Chaskan pantheon

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The Chaskan pantheon (pronounced CHOSS-kahn) is one of the major regional pantheons on Kishar. Though early historical records indicate the pantheon first took shape in cultures living along the eastern coast of the Chaska Sea, it has long since spread far more widely. Today it is the primary pantheon around the Chaska, save for in Hellea and Khapesh, with other large followings around the Phiora Sea and along the coasts of the Kilche as far south as Oscan.

Overview

In the Chaskan pantheon's conception of the divine, gods are knowable, unchanging entities with knowable, unchanging tenets. Few individuals believe they have the full understanding of the divine, yet nearly all believe there is one singular truth. Sects and those who follow non-pantheon gods are therefore either errant believers to be proven wrong, or perhaps possessors of some previously unknown secret that provides a glimpse at ultimate knowledge. While in Chaskan theology the gods themselves are perfect beings, and therefore could not possibly change, religions do not necessarily always reflect their gods' faultlessness. This quest for final, definite answers to questions of the divine is a significant factor in Chaskan theological thought.

Chaskan gods take active interest in mortal affairs, as the events of the physical realm are direct reflections of their divine concerns. They are not necessarily omnipotent, however, as sometimes their attentions are drawn elsewhere to other matters. As such, it is the responsibility of their followers to entreat the gods, through prayer asking for their guidance and intercession when required.

The creation story of the Chaskan pantheon tells of great divine struggles as the universe was brought into being. In the hazy era before time became set, Socharin directed the other deities in shaping the first incarnation of the universe, fitting together the cosmic pieces into his perfect design. As the gods celebrated their finishing touches, Lotan, who had observed this process from afar with anger at the structure that was taking form, struck at Socharin, rising out of the primordial waters and bringing with him a Flood. After a battle that took a fraction of a second and an eternity, Socharin was defeated, his perfect creation scattered by the deluge into an unrecognizable and chaotic jumble. Chased by the other gods, Lotan fled back into the darkness of the waves, nursing his wounds yet victorious. The gods mourned, then set to work once more. A new creation was born, far less ordered than the first, as cosmic quintessence was pulled from the waters and arranged into something vaguely resembling the original design. As the second world took shape, Socharin was reborn, chosen by Shai for resurrection. Stepping back from his role, Socharin gave his possession of the domains of rulership and law to his sister Harinna - in Chaskan theology, Harinna is now the steward of the universe.

Though only the faiths of some Chaskan gods emphasize the importance of organized churches, most value their holy texts highly. Such works are widely copied and shared not only by clerics and religious scholars but also by everyday worshipers.

Deities

Name Areas of Concern Description
Harinna The sun, rulership, law, duty, hunting Harinna (pronounced ha-RIH-nah) is a 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.

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.

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.

Socharin Death, rebirth, change, renewal, plants Socharin (pronounced SOW-car-in) is a god of death, rebirth, change, renewal, and plants. Though he is of significant theological importance as the god that led the creation of the universe, he is uncommonly worshiped on his own, having passed most of his important aspects to his sister Harinna. Still, many offer prayers to Socharin on occasion, especially those that make their livings from the earth.

Socharin is a god of change and growth. He understands that achieving one's goals takes time and unceasing effort, and that sometimes relinquishing direct control is the best action to take. He is closely associated with death and rebirth, both of people and of the natural world. For this reason many cultures connect Socharin closely to the seasons. His devotees hail from all walks of society, though farmers and pastoralists are often particularly drawn to the faith. Socharin is also important to some as a funerary deity.

There are no unified churches of the Resurrected God. Unusually for a lawful deity, his clergy prefer to maintain a more hands-off approach to managing the religion. They ensure the faithful can pray and have their questions answered but otherwise let the religion spread of its own accord.

Socharin is commonly depicted as a shepherd, often with the tools required for such a role. He is widely seen as a benevolent steward, someone who watches his crops, flock, or people, providing guidance when needed while otherwise allowing them to grow independently. Amongst his Ishtaran followers, he is sometimes pictured with green skin, the color of rebirth. Many images of Socharin also show him wearing faded or incomplete royal garb, symbolizing his former position as a god of rulership.

Aduntarri Families, protection, dreams, hospitality, marriage Aduntarri (pronounced ah-done-TAR-ree) is a goddess of families, protection, dreams, hospitality, and marriage. She guides and protects families, providing solace to those seeking comfort and wisdom to those needing counsel.

Many pray to Aduntarri before resting for the night, or hang images of her holy symbol next to their bed, in hopes she will ward off any nightmares. The faithful of Aduntarri believe she communicates primarily through dreams, and therefore place great importance on understanding and remembering the imagery of their dreams, in case their goddess reaches out to them. As a goddess of the family she is invoked in marriage ceremonies as well as to help protect one's dwelling. Aduntarri is very much a household deity, one who is thought to be far more concerned with the day-to-day lives of her followers than with grand cosmic goals.

Devout followers of Aduntarri are always willing to open their homes to travelers and others requiring hospitality. Large communal feasts are a central part of the worship at most temples, free for all to partake. The clergy of Aduntarri maintain a loose church structure in much of the world. They commonly share knowledge and resources with other temples and often organize together in times of crisis and danger, but otherwise do not have a formal church hierarchy.

Priests and clerics of Aduntarri maintain a stance of neutrality towards other deities and their clergy. They seek to serve and protect their people first and foremost, without becoming involved in any conflicts or disputes themselves, and temples of Aduntarri are widely seen as safe havens for those fleeing violence or abuse. For this reason clergy of Aduntarri are very likely to receive martial instruction as part of their religious training in order to guard those under their protection.

To many of her followers Aduntarri is closely associated with elephants, and she is often depicted as an older woman astride an elephant painted in her holy colors.

Aya Curiosity, art, music, invention, philosophy, diplomacy Aya (pronounced EYE-ah) is a goddess of curiosity, art, music, invention, philosophy, and diplomacy. She grants sparks of inspiration to her followers, aiding them in creating their masterpieces, whether those be artistic, mechanical, or philosophical in nature. Aya is additionally seen as a peacemaker. Those that attempt to mediate disputes and bring an end to conflicts often pray Aya for advice. As art can bring people together, so to do followers of Aya believe dialogue can end strife and discord.

Aya is the patron of all artists, no matter their canvas. Her faith teaches that expressing one's creativity is the greatest calling in life, whether one chooses to do so with painting, sculpting, writing, music, or some other means. Her devoted followers find myriad ways to pray to their goddess, all according to their own personal callings.

Not all followers of Aya choose to express their faith through art. She is a goddess of creativity above all else, and all types of creativity that bring wonder and provoke the imagination are believed to be appreciated by the goddess. Inventors commonly worship Aya as they design ingenious new contraptions and devices. Likewise, philosophers frequently find themselves drawn to Aya's faith - creative lines of thought are as valuable to her followers as any physical art.

However, not all art, invention, or thought is considered holy to Aya's faith. Those that churn out repetitive or derivative works without personal touch or care for detail are frowned upon, as are those that create art designed to intimidate, propagandize, or otherwise discourage independent thought. To create art for insincere or evil means is far worse to her faith than to create no art at all.

Artists of all kinds often pray to Aya in hopes of receiving a creative spark from the divine, as do inventors, philosophers, and others who place great value on the power of imagination. Many who appreciate artistic works often worship the goddess as well, even if they do not create art of their own. Expression of one's self through artistic means, new inventions, or unique lines of thought are the highest form of prayer to Aya's devotees, though a respect for the achievements of others is not far behind in importance. To Aya's faith, effort and sincerity matters far more than final quality, and even those that have much to learn in matters of technique and form are wholeheartedly embraced by the religion.

Aya has organized churches around the world, though they are usually rather small in scope, each encompassing only a small region within a nation. Her followers are rarely concerned with religious politics or maintaining tradition in the faith, and therefore organize together more to share the joys of their works.

Aya is typically depicted as a humanoid figure, sometimes dressed in fine clothes or in the garb of an artist, depending on the pantheon. She is often depicted as artistically creating her own form, usually by sculpting or painting herself.

Marya Liberation, martyrdom, food, agriculture Marya (pronounced MAR-yah) is a goddess of liberation, martyrdom, food, and agriculture. Worship of Marya has traditionally been strongly focused on her aspect as a god of agriculture, and farmers in regions following the Chaskan pantheon have long prayed to Marya for a good harvest. More recently, especially in regions like Koritan, the Western Coast, and in Tamkaranu's colonies, Marya's teachings about liberation have gained many adherents. Both sides of the goddess' religion are now influential, though sometimes clerics emphasizing one school of thought find each other in search of common ground with the other.

The Bringer of Bread is the patron of revolutionaries, agitators, and those seeking greater freedom and independence for themselves and their communities. She is also the deity most widely worshiped by farmers, pastoralists, and hunter-gatherers, especially those living in regions of scarcity.

Marya's faith is especially strong today in Talam Galta, where she is seen as the patron of the Free People who rebelled against Koritanite control. Her influence also slowly grows in Tamkaranu's colonies around the western Chaska Sea.

As a result of her actions during creation, Marya occupies the position of an outsider in the Chaskan pantheon, something her followers enthusiastically embrace. To them, there is no purpose to enjoying plenitude if others must suffer. Marya and her clergy teach that inviting hardship on yourself is a noble act when done in the service of your community. Any who would oppress the common people are enemies of her faith, but particular ire is always held for those that hoard resources while others struggle to get by.

Followers of Marya eschew any formal church structure, believing that a strongly organized faith cannot meaningfully address the changing needs of its adherents. Many regional congregations organize together, but always as equals who consult each other on matters. While clerics and champions of the goddess work together frequently, they have adopted many differing ways of worshiping Marya while holding to her tenets.

Marya is usually depicted in a humanoid form, frequently dressed in the garb of a farmer or laborer. She is often shown leaving a path of rose petals behind her, a flower said to not exist in the world until she cast its seeds to the ground.

Taliash Travel, whimsy, storytelling, fresh water, storms Taliash (pronounced TAH-lee-osh) is a goddess of travel, whimsy, storytelling, fresh water, and storms. She is also commonly associated with alcohol, merriment, and taverns. Her followers believe that consuming drinks with others leads to the best stories, both as old ones are misremembered or exaggerated and as new ones are created.

Taliash has a large following across Kishar. The sights to be seen and experiences to be had out in the world are a strong draw to many. Adventurers and travelers are her quintessential followers, but they are by no means the only ones drawn to Taliash. Her faith tends to be have a far larger emphasis on worship through deeds than through prayer. Storytellers and keepers of oral narratives also typically follow Taliash.

The goddess watches over all the wanderers of the world, especially those that listen to the narratives of those they meet and share them far and wide. To her faithful, leaving one's home and exploring the world is the greatest calling in life. To revel in new experiences and tales is a form of prayer to Taliash, and her most devout travel endlessly towards this purpose, never passing up an opportunity to hear legends of local heroes and monsters as they go.

Taliash is also a god of rivers and springs, often so critical to safe travels through otherwise dangerous or remote parts of the world. She is widely seen as a guardian of those that make regular journeys using freshwater routes, and many toss offerings to her in the water to ask for safety on their travels. Taliash is also commonly connected to storms, an association originally drawn by her tengu followers but now widespread.

Her clerics can be found across the world, often in regions very far from their place of birth. They are endlessly keen in conversing with all, but rarely seek to proselytize, far more interested in sharing what they have heard and picking up the latest tales than in spreading their faith. To those living in particularly remote areas, the itinerant clergy of Taliash are often critical in keeping up with the events in the broader world.

In large part due to the transitory habits of many of her clerics, there are few formal churches of Taliash. Her religion is highly fluid, a set of practices that constantly shifts as her followers from different parts of the world meet with each other and share their means of worship.

Taliash is commonly depicted as a humanoid woman amongst a flock of waterbirds, crowded around her as if intently listening to a story.

Nisaba Writing, history, research, investigations, education, alchemy, mathematics Nisaba (pronounced niss-AH-bah) is a goddess of writing, research, investigations, and education, and in particular of history, alchemy, and mathematics. She writes with the inky blackness of the night sky, chronicling the cycles of the cosmos on her endless scroll. The goddess searches for truth and records all she finds, embodying the fundamental and innate drive for knowledge and the desire to learn.

Those possessed by a drive to learn frequently turn to the worship of Nisaba. Writers and researchers of all types commonly worship her, but her faith is especially widespread amongst historians, natural scientists, alchemists, and mathematicians. Mages and inventors are typical followers of Nisaba as well, as are many others whose work and lives are closely intertwined with information and writing.

Temples to Nisaba are usually organized under regional church structures that run themselves mostly independently from each other. These churches are almost like large library systems, and exist in large part to organize and catalogue the large corpus of works they have written and collected.

Nisaba is widely depicted as a scribe deep in her work, using ink made from the darkness of the night sky to write on a massive scroll. In some renditions the cosmos itself is her scroll, so packed with knowledge that the only parts not covered are the pinpricks of the stars and other celestial bodies.

Hasamel Cities, trade, families, wealth Hasamel (pronounced HAZ-ah-mell) is a god of cities, trade, families, and wealth, the bringer of development and order to unorganized lands. As the patron of merchants, he is the connecting force that ushers in prosperity to those that engage in open trade.

Hasamel is the builder, the crafter. He calls for his followers to build and create, whether that be an object as simple as a tool or as large as a city, or something even grander in scope. Hasamel and his faithful value the prosperity gained through one's labors, seeing it as an expression of self-worth. At the same time, building something merely for the sake of it is not necessarily virtuous to Hasamel - only if it is done in service of family, community, or a higher cause.

The god has a large following among craftspeople worldwide. No matter the trade, those that work with their hands are welcomed by Hasamel. From the greenest apprentice to the most experienced master, all find a reason to worship the god. He is similarly popular amongst merchants, who view the god as the preeminent teacher in matters of fair yet profitable trade.

There are many churches to Hasamel, often organized by nation or region. The leaders of these church hierarchies are almost always on good terms with each other - the proliferation of churches is more due to how cultures prioritize different aspects of Hasamel than due to any theological disagreements. Though proper temples to Hasamel tend to use much grander works, small shrines to the god often include a clay figure of Hasamel in reference to the stories of his origin.

Hasamel is commonly depicted in a heavily anthropomorphized form. To those that are primarily concerned with his aspect as a crafting god, Hasamel is often pictured as a craftsperson hard at work, often at a forge or drafting table but sometimes using instruments of other trades. In some places he is thought of as a family patriarch, depicted as sitting at the head of a great table.

Shai Judgement, souls, the dead, inevitability, the moon Shai (pronounced SHY) is a god of judgement, souls, the dead, inevitability, and the moon.

All mortal souls make their way to Shai eventually. Each soul finds its way through the ceaseless parade of others to face their judgment in Shai's court, where their accomplishments good and bad are weighed against each other on the Scales of Justice. Shai rarely takes long to reach their verdict, quickly determining if the soul should rest in death. No decision is made lightly, however, and Shai often pauses for deliberation when a particularly remarkable soul stands before them. They are a strict god, one who makes their decisions coldly and emotionlessly. Nothing can be hidden from them; in fact, attempting to do so is believed to be cause enough to undo any good deeds in life.

Reincarnated or resurrected individuals are often said to have been denied by Shai. Such a ruling would not be as a result of any transgressions - any evil actions would simply determine the destination of one’s soul - but rather because Shai concluded the individual had more to do in life, as they had with Socharin at the end of the era before creation.

The god's most devout followers are those that are involved heavily with the dead. Many who concern their lives with the preservation, interment, and protection of the dead worship the Impassive Judge. Shai is also seen more broadly as an arbiter of balance, not only after death but also in day to day life. Some take to praying to them in lean times, in hopes that they will bring an equal number of days of plenty. Judges and others involved in legal matters often take to following Shai as well.

Some cultures conceive of Shai as a larger-than-life judge, often with the trappings such a role would involve, seated on a grand throne awaiting those requiring a verdict. More commonly, however, they are depicted in a rather more mundane manner, standing next to their scales wearing austere clothes as they wait to weigh each soul in the endless procession. Nearly all portrayals of Shai include a large entourage of psychopomps surrounding them.

Mithrai Conflict, weapons, tactics, healing, adventurers Mithrai (pronounced MITH-righ) is a goddess of conflict, weapons, tactics, and healing. She is closely associated with adventurers and those who willingly set out to brave the dangers of the world.

Mithrai's faithful vary widely in alignment, status, and role. She will accept any who prove themselves through combat, whether that be an honorable soldier, a greedy brigand, mercenaries, or something else entirely. She is also worshiped widely by many competitive fighters and others whose combat takes more codified and considerably less lethal forms. Battlefield medics, war clerics, and surgeons all count amongst her faithful as well. The goddess does not, however, condone mindless violence. An attack against a defenseless foe is a slaughter, not a fight. Victory is hollow against an enemy who can no longer pose a challenge.

Perhaps more so than with any other deity, followers of Mithrai frequently find themselves on opposing sides. To her devotees, to fight another of the faith is one of the highest forms of worship possible, an opportunity to show one’s mastery of their chosen form of combat. Clerics of Mithrai often seek each other out in order to issue challenges in the form of ritualized prayer-duels. Wargames carried out by commanders are often seen as a form of worship as well.

Followers of Mithrai generally eschew formal church structures. Temples to the goddess rarely officially affiliate with each other, though they generally maintain friendly if competitive relations. In places at war with each other, temples to Mithrai are often seen as neutral space where combatants can meet with the promise of protection.

Though the details vary heavily by culture and location, Mithrai is usually depicted as a battle-scarred soldier. Dressed in practical armor with minimal ornamentation and typically carrying a greataxe, most renditions of Mithrai are rather mundane in nature, rarely evoking direct divine symbolism. She is often depicted in the company of an armored animal companion, usually a large cat native to the region but sometimes another creature instead.

Usumu Nature, weather, air, water, oceans, forests Usumu (pronounced ooh-SOO-moo) is a goddess of nature, weather, air, and water, seen as the protector of the seas and forests in particular.

Usumu is carried by the winds and the waves to every corner of Kishar. Her influence is almost inescapable. And yet, the ongoing events of the world do not interest her much, even as she indirectly shapes them - the processes of nature will continue much like they always have, with or without her firsthand involvement. Disregard for nature or destruction of its often fragile systems, however, invariably stirs her most devout followers to action.

The natural world has no inherent motivations or causes, and therefore Usumu accepts followers of any alignment. All those that find a connection to nature are welcomed by Usumu. Druids often follow her, as do sailors, farmers, hunters, and others whose livelihoods are inextricably tied to the earth, air, or water. She is the patron of sailors and fishermen especially, who often pray to her when encountering rough waters or headwinds.

Usumu has no church. Her followers usually prefer secluded locations for their temples and shrines. Remote places away from major settlements work best, but a refuge in a park can be suitable if there are no other options. Similarly, she has no singular holy text. Devotees of the goddess of nature often leave inscriptions to Usumu on standing stones or dead trees, though never in places where doing so would harm a plant or animal.

Usumu is variously depicted as a giant figure made of stone or air, often emerging from a cloud bank or mountainside, or sometimes in her angered forms as a great fiery face. Usumu's holy animals are elk and dolphins.

Erra Decay, ruins, aging, disease Erra (pronounced err-RAH) is a god of decay, ruins, aging, and disease, an inescapable and chaotic deity that slowly eats away at everything. Erra is the gradual yet unavoidable decay that touches everything. They are the slow aging of life, the rotting of flesh, the water and wind grinding down even the hardest stone, and the placidity that sets into society. With a complete absence of malice they look upon the world and lead it all towards dust and sand.

Erra has few devoted followers - not many find reason to worship a god of decay. Still, there are some devotees to the Dust-Lord. Many of their followers are members of apocalypse cults who believe they are among the few who see the imminent end times, and take to worshiping Erra out of a belief it will grant them favor to weather the oncoming ruin. Though Erra has no emotions towards their deific influence, some of these cults take to attempting to actively accelerate the end of the world - Erra grants these followers divine favor regardless.

Not all of Erra's faithful are cultists, however. Some druids take to paying homage to Erra, seeing them as an important influence upon the natural world. In some parts of the world they are closely associated with Socharin, as a necessary part of the cycle of death and rebirth necessary for things to grow anew.

There is no organized church to Erra. Their followers tend to congregate into cults with shared interpretations of their god, though they almost entirely eschew physical temples, preferring to etch their prayers into existing ruins. The god has no singular holy text. Instead, scraps of writings containing prayers to the Dust-Lord are passed between their followers, sometimes collected into larger volumes.

Erra is rarely depicted in a humanoid form. Sometimes they are pictured as a sandstorm incarnate, scouring all it encounters. Other common depictions include a desiccated tree stripped of all foliage, a skeleton of an indeterminate creature, or a vulture.

Laverna Trickery, personal freedom, self-interest, spite, piracy, banditry Laverna (pronounced lah-VER-nah) is a goddess of trickery, personal freedom, self-interest, and spite, the patron of those like pirates and bandits that take what they desire by force. Followers of Laverna reject subtlety in favor of strength and believe the only way to make your way in the world is through your own abilities.

Neither Laverna nor her worshipers tolerate others telling them what is allowed and what is forbidden. To her faithful, to desire something for oneself is all the justification needed to take it. Opportunism, self-interest, self-preservation - these are the highest tenets of Laverna.

Laverna particularly favors those who find creative means to undermine others who stand in their way. Tricksters, pranksters, and others who find ways to thrive in the cracks in society are said to be smiled upon by Laverna. According to her clerics, she cares not if one attempts to change an unfair situation, only if one manages to thrive despite the odds against them.

Though the best known of Laverna's followers are the pirates, bandits, and other outlaws attracted to her faith, most are simply individuals who wish to find their own ways, free of the constraints imposed by others. Adventurers, wanderers, misfits - many find reason to worship Laverna. Those who chafe under authority yet are not particularly drawn to the revolutionary ideals of Marya often find their way to Laverna.

There is no organized church to Laverna. There are few temples to the goddess either, as most of her followers prefer to find their own interpretations of their goddess' values.

Laverna is often depicted in an animal form, frequently a fox, seagull, racoon, or other small, mischievous creature. Her followers eschew portraying her as larger than life or in a dramatic manner, viewing her more as an old friend than a remote deity to be obeyed unconditionally. Unusually, clerics of Laverna openly promote questioning the tenets of the goddess, without fearing that it could invoke her anger.

Malavisch Tyranny, law, vanity, contracts, summoning Malavisch (pronounced MAH-lah-vish) is a god of tyranny, law, vanity, contracts, and corruptions. Malavisch is that patron of those who use the law to their advantage, especially when they are also the same people that write the laws. He is the tyrant that can always find a legal justification for his actions and the merchant that hides exploitative clauses in their impenetrable contracts.

The god embodies the rule of law. Codes, contracts, and the subjugation of the weaker under the stronger are of central importance to his faith. He teaches that all have a place in the natural order of things, and that the best action any can take is to find and remain in that place, in order to not invite further chaos into the world. Even as Malavisch's faithful understand they must pay deference to their superiors, they often continue to subtly attempt to undermine those above them, following the example of their god. After all, if one can be weakened or overthrown then surely they never deserved their position to begin with - insubordination is only an infraction if it fails.

Most of Malavisch's followers are those who already possess some degree of power. Despots, bureaucrats, and merchants are among his most fervent worshipers, as are others whose lives are tightly intertwined with legal codes. Neither Malavisch nor his faithful are trusted by most, even among those who worship the god. It is well-understood that even if they abide by terms to which they agreed, they will doubtless find ways to warp any contract to their advantage, if it wasn’t already written to be entirely in their favor in some subtle manner.

To Malavisch and his clergy, appearances are everything; one should always dress in accordance with their status in the world. To keep appearances is to keep control, and a failure to do so is to offer a hint that one might not be worthy of their place in the hierarchy of the world.

The faithful of Malavisch are organized into an extremely rigid, hierarchical church. There is only one mortal church to Malavisch on Kishar, something not shared by any other faith - even the equally lawful and orderly religion of Harinna has schisms and multiple church structures. This centralization only occurred after the formation of Koritan in Y9414*, as the new state claimed the divine favor of Malavisch.

Malavisch is often depicted as a humanoid figure with four ram's heads - one looking forward, one behind, and one each to the right and left. In some simpler representations, he is pictured as a humanoid man with two spiral goat horns. Malavisch is always portrayed as having a calm demeanor and wearing fine clothes, often with his left hand raised to his chest, palm facing out, holding a scroll containing a contract in the other.

Tarhunz Power, ambition, schemes, rivalry, ruthlessness Tarhunz (pronounced tar-HOONZ) is a god of power, ambition, schemes, and rivalry. He is the ruthless ruler never content with what he already has, and the schemer who patiently plots for their ascension to power.

Ambitious glory-seekers, assassins, and those consumed by a lust for power commonly worship Tarhunz. Though he is most closely associated with the violently power-hungry, some followers of Tarhunz are considerably more subtle. Ruthless politicians, generals without compunction, and others who seek victory at any cost can all find reason to pray to Tarhunz, at least on occasion.

In following their god’s example, devotees of Tarhunz frequently engage in secretive plotting when they feel doing so would bring them to power. They never, however, conceal their identities - in their view only the weak are forced to hide, and therefore doing so is one of the greatest possible debasements.

Followers of Tarhunz generally eschew formal church structures. Instead, regional temples act and worship independently.

Tarhunz is often depicted as a humanoid figure dressed in elaborate clothing or armor accompanied by a pack of hounds. In most renditions of the god he is pictured as possessing symbols of strength: a crown or a ruler's scepter are most typical, but it could also include a lightning bolt or some other item culturally associated with personal power.

Nyxras Hedonism, decadence, nihilism, catharsis, necromancers, undead Nyxras (pronounced NICKS-rahs) is a goddess of hedonism, decadence, nihilism, and catharsis. She is widely associated with necromancers and the undead, and especially with the creators of intelligent undead. Nyxras' followers see the labors of life as distasteful or repellent, and therefore seek to force others to do their bidding for them. Many turn to the undead out of convenience, while others keep slaves or mind-control unwitting subjects.

Followers of Nyxras see cosmological or divine struggles as fundamentally meaningless and any involvement with them as pointless. To them, there is no purpose in life, no greater cause to champion, no way to tip the scales of the universe. From these views, they have developed beliefs that espouse the search for personal gratification as the only true motivation in life. Why make sacrifices for others, many ask, when you might not be repaid in kind? Why fight against the current when you could swim with it without exertion? There is nothing more holy to Nyxras than following one's own desires, the more decadent the better.

Hedonists and others who wish to fill all of their days with pleasure account for many of Nyxras' faithful. Though people from all walks of life follow the goddess, her devotees among the upper classes of societies around the world are perhaps the most widely known, in large part for their often debauched feasts and parties. Some of Nyxras' followers attempt to temper their indulgences, but most see no point in such arbitrary limitations - after all, if there is no greater purpose to be had, living one's life to the fullest is the true goal to existence.

Nyxras attracts many who seek personal gratification without regard for the consequences. Compared to the faithful of Tarhunz, who have a similar drive for power and personal gain yet restrain themselves from harming those who they would wish to rule, those drawn to Nyxras are much more likely to express a disregard for the lives of others. Necromancers commonly worship Nyxras, callously using the raised dead to further their own interests. Many alchemists follow Nyxras for similar reasons.

Some sects of Nyxras interpret the goddess as more of a deity of strong emotions and sensations than specifically one of pleasure. The most evil of these cults sometimes practice ritual sadism, body modification, pain worship, and cannibalism, though others are less extreme in their practices.

There are few churches of Nyxras, none unified or following the same doctrines. Those who worship Nyxras ultimately do so for their own benefit - her tenets, already somewhat loosely defined, are invariably stretched to justify the actions the one already wishes to take. Any significant church would only serve to limit the activities of those within it, and they are therefore broadly eschewed

Depictions of Nyxras can vary widely. Some cultures see the goddess as as primal figure who acts as she pleases with no restraint or subtlety, while others instead consider her to be more refined in her extravagance. Followers who favor the first approach usually portray Nyxras as animalistic, whether they see that as good or bad, while those who have adopted the latter position typically picture the goddess in an elegant humanoid form.

Lotan Destruction, chaos, anger, floods Lotan (pronounced LOW-tan) is a god of destruction, chaos, anger, and floods.

Angered by their act of creating the universe, as the embodiment of primordial chaos Lotan seeks nothing less than the complete destruction of the other gods. Enraged at the order brought into existence, as the embodiment of primordial chaos he seeks nothing less than the complete destruction of the other gods. Though considered a heretical belief to most faiths and churches, some claim Lotan has already succeeded in consuming other divinities, annihilating them so thoroughly that even their names have been wiped from existence.

Small cults to Lotan can be found around the world, usually worshiping in secrecy. Though uncommon on the surface, his faith is one of the most widespread in the Depths. Those angered by the other gods, whether through their divine actions or inaction, sometimes turn to Lotan in revenge.

By some, Lotan is seen as the progenitor of all evil creatures. As the legends of some pantheons tell, the first monsters sprung forth from droplets of his blood that struck the ground during one of his endless battles. Others grew from his scales or venom that hurtled towards Kishar after being lost during the fight. However, many intelligent beings who might be considered monstrous by others strongly disavow these tales, viewing them as little more than slander.

Lotan has no holy text. Some incantations intended to invoke his involvement in mortal affairs are passed around amongst his followers, but these can vary greatly.

Lotan has many forms. Most commonly he is seen as a massive snake with a head on each end, often wrapped around and constricting a planet or star. Less typically he is pictured as a humanoid serpentine giant. In the Chaskan pantheon, Lotan is often thought of as a sea serpent specifically.

Ubellur Madness, forbidden magic, dangerous secrets Ubellur (pronounced OOH-bell-orr) is a god of madness, forbidden magic, and dangerous secrets.

Ubellur speaks whispers in the shadows heard only in the back of your mind, the ones that push you towards questions best left unanswered. His chosen are disparate, ranging from mad priests who are aware of their faith to inventors and mages who suddenly find sparks of inspiration to build terrible new creations. He toys with his followers and enemies alike, pushing them against each other to create ever more discord.

Though equally as interested as Lotan in bringing about chaos and destruction, Ubellur works in more subtle ways. Gradual pushes over centuries, little nudges that have cascading effects, small changes that spiral out into consequences few can foresee, these are Ubellur’s methods. His followers rarely have anything more than an inkling at the broader effects their actions will have, but perform them all the same in the mad belief that it will bring some terrible glory to their god.

Despite their common reputation, not all of Ubellur's worshipers are violent cultists. These are the most visible, of course, even as they try to remain hidden - their penchant for terrible and bloody rituals, often performed under cover of darkness in public places, provides proof of their existence even as their identities remain secret. In some places, such as particularly remote parts of the Depths, they drop their furtiveness entirely. But Ubellur's most dangerous followers are more subtle. They are the ones in positions of authority, the ones with the means to slowly nudge the course of the world towards a terrible outcome while none suspect their involvement.

Many of Ubellur's devotees work against each other, sometimes knowing of the other’s faith, often not. To their god, it is irrelevant if his followers fight amongst themselves. If anything, it only brings greater chaos.

Ubellur's holy text is a tome called the Manuscript of the Veil. Only fragments of this text are known to his followers. The rest was forgotten long ago, its only complete copy either destroyed or lost. Recovery of the Manuscript is a task some worshipers of Ubellur take to fervently, under the belief that it contains knowledge that will grant them great power and insight.

Depictions of Ubellur vary across cultures, seen by different peoples in hundreds of different ways. Most commonly, however, he is depicted as a butterfly with torn wings, or sometimes an empty hooded cloak, held in shape with no visible occupant.

Area of worship

Of the major regional pantheons, the Chaskan pantheon is perhaps the most geographically widespread. Gods from this pantheon are the primary deities worshiped in the eastern Chaskan coast, Thadria, the Western Coast, and around the Phiora in Koritan, Talam Galta, and Izgrev. Adherents of the pantheon have also spread their beliefs as far south as Oscan and Talmithe. Followers of Chaskan gods can commonly be found much farther afield as well, present in areas where other pantheons or religions hold more influence.

Connections to other pantheons

Millennia of shared history and cultural connections have led to great similarities between the Chaskan and Khapeshan pantheons. Both have quite similar creation stories and tales of the gods, though sometimes differing in the details. Holy texts are often shared across the pantheons in altered forms.

Saints and shards

See also: Saint

Name Alignment Areas of Concern Patron
Atra-Hasis N Flood mitigation, conservation, disaster recovery Aduntarri
Enmerkar N Translation, publishing Nisaba
Huzrotho CE Immortality at any cost Nyxras
Koroibos LG Fair sportsmanship, athletics, bravery, bravado Mithrai
Mete CE Lenses, telescopes, black holes Ubellur
Muballit LN Retribution, justice, punishment Harinna
Urnum NE Giants, preservation of wild places, dangerous creatures of the forests Usumu
Xisuthros NG The Depths, guards, barriers Aduntarri