from the Imperial Temple of Mimir - and many of them are tasked with the unspoken duty of keeping eyes on the children of noble houses that may pose a threat to the Emperor.
  • Not everything in Falkenau is pomp and circumstance. It is still a city that ordinary people - and many of them - call their home, and there are plenty of establishments they frequent. One of Falkenau's greatest and most storied inns is the Hound's Head, which has been in operation for hundreds of years, owned by a family of dwarves who have passed the establishment down through the ages. The current proprietor, Udush Thobomarul, has heard many rumors from his clientele, and his impeccable memory means he can recall those from even years ago.
  • Last but certainly not least is the Shrine of the Key - which houses a large brass key set to fit the lock on the city's north gate. Local legend states that whoever controls the key will control all of Falkenau, and that should it fall into the wrong hands, the city will come to ruin. The Emperor keeps the shrine under a close guard, just in case there is some truth to this story. Certainly, any claimants to the throne would be eager to legitimize themselves through claiming the key...

Friday, January 26, 2024

Friday Encounter: The Undying Prophet

Similar to the previous encounter The Relic Thieves, this is an encounter themed around the phenomenon of traveling holy men. As such, it may be used on the road, preferably in a settled area in between towns, or in a settlement visited by the holy man in question.

Background

Long ago, a monk named Isard was a devout follower of the most prominent and powerful religion in these lands (in the Lunar Lands, this would be the cult of Voltan; it will work best if you use whichever cult holds this position in your campaign setting). Though he belonged to a nearby monastery, he was entrusted with tending to a small roadside shrine. However, he attracted the ire of the gods when the shrine was robbed by bandits, and instead of standing in its defense, the cowardly monk traded a holy relic to the robbers in exchange for his safety (and a heavy coinpurse). For his faithlessness and greed, he was cursed with eternal life, becoming a huecuva. Now, he must wander the world, eternally barred from joining his divine masters in the afterlife.

Such a curse only filled Isard with resentment. He believed he was only doing what he needed to do in order to save his life, so that he could continue to serve the gods and bring aid to those who needed it in this world, rather than throwing his life away out of blind faith. As the years passed, Isard's hatred for the pettiness and ingratitude of the gods grew and grew. Even if he had the life he savored, he knew the gods spurned him for it. In time, he came to desire revenge - and began to style himself as a prophet to lead the faithful astray and breed discord in the cult.

The Encounter

Some way or another, the PCs should come upon a congregation of worshipers gathered around an unkempt man in simple robes preaching strange revelations - perhaps standing on a rock by the side of the road, or in the center of a village. If the encounter is used near a large town or city, the prophet will set up shop outside the walls or on the outskirts of town, so as not to attract too much undue attention. The people are enthralled by the man's words, watching his every move as though in a trance; they will not react to the PCs approaching them as though they don't notice, though they will respond if attacked or spoken to.

The prophet - Isard in the guise of a mortal man - makes bold claims, stating that his former faith has lost its favor with the heavens, and that only he speaks the truth of what the gods desire. He claims that the law of the land fears him for the upheaval he will bring, but that the teachings of the church are falsehoods forged by greedy men - perhaps even led astray by demons! Only he can lead the people to once again attain the favor of the divine!

After his sermon, Isard will invite anyone who wishes to learn more to meet him at the ruins of a shrine some distance from his present location (the shrine that he tended to in life). If questioned by the PCs, he will relate the same information as in his sermon, taking care to conceal his true nature.

If the PCs follow Isard to the shrine, they will find it consists of an circle of crumbling pillars along a track that has long grown overgrown with time. During the day, there are 2d10 members of the cult (stats as commoners) gathered here, listening to Isard preach further revelations. Once his followers are in the cult, he is willing to share "revelations" too risky to speak of among civilization - namely, that the corruption in the church reaches far too deeply for the gods to sort out on their own. The only way to restore order as the gods desire is to overthrow the church - starting with the same monastery that Isard belonged to in life!

Isard's cult meets every week, gathering at noon, when the sun is at its highest (this is because he is capable of appearing as a living human in the sunlight). There, they listen to his sermons and prepare for an uprising, training and stockpiling weapons. In two weeks, they plan to launch their attack, where they will overrun and sack the monastery, killing everyone in their path.

Further Developments

Perhaps PCs will seek to investigate Isard's claims, or perhaps they will fall under his sway and join the attack on the monastery themselves. Whichever it is, Isard himself does not believe himself to be a prophet or his words to be divinely inspired - he thinks the gods are right, he just doesn't like that. Rather, he believes that the people can be led astray by claims of divine inspiration, and that this will gather the support he needs to overthrow the monastery, in addition to spreading confusion and doubt among the faithful to sabotage the church.

The cultists do not know that Isard is a huecuva, and he takes precautions to ensure that he is not discovered. During the night, he retreats to a cave not too far from the shrine so that no one sees his true undead appearance; he keeps the location of the cave secret from everyone, even his followers. Also in the cave is a cache of 3d12x10 GP's worth of gold and jewels provided by Isard's followers as "donations for him to buy food with" - he doesn't ask for any such thing, but accepts it anyway to throw off suspicion. If asked, no one in town has ever seen him buy anything at the market.

If Isard's true nature is revealed to the cultists, most of them will be horrified and realize they were being deceived by an unholy creature. However, for each cultist who discovers the truth, there is a 25% chance they will instead believe that their prophet's immortality is a divine miracle, and this will only further convince them that he speaks the truth!

If the monastery is questioned, no one knows anything about Isard - he was cursed long before anyone currently in the monastery was alive. However, they do know of the shrine, and that the relics held there were stolen long ago. A perusal of the monastery's records will bring up that Isard belonged to the order centuries ago and cared for the shrine at the time it was robbed, but the records are not available to the public and may require persuasion (or stealth) to obtain.

If the party brings forth the story and manages to win the trust of the monastery (such as by repelling the uprising), it is possible the monks will send them to find out what happened to the relic, and if possible, to recover it. If so, the sanctity of the shrine might be restored, and it may have some benefit to grant to the PCs...

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!