Harinna (pronounced harr-IN-ah) is a pantheonic goddess commonly associated with the sun, rulership, law, duty, and hunting.
Chaskan pantheon
Harinna (pronounced ha-RIH-nah) is the goddess of the sun, rulership, law, duty, and hunting, thought to be the queen of the divine realm and the steward of the universe.
Harinna embodies justice, honor, and even-handed rulership. She represents the stabilizing influence of the law, but only when applied equally and fairly - to Harinna, tyranny is as inimical as chaos. Just as the sun's rays enlighten and nourish the world, clearing away the darkness of chaos, she teaches that rulers should teach and foster the growth of those under their authority. Her clergy instruct that one must follow and enforce the law for the good of all of society, as long as one's leaders hold to the same principles. All good rulers should lead by example, setting a path for their people through their own deeds.
Those who seek justice, behave honorably, and bring law and order to wild and chaotic places are the most drawn to Harinna. Leaders of many kinds, whether of a community, nation, or household, frequently pray to Harinna for guidance and strength. Perhaps more so than with any other deity, she has many paladins who act in her name. Harinna's faith is especially strong in Viridia, where the monarchy and senate draw legitimacy from the long-standing support of her clergy. She is the goddess not only of justice and fair rulers but also of those who enforce the laws set out by those leaders. She is commonly prayed to by guards, soldiers, and others who believe their profession and cause is righteous.
Before the beginning of creation, Harinna was the goddess of duty and purpose. She marshaled the other gods to follow the plans her brother Socharin had drafted for the universe, fervently organizing them to create the world in his vision. When Lotan struck at Socharin, enraged at the order that had been formed out of the primordial chaos, Harinna led the other gods in pushing the World-Encircler back to the deepest waters. Gravely injured in the attack, Socharin gave his form to allow the world to be reborn, yet he too was reborn, albeit changed. He had observed Harinna's zeal and knew that while he could no longer occupy his former role, his sister could. He transferred his domains of rulership and law to Harinna and stepped back to let her lead. No longer merely the enforcer and overseer, Harinna now leads the ceaseless fight against the indefatigable Lotan, protecting the other gods and their creation from the divine beast that would consume them all.
Religious ritual is extremely important to the faithful of Harinna. Participation in their many intricate ceremonies is seen as paramount in ensuring their goddess continues to favor their community and society - if a temple were to falter or cease in their rituals, it would be tantamount to inviting disorder back into the fold.
Harinna's primary holy text is the The Book of Justice. Written as a narrative that places Harinna as the overseer of the other gods and all of creation, in the tale she listens to a series of disputes between both the divines and mortals under her rule. After hearing each character's side in their quarrel, she determines an equitable solution that will satisfy both parties in each scenario.
Temples to Harinna are always either open-air or otherwise designed in a manner that allows large amounts of sunlight to enter. Her faithful believe that performing a prayer in the light of the sun will ensure it is seen by their deity, and therefore make every effort to ensure their actions are visible to her, sometimes even bringing bottled sunlight with them when traveling to sunless places.
The church of Harinna is highly centralized, and the faithful of the goddess place great importance on respecting and maintaining their religious hierarchy. Since the end of the Amberikon Crusade in Y7596*, the church has been based out of the Stronghold of the Light on Mesollonia, an independent island nation entirely controlled by the church. The Keeper of the Light serves as the head of the church and the religion, chosen by a conclave of high priests to provide guidance and leadership to all followers of Harinna.
Though the vast majority of Harinnite churches follow the Keeper of the Light, some are instead part of the schismatic movement led by the Grandmaster of the Sun Refuge. Established in Y8925* by a group called the Sun Blades, this movement believes Harinna's faith has become too complacent and that true adherents to the goddess should go forth and actively destroy the evil in the world. Towards this goal, the sect established a base on islands just offshore from the undead empire of Tarkuus, from which they attempt to fight against what they see as the greatest of the world's many evils. Some temples have joined the schism, particularly those around the Kilche Sea and along the eastern coast of the Chaska Sea, but the movement remains relatively small compared to the rest of the religion.
Harinna is most often depicted as a woman clad in bronze armor with a hunting falcon resting on her outstretched arm. In some pictures she holds the sun in her other hand, and in others the sun is drawn behind her head, almost haloing it.
Edicts and anathema
- Edicts
- Bring order to chaotic places and situations, behave in an honorable manner, lead by example, root out and destroy evil, be vigilant and assertive
- Anathema
- Let a person or creature suffer, abandon those who rely on you, allow an infraction to go unaddressed
Hellean pantheon
Hemera (pronounced heh-MER-ah) is a goddess of the sun, seasons, agriculture, protection, duty, and rulership. As the firstborn of the Hexad, Hemera also represents dawn and the beginning of things.
The goddess is the patron of many, including farmers, soldiers, and rulers. She favors all who dutifully perform their roles in life, everyone from those that make decisions from their thrones to those who toil to keep their communities fed. Hemera often walks the world to test her followers, crafting situations to test the wisdom and dedication of those who profess her faith.
In the stories of the Hellean pantheon, Hemera is responsible for keeping Typhon trapped under his mountain prison. Over the course of every year he regains his strength, his rage causing the mountain to quake and erupt, until his efforts reach such a point that the Hexad cannot ignore him any longer. Each year Hemera dutifully returns to the mountain, stepping away from walking the mortal world in order to shore up the prison and weaken Typhon to once more delay his escape. In doing so her attentions shift, causing her other domains to weaken slightly. Her sun dulls and loses its heat, and life in the mortal world changes as the seasons turn. It may take months of distraction by Typhon, but Hemera always returns to her other concerns, walking the world as the winter warms to spring. Though the other gods often stray from their duties when Hemera is away, upon her arrival back they quickly resume their tasks, both inspired and cowed by the presence of their leader.
Hemera is usually depicted as a stately woman dressed in fine clothes, with long curled hair under her radiant crown. She often carries a torch with her to light her way, even in daytime. On occasion she rides a chariot pulled by two horses whose manes and tails are made of light.
Edicts and anathema
- Edicts
- Protect those who cannot defend themselves, lead by example, be vigilant and assertive
- Anathema
- Let a person or creature suffer, abandon those who rely on you, allow an infraction to go unaddressed
Khapeshan pantheon
Harakhte (pronounced hah-ROCK-tee) is a goddess of the sun, rulership, law, duty, and hunting. Rulers in areas following the Khapeshan pantheon often style themselves as the devoted servants of Harakhte, mortal agents of her will, even if they worship another god as well.
Harakhte embodies the traits of a fair but firm ruler. She represents the stabilizing influence of the law, but only when applied equally and fairly - to Harakhte, tyranny is as inimical as chaos. Just as the sun's rays enlighten and nourish the world, clearing away the darkness of chaos, she teaches that rulers should teach and foster the growth of those under their authority. Her clergy instruct that one must follow and enforce the law for the good of all of society, as long as one's leaders hold to the same principles. All good rulers should lead by example, setting a path for their people through their own deeds. Harakhte's most devoted followers tend to be administrators, stewards, and those involved in governance, but she is also popular amongst soldiers, hunters, and any who seek to enforce law and order.
Harakhte's clergy is based out of her grand temple in Abydos, a city in lower Khapesh. The temple, located on a small island in the middle of the Aur River, dates back to the earliest days of Khapesh when the city was the kingdom's first capital. Today clerics and champions of Harakhte still regularly make pilgrimages to the temple to pay their respects to the goddess and receive guidance from the high priesthood.
Temples to Harakte are almost always built in open air designs, typically set far enough away from other structures that the central area for prayer receives no shade until nightfall. Her faithful believe that performing a prayer in the light of the sun will ensure it is seen by their deity, and therefore make every effort to ensure their actions are visible to her, sometimes even bringing bottled sunlight with them when traveling to sunless places.
After the first battle between Sokar and Apep, Harakhte has taken on the responsibility of defending the world from the god of chaos. Every night Harakhte and Apep fight, as the goddess and her divine allies continue their never-ending war to keep the Serpent at bay. Every sunrise symbolizes the temporary defeat of Apep at Harakhte's hands, proof of the the goddess' strength and worthiness of her role.
Harakhte is depicted as a woman with the head of a falcon. She is often dressed in the garb of a ruler and typically holds a scepter in her hand. In some images, she wears the traditional crown of Khapeshan monarchs.
Edicts and anathema
- Edicts
- Educate those you lead, defeat evil creatures, bring order to chaotic places and situations
- Anathema
- Abandon those who rely on you, allow an infraction to go unaddressed, neglect your duties, behave dishonorably
Talgazan pantheon
Haihaz (pronounced HIGH-hahz) is a goddess of rulership, diligence, and history. She is the steward and record-keeper of the gods, the one that reminds them of their purpose and history when they begin to lose their focus. Though she is not a warrior in any way, she is seen as the foremost defender against Skohsla, as she is always watchful and ready to rally the other gods into action.
The goddess is a wise and benevolent figure, but she does not interfere in the mortal realm, as her attention is occupied with the divine world. Still, prayers and offerings to Haihaz are common out of respect. She is the patron of poets, scribes, and all others who ensure their history is remembered. Haihaz taught mortals how to write, her singular gift to the world, and steles, runestones, manuscripts, and other written works often bear messages dedicated to the goddess. Some mortal rulers see Haihaz as their patron, but this is not universal, as many instead choose to worship deities who are more aligned with their immediate goals over a deity that's aloof even by the standards of the Talgazan pantheon.
Haihaz is nearly always depicted as an older woman in the garb of a chief or jarl. In most portrayals she has one eye, typically covered by an eye patch. In coastal areas of Rothurland, amongst communities that had historical contact with the cyclops of Hellea, Haihaz sometimes takes on a cyclopean appearance.
Edicts and anathema
- Edicts
- Record history, lead by example, be vigilant and assertive
- Anathema
- Allow false information to spread, abandon those who rely on you, let a person or creature suffer, gloat about your accomplishments
Draconic pantheon
The draconic god's followers do not always agree as to what defines his highest tenets. Some consider his lawful aspects to be centrally important, while others believe his good aspects to be the most fundamental and unshakable facets of the deity. Marduk's followers themselves are as equally varied, including those that wish to maintain order in the world, those who seek to do good, and those that simply see the god as a great divinity to respect. Most draconic healers are devotees of Marduk.
Marduk is thought to take many forms. He is variously portrayed as a metallic dragon so massive that he coils around himself endlessly, a sun with draconic wings, or as the sky itself. Followers of the Draconic pantheon tend to be far more concerned with conveying the concepts of their gods through their depictions than with any notions of accuracy.
Edicts and anathema
- Edicts
- Destroy chaos, encourage order and the establishment of laws
- Anathema
- None
Dwarven pantheon
Hurra (pronounced HUR-ah) is a goddess of rulership, law, light, and fire. Known as the Forge-Fire, Hurra granted dwarves the knowledge of how to create flames hot enough to create their great works. She represents the light and heat that come from all sources, whether from flames, within the earth, or within the self.
The goddess is a stoic and strict leader, one who makes tough decisions for the benefit and safety of their people. Before her ascension to godhood, Hurra instructed the earliest dwarves in how to organize their societies in an orderly and harmonious manner, setting the groundwork for the great dwarven nations of the modern day. Her most devout followers are leaders, elders, and law-writers, though she is often prayed to more widely by those seeking wisdom before they make a difficult choice. Smiths often offer sacrifices to Hurra when lighting their forges, small talismans to be burned and sent to the god in hopes she will cause their fires to burn steadily.
Where possible, dwarven followers of Hurra prefer to build their temples and shrines in places of extreme natural temperatures, whether that be on the sides of an active volcano, near a geothermal vent or geyser, or deep within the earth near a magma plume. These are holy places to her faithful, locations in which they can be closer to their goddess.
Hurra is usually depicted as a dwarven woman with long red hair, clothed in red robes that appear to be made of fire. In some portrayals she holds a flame in her outstretched hand.
Edicts and anathema
- Edicts
- Bring order to chaotic places and situations, behave in an honorable manner, lead by example
- Anathema
- Allow others to suffer unnecessarily due to your actions, abandon those who rely on you, quench a flame without a prayer to Hurra