- Arak Kal
Symbol: Skeletal hand grasping two-bladed scythe.
Home Plane: Thyro
Portfolio: Death, fire, insects, pestilence, plague, undead.
Arak Kal is the Amman deity of death and pestilence. Despite the decline of Amman, he is still widely worshipped in Amman and the old Amman provinces that still form a part of the Karnish empire. He is also worshipped secretly in many dark corners of what was once the greater Amman empire and he remains a formidable opponent. Arak Kal is a truly despicable deity, delighting in the misery of mortals and urging his minions to spread illness, plague and disease throughout Arrasia.
Doctrine: He is known for spreading disease, illness, plague and death throughout the lands and, as the son of Gort and Fellias, his evil knows no bounds. He once stood by the side of Hakkan and was a loyal servant, but survived the great fall of Amman and the purge that followed. He has no particular desire to see Hakkan rise again, but is happy to use this cause to further his own. Arak Kal is powerful, even amongst the Aslah, and greatly feared. His followers may be far fewer than they once were, but he remains a formidable and dangerous opponent and rumors suggest that his attentions are slowly turning towards Herophet itself.
Worship: The priests of Arak Kal wear large, bright orange, hooded cassocks, with ornate red stoles draped over their shoulders. In Amman, they can still be seen walking four or five in a line, heads bowed. The temples vary from vast structures in Amman, to small, hidden away places in the rest of Arrasia, where the followers of Arak Kal are despised.
Greater Deity, Female
Symbol: Sheppard's crook
Home Plane: Tergor
Portfolio: Agriculture, fertility, harvest, seasons, sheppards, sun.
Deity of agriculture, sheppards and harvesting, Aruthane is worshipped where agriculture is a way of life and is very popular throughout the Karnish empire and those nations where the Karnish culture has found its place amongst them. The power and reputation of Aruthane waxed strongly with the growth of the Karnish empire and she is now highly regarded by the other Aslah.
Doctrine: Aruthane is the bringer of the sun to the crops and fields and the master of the seasons, and it is to her that farmers pray when the time for planting and, later, harvesting comes. She delights in the hard work and dedication of those who toil amongst the crops and vineyards and enjoys nothing more than seeing the fields swollen and ripe for harvest, with the farmers working away under the early morning sun.
Worship: The priests prefer simple garb in natural colors and are nearly always seen carrying a sheppard's crook, which is the holy symbol of Aruthane. Churches are usually small stone or wooden affairs and found in rural communities scattered through Karnish and those areas touched by its influence. They usually play a significant part in the spiritual health of the community, especially during leaner times.
Symbol: An anchor set against a blue disk with a yellow rim.
Home Plane: Eiyat
Portfolio: Calm, law, light, sea, watchfulness.
Deity of the seas, Azerond is the calmer of storms and the bringer of light to sailors, fishermen and all who rely upon the seas for their livelihood. He is an exceptionally popular deity within Karnish and its empire, which has overseen the growth of trade in Arrasia since the first fall of Amman. Azerond is considered by those that follow him to be essential to the well being of the nation, allowing the merchant vessels that sail the high seas a safe passage. His brother, Narag Narg, is his nemesis and they are in constant conflict.
Doctrine: Azerond is a very popular and powerful deity and those that rely upon the sea for their livelihood look to him for guidance and protection. The Beacon of Azerond lights the path of those traveling the seas and oceans, giving them safe passage, and he brings calm and peace where otherwise there would only be chaos and destruction. Azerond calls upon his followers to respect the power and authority of the sea and to pray to its majesty.
Worship: Wherever people rely upon the sea for their livelihood, temples dedicated to Azerond can be found. They are usually wooden or stone buildings and come in all shapes and sizes and are often decorated in shells and other debris of the sea, though are nearly always plain and simple. One common feature of all Azerond temples is an ornate stained glass window through which shines a continual beam of light. The priests tend to wear toga-like gowns, in blues and grays.
Greater Deity, Female
Symbol: A wicked morning star.
Home Plane: Talokas
Portfolio: Betrayal, brawling, deception, discord, goblins, hate, suffering, trickery.
Along with the despised Gygafrak, who torments and insults her, Babbarax is the deity of goblins. She has very few followers outside of this, but those that do are always evil and cowardly. The creator of the goblin race, she both hates and fears her brother, Gygafrak, and spats between them are common and vicious, with goblin armies massing and marching against one another in open warfare. Occasionally, they put aside their differences and unite in a common cause, but these are usually short-lived affairs that end acrimoniously and violently.
Doctrine: Babbarax prefers cunning and trickery over brute force and spreads this ethos to all those that follow her. She takes great pleasure in bringing misery and suffering to the world and her evil and contempt are reflected through her sheer spite and capacity for treachery. Goblins, whom she created in her own image and who are also cowardly creatures, form the majority of those that follow her. As well as being constantly in conflict between themselves, the goblin tribes of Babbarax are also in constant conflict with those that follow her brother, Gygafrak.
Worship: There are no real temples dedicated to Babbarax, which instead take the form of simple shrines built into the caves of the goblin tribes, where the tribal shaman use their dark arts to look over the needs of the tribe. The shaman are usually well respected by other goblins. They tend to wear striking garb, of furs and pelts, with skulls and bones hung about them, as others might wear jewelry, and there tends to be something wild and primitive about them.
- Concei Japur
Symbol: A blue-green, swirling crystal ball held in the palm of a hand, with long, exotic nails.
Home Plane: Tharaq Am
Portfolio: Crystal balls, magic, prophecy, scrying, sorcerers.
There is something of the exotic about Concei Japur and she is popular throughout Arrasia, but especially in the wild and remote regions, where she is thought of as something of a mystery, both feared and respected. She delights in creating exquisite items infused with great power and is especially known for her crystal balls and other scrying items. She is also a great creator of magical swords - especially longswords, which she adores above all other weapons.
Doctrine: Concei Japur encourages her followers toward creativity, mental agility and to use magic as a means to better equip themselves against the hardships of the world. To know yourself is to know your enemy, is one of her favorite sayings. As such, her followers are often seen with crystal balls and other scrying items on their person. The followers of Concei Japur are generally thought of as being slightly wild and unpredictable, much like Concei Japur herself.
Worship: The temples and shrines of Concei Japur come in all shapes and sizes. Some are small, ramshackle affairs, situated in the middle of nowhere, while others are ornate stone buildings found at the heart of large communities. Many have crystal balls as their centerpiece, or mirrors, or pools or other items that can be used for scrying, as they are often centers of information gathering on friends and enemies alike. The priests wear veils, to cover their faces, and ornate headdresses. They are also often covered in intricate tattoos.
Symbol: A trident with a vine wrapped along its shaft.
Home Plane: Syrat
Portfolio: Sarazoa Sea, Syramassa River.
Crayver is the protector and defender of The Syramassa River and the Sarazoa Sea and it is along their shores and banks that his followers - who are numerous in number - will be found. Although Crayver spends much of his time in the great river plane of Syrat, he has been known to spend time in both The Syramassa River and the Sarazoa Sea, but especially the latter, which is deeper than many seas.
Doctrine: Crayver cares passionately about the ecology of The Syramassa River and the Sarazoa Sea and those that live alongside them or use them as part of their everyday lives. He not only protects the waters from aggressors, but keeps them clean and filled with life and energy. He believes that those that take something from the water should also return something - this might be in the shape of tending the waterbeds or warning off those who might pollute the water.
Worship: Places of worship to Crayver tend to take the form of small, open-aired shrines, situated along the banks and shores. They all have a small pool of water, which is connected to the main source - either The Syramassa River or the Sarazoa Sea - via a small rivulet of some kind. The clergy prefer simple clothes, which can be easily cast aside so as not to interfere when the flesh is joined with the water. They are almost always exceptionally knowledgeable about the waters local to them and are normally skilled in living off the natural resources found along the banks and shores, as well as in the water itself.
Symbol: Aruk, the Hammer of Adria, set against a silver triangle.
Home Plane: Raman
Portfolio: Community, family, gemcutting, home, mountains, protection.
Popular in Eppen and Kri-Aruk, as well as the Falagrim Peninsula in general, his adventures on Arrasia and stand against Hakkan mean his followers can be found as far afield as Syrámä and Zaramal, as well as a small following in Orith and Yam. He also has a loyal following of dwarves in Owthenus. Protector of the people of Eppen and the hand that maintains the harmony between Rougon, Sassa and Hayn, it was Destor who dropped Aruk, the Hammer of Adria, that caused the land to make a great mountain range in the form of the Urdmoon Mountains, which would later protect Eppen from Amman invasion.
Doctrine: Sometimes called The Great Protector, Destor sees the needs of the community as paramount and the importance of the individual is only what they offer the community as a whole. He urges his followers to work together, for in unity they will overcome that which would otherwise be insurmountable. He also encourages his followers to stand together against the tyranny of the world and to allow none to enslave or oppress them.
Worship: The temples of Destor are always made from stone. For the dwarves, these are often elaborate, with columns carved into the form of Adria and the walls and furniture decorated with precious stones. For humans, they tend to be much smaller and far less elaborate, though carvings and statues of Adria are still common. The priests of Destor, whatever their race, all wear fine garb, with golden silk gowns, covered in delicately sewn, shimmering runes, and glittering rope belts of the finest quality.
Symbol: Two red eyes on a black background.
Home Plane: Ellari
Portfolio: Darkness, dark dwarves, death, destruction, insanity, slaughter, slavery, torture.
Horribly misshapen, Dyonicos is the son of Kavak and Voln. He is the deity of the dark dwarves, who form the majority of his followers. However, his cruelty and destructive nature also sees slavers and torturers, and even evil surface dwarves, drawn to his path. Dyonicos is thoroughly evil and completely insane and both hates and despises Xagraxsus, whom has defeated him on many occasions in their wars in the underworld of Arrasia. He is also the enemy of Grism and has fought with him since the destruction of Lima, which brought about the end of the peace in Arrasia.
Doctrine: Dyonicos takes a special pleasure in the enslavement and torture of dwarves, especially the deep dwarves of Grism, with whom he is in a state of almost constant war. The mind of Dyonicos is dark and thoroughly evil, but also completely insane and unpredictable. His rages are legendry and he sends his followers out on constant forays of mindless destruction, urging them to destroy everything in their path and inflict pain, suffering and misery wherever they go.
Worship: Temples of Dyonicos are dark and sinister, with naked victims chained to the walls and columns and with blood and flesh all part of the horrific decoration. Sacrifice is common - indeed, required - and self-harm and ritual scarring all part of the dark service to fulfill the needs of Dyonicos. Black is the preferred color of choice for the priests, with hooded cassocks and capes the main dress.
Greater Deity, Male
Symbol: A set of gold scales with coins on one side and a sword on the other.
Home Plane: Thoran
Portfolio: Good, justice, law, merchants, peace, protection, roads, wealth.
The son of Gygafrak, Fandor is the bloodline of Onnus and Desdemar restored, and though he was born the son of great evil, in him are all the goodness and kindness that was lost when Desdemar and, later, Onnus, were murdered. He is followed throughout Arrasia. Fandor is the symbol of all that Karnish represents - enterprise, justice and law. He is especially popular amongst paladins, who see in him the pinnacle of excellence and justice.
Doctrine: Justice, honor and law are the guiding principles of Fandor. He believes that only through law is justice, and thus peace, possible. He also encourages followers toward a life of enterprise, to use their skills and abilities to better both themselves and others, but to always be virtuous and honorable. As such, the church is divided into two distinct flavors: the Fandorians, who espouse the virtues of honor and justice and are split into many knightly orders, and the New Church of Fandor which regards enterprise and law as the true faith.
Worship: Temples can be found throughout Arrasia. Large stone buildings, these are grand expressions of the greatness of Fandor. Columns, buttresses, arches and chapels are all common architectural features. In the largest cities, the buildings are amongst the most extravagant. The Fandorians are renown for building large castles, which are home to the many knightly orders dedicated to the service of Fandor. Priests tend to wear white robes with silver trim and sandals and are generally well groomed. Fandorian knights all have their own colors, though white and silver remain a constant theme.
Symbol: Two linked circles through which a chariot is threaded, with the figure of Feyzeu ushering the chariot onwards and which leaves a fiery wake.
Home Plane: Heyzoz
Portfolio: Arcane knowledge, desert, desolation, fire, magic, sun.
The daughter of Adria and Uther, Feyzeu is both brilliant and beautiful. She is worshipped throughout Arrasia, but primarily by those attracted to the arcane arts, especially evocationists. Feyzeu lives in the Outer Plane of Heyzoz, a vast desert baked hard from the never setting sun, and she traverses the planes as a bright, fiery meteor. She is something of an aloof figure and has little to do with the other Aslah, except for her father, Uther.
Doctrine: Feyzeu spends her time seeking to improve her knowledge of the arcane art at the expense of all other things, for all else is an obstacle that stands in the way of her journey toward knowing all there is to know. She calls upon those that follow her to always seek new knowledge and to never give up the struggle to attain greater understanding of all things arcane. She finds the thrill of evocation especially delightful, enjoying the visual feast of jets of flame, streaks of lightening and large explosions.
Worship: Temples of Feyzeu are nearly always made of stone, as fire plays such a significant part in the ambiance and decoration, with braziers, candles, torches, oils and all manner of fiery objects used. They are generally smallish in size and are more than likely also important arcane centers. Priests tend to wear short-sleeved robes of white and red, trimmed with delicate arcane symbols.
Demigod, unknown gender (or genderless)
Symbol: A tree silhouetted against a white circle.
Home Plane: Faytoru
Portfolio: Animals, forest gnomes, forests, nature trees, plants, woods.
Worshipped by forest gnomes and intelligent animals and plants, Firngald plays an important role in the ecology of forests and woods, which he has a deep affection for, and the animals that dwell therein. Firngald, like his worshippers, prefers to wander alone through the forests, talking with trees and animals, bringing renewal and invigoration wherever he goes. He loves nothing better than tending the great trees of his home plane, Faytoru, though also spends time on Urd.
Doctrine: Firngald insists that those that look to him for guidance should have a deep respect and affinity with the natural world in which they live. While he encourages them to be resourceful and use what nature has to offer, he has contempt for those who destroy nature wantonly or ignorantly. He especially urges them toward the tendering of the trees and plants of the world, to care for saplings and to defend them where necessary.
Worship: Places of worship to Firngald are always open-aired, under the trees and other plants that offer good foliage. These often revolve around the oldest tree in the forest, which is revered amongst the followers of Firngald. Worship tends to take place at night, under the stars, and involves a lot of singing and prayer. The priests of Firngald tend to wear rustic colors - greens, browns and oranges.
Symbol: Two interlocked circles, one black, the other white and the section where they cross is gray, with a yellow star as the background.
Home Plane: Qathay
Portfolio: Arcane knowledge, communication, education, history, lore.
Fyfreyn is popular amongst elves and those interested in the pursuit of knowledge, history and lore, making some wizards and bards also drawn to her, though usually elven, half-elven or, occasionally, gnomish. It was Fyfreyn who placed upon the Armor of Henipur a powerful magic that helped lead Glornias to victory and for this Tannun Maruth gave her freedom from his service as one of the Aslah. She concerns herself with all things ancient and arcane, as well as knowledge, history, literature and lore. The Great Library of All is a vast library of books, scrolls and all manner of arcane objects that is her home in Qathay.
Doctrine: Not only should knowledge be sought and gained, but so must it also be explored and explained. To know is not enough, but to know why is to truly know. Fyfreyn also believes that knowledge is something that should be made available to everyone and that books, scrolls, artifacts, objects and anything that may in itself have some intrinsic value, or be a tool which helps explore other ideas or mediums, must be looked after and extended at every opportunity.
Worship: The temples of Fyfreyn are more akin to libraries and museums than places of worship and, indeed, very little spiritual worship takes place in them. These are places of the mind, where ancient tomes are read and collected and artifacts explored and analyzed. The priests of Fyfreyn wear no particular clothing that distinguishes them from anyone else, but are generally studious librarians who have an encyclopedic knowledge of the works and artifacts under their protection.
Symbol: Four interlocked rings of red, green, blue and yellow.
Home Plane: Amorria
Portfolio: Animals, elements, nature, plants, wilderness.
Gorazyn finds strong support amongst the Norv nations and lands which are wild and filled with untamed peoples, who regard him as the lord of the elements and the patron of nature and the wilderness. He has a close relationship with Uther and Nendagon who all find strong support through the north
Doctrine: Gorazyn enjoys nothing more than the pure destructive power and might of the natural elements, which are the wellspring of all things, including the Aslah themselves. There is no taming that which cannot be tamed and it is enough to respect the purity of Air, Earth, Fire and Water. Gorazyn has no interest in urban centers of any kind, preferring the majesty of the untamed landscape and the brutal simplicity of life therein. To spend you life walking the wild regions of the world is, for Gorazyn, the only true path.
Worship: Mostly, solitary clergy travel the land spreading the word of Gorazyn. They are usually quite strange individuals, being very outlandish and wild. However, some temples can be found, in the shape of natural shrines in wild areas, which are tended by the clergy who live there. Their clothing is very practical, suited to the needs of their, usually, wild environment. Within urban areas, places of worship to Gorazyn are usually either found in wild, secluded areas or on the very edge of the settlement.
Symbol: A disk shaped smiling dwarf face with wide eyes and a mass of writhing, uncontrollable hair.
Home Plane: Nuoria
Portfolio: Mountain dwarves, gnomes, luck, mirth, revelry.
Graxber is worshipped throughout the mountain dwarf and gnomish civilizations, his penchant for mirth and revelry touching at the very spirit of those races. He enjoys nothing more than drinking the exquisite beverages grown and brewed in Nuoria and consumed in the renowned feasts of the Great Hall of Hathanay. The son of Kavak and Voln, and brother to Dyonicos, Graxber fled Arrasia after the capture of Kavak and the rise of Dyonicos and his army of dark dwarves, returning to Damarkan, where he dwelt in Canath until the return of Kavak, after which he took Nuoria as his own, with its fertile lands and great mountains.
Doctrine: It is the firm belief of Graxber that life should be enjoyed to its maximum and that good food and good ale are prerequisites to that end. As such, it should be no surprise that he is popular amongst dwarves for his revelry and high spirits. Followers of Graxber are renown for the fantastic feasts that they regularly hold as well as for their obsession with food and ale and their general misery when it is not available as readily as they are used to.
Worship: The temples of Graxber are generally found amongst the dwarven citadels where the population is at its densest. The large stone buildings are dominated by huge wooden tables and benches, where great feasts are held and where much merriment is had by all. Such feasts are generally boisterous affairs, where poor and rich alike all mingle and put their troubles to one side for an hour or four.
Symbol: A crossed hammer and pick, set against an anvil.
Home Plane: Karrabo
Portfolio: Earth, minerals, mining, mithral, deep dwarves, smithing.
Grism was the master smithy for Kavak and was his most trusted servant, taking the governorship of Lima when Kavak was away. During the war with Dyonicos, after Grism had led the dwarves deep into the bowels of Arrasia, he was the first to fashion bronze armor and weapons, which saw them victorious against their enemies. After being released from the service of Kavak, Grism made his great journey through the hells of Herophet and drank from the Fountain of the Immortals, which bequeathed him immortality and the status of Aslah.
Doctrine: Stoicism, hard work and the right mental attitude are the key beliefs of the followers of Grism, who can be found almost exclusively amongst deep dwarves. To survive the hardships of life deep under the surface of Arrasia, you must be prepared to stand strong against your enemies and use the natural gifts of Arrasia to arm and defend yourself wherever possible. Through the application of these beliefs, survival will be achieved and your enemies defeated.
Worship: Temples to Grism tend towards the plain and unadorned and services are usually short and simple. Grism does not encourage excessive prayer or preaching, believing that true faith is shown through ones actions and behavior. The priests of Grism are nearly always well armored. Their rank within the church is often indicated by the quality of their armor, with those in mithral plate usually being of the highest order within the church.
Symbol: A gold, silver and brass striped nugget.
Home Plane: Onkin
Portfolio: Alchemy, creativity, illusion, invention, gnomes, gold, silver, tomfoolery.
Deity of gnomes, Gungorn embraces the ethos and spirit of gnomes everywhere and is the most popular of the gnomish pantheon. Alchemists and illusionists, even ones of other races, also favor her. Gungorn became the deity of the gnomes after the murder of Shylar, their creator, by Voln. She is a capable and ready warrior, when needs must, and is never afraid to stand against her enemies and fight for her beloved gnomes. She delights in the art of illusion and enjoys nothing more than to use her skills to good effect in the form of practical jokes.
Doctrine: Gungorn urges her followers toward curiosity and creativity and to use their talents as best as they are able. On the one hand, scientific knowledge with alchemy and scientific research all-important, on the other, the art of illusion and mental deception. Of course, there is nothing finer than a combination of these skills. However, Gungorn also believes that relaxation is important and that balancing the needs of hard work against personal enjoyment is essential if a good life is to be achieved.
Worship: Temples dedicated to Gungorn can be found wherever there are gnomes. Often built into the side of hills or gnome-made hillocks, they are usually quite lavish affairs, with beautifully sculpted ornaments and religious objects, most commonly made from gold and silver. Powerful illusory magic is often used to add grandeur and space, where otherwise there would be little or none. The priests wear long silk frocks of silver, gold and white, often covering their faces with veils.
Symbol: A greataxe, licked in flames, which has cracked through a skull.
Home Plane: Xanaxa
Portfolio: Chaos, giants, goblins, hate, malice, ogres, slavery, suffering, torture, trolls, war.
Gygafrak is a deity of goblins, ogres, trolls and evil giants. He is all the things his sister, Babbarax, is not - courageous, strong and brash - and his creations, ogres and trolls, reflect this. He despises his sister and torments and bullies her whenever he can, for her betrayal is legendary, though is always willing to put old feuds aside when it suits him. He is especially loathsome of her since his defeat to Zykerathox, which saw Babbarax replace him as a Greater God. He is spiteful and vicious and enjoys the blood lust of war. Gygafrak is the father of Fandor and Omuz, which both amuses and disgusts him, depending on his mood.
Doctrine: Gygafrak urges his followers to wage war constantly and to inflict endless suffering and unceasing hate upon the world. Both hateful and spiteful, he enjoys seeing the blood of his enemies spilt in his endless quest for power and his followers are as happy warring on their neighboring tribes as they are the other races. Ogres and trolls - Gygafrak's creations - prefer using those weaker than themselves as fodder on the front line, while they act as impact troops whose very presence can cause ripples of panic to spread through the ranks of their enemies.
Worship: Temples are usually simple affairs, found as small shrines somewhere amongst the tribal caves. Few, if any, true temples to Gygafrak have been built, though small shrines can be found occasionally in built up areas, though are well hidden from prying eyes. The priests are generally shaman who wear pelts, skins and furs and who carry a sundry assortment of strange objects around with them, including shrunken skulls and other bone objects.
Demigod, unknown gender (or genderless)
Symbol: A pointing, skeletal hand surrounded by swirling mist.
Home Plane: Umersat
Portfolio: Assassins, darkness, death, night, shadow, undead.
Regarded by those that follow him as the Bringer of Death and the Lord of Shadow, followers of Hayn are primarily found in and around the Falagrim Peninsula and especially in Eppen. He is the Lord of the Undead who called up the dead to walk again and fight Amman and Hakkan. He is constantly in conflict with Rougon and Sassa and it is only the power of Destor that maintains the balance between them.
Doctrine: Hayn cares little for those that follow him, preferring instead to live alone amongst the shadow and darkness. He has little interest in the affairs of mortals and often seems aloof and uncaring. Hayn attracts a wide variety of believers to his cause, both good and evil. For all his followers, death plays a significant role in their ethos. Many powerful necromancers are especially attracted to Hayn and nearly all of those that follow Hayn do so in the hope of achieving an immortal life of some kind. For some, this is in the form of spirits who directly serve Hayn, while for others this takes the form of some type of undead, with the most powerful taking on the forms of liches and vampires.
Worship: Although temples to Hayn can be found, these are generally in Eppen and around the Falagrim Peninsula. Outside of this, temples tend to be dark and forboding places, sometimes filled with undead. The temples are always cast in shadowy light, where the corners are hidden from view and the walls seem to flicker with a life of their own. The priests often hum in soft tones and are always dressed in black flowing gowns that reveal little about them.
Symbol: A skull with red eyes and wearing a twin horned helmet.A skull with red eyes and wearing a twin horned helmet.
Home Plane: Gorodin
Portfolio: Discord, giants, ogres, rivalry, strife.
The deity of giants, whose dark and bleak citadels are a monument to his terror and spite, and ogres, Hengar has few, if any, other followers. Hengar is so foul and ugly - his features somehow dwarven, but deformed and foul, as if in mockery of that stout race - that even the other Aslah of Herophet prefer to avoid his company. He resides in Gorodin, the last of the hells of Herophet; a frozen, icy wasteland, where only those immune to the effects of its bitter and eternal winter can survive.
Doctrine: Hengar cares for no one, except his giants, and even them he treats with disdain and contempt. However, their worship for Hengar is total and their will dominated by his desire, so neither he nor they think anything of sacrificing themselves to his whim. Spread throughout the mountains and hills of Arrasia, the giants are a feared enemy and their dark citadels stand as monuments to Hengar.
Worship: Temples dedicated to Hengar are found only where the giants and ogres live. They are often carved out of the very rock, with sinister scenes of suffering, murder and hate adorning the walls. They are always shrouded in darkness and the floor and alter is thickly coated in the often still sticky blood of their sacrificial victims. The priests of Hengar are feared even amongst the giant communities themselves. Their power cannot be challenged by anyone, except for Hengar himself and the powerful minions who serve him. Their garb is gray and black, adorned with rude arcane symbols of gold and silver.
Symbol: Black clenched fist on a red disc.
Home Plane: Arrasia
Portfolio: Death, evil, half-orcs, insanity, orcs, shadow, snakes.
Hith's followers are nearly always thoroughly evil, with orcs, ogres and evil giants all finding a place in their hearts for this foul master. He is also the Lord of Snakes and, as such, attracts the many snake cults that can be found throughout Arrasia. Once a mortal wizard who drank from the Fountain of the Immortals, he survived, but insanity, evil and shadow were his new masters. He is one of the few deities who has chosen Arrasia for his home and, his power having grown in the form of great orc and ogre armies, he has long since been at war with it. Zykerathox and Fandor are his most hated enemies, though Xagraxsus also ranks highly on this long list.
Doctrine: Hith seeks nothing short than the conquest of Arrasia and the Throne of Herophet and he cares little, if at all, for his followers. He is completely insane and his incoherent ramblings are seen by his followers as enlightened visions, free of the burden of social and scientific restraint. However, whatever his ramblings and unpredictability bring, his evil always shines through and remains as a constant foundation to all that he says and does.
Worship: Some temples can be found secretly in the towns and cities of Karnish, or scattered through The Fallen Lands, where his followers have settled and act as spies and saboteurs. Mostly, howver, they are found in and around the lands of Hith and Hithanon. Usually rough shrines, snakes always play a significant role in the decor. The priests are usually dressed in red with lime green trim, with large hooded robes that come down and cover their faces. They are greatly feared, for it is through the priests of Hith that his decrees are interpreted and carried out and both their power and evil are great indeed.
Greater Deity, Male
Symbol: Two gold tipped crossed battleaxes.
Home Plane: Canath
Portfolio: Dwarves, endurance, metal, mountains, mining, precious metals and stones, smithing.
Worshipped wherever there are dwarves, Kavak is the most powerful of the dwarven pantheon and the only survivor of the nine children of Eradu. It was Kavak who first came to Arrasia, then called Kiwani, and populated it with dwarves, who he created in his own image, and brought to it the life of Damarkan, as seeds upon his feet. He built Lima, the greatest dwarven citadel ever carved out of the rock, which was later destroyed by Dyonicos. After the betrayal of Voln and Kavak's long incarceration in the dungeons of Herophet, he was rescued by Uther, but never again returned to Arrasia, preferring instead to spend his time in his first home, Canath.
Doctrine: Kavak has long understood the hardships and suffering of the dwarves. Their ancient citadels smashed, he understands the importance of community and the need to defend themselves. Only through the determination and strength of a unified dwarven race will they overcome their enemies and he encourages his beloved dwarves to stand their ground and fight to the last of their number if necessary. It is such doctrine that has made the dwarves of Arrasia feared enemies, but it also why their numbers have dwindled.
Worship: The temples of Kavak are large and cavernous, with vast columns disappearing into the darkness above. Drums and deep chanting are all part of the ceremony, where large statues of Kavak and ancient dwarven kings stand in recesses that line the walls. The priests wear heavy breast plates over turquoise colored clothing, with blue capes and exquisitely trimmed and fashioned beards.
Symbol: A half sun, half moon disc.
Home Plane: Dendor
Portfolio: Animals, druids, fey, flora and fauna, light, nature, plants, rangers, trees.
Ky is the deity of nature, light and all things fey. He is widely worshipped by many fey creatures and also has a strong following amongst elves, gnomes and humans, especially rangers and druids. He is also the deity of intelligent trees and satyrs. Ky is old - perhaps only Kavak is older - and served Shylar, tending her gardens and helping her in her creations. He was also there when Voln betrayed Kavak. He was freed from his servitude after the murder of Shylar, which saw him attain the status of Aslah.
Doctrine: Ky once served Shylar in the gardens of Henipur and his love for nature and for fey creatures knows no bounds. He urges those that follow him to serve nature - to tend and love it, to repair it, and to stand against those who deliberately or ignorantly do it harm. He despises the urban centers of the cosmos, seeing them as blights upon the beauty of the natural world, where smog, filth and disease have found their homes. He enjoys nothing more than the open spaces, with the wind coursing through his hair and the beauty of the natural world all around.
Worship: Places of worship to Ky are almost always found in the form of stone megaliths, often vast in scale, which rear up toward the sun and moon and sit in harmony with the world around them. They are only found in remote, isolated and wild places and usually tended by druids and fey creatures, whose job it is to protect the lands around it against those who might seek to destroy or harm it. The priests wear no obvious clothes or markings that stand them out as priests of Ky, except for his holy symbol.
Symbol: An ornate mask of the face of Malanon.
Home Plane: Laffat
Portfolio: Bards, dance, drama, humor, music, poetry, theatre, wit, writing.
Malanon is worshipped far and wide by the lovers of the arts. As the Karnish culture is rich in arts, poetry and performance, Malanon is a well represented deity there and needless to say she has a devout following of bards. She first came to Arrasia with Uther for the Great Battle of Amman and there gave her greatest ever performance, even as the battle raged around her, rousing the spirits of those that heard her and instilling in them a great pride which saw many survive who may otherwise have perished. As a reward for her courage, she was released by Uther from his service and given the status of Aslah.
Doctrine: For the followers of Malanon, the spirit would be a barren place but for the beauty and passion of art and artistic pursuit, for it is through art that the spirit is lifted to great heights and those affected by it able to achieve great deeds and overcome insurmountable odds. To delight the senses and arouse passion and emotion, through any of the mediums of art, is the soul interest of those that follow Malanon. Not only can they be found in the urban centers of Arrasia, but also upon the battlefields, and wherever great deeds are achieved, always lifting the spirits and bringing renewed hope.
Worship: The temples of Malanon are lively affairs, often colorfully decorated and filled with beautiful objects that tease and please the senses. Ceremonies are filled with tales, poetry and much singing and music, which all are encouraged to participate. The priests also tend to be colorful, with shimmering multi-colored gowns, and speak in a flowing style that seems to be almost like music upon the ears of those listening.
Symbol: A white horse, rearing, on a black shield, with three gold stars above the horse.
Home Plane: Taras
Portfolio: Conquest, courage, faith, gladiators, fighters, soliders, strength, victory, war, warriors.
Mynax's strength, courage and warlike manner and the role he played in defeating Amman and Hakkan gives him a wide appeal throughout Arrasia. It was Mynax's return from Cerador, where he had joined forces with Uther, which turned the Great Battle of Amman and brought victory, where it had looked like there would be defeat. He is Fandor's closest ally and friend. During his great journey to Cerador, Mynax drank from the Fountain of the Immortals and was rewarded with immortality.
Doctrine: Discipline, courage and strength are the virtues most admired by Mynax and he seeks these qualities in all those that follow him. With these traits, it is possible to overcome all obstacles, even those that may seem insurmountable. Followers are confidant - some call them arrogant - who have a deep belief in themselves and in Mynax. Politically aggressive in nature, they nearly always believe military action the solution to the problem. Merely to shake ones sword will be enough to secure victory is a common phrase used by Mynax's followers.
Worship: Temples dedicated to Mynax can be found throughout Arrasia, but especially in areas where conflict and war are common. They are generally lavish buildings - vast cathedrals with columns, domed roofs and magnificent architecture. Large statues of Mynax and bas-relief carvings of historic battles are also common features. The priests, generally adorned in black cassocks with gold trim, are full of fire and brimstone and religious gatherings are stormy and loud affairs, with much fist thumping.
Symbol: Two crossed falchions against a shield with the face of a mongrol on it.
Home Plane: Pakara
Portfolio: Avarice, greed, malice, mongrols, oppression, slavery, tyranny.
The deity of mongrols (also called dog soldiers) and slavers, Naberru is perhaps the most spiteful of all deities. His pleasure is the suffering and misery of others, his sole intent evil. He has very little regard for anyone other than himself and mongrols, who he created in his own image. Naberru lives in the frozen wastes of Pakara and his history is long and evil. One of the first of Voln's creations, she gave up Pakara to him after she had built her bleak citadel in Sota. Voln released him from his servitude after his great service to her and Hakkan when he stood with them against Gort, although he would later turn against his old allies.
Doctrine: Greed, malice and tyranny are all traits of the followers of Naberru, all of whom are evil and spiteful and care nothing for the world in which they live, except in what it has to offer them. Their pleasure is the misery and suffering of others, especially should it bring something their way, and they think nothing of sacrificing those around them should it be to their advantage. Those that follow Naberru think only of themselves and their own pleasures, which nearly always brings suffering and chaos to the lives of others.
Worship: Places of worship are usually little more than shrines. They are almost always filled with ghastly instruments of death and torture and the ceremonies themselves are generally violent affairs, with sacrifice and ritual scarring all common. The priests are shaman-like, who stand out from the tribe by their faces, which are painted in the blood of their victims, and their aggressive demeanor. They are also exceptionally powerful and in constant conflict with the tribal chief.
- Narag Narg
Symbol: A clenched hand grasping forked lightning.
Home Plane: Altemeri
Portfolio: Chaos, darkness, destruction, gales, lightning, sea, storms, thunder, violence.
Narag Narg is the nemesis of his brother, Azerond. His penchant is for whipping the seas into frenzied, chaotic storms. His sole aim is the destruction of all that Azerond creates. He is evil and spiteful and greatly feared. While not as powerful as his brother, he is a constant menace, sinking ships and creating great destructive waves that he sends crashing against the shores. The name of Narag Narg sends a shiver through those whose livelihood depends upon the sea, except for those that use it for their own evil purpose.
Doctrine: Where Azerond brings light, Narag Narg brings darkness; where Azerond brings calm, so Narag Narg brings chaos. Narag Narg's sole purpose is to destroy all the good of Azerond and replace it with chaos, violence and destruction and he urges those that follow him to do likewise. Pirates, smugglers and all the violent and selfish users of the seas are drawn to Narag Narg and they can be found along the coastlines of Arrasia.
Worship: Very few temples to Narag Narg exist and those that do are usually sinister places, found in dark caves along the coastline, where the seas are violent and treacherous. The priests are usually expert sailors who understand the local waters extraordinarily well. They are also almost always at the center of local pirate and smuggling activities, acting as centers of information and safe houses, as well as places where loot can be stashed for a while. The priests wear dark blue clothes - so dark that it appears as black to most people - which are usually practical and sea worthy.
Symbol: A thistle with a bright mauve flower and three leaves.
Home Plane: Cerawaru
Portfolio: Barbarians, chaos, hunting, nature, strength, wilderness.
Nendagon is a central figure to the Norvs, who populate much of the north of Arrasia. He also has a large following amongst barbarians, rangers and wild nomads. Fighters are also sometimes drawn to his ethos. He despises civilization and modernization, preferring the toughness, strength and chaos of the wild. He enjoys nothing more than the thrill of the hunt with the wind in his long, unkempt golden locks.
Doctrine: The followers of Nendagon spend much of their time fretting over the modern world, regarding urbanization and civilization as evils to be opposed whenever possible. For them, the true joy of life can only be found in the wild lands, testing themselves against the strength and majesty of nature in its truest sense. Survival is everything and to pit themselves against the creatures of the wild in mortal combat and survive is to prove their worth and value, both to themselves and others. Scars from such combat are worn proudly, as badges of strength and vigor.
Worship: Places of religious significance to the followers of Nendagon, where they can pay him homage, are only found in remote and wild places. They are almost entirely natural affairs, but usually have wooden posts on which furs, pelts and animal bones hang. Chimes are also commonly found in such places, delicately carved out of hollowed bone, which help to give these places an ambience and mystical presence. The priests are wild and take on the nature of a single wild beast, whose pelt or fur they wear as if as a second skin. This is always the creature that the priest killed as part of their indoctrination.
- Ney Allond
Symbol: A proud stag with large antlers.
Home Plane: Forasia
Portfolio: Animals, centaurs, moon, nature, night, seasons, trees, wood elves, woodland.
Ney Allond is worshipped by centaurs and highly regarded by the wood elves. She represents night and nature. It is Ney Allond who lights the night sky and it is she who maintains the balance of the woods and homelands of the centaurs and wood elves. She is neither good nor evil, but understands that both are necessary to maintain balance and order within the natural world.
Doctrine: Ney Allond urges her followers to maintain the delicate balance of the ecosystem that exists within the forests and woodlands of the world and to tend it where necessary. Should it be necessary to clear a space or thin the undergrowth, in order for natural harmony to be achieved, so it should done. Likewise, should plants require planting and tending, in order that they grow strong, so it should also be done. The followers of Ney Allond can often be found in woodlands at night, celebrating their work with wonderful feasts, their beautiful songs drifting through the trees and their merriment and mirth pushing away any evils that may surround them.
Worship: Places of worship to Ney Allond can be found in woods and forests as clearings, with the remains of many small fires surrounded by logs which have been worn from their long use as seats. Often, the area immediately around them is dense and difficult to pass through, but the clearings themselves are always tidy and open to the sky. The ceremonies always take place at night and are lively affairs, with much singing and feasting. The priests wear white gowns with silver symbols sewn into them, which shimmer under the light of the moon.
Symbol: A wooden pole with a blue and silver diamond dangling from one end and a tied bundle on the other.
Home Plane: Tharad
Portfolio: Arts and crafts, commerce, community, family, halflings, jewelrymaking.
Worshippers of Olgden can be found wherever there are halflings, but is followed by very few outside of this racial group. Olgden is the son of Olmus and Pittok and after the murder of his father, at the hands of his own mother, he and his sister, Thim, sundered Wynord from Damarkan and took with them the halflings, who were gifts to Pittok from Shylar. He has had little to do with the other Aslah or their creations since.
Doctrine: Olgden urges his followers toward finding acceptance through hard work and excellence in whatever it is they do. His followers are well known for their industry and workmanship and are well regarded throughout Arrasia. Olgden also urges halflings to look after their family and respect their elders and believes that the best way to secure their safety is through strong kinship.
Worship: Temples of Olgden can be found wherever there are halflings. Some are no more than small, wooden buildings, while others are far more elaborate, made of stone and decorated with all the skill that halflings are capable of. The ceremonies are brief and light hearted and the priests, who wear earthly colored smocks, are generally easygoing and very receptive.
Greater Deity, Female
Symbol: Three inter-linked circles of red, yellow and blue. Where all three meet at the center are two crossed keys.
Home Plane: Ornefernen
Portfolio: Childbirth, creation, fertility, mothers, women.
Deity of creation, women and childbirth, Omuz is a very popular deity. Her motherly nature is embraced by mothers and those who work with children, as she is gentle, kind and thoughtful. The daughter of Gygafrak, and sister to Fandor, it is said that in her flows the fertility of Desdemar. She stood by her brother during the war with Amman and is also the occasional lover of Mynax, with whom she has a daughter, Sha Dorrain.
Doctrine: Omuz calls upon her followers to fill the world with their offspring and stand together to fight the evils that would destroy them. It should always be within one's nature to be gentle and forgiving, but also to use sharp words where necessary, in order to educate and guide. She also believes that to offer a helping hand to a neighbor, who may be in need, or to help guide the lost and comfort the lonely are all part of the qualities that her followers should aspire to. Above all, however, is the care and protection of the children, for it is they who represent its future.
Worship: Temples of Omuz can be throughout Arrasia. They are never too large or elaborate, but always places of warmth and comfort, where people come for protection and a sense of well-being. The majority of the priests are women, who wear red togas with white sashes around their wastes. They are well known for their work within the community, helping the poor and needy and comforting the lonely. They also help look after and raise the children of the community, often schooling and guiding them.
Symbol: A yingyang symbol of yellow and black halves.
Home Plane: Za
Portfolio: Abundance, animals, earth, fertility, weather.
Ordal has a large following in Urgolia, but has very little elsewhere. To the Urgolians, she looks after the world in which they live - controlling everything from the weather to fertility and nature itself. She has long served Urgomond, even before he was himself released by Crayver and became Aslah, and was rewarded for her loyalty - and for her popularity amongst the people of Urgolia - by being released from his service. She has since continued to serve him, though now herself as one of the Aslah.
Doctrine: Ordal looks for enterprise in her followers, for their lives will be pitted against the forces of nature and to survive, skill, understanding and industry will all be required. In life, what will be, will be, for life is harsh and nature uncaring. As such, Ordal has a nonchalant attitude towards her followers, preferring that they rely upon themselves and use their own abilities in life. She sees the races - both good and evil - as being no more than, or no less than, anything else in the natural world; that like nature itself, they are no more than the whim of the Aslah who created them.
Worship: As her followers are primarily nomadic, temples are rare. However, with settlements appearing along the Syramassa River and Sarazoa Sea, some have sprung up, taking the form of large circular areas, surrounded by wooden pickets, lowest at the point of entry and tallest exactly opposite this point. Inside, large wooden posts of different heights are driven deep into the ground and carved into bizarre, animalistic or wild faces with wooden chimes hanging from them. The priests wear pelts and furs and play a central role within the tribe, whether nomadic or otherwise. They are always in conflict with the tribal warlord, which is regarded as healthy, as this represents the conflict that exists between man and nature.
Symbol: A pointing dismembered hand. From the finger shoots a bolt of lightening.
Home Plane: Thesop
Portfolio: Arrogance, disdain, magic, mind control, spontaneity.
Pax is mostly Popular amongst sorcerers, who find her spontaneity and arrogance appealing. As arrogant as she is charismatic, she delights in all forms of magic, but has a penchant for its more mind warping elements. Once a powerful celestial, called by many the Witch Queen of the South, she was persuaded by Fandor to serve him with the promise of immortality. Her powerful magic was significant and helped Fandor establish control over the south in his war against Amman.
Doctrine: Followers of Pax are especially prevalent in Karnish and the lands of the south, which she once called her home. Pax urges her followers toward creative spontaneity, which she believes keeps the mind alert and prepared for the unexpected, and delights in seeing unusual and creative combinations of magic and spells. Above all else, Pax enjoys nothing more than her followers exerting their influence over the minds of others and charming them with powerful spells and curses.
Worship: Temples dedicated to Pax are usually small, stone buildings, tucked away from the main thoroughfares. The ceremonies are colorful affairs, with alchemical powders and oils used to whip the congregation into a frenzied state in which they are longer in command of their own faculties. To avoid mishaps, the temples are generally plain and any decoration usually made of stone to avoid damage. The priests wear simple clothing of gray and white, with yellow trim, but also wear swirling tattoos on their faces and hands. They are also generally slightly disheveled and unkempt.
Symbol: A twin faced head, with a human face on one side and a skull on the other.
Home Plane: Aivas
Portfolio: Dead, death, mortality, old age, repose, shadow, wisdom.
The Keeper of the Dead, it is Pith who takes the souls of the deceased to the great Halls of The Dead in Golgoria. He cares not for how the dead are taken, by means fair or foul, for he knows that death is the natural way and, in the end, the mortal journey of life must be concluded. Pith is widely represented throughout Arrasia, for few can escape the inevitability he brings.
Doctrine: The followers of Pith see themselves as the cleansers of the world, who alleviate pain and suffering and clear the path for renewal and new life. Without them, the world would be filled with sinister shadow, where lost spirits would wander aimlessly, without hope or guidance and filled with despair. Through Pith, however, the path to the Halls of The Dead shines like a silver thread through the shadow, guiding the dead to their, usually, final resting place.
Worship: Temples of Pith are often tucked away from view, out of sight of the majority of the population. Despite this, they are elaborate buildings, with large buttresses and spires and decorated with gargoyles and statues of Pith and his minions. Inside they are somber places, with burning candles, incense, prayer and chanting all adding to the atmosphere. The church is divided into two sects, who stand morally opposed to one another. The Church of Repose is for those who consider themselves to be cleansers and purifiers of the world. The Church of Death are more sinister and attract a more unsavory following. The priests wear long, black cassocks, with large hoods that cover their faces and sleeves that widen and cover their hands. A golden trim on the priests of the Church of Repose is all that distinguishes them from the Church of Death.
Symbol: Two parallel wavy lines. One is blue, the other yellow. They are set in a green triangle.
Home Plane: Onop
Portfolio: Balance, jungle, nature, plants, rain, sun.
Qayoba brings balance and harmony to the great jungles of the world, bringing both rain and sun in equal measure and maintaining the natural environment in which the jungles and savannas flourish. She and Setsop are enemies, as are the tribes that follow them. Qayoba lives in the great jungle of Onop, which is located amongst the outer planes of Paradorn.
Doctrine: Qayoba's followers are primarily found in and around the great jungles of Arrasia, where they fight against the evil servants of Setsop, amongst others. They see the jungles as living, organic places that require the harmony and balance of the natural world in order to survive and thrive. As such, they believe that all things must, by nature, have an opposite - where there is light, there is also dark; where there is good, there is also evil; where there is life, so there is death - and thus is the natural balance and order of the cosmos maintained.
Worship: Temples to Qayoba are rare, but when built are dramatic, usually taking the form of pyramids within jungle clearings which reach into the sky. As the followers of Qayoba are tribesmen and nomads who dwell in the hot and humid environment of Arrasia's jungles and savannas, the priests are more akin to witch doctors and shaman who are believed to look after the spiritual needs of the tribe. Many wear bones and skulls as decoration and use simple, but striking alchemical tricks to add to their dramatic aura.
Greater Deity, Male
Symbol: A hammer with an orc's face on either side of the hammering surface.
Home Plane: Tyr
Portfolio: Evil, half-orcs, hate, ogres, orcs, violence, war.
Ragmannon is the creator and deity of orcs, though he is not alone in those who the orcs give their allegiance to. Some ogres are attracted to Ragmannon, as are some evil humans. Ragmannon was a great servant of Voln and offered his allegiance to Hakkan in the early wars of Herophet, through which he received his freedom and became Aslah. Later, he would stand against his old allies and instead side with Olmus, especially during the Infernal Wars. His visage is that of a great orc and he loves nothing better than to wield his destructive warhammer.
Doctrine: The followers of Ragmannon, like Ragmannon himself, care for no one except themselves. Mostly thoroughly evil, they enjoy nothing better than causing misery to others and enjoy it all the more if done on a grand scale. Ragmannon especially has a penchant for war and urges his followers into violent conflict with their neighbors, whoever they might be. Often, this overspills into violence between themselves, such is the blood lust for war and destruction. Certainly, throughout Arrasia, the massed ranks of Ragmannon's orcs are a truly fearsome sight that instills fear into the hearts of those facing them.
Worship: Ragmannon cares little for worship and prayer, preferring his followers to pay homage through war and violence. As such, no real temples exist, with small shrines preferred. However, it is rumored that one vast and sinister temple can be found in Ragmannon Gorge, which is said to be built out of a massive cave and which is the home of Ragmannon when he comes to Arrasia. The priests are shaman who help bolster the courage and strength of the warriors prior to battle.
Symbol: A single golden wheat.
Home Plane: Oradu
Portfolio: Abundance, agriculture, earth, fertility.
The deity of Earth, Rougon is popular in Eppen and the Falagrim Peninsula, where she brings fertility and abundance. During the great siege of Eppen, it was Rougon who kept the fields filled with grain and the lands fertile, which helped the populace avoid the worst effects of the Amman blockade during the Second Eppen War. She is often in conflict with Hayn, who along with Destor, with whom she has a daughter, Sassa, form the Aslah regarded as the Falagrim pantheon.
Doctrine: Rougon has a deep love and affinity for her followers and none more so than the people of Eppen, for whom she kept their fields and crops abundant during the great siege of that land during their wars with Amman. Her followers are hard working, who work the land and understand its needs and the methods which make their crops most ripe and which produce the greatest quantity. They believe that the land needs to be worked and nurtured before it will offer up its rewards and that wild land is wasted space, where weeds and wild plants suck out its fertility and richness.
Worship: Temples to Rougon are common throughout Eppen and the Falagrim Peninsula, found especially in agricultural communities who rely upon the land for their well-being. They are nearly always simple stone buildings, generally small, but always well decorated with baskets of vegetables and fruit and bundles of wheat. The priests wear simple gowns, made of wool, and often play significant roles within their community, especially around important farming dates, such as the planting season and the harvest.
Symbol: A blue, gray, white and black rolling, curvy wave.
Home Plane: Phoras
Portfolio: Divers, fishermen, lightning, rain, rivers, sailors, storms, thunder, water.
The daughter of Destor and Rougon, Sassa is popular in Eppen and the Falagrim Peninsula, as well as the coastal regions of Yam, Orith and Syrámä. When spirits were at their lowest and Eppen was on the verge of destruction, as the great army of Amman looked to consume their lands, Sassa shook and stirred the sea into a rage that all but destroyed the Amman fleet, beginning the decline of the Amman empire and Hakkan.
Doctrine: Those who follow Sassa understand the destructive capability and ambivalent nature of the sea and that its power is to be respected at all times. However, the rewards of the sea are great and to test yourself against the awesome danger and unpredictability of the seas of Arrasia brings its own reward. Those that live along the coastlines of Eppen and the Falagrim Peninsula, who rely upon the sea for their livelihood, understand better than most both the dangers and rewards inherent in the waters that they so rely upon.
Worship: Temples can be found along the coastline of Eppen and the Falagrim Peninsula, usually playing prominent roles in fishing communities and those that rely upon the sea for their livelihood. They are often made from the wrecks of ships that have floundered upon the rugged and dangerous coastlines and, therefore, often come in odd shapes and sizes. The priests wear sea blue cassocks with orange turbans and sashes around their waist. They are significant members of the community who understand the local coastlines and currents in detail.
Symbol: A green pool from which stares a black eye.
Home Plane: Fye
Portfolio: Bogs, decay, disease, fungi, insects, ooze, rotting, swamps.
The great deity of oozes, swamps and insects, Setsop is foul to look upon, as she resembles a large ooze, with many horrible faces peering out. Her followers can be found throughout the jungles and swamps of Arrasia, where they will more often than not be at war with the followers of her hated enemy, Qayoba. Setsop dwells in the great swamp of Fye.
Doctrine: Setsop's most singular desire is to fill the universe with disease and suffering and to turn the fertile lands into quagmires and fetid swamps. Her followers are most common around the swamps and jungles of Arrasia and are always evil, spreading the misery of Setsop's desire wherever they go. In the southern jungles, the tribal followers of Setsop war with those of Qayoba unceasingly and the history between the tribes is often long and bloody.
Worship: Temples to Setsop can be found deep in the swamps and jungles of Arrasia. They are usually elaborate, with large, ornate stone doors leading to a complex of rooms filled with acid, poison and disease. Large statues of Setsop are also common in such places. The priests are thoroughly evil and spiteful individuals, feared even by the other followers of Setsop. Covered in pustules, warts and the scars of previous diseases that have wracked their bodies, they are vile to look upon. Their clothes are usually little more than filthy, stinking rags that attract all manner of vile insects and creatures. The priests are divided into two factions: those of Air and those of Water and the two sides are often violently opposed.
- Sha Dorrain
Symbol: Two entwined doves sitting on a golden orb.
Home Plane: Urdun
Portfolio: Beauty, charm, hedonism, love, passion, sex.
The deity of love and lovers, Sha Dorrain is frivolous and beautiful, with an interest solely in her own (sexual) desires. Lovers, pleasure seekers and hedonists throughout Arrasia look to Sha Dorrain to help them fulfill their desires. She is the daughter of Mynax and Omuz and dwells on Urdun, an outer plane of Damarkan.
Doctrine: The followers of Sha Dorrain are seekers of pleasure who look to fulfill all their wishes and desires. Many consider them to be superficial and self-centered, hedonists who seek nothing but pleasure and personal gratification, though they themselves believe they spread joy, passion and personal satisfaction. To the followers of Sha Dorrain, the needs of the individual must be fed and nurtured in order for any community to achieve its maximum potential.
Worship: Temples to Sha Dorrain can be found throughout Arrasia. Although they are rarely the primary church and are usually tucked away out of view, they are almost always attractive buildings, decorated externally with fine architecture and statues. Internally, they are pleasant upon the senses, with lighting and exotic smells used to set the ambiance. The priests are generally highly charismatic individuals who wear navy blue tunics with dark mauve trim.
- Tannun Maruth
Greater Deity, Male
Symbol: A great silver tree under which sits the beautiful, cross-legged figure of Shylar.
Home Plane: Henipur
Portfolio: Elves, good, high elves, magic, trees, woodlands.
The son of Shylar and Pittok, Tannun Maruth embraces the spirit of the elves. His pleasures are magic and the woods and forests of Henipur and Arrasia. He is also a lover and creator of great and wonderful artifacts. He is worshipped by nearly all elves, in some manner, except dark elves, as he is seen as the purest of those whose bloodline stems from Shylar. It was also Tannun Maruth who assisted Glornias, the Queen of the elves, which helped turn the tide of events against Tettungba and the dark elves in The Second Great Elven Strife.
Doctrine: The followers of Tannun Maruth can be found wherever elves are found. He is also the deity of high elves, who only dwell in Henipur. However, it is especially amongst the wood elves that Tannun Maruth finds his greatest support for his love of the woods and forests of Arrasia, being the direct offspring of those from his very own homeland, Henipur, is legendary. Such places that the wood elves dwell are mysterious and magical, where the power and majesty of Henipur is greatest upon Arrasia. Tannun Maruth always urges his followers to protect and defend these places, for they are a direct link with Shylar and the past.
Worship: The temples of Tannun Maruth are often elaborate wooden buildings built high amongst the greatest trees found in the forests. Highly organic, the buildings are often half consumed by nature itself, which is used by the elves in clever ways to improve the strength and functionality of the temple. The priests are dressed in greens and browns and play an important role within their community, being considered the wisest amongst them.
Symbol: Spider in the middle of a pentagon shaped web.
Home Plane: Murster
Portfolio: Dark elves, darkness, deception, poison, spiders, spies, trickery, tyranny.
Tettungba is the deity of dark elves - elves who were drawn to her and corrupted during the days of Layagat. Twice she has sought to destroy the surface elves, but twice she has eventually been thwarted and driven back into the darkness of Arrasia's underworld. She is a foul, bloated spider, filled with hate and venom and Tannun Maruth is her mortal enemy.
Doctrine: Tettungba thinks nothing of sacrificing her followers to fulfill the needs of her latest whim and sees them as little more than pawns at the mercy of greater forces. The majority of her followers are made up of dark elves, who she long ago corrupted and converted to her cause, and she encourages in them a doctrine of survival of the fittest and divide and rule. As such, dark elven communities are harsh and highly competitive in nature, with the different houses seeking dominance over their counterparts and, in the process, gaining greater favor (and protection) from Tettungba.
Worship: The temples of Tettungba are dark, sinister and evil, found only in the deepest and darkest recesses of Arrasia, where the cities of the dark elves can be found. Sacrifice and misery are at the heart of the ceremonies to Tettungba, when the blood runs free and the flesh is defiled. The most powerful Priestess amongst the dark elves is the Great Thane, whom Tettungba selects from the High Priestesses. The High Priestess is always female and always head of the most powerful house within the city. Each city has its own High Priestess, who vie amongst themselves for the Great Thane's favor, as well as fending off the other houses from within their own community who seek their downfall and to become High Priestess themselves.
Symbol: An open hand in the palm of which sits a magnificent gem that gives off a great light.
Home Plane: Wynord
Portfolio: Carving, craft, halflings, gemcutting, light, masonry.
The Great Stone Hall of Thim, found in the outer plane of Wynord, resounds to the sounds of hammer and chisel as her minions and beloved halflings extend its halls and further beautify those already crafted. It is also where the Light of Vaalea can be found. Thim is the greatest of the halfling pantheon and is a lover of hand-worked items, from gems and stones to wicker baskets and tapestries. She is also the sister of Olgden.
Doctrine: Thim's followers can found wherever there are halflings and she is regarded as the greatest of the halfling pantheon. She encourages her followers to stick together and that teamwork is the best way to achieve their goals in the most efficient manner. She also believes that peaceful solutions to disputes are always preferable and more solid and long lasting than enforced outcomes, as generally all the parties involved are happy with a fair outcome. It also helps maintain a strong and harmonious community spirit, which is essential if the halflings are to survive the hardships that surround them.
Worship: The temples of Thim are found throughout halfling communities. The majority are built out of wood, though some are far more elaborate and built from stone. They are always located at the heart of the community and are often used as places of not only worship, but also as schools and community gatherings. The priests of Thim wear light gray robes with golden trim, which symbolizes the Light of Vaalea. They are important members of the community, acting not only as spiritual guides, but also as healers and providers, who always have a wise word or two ready for those that need them.
Symbol: A serpent coiled around a javelin.
Home Plane: Hitenen
Portfolio: Darkness, stench, strength, troglodytes.
Torpeyak is foul and thoroughly despicable. A large reptilian creature, he emits a nauseating smell wherever he goes and is both fearsome and putrid to behold. He was once a powerful servant of Olmus, but was freed for his services during the Infernal Wars. He is the deity of troglodytes, dwellers of deep reaces of Arrasia, and cares for nothing else. He lives in the foul plane of Hitenen, one of the outer planes of Mulhata.
Doctrine: Only troglodytes worship the foul Torpeyak, their horrid and wicked tribes a testament to his strength and evil. Torpeyak loves strength above all other attributes and urges the strongest amongst the tribes to rise to the surface and fight for their right to lead. Survival of the fittest is at the heart of how Torpeyak believes his followers should behave, with the strongest leading the weak and benefiting from their strength. Tribes should be self-sufficient, relying on the other creatures who they share their lives with in the darkest depths of Arrasia as little as possible.
Worship: Although the troglodytes are fanatical in their worship of Torpeyak, there is little in the way of temples, as their building skills are virtually non-existent, preferring instead to dwell in natural caves. However, small shrines are common throughout troglodyte lairs, usually made up of small stones and bones and the occasional precious object. The priests are aggressive shaman who bolster the strength and courage of the tribe and who are held in high esteem.
Symbol: A Celtic cross carved with runes (reads My struggle, my power, my future).
Home Plane: Urgol
Portfolio: Conflict, expansion, strife, territory, vengeance, war.
Urgomond is popular amongst the Urgolians and the tribes of the east, but almost nowhere else. He embraces the spirit of Urgolia - war, strength and conquest are his concerns and under his patronage, Urgolia has grown and prospered. He is aggressive and quick to anger and loves nothing more than the taste of conflict and war.
Doctrine: The Urgolian's war-like nature reflects the qualities that Urgomond most admires. Life is war and war is life. To die upon the field, with your sword in your hand, at the hands of your foe, is the finest and most honorable death and the followers of Urgomond - and none more so than the Urgolians - have taken this to their hearts. Urgomond urges his followers to continually expand their lands through conquest and war and to use those lands that they defeat to create bigger and more powerful armies in a never-ending cycle of war and conquest.
Worship: There are very few temples to Urgomond, as he has no interest in such statements of grandeur, preferring his followers to show their loyalty upon the battlefield. However, a large temple does in fact exist in the capital city itself, Urgolia - a large wooden building that acts as the spiritual center of Urgomond upon Arrasia. The priests, wild shaman, are exceptionally powerful, being at least equal in rank and esteem as the tribal warlords, if not more so, and have a huge influence over the tribe. This often causes tensions between the shaman and the warlord, though such tension is regarded as a healthy reflection of the struggle of man within the wild and natural world in which he exists.
Greater Deity, Male
Symbol: Spear of Onnus.
Home Plane: Cerador
Portfolio: Good, horses, riding, strength, strife, swiftness, travel, war.
Uther ranks amongst the greatest of the Aslah and was the first mortal to ascend the ranks of the immortals. The tale of Uther is a long one. He was born a slave in Herophet but escaped after the rescue of Kavak. After a great journey, he settled in Arrasia in the new land of Norvsond, populated by those who had followed him from Herophet. Later, he traveled south and brought peace there. Later still, he came to Layagat, where he witnessed its destruction. It was his war against the dwarves that saw him return to Herophet, where he continued his war with Hakkan. Despite his defeat, Adria gave him the status of Aslah, after she discovered his broken body upon the shores of the River Mothex. He is the owner of the Spear of Onnus, which he retrieved during his escape from Herophet.
Doctrine: Uther's followers love the taste of combat and swift raids and enjoy the wind in their hair as they travel far and wide. Uther loves courage and strength above all other qualities and both admires and expects these traits in his followers. His always desires to see good triumph over evil and he expects his followers to seek out evil and defeat it. To stop in admiration of your own triumph is to be defeated by lethargy, which Uther despises as much as he does cowardice and evil itself.
Worship: Temples take a different form in the north and south. North, they are long, wooden buildings, plainly adorned and places where the dead are revered and remembered and located at the heart of communtities. In the south they are stone buildings, well defended, where carvings of Uther, Adria, Onnus and Desdemar abound and found on the bounderies of civilization. The priests wear skins and furs and have long, unkempt beards and a wild demeanor.
Symbol: The head of a howling wolf set against a full moon.
Home Plane: Theydoyn
Portfolio: Desert elves, horizons, wild beasts, wild elves, wilderness.
Vihahn enjoys the wide-open spaces, the wind in his hair and the hunt. He is a wild and rough deity, but his love of the wild and for his desert and wild elves are the guiding factors in his decision-making. He has no time for civilization and urban laws, or for national boundaries or land ownership, believing instead that what there is belongs equally to everyone and no one. He is also popular amongst some barbarians, wild people and rangers.
Doctrine: Vihahn cares mostly for his desert and wild elves, who live wild and nomadic lives and whose histories are both ancient and rich. They, as he, care nothing for national boundaries and concepts of land ownership, which they reject as arrogance and foolishness, and continue their migrations as their ancestors have done for thousands of years before them. They live on their wits, surviving from day to day in the wild environments of Arrasia, under constant threat from their enemies and their ancient ways being constantly challenged by the modernity of the world in which they now live.
Worship: Very few, if any, temples of Vihahn exist, since nearly all of his followers are nomadic tribes who traverse the plains of Arrasia. However, there are many places along the migratory routes of the nomads which are considered to be of spiritual significance, including burial grounds and natural areas given special significance by the tribes over thousands of years. These are always visited on their migrations and are often the cause for much spiritual and religious introspection and celebration. The priests are generally considered the wisest amongst the tribe, who bring guidance and healing, as well as fulfilling the tribes spiritual needs.
Symbol: A gold-rimmed black disk with a dark gray (almost imperceptible) eye in the center with a red pupil.
Home Plane: Arrasia
Portfolio: Darkness, destruction, discord, earthquakes, evil giants, fire, half-orcs, khoqqix, ogres, orcs, panic, underworld, volcanoes.
The son of Gort and Voln, and brother to Hakkan, Xagraxsus lives deep under Arrasia and causes the earth to stir in great earthquakes and volcanoes. His followers can be found in dungeons and caverns, but are not unknown on the surface. Xagraxsus is the Lord of Darkness, having defeated all challenges to his authority at one time or another, and it is his foul language, Xamian, which is now most widely spoken in the darkness of the belly of Arrasia. Xagraxsus has long been scheming to control Herophet, which he believes is his by right.
Doctrine: Cunning, deceitful and scheming, Xagraxsus manipulates and uses his followers to achieve his aims. Although he thinks nothing of sacrificing them to the alter of his plans, he also brings them power and stability within the violent maelstrom of life in the underworld of Arrasia. All manner of evil is attracted to Xagraxsus and he serves all their needs.
Worship: There are four distinct churches: the Church of the Dark Apostles, the Church of the Apostles of the Flame, the Apostles of the Church of Immortal Flesh, and the Church of the Apostles of Destruction. Each has their own temples and competition between them is often violent. A fifth distinct branch is that followed by the khoqqix. Temples are ornately carved and grand in scale. They are usually carved out of natural caverns, and the natural features used and altered. Each of the four main churches work tirelessly to promote themselves in the eyes of Xagraxsus and gain his favor.
Symbol: A serpent's eye.
Home Plane: Hul
Portfolio: Enslavement, massacres, slaughter, strength, undead, war.
Half-brother to Hakkan, and son of Onnus and Voln, Yerraz was a loyal servant of Hakkan. His credos are warfare, slaughter, enslavement and conquest and his mood is always dark. His worshippers are mainly found in Amman and the old Amman regions of the Karnish empire, as well as Magasoa. Though not found in great numbers elsewhere, they are nonetheless found wherever the dark hand of Amman once touched, meaning they can still be found in the oddest of places.
Doctrine: Strength, order and discipline are essential in what makes a formidable fighter, soldier or army. With these traits, an army, even when confronted with superior numbers, always has chance to prevail. It is also essential that, in victory, no mercy or quarter be given and that an enemy should be humiliated through slavery or massacre. The reputation of an individual fighter or soldier, or of the army as a whole, should send such fear into the heart of their enemies that the seed of their defeat has already been planted. It is also common practice for the followers of Yerraz to augment their armies with undead - especially skeletons. During the battle itself, the bodies often rise as zombies to continue the fight.
Worship: Temples of Yerraz are always ornate stone buildings. Statues of the dead abound and hundreds of carved faces of the dead, scarred and contorted, can be found inside and out. Enormous statues of Yerraz dominate the temples and undead often serve as guards and servants. Priests are often evil necromancers who are the voice of Yerraz on Arrasia. They wear green and yellow hooded cassocks with lime-green trim, their hands and faces covered in strange tattoos.
Symbol: A lizard from above, with a curved tail and angled as if it is turning around and set in triangle.
Home Plane: Denezasax
Portfolio: Birth, lizardfolk, protection, reptiles, strength, water.
Zidodd's priority is the protection, well-being and propagation of her beloved lizardfolk and other matters are of little concern to her. Zidodd was herself once a mortal lizardfolk, during the age of their darkest hours when they stood alone, with none to guide them amongst the Aslah and when the world seemed set against them. Dismayed, angry and alone, Zidodd set off to challenge the Aslah themselves. After a long and bitter journey, she finally came to Tuska and there drank from the Fountain of the Immortals and was rewarded with immortality, becoming the protector and guiding spirit of all the lizardfolk.
Doctrine: Zidodd urges her followers to trust no one, for betrayal and deceit are the only reward for those foolish enough to put their faith in others. The history of the lizardfolk, long since lost to the annals of time, has always been a lonely one and alone they stand against the world, befriending only those who have something they want or need. For long they were forsaken and only the strength of Zidodd, they believe, has seen them survive the perils of the world.
Worship: Lizardfolk are fanatical in their worship of Zidodd, carrying charms and religious symbols on their person at all times. There are no temples, but instead places of religious significance, where they go for religious ceremonies and spiritual guidance. Lizardfolk shaman wear simple jewelry made from hemp, stone and wood, roughly carved and shaped and play an important role within the tribe, bringing spiritual guidance, healing and even advice on important matters.
Greater Deity, Male
Symbol: A throne licked in flames.
Home Plane: Herophet
Portfolio: Betrayal, conquest, evil, fire, plague, treachery, undeath.
After the defeat and death of Hakkan, Zykerathox became the steward of Herophet until a new master would emerge to take over the throne of evil. Over the centuries, his power and influence grew and he hatched a plan to make Herophet his permanent home. Learning of Gygafrak's bid to take the throne, he schemed and planned so that all his competitors declared their hand and with the help of his powerful ally, Justice, set them against one another until they were each sufficiently weakened and he declared himself the new Lord of Herophet and declared war on the whole cosmos, but especially in Arrasia.
Doctrine: Cunning and scheming are the mantras that the followers of Zykerathox live by. Through good planning and timing, anyone can be overcome and your aims attained. While everyone else loses their head, the long hatched and carefully made plans will reveal themselves and bring victory. Zykerathox's own rise to the ultimate power of evil was the very essence of all he stands for.
Worship: Zykerathox understands all too well the power of worship and temples to him are beginning to emerge, especially in the war torn Fallen Lands. These mostly take the form of old churches being corrupted to the worship of their new master, an irony that Zykerathox finds most amusing. Priests wear fearsome visages of the dead - skull masks and bones and cured flesh all being very common.