The Gods of Verthal
Never at a shortage of information on our Gods, I will be sharing bits and pieces here when I can. If you want to learn more about their followers, please move on to the area marked Clergy. - The Keeper
Undead Slayer, Hope, The Sun Above
Symbol. A Sun
Domains: Good, Healing, Strength, Sun
Aveilia is the principal goddess of the pantheon. In addition to her role as the patron of reason and magic, she is the Lightbringer and Lifebringer of the people. Her home is the sun; from there she shines forth her divine radiance, chasing away shadow and that which Dwells in Darkness. She brings alive the world each day. The people believe that Aveilia appears to them every day with the rising of the sun. She is a great and beneficent goddess, and so gives this blessing to all the world. As a result, for part of each day, she disappears from the lands of the Yilleth so she may bring her gift to the rest of the world. The ignorant among the Yilleth know that Aveilia will return in the morning to chase away the shadows that lie upon them. The educated realize that she comes back each morning because she set the world spinning, so that her divine radiance could shine down upon all the world. Her regular visits also protect her believers from incursions of the Dweller in Darkness, for she denies the Shadow a place to build on Verthal. Instead, the darkness must hide in the dank places below the surface of the world.
Aveilia can be a harsh and relentless goddess, as unforgiving as the sun that beats down on the Yillethian lands, or she can be warm and nurturing, enfolding her people in the glow of her divine radiance. On those times when she chooses to appear before her faithful, she appears as a beautiful, dark-skinned, mature woman whose gaze can calm her people and terrify her enemies. Although few can claim to have received a visit from their goddess in this form, she has appeared to her worshipers regardless of their station in life, from humble farmers to dread kings. Aveilia has also been known to come to the aid of farmers, shepherds and travelers.
She is the sun, and she shines her divine radiance upon the world every day, protecting all people from the encroachments of Shadow and darkness. Her light brings food to the tables of her people, for crops need both rain and sun to prosper. Her warmth enfolds her people; she chases away the storms that destroy well-being. She touches her followers with her blessing very for day, for each ray of the sun carries her divine benediction. To her priests, the most important ceremony of each day is the one that greets Aveilia on her return to light the world. Priest of Aveilia conduct ceremonies that begin just before dawn of each day and end shortly after the sun has risen. The morning worship signals the start of the day for most of Aveilia’s faithful.
Symbol. Blue hand surrounded by silver nimbus
Domains:Fate, Illusion, Knowledge, Protection, Time
Andul is the lord of magic and guardian of mystical places. Before his ascension, he was known as The Mystic, the title given to the greatest of the old goddess of magic’s followers. He was especially favored of the old goddess of magic, for he brought her joy in the years before her death at the hands of the Dweller in Darkness. Andul’s few goals revolve around magic. The most important seem to be the protection of the sources of mystical power that suffuses Verthal, and the expansion of the understanding of the fabric of magic. His followers are devoted to aiding him in these goals, at least as far as they understand them.
Andul is a mysterious power who rarely takes on an identifiable avatar form when he seeks to communicate with his followers. When he does, he usually appears as he did in life: as a young, dark-haired, pale-skinned handsome youth dressed in silver robes. Even to his worshippers, Andul seems a distant, mysterious god. He has set down no written word, does not communicate regularly with his followers, and seems aloof from the daily affairs of Verthal.
The church of Andul is very small. It is comprised primarily of small shrines attended by priests and mages; these shrines are rarely in public places. In addition, a few temple holdings are devoted to the worship of Andul. Even these tend to be in remote areas of Yilleth. Members work tirelessly to defend the sources of magic and expand their understanding of its nature.
Hatred, Dark Deeds, Murder
Symbol. Violet Hand crushing the sun.
Domains: Destruction, Evil, Fear, Hatred, Tyranny
Belegrath is evil incarnate, the symbol of hatred, fear, and loathing. A dark and malicious god, he strives to thwart all who do good and those who seek to help others. He is the cold vengeance in a man’s heart, the calculating plotting of another man’s death, the final scream of a victim’s death throes. All that is dark and intentionally evil is his to command and his to revel in. It is rumored that Belegrath is the son of the Dweller in Darkness, though his priests vehemently deny this.
Belegrath rarely takes on earthly form. When he does however, he usually comes in the form of a small black haired boy, a dark an evil grin upon his face as he twists the ideal of purity and goodness to his own desires.
The church of Belegrath is widely scattered and remote. Its members are neither wanted nor tolerated so they are forced into hiding to perform their worship.
Deception, Envy, Lies
Symbol. Rotting skull surrounded by black roses
Domains: Chaos, Destruction, Illusion, Trickery
Cirt is the most petty and selfish of the gods. He revels in watching the downfalls of men’s lives, especially when he has a hand in it. He is the god that the hopeless, broken and disillusioned go to for solace when all else is gone. He is the supporter of the tyrant and of cruel leaders throughout the land. His is the hand that seeks to spread strife and chaos everywhere.
Cirt’s earthly form is devoid of shape and size. Instead, he usually manifests as a red mist that lurks along the ground, two purple eyes glowing in its center. None outside of the church of Cirt know anything of its internal doings.
The Dweller in Darkness
Symbol. Black eyes over red field
Domains: Chaos, Destruction, Evil, Illusion, Trickery
The roiling evil that lies under all of creation. The Dweller is sometimes portrayed as the First God by those who worship it. The Dweller is also called the Eternal Nothing, the Cold Silence, and the Quiet One. Worshippers of the Dweller are the most hopeless of creatures, for the dark divinity wants only one thing: the destruction of all life including its worshippers, and the eventual destruction of the known universe. In the end, the cold dark Nothing must reign supreme. The Dweller’s touch twists all living things, and perverts the sanctity of the dead. Necromancers revere the Dweller, for only through it can they continue their profane experiments with the undead. It is said that when someone speaks of the Dweller in Darkness, it hears, and is able to Rise one minute sooner from its deep slumber.
Symbol: Violet heart over field of red
Domains: Chaos, Charm, Illusion, Protection
Elvarr, the Fiery One, the Temptress, the goddess of passion inspires within humanity all of the passions and emotions that rule them, both the positive ones, like love and desire, and the negative ones, like hatred and rage. Through her influence humanity truly lives rather than plodding on and merely existing. Elvarr’s influence inspired in the first humans the passion to exist rather than just fade away when they were first born. Elvarr is depicted as a lovely young woman, dressed in a slip of a green dress with long, deep, red hair and green eyes.
Elvarr’s priests are charged with making sure that humanity continues to embrace their passions rather than seeking to control them or keep them down. Those who seek to control them are denying Elvarr and what she has done for humanity and should be taught the error of their ways. Priests are charged with working in the background to remove inhibitions from those who would otherwise fall to them as well as to advise those who wish to move past their inhibitions and truly live. Some are great supporters of the drinking of alcohol for the inhibitions they remove, while others claim that it is a false removal, and that relying on other substances to remove inhibitions is just a way of trying to deceive Elvarr. Individual priests sometimes travel Verthal, going where their passions take them, and encouraging others to do the same.
Symbol. Black hammer over three cogs
Domains: Craft, Earth, Metal, Time
Known also as the Dreaming Smith, the lawful neutral goddess who was Marilene’s first student. She took up the ideals of Marilene and saw that even more could be done with them. She is the weapon-crafter, the Clever Goddess who fashioned Tolog’s armor and Torik’ fiery sword, as well as the scythe of Syluk. She is the maker, and her wares may be used for good or ill. All craftsmen and many dwarves worship Gib, as do monks, masons, and alchemists. She is known for her devotion to craft, and her self-discipline. She is always represented as a strong woman, be she halfling, dwarf, human, or any race. She wears a blindfold while she works, so that her mind’s vision of her finished work is all that guides her.
Symbol. Black boulder on gray field
Domains: Cavern, Earth, Metal, Time
Guram is the faceless lord of the deep. He is the unmoving earth, the merciless pressure of the mountain. Venerated by the dwarves, Guram holds a special place in his stony heart for these diminutive folk as they seek to burrow into his body in search of the treasures he has lain for them to find.
Guram’s earthly form is usually that of an earth elemental of massive size and bright blue eyes. Those who would worship Guram do so in churches built into caves and below ground.
Son of Darkness
Symbol. Black arrow piercing a red mist
Irak is a relative newcomer to the ranks of divinity and has attracted no worshippers. He is also said to be the son of the Dweller in Darkness. Rumours abound that during the War of Shadow, he transformed himself into the being known as Orcus, and attempted to steal the Dweller’s Halberd.
Symbol. Blue wave washing over a brown beach.
Domains: Ocean, Storm, Travel, Water
The Lady of Tears is the water-goddess, and the Drowning Maiden. She is the patron to those who sail the waves, and is especially revered by sirens and merren in general, as well as those who work upon the seas. Izoak is generally seen as a provider goddess, who brings life to lands that would otherwise have gone without through rain and water-trade. Izoak is often closely associated with halflings, but she also counts fishermen, farmers, and sailors amongst her worshippers. She is a gentle goddess, and often her rains calm the destructive rage of Talbron, her sibling. In churches or temples, Izoak is often pictured as having the lower body of a fish or serpent, and the upper body of the local race. Izoak’s favored weapon is the trident, with which she is often pictured catching fish to feed the hungry.
Symbol. Undulating red flame on black field
Domains: Destruction, Fire, Renewal, Suffering
Khizul is a strange god, seemingly aloof from his followers. Little is known about this deity save that he constantly seeks to attract new followers for some agenda that he keeps hidden from even them. He represents the cleansing flame and the renewal that follows his holy might. Khizul was one of the first gods discovered as he showed himself to the first man who discovered the secret of making fire. This man became Khizul’s first priest and is rumored to be alive even to this day, basking in the warmth of Khizul’s rare affection. Khizul rarely takes an earthly form, content instead to speak through the burning flame of whatever fire is closest to those he wished to converse with.
Symbol. Ever-changing pattern of colors that shape themselves to whatever the viewer truly desires.
Domains: Chaos, Illusion, Luck, Trickery
Lhazag, the Mistress of Chaos is promoter of change in the world, the inspirer of creativity and anarchy, and the being who stands at the central nexus from which all that sheer luck exudes.
She makes sure that humanity continues to be able to change and adapt to the world, surviving rather than becoming too stuck in their ways. Lhazag is depicted alternatively as a faceless woman and a variety of different shapes whose only constant is that she is always female.
Lhazag’s priests are charged with the encouraging the creation of chaos, the inspiration of creative endeavors, the spread of anarchy, and reliance on luck in equal proportions to skill. They frequently support rebellions and movements against authority, teaching rebels how to best fight against those who would repress them. They serve as sponsors of the arts and other creative endeavors, making sure that the arts are not forgotten in the face of more immediately useful things such as industry or agriculture. They preach of the importance of luck in a person’s life, telling the people how and why luck influences them. Many are wandering priests, who travel the lands, spreading the doctrines of chaos and change, and leaving a trail of it wherever they go.
Poison, Pain, Suffering
Symbol. Gray dagger dripping green poison
Domains: Evil, Retribution, Strength, Suffering
Lomir is the goddess of pain. She delights in the torment and torture of others. She gave man the knowledge of poisons and their cultivation. She gave man the need to dominate others through pain and suffering. She revels in the suffering caused by her deeds as well as the deeds of her priests.
Lomir usually takes the form of a scantily clad brown haired woman. She wears tight fitting leathers that leave nothing to the imagination, though she still conceals weapons on her body. Lomir has no official church. Worshippers venerate her in solitude.
Moon, Navigation, Prophecy
Symbol. Silver quarter moon on field of purple.
Domains: Chaos, Good, Moon, Protection, Travel
The traveler’s boon, Luin guides those who are lost and in need of direction. She is the moon above and the stars around. Luin watches over those who travel under her dark gaze and seeks to help those in danger. She is the protector of innocents and the leader of the lycanthrope touched. She seems to be a sad god, forever haunted by events from the past. Luin also grants her followers the gift of foresight.
Luin appears as a black haired, black eyed maiden surrounded by a diaphanous gown. Luin’s churches vary from site to site. Some are little more altars built in the middle of a forest’s clearing, a grove of trees growing in a circle, or sometimes a sanctified porch in the yard of a devout worshipper.
Thieves, The Unfortunate
Symbol: Black Knife on Silver Field
Domains: Luck, Trickery, Chaos, Illusion
Symbol: A lit candle over open book on field of gray
Domains: Knowledge, Luck, Travel, Trickery
Marilene, the Loremaster, the deity who inspires within humanity the desire to know, to understand, to communicate, and to learn. She represents all that is good and evil about knowledge, the potential for both right and wrong, truth and lies, honesty and secrets. Marilene taught the first humans the basics of language and the methods to learn about the world around them. Marilene is depicted as an elderly woman in a gray robe with gray hair and eyes, leaning on an old wooden quarterstaff. On her back is a large satchel filled to the brim with books.
She is the Scribe God, the Lawmaker and Divine Teacher. She made the first laws, created writing, and showed those who would listen how to make tools that their people might live and prosper within the world. She is the Thinker and the Architect. Without the aid of Marilene, there could be no nations or civilizations. She is the patron of architects, academics, scribes, and soothsayers, as well as the protector of buildings and sacred places.
Marilene’s priests are charged with insuring that his dictums for learning and expanding on the fields of knowledge are obeyed, and that the pursuit of such things is respected. Priests are also charged with expanding the knowledge of the priesthood as a whole, learning as much about the world as possible in order truly honor Marilene.
Symbol. Blue grave marker on field of black
Domains: Death, Fate, Law, Protection
Mirg Kullion causes the death of all beings in the world. Some he kills with age, some with murder or disease. Every death is caused by Mirg Kullion, though painful death pleases him the most. He is the creator and overseer of hell.
When a person dies, his spirit lingers near the body contemplating its life and death. Soon, Mirg Kullion’s demons come to the recently departed and lash out at the soul, eager to punish it whether it is deserving of punishment or not. Talbron comes along quickly however, to move the deceased along to its judgement.
Mirg Kullion appears as a faceless black robe, a rusted claymore clutched in its skeletal hands.
The churches of Mirg Kullion are a quiet and secretive organization. They gather together in dark and forboding places, such as a graveyard at midnight, to worship the god of death.
Symbol. White tree spread before gold sun
Domains: Earth, Animal, Plant, Destruction
Syluk is the deity of Nature, the one who strikes the balance between destruction and growth, who serves to oversee the plants and animals of the world, ruling over those who do not serve a god of the world, and watching over even those that do. Syluk watches over humanity as much as he does the natural world, however. He was the first one to discover the methods by which humanity could communicate with the gods of the world, and he taught humanity these methods, imbuing within them a requirement to seek a balance and compromise with nature rather than seeking to dominate it or flee from its awesome power. Syluk is depicted as a young man with black hair, a black beard, and brown eyes. He has the tattoo of a white tree on his left cheek. He is dressed in hunting leathers with a bow on his back and a spear in hand.
Syluk’s priests are charged with insuring that humanity seeks to retain a balance between humanity and nature, while respecting the gods of the world and seeing that they are properly propagated.
They teach proper hunting and forestry techniques, making sure that humanity gains what it needs from the forest without harming the forest. They also watch the natural cycles, seeking to detect irregularities in the natural movement of things that may be signs of insane gods of the world, disrespectful humans, or unnatural monsters at work. These things are all dealt with at the hand of Syluk’s priests, showing the harshness and brutality of nature against that which disrupts it.
Storms, Death’s Guide
Symbol. Lightning bolt splitting mountain in twain
Domains: Chaos, Destruction, Fire, Storm
The Storm Dragon is the divine beast of cataclysm and fury in nature. He both destroys and makes way for new growth. From its steps spring quakes, firestorms, storms, and tornadoes. Talbron also embodies the natural order, and Law as manifest in nature. Because of this, Talbron is a god of death, and is said to come and gather the souls of the righteous into his fanged mouth, so that he might deliver them to the Hearth and eternal paradise. Those who are evil he consumes and sends into the Beneath. To say that someone is “in the jaws of Talbron” is to say that they have just died. Talbron has no special agenda amongst the mortal world. He simply is, and represents an inescapable fact of life.
War and Battle.
Symbol: Two swords crossed over field of Red
Domains: Chaos, Protection, Strength, War
Tolog is the BattleLord and the Soldier, the leader of men, and the man in the thick of things, fighting it out with all of those who oppose him. Tolog is the twin brother of Torik. He represents all that is good about war, the courage and the honor, and he represents all that is bad about war, the brutality and the murder. He taught the first mortals how to fight, to strategize, and to win and to this day he watches every battle that is fought inspiring particularly worthy generals with new tactics and strategies to win. Tolog is depicted as soldier covered from head to toe in red armor, without a single part of his body to be seen. He wields either a sword or a battle-axe in combat combined with a large shield emblazoned with his symbol.
Tolog’s priests are charged with insuring that battle is still seen as a glorious enterprise, one that should bestow honor, reward, and praise on to those who are skilled in it. They are to make sure that people maintain skilled, effective, and competent armies. To fight ineffectively through incompetence is considered to be a direct insult to Tolog. If you do not have the skill to fight than you should not be fighting. Individual priests are often charged to wander the land and learn all they can about tactics and battle, fighting in as many worthy battles as possible on their own in order to see if Tolog inspires them.
Symbol. Open hand hovering over a city wall.
Domains: Good, Healing, Law, Protection, Strength.
Torik the Protector, lawful good Guardian of All Life. The twin of Tolog, though some say they are closer than twins. He is called the Watchful, the Never-Sleeping God, and the Grim. Paladins, soldiers who believe in a cause, and monks all worship Torik. He is the very conception of honor and martial prowess. Torik believes in defending the home, in keeping bargains, and in enforcing peace. He seeks the wicked within the home, and is the Avenger of Treachery. He is the defender of the weak, and champion of the hopeless and none come before him wanting if it is within his means to grant them boon.
Torik’s Priests are charged with wandering the countryside seeking out injustices and righting the wrongs to the helpless wherever they encounter it.