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<blockquote data-quote="Arkhandus" data-source="post: 6057828" data-attributes="member: 13966"><p><strong>Rhivian religions, and Rhivian pantheon details</strong></p><p></p><p><u>Religions of Rhivia:</u></p><p></p><p>There are 5 major religions across the continent of Rhivia. The most-prevalent is Rhivian Pantheism, which includes the 23 major deities detailed below in the Deities of Rhivia section, as well as various lesser demigods, saints, hero-deities, archangels, archfiends, and the like.</p><p></p><p>There's also the Draconic Quintet of 5 dragon-deities detailed in the Draconic Deities section below, venerated by dragons and other reptilian creatures worldwide, though also revered by some individuals of other races who covet the power of dragons, or who possess a little dragon blood in their ancestry.</p><p></p><p>Many people of the Esarroccan Peninsula and along the Crimson Tors follow a dualistic religion known as Dosaredios, which has slowly spread to a few pockets of civilization elsewhere. Refer to the Dosaredios Deities section below for details.</p><p></p><p>The dominant religion of eastern Rhivia is Zantaoism, primarily practiced in the Zanjin territories, and it includes worship of various minor divinities known as Kami in addition to the 9 major deities known as Gami or O-Kami, detailed in the Zantao Deities section below.</p><p></p><p>Finally, the Golarion Pantheon, as described in official Pathfinder materials, also has a small following among the northern peoples of Rhivia, as visitor deities more closely involved with a different Material Plane but meddling with Mhavareth on occasion.</p><p></p><p><u>Deities of Rhivia:</u></p><p></p><p><strong>HEVELIOR</strong>, the Sun-Eater, the Bright Lord, Sky Tyrant</p><p><em>Male Greater Deity</em></p><p><strong>Symbol:</strong> Golden sun-disk emanating triangular red rays, with a toothy smile but no face</p><p><strong>Home Plane:</strong> Utopia</p><p><strong>Alignment:</strong> Lawful Neutral</p><p><strong>Portfolio:</strong> The sun, gluttony, ambition, rulership, victory, power, renewal</p><p><strong>Worshippers:</strong> Druids, duelists, farmers, herders, nobles, hunters, gluttonous monsters</p><p><strong>Cleric Alignments:</strong> LE, LG, LN, N</p><p><strong>Domains:</strong> Law, Nobility, Repose, Strength, Sun</p><p><strong>Favored Weapon:</strong> Bite or morningstar</p><p>The Rhivian sun-god, Hevelior, has long been worshipped on Rhivia since the middle of the ancient Rhivian Empire. Legend says that it was around that time when Hevelior rebelled against his father, Rhisol, the original sun-god of the Rhivian pantheon, and devoured the old sun-god. This is known in Rhivian legends as the Day of Dual Dawns, when the second sun rose and overtook the first, both flaring brightly and blinding many people before the first sun was consumed, leaving only the second sun to continue its arc across the sky each day. This is a holiday to Heveliori, the faithful of Hevelior, but a day of mourning for followers of Lunelle, Mhavara, and Ashalla. It is celebrated (or mourned) on the 1st day of Summer's Start, and it is said that the summer of the event was especially hot and terrible as Hevelior first asserted his new power. Smaller celebrations for Hevelior are held on the last day of Summer's End, and a more sober observance is held on the last day of Autumn's End to beseech Hevelior for enough warmth to keep the winters mild.</p><p></p><p>Hevelior's body is said to be the sun itself, but he can also manifest another form when desired, that of a tall, muscular, humanoid man with swarthy skin, rippling hair of reddish-gold flames, eyes of pure gold, pearly white teeth, and handsome but severe appearance. He is always seen or depicted with a broad smile, but often in a smug, mocking, or threatening manner, and occasionally in a mirthful or benevolent style. He wears minimal robes of molten gold, along with a necklace made from some of his father's ivory bones. Hevelior wields a flaming gold morningstar in battle, called Heatdeath, embedded with spikes made from Rhisol's ivory bones.</p><p></p><p>Hevelior himself is worshipped as the bringer of light and warmth, vital to agriculture, hunting, and herding due to his role in keeping plants alive and growing. He also wards off some of the horrors of the dark and cold like Rhisol once did, providing succour from undead, lycanthropes, and other creatures who fear the light of day or who lose their power during the day. He also promises renewal and rebirth for the worthy, but harsh retribution to all who wrong him and his faithful. Hevelior is a patron god of feasts and endorses gluttonous behavior, helping others hunt or harvest plentiful food near times of feasting. Hevelior is also the patron god of noble families, their privelages, ceremonies, honor, and laws, particularly those of royalty. Other leaders also seek his favor before many endeavors.</p><p></p><p>Priests of Hevelior must be noble-born and are never given divine gifts by him unless they have the blood and upraising of nobility or royalty. Heveliori priests oversee many noble and royal ceremonies, including duels. Hevelior's priests often help build, manage, and guard granaries or other food-storage facilities so their communities will have enough to eat. They also guard and scribe legal documents, as well as scribing and delivering royal proclamations, besides guarding nobles and royals themselves and serving as dueling proxies in some cases. Adventuring Heveliori might seek out lost royal treasures or might simply be seeking power and prestige for themselves.</p><p></p><p>Clerical vestments are white togas with varying amounts of cloth-of-gold trim or gold accessories depending on the individual's rank within the Heveliori church, though small or moderate amounts of red are also favored by some. Priests of Hevelior go by the rank of neophyte when studying and preparing for higher duties, then acolyte after passing certain tests to become a full-fledged priest, flamen after becoming an accomplished and recognized champion of the church abroad, archon after becoming the confirmed (and thoroughly-tested) head of a shrine or temple, hierarch if they pass the harsh trials for regional leadership, and finally primarch if they become leader of the entire Heveliori church. There are also minor and major sub-ranks for all below the primarch, such as acolytes major who manage other acolytes and neophytes. Heveliori priests pray at dawn.</p><p></p><p><strong>LUNELLE</strong>, the Moon Maiden, the Mourning Virgin, Night Queen</p><p><em>Female Greater Deity</em></p><p><strong>Symbol:</strong> Gray moon-disk with a 4-pointed, undulating, black star at the center</p><p><strong>Home Plane:</strong> Limbo</p><p><strong>Alignment:</strong> Chaotic Neutral</p><p><strong>Portfolio:</strong> The moon, darkness, mourning, reflection, insanity, change, rain, storms</p><p><strong>Worshippers:</strong> Druids, farmers, herders, widows, virgins, rebels, thieves, lycanthropes</p><p><strong>Cleric Alignments:</strong> CE, CG, CN, N</p><p><strong>Domains:</strong> Chaos, Darkness, Liberation, Madness, Weather</p><p><strong>Favored Weapon:</strong> Claw or starknife</p><p>This moon goddess of Rhivia has had a mixed history and was once considered quite respectable for worship, while those blessed with Lunelle's divine gifts were once viewed with awe and reverence. She was the favored daughter of Rhisol, and was a reflection of him in many ways. Lunelle was also briefly betrothed to the original Rhivian god of night and winter, Noctavian. It is said that before Rhisol's death, all lycanthropes of Rhivia were noble, majestic, blessed creatures with Lunelle's favor, while creatures of the dark were once fearful of her moon's light. Once Rhisol was devoured by Hevelior and Noctavian was slain by Ravik, Lunelle fell into an insane, mournful rage and lashed out, causing all kinds of mayhem, even for her treacherous brother Hevelior. Her rage was spent quickly, however, and she looked for other ways to spite Hevelior and Ravik, as well as those who did nothing to save Rhisol or Noctavian.</p><p></p><p>Now Lunelle is seen as the source of madness and depression in others, spreading her own misfortune, and she is the patron goddess of lycanthropes and other creatures who dwell in the dark or hunt at night. She has become the queen of darkness and no longer protects people from anything that goes bump in the night. Goddess of the moon and stars, she also holds some small dominion over portents and astrology, but Lunelle is also the patron goddess of other mourners, virgins, and innocent maidens, often sympathizing with such people and lending them some aid (or occasionally, the release of a swift death). She is revered by thieves and rebels for her dominion over night, darkness, and change. Lunelle is fickle now and manipulates the weather, conjuring storms whenever her mood sours, and rain is said to be Lunelle's own tears. Farmers and herders offer prayers to her whenever they need rain or to beg for the end of monsoons. Lunelle is also associated with mirrors and other reflective surfaces.</p><p></p><p>Lunelle is the moon itself, but also manifests a second, humanoid form when desired. Her humanoid form appears to be a tall, graceful, beautiful woman with a regal bearing. She has pearly skin, flowing hair composed of absolute darkness, robes of flowing silver and starry voids, but dull eyes of pure gray, black claws for fingers, and rotten black fangs for teeth. Dark mists issue forth from her mouth when she speaks, and she often speaks in babbling near-nonsense, acting unpredictably. When she fights, she forms a jagged, flickering blade from the spark of a newborn star, a starknife called Dying Ember, which darkens and crumbles to dust after use.</p><p></p><p>The faithful of Lunelle are known as Lunellans and they're fairly rare, generally distrusted by most folk in polite society, but her priests often attend funerals and provide what comfort they can to the bereaved, even paying for the funerary services and burial when they show up (so it's considered terribly rude to mistreat or reject them when they attend a funeral, despite the Lunellans' otherwise poor reputation in civilized lands). Lunelle's priests also assist farmers at times and some run orphanages, asylums, monasteries, or nunneries, where the abandoned, disgraced, hopeless, or insane can find some solace. Some are thieves or otherwise part of a criminal organization. Her priests are known simply as brothers or sisters, without rank, though generally the most-experienced or most-gifted ones manage her temples and other establishments. Lunellan priests wear simple robes of black and gray, often with hoods, veils, or both, and sometimes adorned with the peculiar star-pattern of her holy symbol. Lunellan priests pray at nightfall or midnight.</p><p></p><p><strong>MHAVARA</strong>, the Earth-Mother, the Green Lady, Mother Nature</p><p><em>Female Greater Deity</em></p><p><strong>Symbol:</strong> Green disk with a white halo, an 8-pointed red star above, and a blue drop below</p><p><strong>Home Plane:</strong> Purgatory</p><p><strong>Alignment:</strong> Neutral</p><p><strong>Portfolio:</strong> The elements, nature, seasons, stability, eternity, rebirth, the cycle of life</p><p><strong>Worshippers:</strong> Druids, rangers, farmers, herders, hunters, widows, undertakers, fey, plants</p><p><strong>Cleric Alignments:</strong> CN, N, NE, NG, LN</p><p><strong>Domains:</strong> Air, Animal, Earth, Fire, Repose, Plant, Water, Weather</p><p><strong>Favored Weapon:</strong> Sickle</p><p>The primary creator and nature-deity of the Rhivian pantheon, Mhavara is the even-tempered mother of Hevelior, Lunelle, Ashalla, and Calistrienne, as the wife of the former sun-god Rhisol. While she mourns her husband's death, Mhavara is much more subdued than most of the other deities, and has deeper insight into the nature of reality as one of its primary creators. She teaches that the world is eternal and that all things pass with time, even death itself, giving way to new life and new order. Death and change are necessary for life and growth, and her faithful believe firmly in reincarnation, even for dead gods. Mhavara is both harsh and gentle, depending on the time of year, encouraging balance and moderation, but not stagnation or indecision.</p><p></p><p>Mhavara's body is the world itself, and Rhivians named the world Mhavareth after her, but she also manifests a humanoid aspect at times. In her humanoid aspect, Mhavara is a stout, earthy, matronly woman with dirt-encrusted dusky skin, blue-green pools of water for eyes, cloudy hair, a fiery tongue, and robes of plantlife complete with flowers and thorns. She wields a sickle in her rare clashes with other deities, a weapon that constantly changes between different elemental forms and materials, called Nature's Fang.</p><p></p><p>Followers of Mhavara are referred to as Mhavarans and are most often farmers, herders, or others who make their living off the land. Shrines of Mhavara are found in practically every farming community across Rhivia, excluding a few places where other religions are dominant. Temples to the goddess are quite rare, however, and her priesthood is quite scattered with little hierarchy. Her priests are usually druids or rangers, and even Mhavaran clerics are little different. Their ranks are simply those of the world's druidic order, which is itself simply divided into aspirants (priests in training), initiates (the average priests), heirophants (the senior priests who have acquired significant divine magic from Mhavara), and the arch-heirophant who holds limited leadership over the entire druidic and Mhavaran order.</p><p></p><p>Priests of Mhavara wear simple robes of brown or gray, with some sort of decorations incorporating red, white, blue, and green. Heirophants tend to wear more color than initiates, and the arch-heirophant wears a distinctive living crown of green, slightly thorny vegetation with flowers of red, white, and blue, the artifact Crown of Nature bestowed upon the first arch-heirophant by Mhavara herself. Mhavaran priests pray at dawn, noon, or dusk (their choice upon initiation into the order). Mhavarans celebrate each solstice and equinox, as well as the first day of each harvest and the first day of spring thaws, but have no major holidays.</p><p></p><p><strong>ASHALLA</strong>, the Life-Giver, the Guardian, Lady of Mercy</p><p><em>Female Greater Deity</em></p><p><strong>Symbol:</strong> Upright golden scepter entwined by flowering vines, in front of a silver shield</p><p><strong>Home Plane:</strong> Nirvana</p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Portfolio:</strong> Life, mercy, defense, security, nature's bounty, natural beauty</p><p><strong>Worshippers:</strong> Druids, rangers, fighters, alchemists, farmers, herders, hunters, guards, wardens</p><p><strong>Cleric Alignments:</strong> CG, LG, N, NG</p><p><strong>Domains:</strong> Animal, Good, Healing, Plant, Protection</p><p><strong>Favored Weapon:</strong> Quarterstaff</p><p>The Rhivian goddess of pure good, Ashalla is the daughter of Rhisol and Mhavara, as well as the former betrothed of Hevelior. Firstborn of the Rhivian deities, after the original triumvirate of Rhisol, Mhavara, and Noctavian took form. Mother of Paladia, Vanigor, Gabridea, and Oramina, she broke off her ties with Hevelior after he betrayed Rhisol. Ashalla is a forgiving and benevolent goddess, but she stands firmly against evil and wickedness, so she refuses to associate with Hevelior any longer. She has battled Ravik often, seeking to quell the rising tide of evil since Rhisol's demise, and she likewise battled Noctavian a few times before that. Ashalla is most-celebrated on the 1st day of Spring's Start, as life returns to the land after winter's withering grip loosens, and this day is known as Ashalla Ascendant. Another major holiday of the Ashallan faith is the 1st day of Autumn's Start, known as Harvest's Harbinger, as people celebrate the beginning of the most important harvest-time before winter, throwing feasts open to everyone and accompanied by much singing and dancing.</p><p></p><p>Ashallan ceremonies and celebrations are always bright, vigorous, and positive affairs, displaying the energy and joy of life, while showing thankfulness for all that the participants have, never dwelling on what they don't. Even Ashallan funerals attempt to be optimistic and cheerful for the dearly departed returning to Ashalla's gentle care, and her Glorious Golden Halls in Nirvana. The goddess' ceremonies, rituals, and celebrations always involve singing and dancing, with uplifting lyrics and upbeat tempos. Her priests are usually present at births in their communities and perform blessings upon any newborn, praising Ashalla for the new life brought into the world, congratulating the mother, and doing whatever they can to prevent or overcome any complications in the birthing process. Ashallan priests also attend the construction or repair of fortifications to bless them for successful protection of the community, and they protect sites of natural beauty as well as blessing crops or herds of livestock, helping others maintain a healthy crop or healthy herd. They search the wilderness for medicinal or otherwise-beneficial herbs, as well as entreating with fey creatures for peace. They exorcise restless spirits and protect people from undead or necromancers.</p><p></p><p>Ashalla herself appears as a tall woman of perfect, statuesque beauty, with skin of silver and long hair of purest gold. Her eyes are emeralds and her voice so melodiously beautiful as to make mortals weep in joy. She wears robes woven with golden threads taken from her own luxurious hair, and an always-fresh laurel wreath around her head. Her face is never less than radiant with a beaming smile and a gentle look in her eyes. Even Ravik has never managed to make her truly angry or vengeful, only disappointed and stern, yet still smiling, even if only in pity. Lush green vegetation grows from Ashalla's arms, legs, and shoulders, entwining about her limbs and robes, always flowering and pleasantly fragrant. Ashalla wields a long golden scepter entwined with vegetation, just like her holy symbol, and she carries a silver shield as well but no armor. The scepter is called Bounty, and the shield Mercy.</p><p></p><p>Shrines or temples of Ashalla are found in most communities where the Rhivian Pantheon is revered at all. They are bright and roomy places with good acoustics and good floors for dancing, decorated with gold and silver where possible, or at least potted plants. Priests of Ashalla wear loose white and yellow robes, allowing for plenty of freedom of movement given the energetic dancing involved in Ashallan ceremonies. The robes of high-ranking priests may be woven with cloth-of-gold instead of yellow-dyed fabric. Each rank of priest above the lowest priests is adorned with ever-greater amounts of golden and silver jewelry. Priests of Ashalla use the same ranks as the Heveliori priesthood, due to the close ties between them in the early days of Rhivia. Ashallan priests pray at either dawn or noon, their choice which upon entering the priesthood.</p><p></p><p><strong>RAVIK</strong>, the Blood-Reaper, the Ravager, Lord of Death</p><p><em>Male Greater Deity</em></p><p><strong>Symbol:</strong> Scythe dripping blood, superimposed over a humanoid skull</p><p><strong>Home Plane:</strong> Abaddon</p><p><strong>Alignment:</strong> Neutral Evil</p><p><strong>Portfolio:</strong> Death, sacrifice, vengeance, pillaging, opportunism, vice</p><p><strong>Worshippers:</strong> Barbarians, fighters, rogues, thieves, assassins, raiders, soldiers</p><p><strong>Cleric Alignments:</strong> CE, LE, N, NE</p><p><strong>Domains:</strong> Death, Destruction, Evil, Trickery, War</p><p><strong>Favored Weapon:</strong> Scythe</p><p>This Rhivian god of death and wickedness is the antithesis of Ashalla, her arch-enemy and a foe of nearly all other goodly or neutral deities. However, he maintains loose ties with Hevelior, whom he partially corrupted into betraying Rhisol and devouring the old sun to take its power (though Hevelior was always prideful and ambitious), as well as Surekkal, whom Ravik spawned from a shred of Lunelle's essence after battling her and also some of Noctavian's lingering essence, after Ravik betrayed and slaughtered that deity. Ravik himself was born of Noctavian's essence as the old god of night and winter split off the worst parts of his nature in the deal for Lunelle's hand in marriage. Before the ceremony, however, Ravik took form and slew his unwitting creator from behind, reaping Noctavian's divine essence and tearing the weakened god asunder. Ravik took on more of the slain god's power for himself, though some scraps were salvaged by Lunelle instead. Ravik has consorted with Calistrienne and spawned other evil deities.</p><p></p><p><strong>PALADIA</strong>, the Lady of Laws, the Just, Perfect Knight</p><p><em>Female Intermediate Deity</em></p><p><strong>Symbol:</strong> Golden scales balancing a longsword and a rune-covered tablet</p><p><strong>Home Plane:</strong> Heaven</p><p><strong>Alignment:</strong> Lawful Good</p><p><strong>Portfolio:</strong> Paladins, justice, honor, truth, laws, perfection, family, righteousness</p><p><strong>Worshippers:</strong> Paladins, fighters, monks, guards, soldiers, judges</p><p><strong>Cleric Alignments:</strong> LG, LN, NG</p><p><strong>Domains:</strong> Community, Good, Law, Protection, War</p><p><strong>Favored Weapon:</strong> Longsword</p><p>The Rhivian goddess of perfection and righteousness, Paladia is widely revered and invoked across most of Rhivia by those who seek justice and truth. She is honor incarnate and the antithesis of deceit, never misleading and never brash. Paladia strictly follows any agreement and always keeps her word, unequivocating. She is the origin of all paladins on Mhavareth, the essence of all that they stand for, though not all paladins worship her. It is only the purity of their hearts and the justness of their actions that she requires. Paladia was the first deity to teach mortals on Mhavareth about law, justice, and honor. She has also become known as a goddess of family values, familial bonds, and family honor, a devoted matriarch of her own household with several demigods and lesser deities born after her marriage to Vanigor ages ago. Paladia is the firstborn daughter of Hevelior and Ashalla, favored by both, though she cannot abide her father's betrayal of Rhisol and thus Paladia has severed ties with Hevelior.</p><p></p><p>Paladia appears as a tall, lightly-muscled woman of great beauty and noble bearing, with long, luxurious silver hair, flawless golden skin, pure blue eyes, and a perfect figure. Her every move exudes grace and power, while her voice is melodious and strong. She never conceals her true form or nature from others, wearing simple gray and blue garments that do nothing to hide her otherworldly beauty but simply protect her modesty and present a sense of humility. She needs no finery to enhance her appearance, and Paladia rarely bothers to wear jewelry or fancy garments, preferring humble garb. The Perfect Knight is never seen without her elegantly-simple longsword at her side, an intelligent and dignified magic sword named Justice, which possesses all the powers of a Holy Avenger and more. In battle she wears a distinctive, highly-articulated suit of mithral full plate armor with a few small pieces of golden trim, along with a mithral kite shield bearing her holy symbol in gold inlay.</p><p></p><p>The Lady of Laws is celebrated on the 1st day of Spring's End as well as the 1st day of Autumn's End, known respectively as Gathering Day and Glory's Day. Gathering Day is reserved for family reunions and similar get-togethers, along with prayers to Paladia and offerings of food and drink to the needy, with homeless or lone individuals invited to share in the family feasts. Glory's Day is dedicated to the celebration of justice and righteousness, with marching bands and military parades as well as public chants and hymns to Paladia, followed by ceremonies honoring the paladins, leaders, magistrates, guards, constables, and detectives who administer justice within each community. Paladia is also honored and invoked regularly at court proceedings, council meetings, constabulary investigations, and the beginning or end of heroic endeavors. She is easily the most-active goddess of the Rhivian pantheon, always busy organizing patrols or forays by the celestial archons under her command, spending time with her divine family, hunting down evil-doers to punish, observing heroic quests and matters of justice in the mortal world, answering the petitions of those few mortals who manage to visit her Golden Citadel in Heaven, sending her avatars or servants to aid mortal heroes, or battling evil deities and fiends herself.</p><p></p><p>Paladia's temples and shrines are built as miniature versions of her Golden Citadel, with the same basic shape but fewer rooms and smaller in scale. Paladian shrines look like miniature castles holding just a single room with a set of golden scales that serve as the altar, though anchored in place by metal bolts and divine magic. Temples of the Just are the size of large houses or small forts, with a large central chamber for religious services and several side-chambers of various kinds. A few of these side-chambers are courtrooms for local judges or Paladian priests to hear cases and pronounce judgments, with a small judge's office beside each courtroom. A few other chambers are small jail-cells for criminals awaiting trial, while others are small studies where books of law, criminal records, and religious or heroic lore-books are stored securely. Each temple has a few small, private confessionals, a few priestly living quarters, a few small guest-quarters for visiting paladins or priests, a small sleeping-chamber for the poor, a vestry for storing religious items, a storage chamber for mundane supplies, a kitchen and mess hall, and a small patients' room for sick or injured people to be taken while awaiting treatment. Paladia's temples are surrounded by beautiful courtyards with gardens and military training grounds of some sort. Her shrines and temples are generally built with white and yellow stone or at least painted wood, along with stained-glass windows and usually some gold and silver decoration, though a small amount of gray and blue is also used in her structures. They are generally sturdy and can be used as fortifications to some degree.</p><p></p><p>Priests and priestesses of Paladia wear simple gray robes with blue trim in keeping with the humble aspect of their goddess, but they also wear a small amount of silver, electrum, gold, or platinum jewelry based upon their rank. Novices are given the title shieldbearer and serve as assistants to other priests, paladins, or knights until earning full priesthood. Those who become full-fledged priests or priestesses are known as stalwarts, while experienced priests and priestesses are known as honorable stalwarts. Shrinekeepers and temple-leaders are titled glorious stalwarts, while the senior assistant of a temple-leader is known as a righteous stalwart. Regional leaders are called bastions, and the overall leader of the priesthood is the glorious bastion. A shieldbearer is marked by the silver medallion they wear with Paladia's holy symbol on it. Stalwarts wear an electrum medallion emblazoned with their goddess' holy symbol, while an honorable stalwart wears one with gold trim and a golden symbol on it. Glorious stalwarts wear golden medallions with platinum symbols of Paladia on them, while righteous stalwarts simply wear golden medallions etched with Paladia's symbol. Bastions wear platinum medallions etched with Paladia's holy symbol, while the glorious bastion wears one with gold trim and a golden symbol inlaid upon it.</p><p></p><p>Paladins and other holy warriors of the church are known by different titles. Novice paladins are simply known as paladins, while experienced ones with authority over a few others are known as honorable paladins, and their superiors are called righteous paladins, while the leaders of each paladin-legion are known as glorious paladins, and the leader of them all is known as the grand paladin. Novice paladins devoted to Paladia simply carry her holy symbol, but those of the honorable paladin rank wear a silver bracer embossed with Paladia's symbol. Righteous paladins wear an electrum bracer of that sort, while glorious paladins wear a golden one, and the grand paladin wears a platinum bracer bearing Paladia's symbol. Other holy warriors are known as shield-knights, with their lieutenants called honorable shield-knights, their captains known as righteous shield-knights, their commanders called glorious shield-knights, and the overall leader of those holy warriors is the grand shield-knight. Shield-knights wear a torc around one upper arm, with a kite shield shape on the side that bears Paladia's holy symbol. The torc is silver for most shield-knights, with gold trim and an inlaid golden symbol for honorable shield-knights. Righteous shield-knights wear an electrum torc, while glorious shield knights wear a golden torc, and the grand shield-knight wears a platinum torc. Paladins have authority over other followers of Paladia with equal or lower rank, while priests have authority over holy warriors with equal or lower rank. Followers of Paladia pray at dawn.</p><p></p><p><strong>GORIN</strong>, the Forge-Father, the Hammer, Stone Sentinel</p><p><em>Male Intermediate Deity</em></p><p><strong>Symbol:</strong> Iron hammer striking a gray stone anvil, flames spraying from the impact</p><p><strong>Home Plane:</strong> Heaven</p><p><strong>Alignment:</strong> Lawful Good</p><p><strong>Portfolio:</strong> Forgework, stonework, mining, strategy, tactics, honor, dwarves</p><p><strong>Worshippers:</strong> Paladins, fighters, smiths, jewellers, miners, guards, dwarves</p><p><strong>Cleric Alignments:</strong> LG, LN, NG</p><p><strong>Domains:</strong> Artifice, Earth, Fire, Law, War</p><p><strong>Favored Weapon:</strong> Warhammer</p><p>One of the Three Lords of Law who emerged shortly after Mhavara, Noctavian, and Rhisol, Gorin is an ancient deity born from the raw essence of cosmic order and creativity. Having forged the dwarves and various other creatures to serve his purposes in ancient days, Gorin's followers contend that he was the first creator of mortal life and the inspiration for all others thereafter. Certainly dwarves have worshipped Gorin on the continent of Rhivia for as long as anyone can remember, and many folk of other races have felt the call of the forge to practice Gorin's arts. The Stone Sentinel is a thoughtful and patient deity, who has taught combat tactics and military strategy to gods and mortals alike so they can defend themselves and their homes. He is also a patron of miners, sculptors, masons, and jewellers, having some dominion over elemental earth and inspiring artisans to create ever-greater monuments, fortifications, homes, and works of metallic or crystalline art.</p><p></p><p>Gorin's true form is apparently a vaguely-humanoid mass of stone, metal, and crystal, but often takes the form of a burly, brown-skinned, gold-haired dwarven man with a prodigious beard and molten metal eyes, wearing iron or steel armor with a gray tunic, and carrying an oversized iron mallet. A common exclaimation of wonder or surprise among dwarves and other Gorinites is "By Gorin's golden beard!" A common curse uttered by his followers is "The Hammer break you!" or "The Hammer crush all fools..." Gorin's signature hammer is a rune-engraved masterpiece known simply as the First Hammer, said to crush diamonds and adamantine on impact but never breaking Gorin's enchanted stone anvil, the Anvil of Creation. Gorin breathed life into the first dwarves with his Grand Forge's bellows after giving them a drop of his own molten blood. Gorin does not get along well with most other deities but neither do his dwarves get along well with other races. He has a sort of understanding with Farador and Bharabzeel, his fellows among the Three Lords of Law, while sharing some degree of camaraderie with the honorable goddess Paladia, the mighty Vanigor, the gold-loving Haliyane, the dutiful Oramina, and the inventive Magaryx. All others annoy, confuse, or infuriate Gorin.</p><p></p><p>The Forge-Father has many temples and shrines across Rhivia, though non-dwarves often have only shrines to Gorin, with most of his temples built in dwarven communities. They are often built in the shape of an anvil on its side, with offices, workshops, priestly quarters, and vestry on the sides at the back of the temple, while a large hall occupies the center. The altar is always a block of stone shaped like Gorin's anvil and carved with runes. Shrines are usually just a smaller version with nothing more than a small meeting-hall and an altar. Gorin's temples and shrines are always built of stone and have stone roofs, though sometimes built with stone shingles over wooden or metal beams. They might be fancily decorated with displays of fine stonework carvings and intricate metalwork, or simple houses of worship for humble folk. But these structures are always built to last for millenia, sturdy enough to remain standing under all but the most potent of siege weapon or monster strikes, with thick iron or stone doors and steel-shuttered iron-barred windows (or windowless). Some temples of Gorin rest atop high ground as rallying points and centers of defense for a community, even built up into small fortresses.</p><p></p><p>Gorin teaches the importance of self-defense and combat training to protect one's home, livelihood, and creations. He also teaches the importance of both pride in one's work and respect for the work of others. Honor and integrity are key to any Gorinite's image and self-worth; a dishonored individual is utterly worthless to any followers of Gorin, unworthy even of their time and attention, ignored and ostracized. Honorable conduct and respect for worthy, sensible, or clever foes are important to Gorinite military doctrine. Gorinites are steadfast allies of Paladia and her followers, including all paladins regardless of faith. Zanjin samurai and kannushi also share great respect for and with Gorin's followers, though they call Gorin "Kami-No-Tetsugojin" and consider him to be an unusual Kami rather than a true deity.</p><p></p><p>Gorinite holidays are few but fall on the 2nd day of Spring's Start, the day of the summer solstice, and three days around the winter solstice. The 2nd of spring is called the Lighting of the Forge, a celebration of the new year, new life, and acts of creation, with much dancing, singing, music, and drinking, plus contests of art and craftsmanship. The celebration of the summer solstice is known as Forge Day, celebrating the gifts of fire and smithing with solemn prayers, offerings, and religious ceremonies followed by a more cheerful feast of roasted foods around great bonfires, finishing with a contest of short duels to display combat prowess and finely-forged armaments. Gorinites celebrate three days around each winter solstice as the Festival of Fortitude, which opens each day with prayers and contests of strength or endurance, followed by strategic board games and similar competitions of tactical skill, then duels and a grand melee, with drinking and eating contests each evening.</p><p></p><p>Gorinite priests wear simple gray tunics and a leather blacksmith's apron or a suit of armor, with a helm or necklace bearing Gorin's visage, black or brown boots, and black or brown gloves. They look more like smiths, soldiers, or laborers rather than priests, but a few distinguishing features mark their different ranks. The lowest-ranking priests are known as stonefellows, with junior and senior ranks denoting those who are particularly-far from promotion yet or rather close to it. Greater priests with important duties or achievements are known as stonefathers or stonemothers, while the high priest of a Gorinite temple or shrine is known as a stonespeaker. Those with authority over all temples or shrines in a region are known as senior stonespeakers, while their aides are known as junior stonespeakers. Warriors of the faith, who march under the orders of a stonespeaker or senior stonespeaker, are known as forge-warriors and are lead by forge-captains. Paladins dedicated to Gorin are known as forge-wardens. The central figure of the Gorinite church is the forgemaster, who commands a large force of forge-warriors and forge-captains in defense of Gorinite communities and their allies, but he also has nominal authority over forge-wardens.</p><p></p><p>Junior stonefellows wear a gray hood or mantle, while full-fledged stonefellows have no such accessory, and senior stonefellows wear golden armbands or wristbands. Stonefathers and stonemothers wear a gold circlet or heavy gold necklace of interlocking plates. Stonespeakers wear a cloth-of-gold mantle or hood, while junior stonespeakers wear a cloth-of-gold belt or waistband, and senior stonespeakers have cloth-of-gold woven into patterns and trim on their gray tunics along with a mantle or hood. Forge-warriors, forge-captains, and forge-wardens simply wear a single piece of gray clothing with cloth-of-gold trim, in addition to a badge or mantle bearing unit insignia and gold trim for forge-captains. Forge-wardens usually carry a golden scabbard or similar item to indicate their status as something between stonefathers, stonespeakers, and forge-captains in rank. The forgemaster wears gilded and ornamented (but functional) full-plate armor of adamantine with a cloth-of-gold tabard, artifact-armor forged by Gorin himself in ancient times and bestowed upon the greatest of his followers. The Forgemaster Harness is perhaps the most-powerful suit of armor in the world, protecting Gorin's chief priest against practically every form of harm imaginable. Never has a forgemaster of Gorin fallen in battle against any but the mightiest of demons or dragons, and rarely even that. Gorinite priests pray at dawn or dusk, their choice which upon entering the order.</p><p></p><p><strong>VANIGOR</strong>, the Resplendent Champion, the Glorious, Proud Master</p><p><em>Male Intermediate Deity</em></p><p><strong>Symbol:</strong> Burly golden man standing atop a mountain, with blue and silver lance raised</p><p><strong>Home Plane:</strong> Nirvana</p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Portfolio:</strong> Athleticism, might, challenges, hope, glory, vanity, destroying evil and ugliness</p><p><strong>Worshippers:</strong> Barbarians, bards, fighters, monks, athletes, leaders, paramours</p><p><strong>Cleric Alignments:</strong> CG, LG, N, NG</p><p><strong>Domains:</strong> Charm, Glory, Good, Nobility, Strength</p><p><strong>Favored Weapon:</strong> Lance</p><p>A mighty deity who is always the first to charge into battle against evil forces, Vanigor is widely worshipped across the former territories of the Rhivian Empire and neighboring lands. He is the patron god of sports and other competitions, along with jousting, tournaments, and gladiatorial combat, an old favorite of the Rhivian Empire. Most often referred to as the Glorious, Vanigor is ever seeking greater glory through valorous deeds, victorious battles, and tackling the greatest challenges in the Multiverse. Though not as mentally gifted as he is physically adept, Vanigor is nonetheless full of pride and boasts that he is the greatest of deities, always challenging other gods to contests of arms, strength, speed, endurance, skill, or wits, often including drinking contests. The Rhivian word 'vanity' is derived from Vanigor's name, and he is certainly the most handsome of the Rhivian gods, always preening and showing off. But for all his vanity and ego, the Resplendent Champion is a righteous god honored for his dedication to vanquishing evil and removing ugliness from the world.</p><p></p><p>The second child of Hevelior and Ashalla, Vanigor is both the younger brother and husband of Paladia, the only goddess perfect enough to earn his admiration and devotion. While other goddesses have sought Vanigor's attention, he has been surprisingly faithful to Paladia for millenia. They have several children among the lesser deities and demigods of the Rhivian Pantheon, though Vanigor is a far less dedicated parent than Paladia. Vanigor maintains an alliance with Gorin, Alvaryn, Gabridea, and Haliyane, including a friendly rivalry with Alvaryn and Gorin, while often challenging Farador and Magaryx to contests of strength, wits, or strategy. He is a foe to all evil deities, especially despising Shekeshnareth and Reveksor, while also coming into conflict with Calistrienne and Surekkal sometimes.</p><p></p><p>Appearing as a tall and burly man with golden skin or sometimes just well-tanned, Vanigor has luxurious, shoulder-length black hair and sapphire-blue eyes, with a statuesque and noble visage. Despite his many battles, Vanigor never suffers any scars or crippling injuries, either due to pure skill or some divine regeneration. He wears a gleaming mithral suit of lorica segmentata armor, in the ancient Rhivian fashion, or occasionally a suit of full plate like modern knights of Rhivia's successor-states, but he is just as likely to be seen unarmored with little more than a waistcloth and sandals. The armor is only worn for armored competitions or when battling evil deities. The Resplendent Champion is always adorned with some amount of gold and silver jewelry, often including a princely crown or circlet studded with gems, primarily blue sapphires. He is a master of every weapon and fighting style imaginable, but most often fights with his beautifully-adorned blue and silver lance, Vanquisher, which is said to possess special properties for overcoming every kind of defense. Vanigor always wears royal-blue garments, though often including some decorative white trim or designs.</p><p></p><p>Though he spends much of his time battling evil in the Outer Planes and Inner Planes, Vanigor does visit the mortal world often to witness or participate in competitions or wars, independently or on the side of a righteous ruler, though typically incognito with a fully-concealing suit of armor. Vanigor also appears on occasion to mortals in need of aid during epic battles with the forces of evil. Most of the time he just sends a minor avatar for any of these purposes, but the Proud Master visits the Material Plane directly on rare occasions to aid mortal champions or train a promising mortal. Oftentimes he just shows up briefly to inspire mortal heroes and give them hope for victory, helping them turn the tide of battle before he departs to resume his own battles against evil. Mortal warriors often pray to Vanigor for strength and courage in battle, or pray for his intervention in a losing fight. Attractive individuals sometimes pray to Vanigor to let them age gracefully and maintain their good looks well into old age. Couples expecting children sometimes pray that Vanigor will bless their unborn children with beauty, strength, and skill.</p><p></p><p>Temples of Vanigor are rare, but small shrines are found in many communities with Rhivian Pantheon devotees. These shrines take the form of a small fighting-ring surrounded by elaborate stone pillars, supporting a domed roof of stone, concrete, brass, or wood in the poorest communities. An elaborately-carved, circular altar lies at one end of these shrines, and any shrinekeeper who can afford it will adorn the shrine with gold and silver decorations along with blue pennons or blue paint. Temples of Vanigor are simply a larger form of this basic structure, with side-chambers and possibly multiple domes or just slightly-triangular roofs over the side-chambers. Temples also maintain a Record of Heroes inscribed on stone tablets and kept safely locked away, with a public copy on display around each temple, listing famous heroes and their great deeds for all to see. The roof of a well-made Vanigori shrine or temple often has stained-glass windows depicting scenes of victory, battle, wrestling, or simply Vanigor's holy symbol. Some temples are actually gladiatorial arenas, whereas other places may just have shrines near their arenas.</p><p></p><p>Vanigori priests are always athletic and physically-fit individuals, overseeing athletic events and training as well as other competitions and sometimes martial training. They are known as challengers when low-ranking initiates, beginning as junior challengers and eventually becoming senior challengers when they are shrinekeepers or assistants to a temple's leader. Those leaders are known as masters, and regional leaders are grandmasters. Adventuring priests or paladins of Vanigor are called champions if they have achieved similar power and prestige to masters, or grand champions if they have achieved the same renown as grandmasters. Most Vanigori priests go adventuring on occasion, though.</p><p></p><p>There is no central leader of the Vanigori faith, but instead one member of the faith earns the title of supreme champion each year in the annual Contest of Champions, held during the last two weeks of Summer's End. This is the only holiday dedicated to Vanigor, since he is already honored frequently during other competitions and military campaigns throughout the year. The Contest of Champions has various athletic and martial contests open to everyone, but includes a tournament that is exclusively for devotees of Vanigor, competing for the title of supreme champion. The title carries with it great authority within the faith, but any grandmaster can override a supreme champion's orders if the supreme champion tries to command too many of their temples; it is mostly a title of prestige that ensures the supreme champion will be remembered for millenia, as the winner's name is inscribed on each Vanigori temple's Record of Heroes. The grandmaster of central Rhivia presides over each Contest of Champions, which is typically held at one of various tournament grounds in that region.</p><p></p><p>The faithful of Vanigor generally wear some blue and white or blue and yellow garment, while priests and paladins of Vanigor wear a blue mantle or cloak with a silver or golden holy symbol for a brooch or amulet. Higher-ranked followers wear more gold and silver jewelry along with wearing more blue garments, but there are no strict guidelines. The supreme champion is awarded several thousand gold pieces worth of coin, gems, and jewelry, along with an elaborate trophy and an enchanted, gold-and-silver necklace known as a Supreme Champion's Badge, bearing Vanigor's holy symbol in gold, silver, sapphires, and diamonds. The Supreme Champion's Badge confers various benefits upon its wearer, and magically transports itself back to the supreme champion if lost or taken away, but likewise transports itself back to the presiding grandmaster for each year's Contest of Champions at the beginning of that holiday. Vanigor himself created the Badge, and may personally strike down anyone so brazen as to attempt stealing it or preventing it from reaching a new supreme champion. Paladins of Vanigor are rare but not unheard of, with a more amorous and competitive bent than other paladins. All of Vanigor's priests and paladins pray at either dawn or noon, chosen upon joining the faithful.</p><p></p><p><strong>HALIYANE</strong>, the Wayfarer, the Extravagent, Lady Luck</p><p><em>Female Intermediate Deity</em></p><p><strong>Symbol:</strong> Winding trail of gold coins leading to a blue-crescent horizon, against a circular green field</p><p><strong>Home Plane:</strong> Nirvana</p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Portfolio:</strong> Trade, prosperity, fortune, travel, exploration, support, vigor, halflings</p><p><strong>Worshippers:</strong> Rangers, rogues, merchants, gamblers, explorers, couriers, halflings</p><p><strong>Cleric Alignments:</strong> CG, LG, N, NG</p><p><strong>Domains:</strong> Community, Good, Luck, Protection, Travel</p><p><strong>Favored Weapon:</strong> Handaxe</p><p>While most folk of Rhivia wish for good fortune from Lady Luck, she is a fickle and curious goddess who wanders everywhere and rarely lingers. Haliyane bestowed this same wanderlust upon many of her chosen people, the halflings, along with granting them a bit more luck than other races. Though it is believed that Ashalla gave life to halflings, they are nonetheless favored most by Haliyane and she often receives their devotion in turn. Patron goddess of all explorers, wanderers, and other travelers, the Wayfarer is worshipped by most Rhivian merchants, couriers, sailors, and caravan guards, though some devote themselves more to other deities like Ashalla, Alvaryn, Farador, and Oramina. Also known as the Extravagent, Haliyane is goddess of wealth and successful business, so there are many gamblers, bankers, and nobles who pray to Haliyane. She is a very supportive goddess by nature, showing up where she's needed and lending aid or good luck at just the right time, while setting up chains of events that may lead to fortunate outcomes for those in need.</p><p></p><p>Appearing as a humanoid woman or child of varying ages, Haliyane takes a different form each day but often chooses a halfling or human form. She may appear with blonde or black hair on any given day, with eyes of blue, green, amber, or brown, sometimes speckled or each eye a different color. Haliyane typically has fair or well-tanned skin, occasionally freckled and usually with minor imperfections to make her look more normal, even portly or muscular at times, but she usually appears pleasant or attractive in some way. She may even have eyes, hair, fur, skin, or scales of blue, green, yellow, tan, or brown when assuming the forms of other races like lizardfolk, gnolls, orcs, kobolds, or the like, though she only occasionally takes the form of evil humanoids. Haliyane rarely takes the form of an old woman, but when she does it's always a reasonably-fit elder with travel-worn features and well-tanned skin. She wears modest garments when trying to blend in with mortals, but the rest of the time she appears with plenty of expensive jewelry and expensive clothes.</p><p></p><p>On the few occasions she bothers to fight anything, she brandishes an intricately-engraved handaxe with a golden handle and a crescent-shaped, blue-steel axehead, adorned with a large emerald at each end of the handle. The axe is known as Waymaker, and can cut down trees or walls or most monsters in a single stroke, gleaming brightly with every chop to blind foes. However, it's primarily a defensive weapon, deflecting projectiles and even many magical attacks away from Haliyane. As the daughter of Gabridea and Alvaryn, Haliyane is a whimsical goddess but not so impulsive or wild as her parents. Once a mere demigoddess or lesser goddess, Haliyane found her own way to rise in power and significance among the Rhivian Pantheon, becoming a widely-known and revered goddess by the middle of the Rhivian Empire's reign. There are many tales about how she achieved this, but they vary widely and Haliyane leaves it a mystery for others. She gets along with Oramina most of the time but also causes some headaches for the goddess of fate, who is probably the only one that truly knows how Haliyane rose to power.</p><p></p><p>Haliyane is a friend to all but the most accursed creatures, and despite her goodly nature, even visits good fortune upon the wicked and amoral, trying to befriend anyone and everyone she meets without discrimination. When she finds anyone in need of aid or a change in fortunes, she can't help but take pity on them and lend a helping hand. She tries to sway evil deities to curb their evil activities, and lends support to other goodly deities, but rarely joins their fights. Haliyane's priests say that even the wicked may have a change of heart if only they had some friends or if a few good things would happen to them. Still, most of her faithful are not so willing to do favors for unscrupulous people. Her priests do lend aid to the unfortunate and downtrodden, though.</p><p></p><p>Haliyanean temples are found in many communities across Rhivia, and always have a small homeless shelter built into them, along with having a few small rooms available for rent to travelers. Temples of Lady Luck also have a stable on one side, and a gambling den on another, making them both useful and entertaining for the community. The main hall of these temples is relatively small, as Haliyanean religious services are short and simple, but there are also priestly chambers on the second floor and a well-guarded vault below every temple. These temples are often richly decorated. Roadside shrines and frontier shrines are even more common, consisting of little more than a small wooden or stone shelter with a circular altar in the back, carved with Haliyane's holy symbol.</p><p></p><p>Priests of Haliyane simply go by the title of initiate, with an addition based on their rank. Inexperienced priests are called initiates of the way, adventuring priests (those who are not tied to any temple) are initiates of the horizon, senior priests and shrinekeepers are called initiates of gold, temple leaders are initiates of prosperity, any regional leader in the Haliyanean faith is an initiate of the vista, and the overall leader among Haliyane's faithful is the initiate of wonders. The faithful wear varying amounts of gold jewelry depending on rank, though the poorest laymen just wear a bit of yellow and green. The initiate of wonders wears cloth-of-gold robes with blue trim, and green patterns like winding trails and natural scenery. He or she also carries a ceremonial, solid gold handaxe with a crescent blade called the Axe of Wonders, created by Haliyane herself and imbued with various magical powers, as well as being unnaturally hard and lightweight for something made of gold. Haliyane's faithful pray at dawn for her blessings, when the sun begins its journey through the sky each day.</p><p></p><p><strong>ALVARYN</strong>, the Artful Dodger, the Harmonious, Dream Duelist</p><p><em>Male Intermediate Deity</em></p><p><strong>Symbol:</strong> Hazy, pale-green swordsman wearing a billowing, blue cape</p><p><strong>Home Plane:</strong> Elysium</p><p><strong>Alignment:</strong> Chaotic Good</p><p><strong>Portfolio:</strong> The arts, music, song, dance, finesse, subtlety, dreams, archery, fencing, sailing, elves</p><p><strong>Worshippers:</strong> Bards, fighters, rogues, entertainers, artisans, sailors, scouts, skirmishers, revelers, elves</p><p><strong>Cleric Alignments:</strong> CG, CN, NG</p><p><strong>Domains:</strong> Air, Chaos, Good, War, Water</p><p><strong>Favored Weapon:</strong> Rapier</p><p>Springing forth from the dreams of other gods long ago, Alvaryn is the Rhivian god of wishful thinking, lofty goals, fine arts, and grace. He created elves to promote the arts and other noble pursuits, as well as simple entertainment and making merry, though partly based on the dreams of Mhavara and Rhisol regarding the creatures they had considered filling the world with. Thus the great similarities between elves and other humanoids, as well as fey. Alvaryn supports the teaching and use of artful, graceful combat styles, particularly fencing and archery, while instilling a strong sense of protectiveness in his followers. Mobility and defense are more important than offense in Alvarynite teachings, as he believes in the need for survival and creation, with martial arts as simply a means to that end. Vigilance and wit are highly respected among Alvarynites, just as with artistic or musical skill. Grandiose dreams and creativity are encouraged. Sailing is also favored by Alvaryn, and his followers say that this has something to do with the way people are inspired or enthralled by the open sea and the rhythmic sound of the waves.</p><p></p><p>Singing and dancing are always part of Alvarynite ceremonies, and usually moderate or copious amounts of wine. Celebrations of Alvaryn are held each year in the Festival of Fine Arts at the end of spring, lasting three days with much drinking and dancing as well as displays of artwork and musical skill, while shorter ceremonies are held at the start and end of martial tournaments, sailing trips, archery contests, fencing contests, or duels. Alvaryn is a well-loved deity and respected by many for his combat prowess as well, having defeated Farador, Reveksor, Tethariel, and Lahurias at different points (or at least fended them off successfully, usually by running away as those deities' followers tell it). He comes into conflict with evil and stubborn deities at times, but usually avoids fighting them unless challenged to a duel. Alvaryn was not always a match for them, but instead subtly gathered divine power from the hopes and dreams of other deities for long ages, and has learned how to exploit weaknesses through this insight into the minds of others.</p><p></p><p>Alvaryn's true form is a mystery, but he usually appears to others as a tall, regal elf with pale skin and hair, wearing a blue cape, mantle, or cowl along with pale green clothes and other colorful garb. This sometimes makes it difficult to distinguish Alvaryn from his priests, which is intentional. He is known to produce a shroud of mist or heat-haze around himself when fighting or sneaking about, making it difficult for enemies to locate him, and Alvaryn wields a razor-thin rapier of solid blue ice known as Crystal Grace, said to be formed of raw dreamstuff and changing suddenly to surprise foes. The blade becomes a bow with an infinite supply of crystalline arrows at a moment's whimsy from Alvaryn, but he prefers to wield it up close as a rapier. Alvaryn's own body seems to flow like water at times, and he has never been caught or held by any foe or trap. The Harmonious gets along with many other goodly deities and is also on good terms with Magaryx, who gifted elves with magical talent. The two often engage in contests of wit and games of strategy. Alvaryn has had amorous but sporadic relationships with Gabridea and various mortals or demigods, spawning the occasional new demigod or quasi-deity as well as Haliyane, who found her own way to achieve respectable divine power.</p><p></p><p>Alvarynite priests wear colorful gowns or tunics made for dancing, always incorporating green and blue, often in scarves, capes, mantles, or gloves. Junior priests are called dreamworkers, while senior priests are dreamweavers, and shrine-keepers or temple-leaders are known as dreamsingers. Dreamworkers wear jewelry adorned with malachites and lapis lazuli, at least a ring or bracelet, while dreamweavers wear jewelry bearing blue quartz and green jade. Dreamsingers wear jewelry accented with sapphires and emeralds. Musical or artistic ability are at least as important as magical gifts when it comes to advancement in the Alvarynite priesthood. Shrines of the Dream Duelist are circular, domed structures held up by a few pillars with a small, beautifully-crafted altar at the center, usually surrounded by a broad enough floor to allow for a little dancing around the altar on special occasions. Temples are similar but larger affairs, with full walls and a meeting hall that doubles as a ballroom and feast-hall at different times. Stained-glass windows upon the walls and ceiling, combined with colorful murals on the floor of a temple, depict various scenes of Alvaryn and his deeds or those of his followers. Priests of Alvaryn pray at dawn or dusk, their choice which after becoming a priest.</p><p></p><p><strong>GABRIDEA</strong>, the Lovely Trickster, the Sorceress, Lady Caprice</p><p><em>Female Intermediate Deity</em></p><p><strong>Symbol:</strong> Square-cut ruby with violet feminine eyes and a subtle smile</p><p><strong>Home Plane:</strong> Elysium</p><p><strong>Alignment:</strong> Chaotic Good</p><p><strong>Portfolio:</strong> Love, beauty, mystery, mirth, fickleness, games, schemes, magic, gnomes</p><p><strong>Worshippers:</strong> Bards, rogues, sorcerers, jesters, tricksters, courtiers, gnomes</p><p><strong>Cleric Alignments:</strong> CG, CN, NG</p><p><strong>Domains:</strong> Chaos, Charm, Good, Magic, Trickery</p><p><strong>Favored Weapon:</strong> Dagger</p><p>Widely revered and cursed across Rhivia, Gabridea is the fickle goddess of love and beauty as well as other mysterious forces like magic itself. A joyous and optimistic deity, she adores parties, games, jokes, puzzles, tall tales, and other social activities. Passion and compassion are essential parts of her nature. Her followers often gossip and share jokes with anyone else who'll listen, while some of her faithful prefer games, puzzles, or pranks. The gnomes are Gabridea's favored creations and show the same love of life as their goddess, though not all gnomes choose to worship her. The Lovely Trickster's fondness for mysteries, tricks, and schemes make her a favored patron for some people who just spend a lot of time plotting elaborate schemes or trying to gather or protect secrets. Many bards and sorcerers owe their magical powers in part to Gabridea's favor, just as they often owe their natural charisma or beauty to the Sorceress.</p><p></p><p>Gabridea is a capricious goddess who can turn spiteful at the slightest provocation or foul mood, and Lady Caprice is a fierce fighter when roused to anger, having wounded many an evil deity before with Heartbreaker, her ruby-pommeled, curved dagger. It is said to inflict grievous injuries and permanent, crippling despair with even the slightest touch. However, Gabridea is a loving goddess first and foremost, so she rarely injures anyone beyond the occasional near-harmless prank or a light slap. Gabridea loves everyone and just about everything, though to varying degrees, so she often shows compassion towards evil or stubborn deities and mortals as well as the more-agreeable sorts. She flirts with nearly everyone and has had brief relationships with most other deities she has met, though just friendly towards some like Ashalla, Farador, Haliyane, Hevelior, and Paladia. Ashalla and Hevelior are her parents, while Paladia is her elder sister, Haliyane is her daughter, and Farador is too stubborn for even Gabridea to loosen him up. Alvaryn is her most-frequent lover and favored paramour, but Gabridea never commits to any long-term relationship.</p><p></p><p>Always appearing as a beautiful young woman or pretty little girl, Gabridea tends to choose human or gnomish forms most often but rarely assumes the same exact form more than once. She tends to be fair of skin, bright-eyed, and bright of hair, but has also been seen at times with dark hair, dark eyes, or dark skin, and occasionally even assumes the form of hairy or scaly creatures like minotaurs, kobolds, centaurs, or locathah. Most often she has violet eyes or red hair, and those colors are often used for her eyes, fur, or scales when in appropriate forms. Gabridea often wears a hooded cloak, a voluminous robe or dress, a veil and headwrap, a partial mask, or similar garb to conceal some of her features and lend herself an air of mystery, but her clothing always accentuates at least one or two of her attractive features. Bright colors are always part of her garments, and fancy jewelry is likewise a standard component of her outfits. Red, violet, and similar hues are always included, while her jewelry always has at least one ruby and at least one amethyst or violet garnet, along with some amount of gold and silver. Heartbreaker is always by her side, though usually in a concealed sheath.</p><p></p><p>Shrines dedicated to Gabridea are found in many Rhivian communities, and are built of reddish-hued woods or otherwise warm-colored woods with a few stone pillars, and usually a stone roof adorned with a mosaic depicting the goddess. These are simple one-room structures with a square, stone altar, though the building itself is often circular, crescent, or oval-shaped. Gabridean temples are much less common and have more stonework, often marble or the like, and typically have more mosaics along with stained-glass windows in the walls and roof. Her temples always have several alcoves or small side-chambers where lovers can meet with some degree of privacy, but they also tend to have a small study/laboratory in the back for mages to conduct a bit of research or work on magic items. Gabridea's priests often create magic items for sale, and are somtimes multiclassed as arcane spellcasters. The clergy has simple rules and only provides short religious services. Prayers and rites to Gabridea are performed before many romantic or comedic endeavors, such as before courtships and marriage proposals, or before a great prank is attempted. She is celebrated and invoked at weddings, where her priests usually preside over the marriage ceremonies and help organize them. Wedding anniversaries are often celebrated with a short party that includes offerings and prayers to Gabridea for continued happiness (or positive resolution of any marital problems).</p><p></p><p>The goddess is also honored on three different holidays, related to her different aspects: the Lovely Trickster is celebrated on the 15th day of Spring's Start, while the Sorceress is given reverence on the 15th of Winter's Start, and Lady Caprice is offered appeasement on the 15th of Summer's End. These are known as Lovers' Day, Enchanters' Day, and Jesters' Day, respectively. Lovers' Day is celebrated with gifts to loved ones and spending quality time with those loved ones, accompanied with prayers and offerings of sacred wine to Gabridea in the morning and evening. Enchanters' Day is for honoring magical individuals and the magical gifts of the Sorceress, with magic-wielders offering discounted magic items and magical favors for people, while nonmagical people are expected to visit, praise, and provide gifts to any local magic-wielders who serve their community; the goddess is also honored on Enchanters' Day with solemn prayers and material offerings. Jesters' Day is set aside for celebrating those who provide humor and entertainment, often with gifts of food and drink, as well as praising the skill of tricksters and game-makers, with many folks spending a few hours of the day playing games, but Jesters' Day also includes a somber evening of prayers and sacrificial offerings to appease Lady Caprice and anyone else that may have been mistreated in the past year (it is customary to provide a small gift to those the individual has wronged and ask forgiveness on Jesters' Day).</p><p></p><p>The followers of Gabridea are referred to as Gabrideans, and the clergy are known by familial titles. Most of Gabridea's clergy is female, but men are accepted as well with less frequency. Senior priests are called mother or father by any follower of lower rank, while the lowest-ranking initiates are called brother or sister by their peers and lay followers. Gabridean priests refer to their fellows of equal rank as brother or sister, likewise, while lower-ranked priests or lay followers are called son or daughter. The formal titles held by Gabridean clergy, however, are as follows. Newly-trained members of the clergy are formally known as novitiates of the 1st mystery, while full-fledged priests are initiates of the 2nd mystery, mid-ranking priests are greater initiates of the 3rd mystery, shrine-keepers and temple-leaders are high initiates of the 4th mystery, regional leaders are known as grand initiates of the 5th mystery, and the highest-ranking priestess of Gabridea is the grand high initiate of the final mystery.</p><p></p><p>Only women are eligible for that most-prestigious and mysterious position in the hierarchy, and only Gabridea herself chooses when any member of the clergy is worthy of advancement in rank. Each rank in the clergy requires completion of a mysterious ritual and challenge of some sort, ordained by Gabridea when she chooses an individual for advancement. Those who fail the challenge or ritual are executed for their shame and to preserve the secrets of Gabridea's holy order. Only Gabridean priests or priestesses of higher rank know what rituals and challenges are required for each stage of advancement, and the goddess hides this knowledge from anyone who tries to glean it from the minds of her clergy. Her faithful are sworn to secrecy and can never reveal her secrets unwillingly (even under magical or psionic influence), while those who attempt to do so willingly instead perish immediately from Lady Caprice's mysterious powers (though even they are said to arrive in Gabridea's domain on Elysium for their prior faithfulness). While the lowest ranks of her clergy learn mostly mundane secrets (often about the ways of love and trickery), there are also magical and dangerous secrets learned at higher ranks in the priesthood. Gabridean initiates are reputedly great lovers.</p><p></p><p>Gabridean clergy members are identified by the red sash, bandanna, or mantle they wear, often stitched with the holy symbol of Gabridea. Their holy vestments vary slightly in different regions based on cultural influences, but are either loose-fitting robes accompanied by hoods and veils or instead tight-fitting partial robes that accentuate the wearer's most attractive features. Red and violet are the primary colors used in these robes, but other bright colors are also mixed in. Gold and silver jewelry are common among the priesthood, especially gem-studded pieces, with rubies, amethysts, rose quartz, and garnets preferred. Initiates of the 2nd mystery wear a silver pin adorned with rose quartz, while greater initiates of the 3rd mystery wear gold pins inlaid with garnets. Any high initiate of the 4th mystery will wear a gold amulet with a single ruby, whereas a grand initiate of the 5th mystery wears a gold necklace with several small rubies. The grand high initiate of the final mystery wears an artifact known as the Periapt of the Final Mystery, a giant ruby on a golden necklace forged by Gabridea herself and filled with mysterious powers. Gabridea herself (or an avatar) conducts the ritual to induct that champion of her faith into the position, bestowing the Periapt upon them if worthy. Priests and priestesses of Gabridea pray at dawn or midnight, their choice upon joining the clergy.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 6057828, member: 13966"] [b]Rhivian religions, and Rhivian pantheon details[/b] [u]Religions of Rhivia:[/u] There are 5 major religions across the continent of Rhivia. The most-prevalent is Rhivian Pantheism, which includes the 23 major deities detailed below in the Deities of Rhivia section, as well as various lesser demigods, saints, hero-deities, archangels, archfiends, and the like. There's also the Draconic Quintet of 5 dragon-deities detailed in the Draconic Deities section below, venerated by dragons and other reptilian creatures worldwide, though also revered by some individuals of other races who covet the power of dragons, or who possess a little dragon blood in their ancestry. Many people of the Esarroccan Peninsula and along the Crimson Tors follow a dualistic religion known as Dosaredios, which has slowly spread to a few pockets of civilization elsewhere. Refer to the Dosaredios Deities section below for details. The dominant religion of eastern Rhivia is Zantaoism, primarily practiced in the Zanjin territories, and it includes worship of various minor divinities known as Kami in addition to the 9 major deities known as Gami or O-Kami, detailed in the Zantao Deities section below. Finally, the Golarion Pantheon, as described in official Pathfinder materials, also has a small following among the northern peoples of Rhivia, as visitor deities more closely involved with a different Material Plane but meddling with Mhavareth on occasion. [u]Deities of Rhivia:[/u] [b]HEVELIOR[/b], the Sun-Eater, the Bright Lord, Sky Tyrant [i]Male Greater Deity[/i] [b]Symbol:[/b] Golden sun-disk emanating triangular red rays, with a toothy smile but no face [b]Home Plane:[/b] Utopia [b]Alignment:[/b] Lawful Neutral [b]Portfolio:[/b] The sun, gluttony, ambition, rulership, victory, power, renewal [b]Worshippers:[/b] Druids, duelists, farmers, herders, nobles, hunters, gluttonous monsters [b]Cleric Alignments:[/b] LE, LG, LN, N [b]Domains:[/b] Law, Nobility, Repose, Strength, Sun [b]Favored Weapon:[/b] Bite or morningstar The Rhivian sun-god, Hevelior, has long been worshipped on Rhivia since the middle of the ancient Rhivian Empire. Legend says that it was around that time when Hevelior rebelled against his father, Rhisol, the original sun-god of the Rhivian pantheon, and devoured the old sun-god. This is known in Rhivian legends as the Day of Dual Dawns, when the second sun rose and overtook the first, both flaring brightly and blinding many people before the first sun was consumed, leaving only the second sun to continue its arc across the sky each day. This is a holiday to Heveliori, the faithful of Hevelior, but a day of mourning for followers of Lunelle, Mhavara, and Ashalla. It is celebrated (or mourned) on the 1st day of Summer's Start, and it is said that the summer of the event was especially hot and terrible as Hevelior first asserted his new power. Smaller celebrations for Hevelior are held on the last day of Summer's End, and a more sober observance is held on the last day of Autumn's End to beseech Hevelior for enough warmth to keep the winters mild. Hevelior's body is said to be the sun itself, but he can also manifest another form when desired, that of a tall, muscular, humanoid man with swarthy skin, rippling hair of reddish-gold flames, eyes of pure gold, pearly white teeth, and handsome but severe appearance. He is always seen or depicted with a broad smile, but often in a smug, mocking, or threatening manner, and occasionally in a mirthful or benevolent style. He wears minimal robes of molten gold, along with a necklace made from some of his father's ivory bones. Hevelior wields a flaming gold morningstar in battle, called Heatdeath, embedded with spikes made from Rhisol's ivory bones. Hevelior himself is worshipped as the bringer of light and warmth, vital to agriculture, hunting, and herding due to his role in keeping plants alive and growing. He also wards off some of the horrors of the dark and cold like Rhisol once did, providing succour from undead, lycanthropes, and other creatures who fear the light of day or who lose their power during the day. He also promises renewal and rebirth for the worthy, but harsh retribution to all who wrong him and his faithful. Hevelior is a patron god of feasts and endorses gluttonous behavior, helping others hunt or harvest plentiful food near times of feasting. Hevelior is also the patron god of noble families, their privelages, ceremonies, honor, and laws, particularly those of royalty. Other leaders also seek his favor before many endeavors. Priests of Hevelior must be noble-born and are never given divine gifts by him unless they have the blood and upraising of nobility or royalty. Heveliori priests oversee many noble and royal ceremonies, including duels. Hevelior's priests often help build, manage, and guard granaries or other food-storage facilities so their communities will have enough to eat. They also guard and scribe legal documents, as well as scribing and delivering royal proclamations, besides guarding nobles and royals themselves and serving as dueling proxies in some cases. Adventuring Heveliori might seek out lost royal treasures or might simply be seeking power and prestige for themselves. Clerical vestments are white togas with varying amounts of cloth-of-gold trim or gold accessories depending on the individual's rank within the Heveliori church, though small or moderate amounts of red are also favored by some. Priests of Hevelior go by the rank of neophyte when studying and preparing for higher duties, then acolyte after passing certain tests to become a full-fledged priest, flamen after becoming an accomplished and recognized champion of the church abroad, archon after becoming the confirmed (and thoroughly-tested) head of a shrine or temple, hierarch if they pass the harsh trials for regional leadership, and finally primarch if they become leader of the entire Heveliori church. There are also minor and major sub-ranks for all below the primarch, such as acolytes major who manage other acolytes and neophytes. Heveliori priests pray at dawn. [b]LUNELLE[/b], the Moon Maiden, the Mourning Virgin, Night Queen [i]Female Greater Deity[/i] [b]Symbol:[/b] Gray moon-disk with a 4-pointed, undulating, black star at the center [b]Home Plane:[/b] Limbo [b]Alignment:[/b] Chaotic Neutral [b]Portfolio:[/b] The moon, darkness, mourning, reflection, insanity, change, rain, storms [b]Worshippers:[/b] Druids, farmers, herders, widows, virgins, rebels, thieves, lycanthropes [b]Cleric Alignments:[/b] CE, CG, CN, N [b]Domains:[/b] Chaos, Darkness, Liberation, Madness, Weather [b]Favored Weapon:[/b] Claw or starknife This moon goddess of Rhivia has had a mixed history and was once considered quite respectable for worship, while those blessed with Lunelle's divine gifts were once viewed with awe and reverence. She was the favored daughter of Rhisol, and was a reflection of him in many ways. Lunelle was also briefly betrothed to the original Rhivian god of night and winter, Noctavian. It is said that before Rhisol's death, all lycanthropes of Rhivia were noble, majestic, blessed creatures with Lunelle's favor, while creatures of the dark were once fearful of her moon's light. Once Rhisol was devoured by Hevelior and Noctavian was slain by Ravik, Lunelle fell into an insane, mournful rage and lashed out, causing all kinds of mayhem, even for her treacherous brother Hevelior. Her rage was spent quickly, however, and she looked for other ways to spite Hevelior and Ravik, as well as those who did nothing to save Rhisol or Noctavian. Now Lunelle is seen as the source of madness and depression in others, spreading her own misfortune, and she is the patron goddess of lycanthropes and other creatures who dwell in the dark or hunt at night. She has become the queen of darkness and no longer protects people from anything that goes bump in the night. Goddess of the moon and stars, she also holds some small dominion over portents and astrology, but Lunelle is also the patron goddess of other mourners, virgins, and innocent maidens, often sympathizing with such people and lending them some aid (or occasionally, the release of a swift death). She is revered by thieves and rebels for her dominion over night, darkness, and change. Lunelle is fickle now and manipulates the weather, conjuring storms whenever her mood sours, and rain is said to be Lunelle's own tears. Farmers and herders offer prayers to her whenever they need rain or to beg for the end of monsoons. Lunelle is also associated with mirrors and other reflective surfaces. Lunelle is the moon itself, but also manifests a second, humanoid form when desired. Her humanoid form appears to be a tall, graceful, beautiful woman with a regal bearing. She has pearly skin, flowing hair composed of absolute darkness, robes of flowing silver and starry voids, but dull eyes of pure gray, black claws for fingers, and rotten black fangs for teeth. Dark mists issue forth from her mouth when she speaks, and she often speaks in babbling near-nonsense, acting unpredictably. When she fights, she forms a jagged, flickering blade from the spark of a newborn star, a starknife called Dying Ember, which darkens and crumbles to dust after use. The faithful of Lunelle are known as Lunellans and they're fairly rare, generally distrusted by most folk in polite society, but her priests often attend funerals and provide what comfort they can to the bereaved, even paying for the funerary services and burial when they show up (so it's considered terribly rude to mistreat or reject them when they attend a funeral, despite the Lunellans' otherwise poor reputation in civilized lands). Lunelle's priests also assist farmers at times and some run orphanages, asylums, monasteries, or nunneries, where the abandoned, disgraced, hopeless, or insane can find some solace. Some are thieves or otherwise part of a criminal organization. Her priests are known simply as brothers or sisters, without rank, though generally the most-experienced or most-gifted ones manage her temples and other establishments. Lunellan priests wear simple robes of black and gray, often with hoods, veils, or both, and sometimes adorned with the peculiar star-pattern of her holy symbol. Lunellan priests pray at nightfall or midnight. [b]MHAVARA[/b], the Earth-Mother, the Green Lady, Mother Nature [i]Female Greater Deity[/i] [b]Symbol:[/b] Green disk with a white halo, an 8-pointed red star above, and a blue drop below [b]Home Plane:[/b] Purgatory [b]Alignment:[/b] Neutral [b]Portfolio:[/b] The elements, nature, seasons, stability, eternity, rebirth, the cycle of life [b]Worshippers:[/b] Druids, rangers, farmers, herders, hunters, widows, undertakers, fey, plants [b]Cleric Alignments:[/b] CN, N, NE, NG, LN [b]Domains:[/b] Air, Animal, Earth, Fire, Repose, Plant, Water, Weather [b]Favored Weapon:[/b] Sickle The primary creator and nature-deity of the Rhivian pantheon, Mhavara is the even-tempered mother of Hevelior, Lunelle, Ashalla, and Calistrienne, as the wife of the former sun-god Rhisol. While she mourns her husband's death, Mhavara is much more subdued than most of the other deities, and has deeper insight into the nature of reality as one of its primary creators. She teaches that the world is eternal and that all things pass with time, even death itself, giving way to new life and new order. Death and change are necessary for life and growth, and her faithful believe firmly in reincarnation, even for dead gods. Mhavara is both harsh and gentle, depending on the time of year, encouraging balance and moderation, but not stagnation or indecision. Mhavara's body is the world itself, and Rhivians named the world Mhavareth after her, but she also manifests a humanoid aspect at times. In her humanoid aspect, Mhavara is a stout, earthy, matronly woman with dirt-encrusted dusky skin, blue-green pools of water for eyes, cloudy hair, a fiery tongue, and robes of plantlife complete with flowers and thorns. She wields a sickle in her rare clashes with other deities, a weapon that constantly changes between different elemental forms and materials, called Nature's Fang. Followers of Mhavara are referred to as Mhavarans and are most often farmers, herders, or others who make their living off the land. Shrines of Mhavara are found in practically every farming community across Rhivia, excluding a few places where other religions are dominant. Temples to the goddess are quite rare, however, and her priesthood is quite scattered with little hierarchy. Her priests are usually druids or rangers, and even Mhavaran clerics are little different. Their ranks are simply those of the world's druidic order, which is itself simply divided into aspirants (priests in training), initiates (the average priests), heirophants (the senior priests who have acquired significant divine magic from Mhavara), and the arch-heirophant who holds limited leadership over the entire druidic and Mhavaran order. Priests of Mhavara wear simple robes of brown or gray, with some sort of decorations incorporating red, white, blue, and green. Heirophants tend to wear more color than initiates, and the arch-heirophant wears a distinctive living crown of green, slightly thorny vegetation with flowers of red, white, and blue, the artifact Crown of Nature bestowed upon the first arch-heirophant by Mhavara herself. Mhavaran priests pray at dawn, noon, or dusk (their choice upon initiation into the order). Mhavarans celebrate each solstice and equinox, as well as the first day of each harvest and the first day of spring thaws, but have no major holidays. [b]ASHALLA[/b], the Life-Giver, the Guardian, Lady of Mercy [i]Female Greater Deity[/i] [b]Symbol:[/b] Upright golden scepter entwined by flowering vines, in front of a silver shield [b]Home Plane:[/b] Nirvana [b]Alignment:[/b] Neutral Good [b]Portfolio:[/b] Life, mercy, defense, security, nature's bounty, natural beauty [b]Worshippers:[/b] Druids, rangers, fighters, alchemists, farmers, herders, hunters, guards, wardens [b]Cleric Alignments:[/b] CG, LG, N, NG [b]Domains:[/b] Animal, Good, Healing, Plant, Protection [b]Favored Weapon:[/b] Quarterstaff The Rhivian goddess of pure good, Ashalla is the daughter of Rhisol and Mhavara, as well as the former betrothed of Hevelior. Firstborn of the Rhivian deities, after the original triumvirate of Rhisol, Mhavara, and Noctavian took form. Mother of Paladia, Vanigor, Gabridea, and Oramina, she broke off her ties with Hevelior after he betrayed Rhisol. Ashalla is a forgiving and benevolent goddess, but she stands firmly against evil and wickedness, so she refuses to associate with Hevelior any longer. She has battled Ravik often, seeking to quell the rising tide of evil since Rhisol's demise, and she likewise battled Noctavian a few times before that. Ashalla is most-celebrated on the 1st day of Spring's Start, as life returns to the land after winter's withering grip loosens, and this day is known as Ashalla Ascendant. Another major holiday of the Ashallan faith is the 1st day of Autumn's Start, known as Harvest's Harbinger, as people celebrate the beginning of the most important harvest-time before winter, throwing feasts open to everyone and accompanied by much singing and dancing. Ashallan ceremonies and celebrations are always bright, vigorous, and positive affairs, displaying the energy and joy of life, while showing thankfulness for all that the participants have, never dwelling on what they don't. Even Ashallan funerals attempt to be optimistic and cheerful for the dearly departed returning to Ashalla's gentle care, and her Glorious Golden Halls in Nirvana. The goddess' ceremonies, rituals, and celebrations always involve singing and dancing, with uplifting lyrics and upbeat tempos. Her priests are usually present at births in their communities and perform blessings upon any newborn, praising Ashalla for the new life brought into the world, congratulating the mother, and doing whatever they can to prevent or overcome any complications in the birthing process. Ashallan priests also attend the construction or repair of fortifications to bless them for successful protection of the community, and they protect sites of natural beauty as well as blessing crops or herds of livestock, helping others maintain a healthy crop or healthy herd. They search the wilderness for medicinal or otherwise-beneficial herbs, as well as entreating with fey creatures for peace. They exorcise restless spirits and protect people from undead or necromancers. Ashalla herself appears as a tall woman of perfect, statuesque beauty, with skin of silver and long hair of purest gold. Her eyes are emeralds and her voice so melodiously beautiful as to make mortals weep in joy. She wears robes woven with golden threads taken from her own luxurious hair, and an always-fresh laurel wreath around her head. Her face is never less than radiant with a beaming smile and a gentle look in her eyes. Even Ravik has never managed to make her truly angry or vengeful, only disappointed and stern, yet still smiling, even if only in pity. Lush green vegetation grows from Ashalla's arms, legs, and shoulders, entwining about her limbs and robes, always flowering and pleasantly fragrant. Ashalla wields a long golden scepter entwined with vegetation, just like her holy symbol, and she carries a silver shield as well but no armor. The scepter is called Bounty, and the shield Mercy. Shrines or temples of Ashalla are found in most communities where the Rhivian Pantheon is revered at all. They are bright and roomy places with good acoustics and good floors for dancing, decorated with gold and silver where possible, or at least potted plants. Priests of Ashalla wear loose white and yellow robes, allowing for plenty of freedom of movement given the energetic dancing involved in Ashallan ceremonies. The robes of high-ranking priests may be woven with cloth-of-gold instead of yellow-dyed fabric. Each rank of priest above the lowest priests is adorned with ever-greater amounts of golden and silver jewelry. Priests of Ashalla use the same ranks as the Heveliori priesthood, due to the close ties between them in the early days of Rhivia. Ashallan priests pray at either dawn or noon, their choice which upon entering the priesthood. [b]RAVIK[/b], the Blood-Reaper, the Ravager, Lord of Death [i]Male Greater Deity[/i] [b]Symbol:[/b] Scythe dripping blood, superimposed over a humanoid skull [b]Home Plane:[/b] Abaddon [b]Alignment:[/b] Neutral Evil [b]Portfolio:[/b] Death, sacrifice, vengeance, pillaging, opportunism, vice [b]Worshippers:[/b] Barbarians, fighters, rogues, thieves, assassins, raiders, soldiers [b]Cleric Alignments:[/b] CE, LE, N, NE [b]Domains:[/b] Death, Destruction, Evil, Trickery, War [b]Favored Weapon:[/b] Scythe This Rhivian god of death and wickedness is the antithesis of Ashalla, her arch-enemy and a foe of nearly all other goodly or neutral deities. However, he maintains loose ties with Hevelior, whom he partially corrupted into betraying Rhisol and devouring the old sun to take its power (though Hevelior was always prideful and ambitious), as well as Surekkal, whom Ravik spawned from a shred of Lunelle's essence after battling her and also some of Noctavian's lingering essence, after Ravik betrayed and slaughtered that deity. Ravik himself was born of Noctavian's essence as the old god of night and winter split off the worst parts of his nature in the deal for Lunelle's hand in marriage. Before the ceremony, however, Ravik took form and slew his unwitting creator from behind, reaping Noctavian's divine essence and tearing the weakened god asunder. Ravik took on more of the slain god's power for himself, though some scraps were salvaged by Lunelle instead. Ravik has consorted with Calistrienne and spawned other evil deities. [b]PALADIA[/b], the Lady of Laws, the Just, Perfect Knight [i]Female Intermediate Deity[/i] [b]Symbol:[/b] Golden scales balancing a longsword and a rune-covered tablet [b]Home Plane:[/b] Heaven [b]Alignment:[/b] Lawful Good [b]Portfolio:[/b] Paladins, justice, honor, truth, laws, perfection, family, righteousness [b]Worshippers:[/b] Paladins, fighters, monks, guards, soldiers, judges [b]Cleric Alignments:[/b] LG, LN, NG [b]Domains:[/b] Community, Good, Law, Protection, War [b]Favored Weapon:[/b] Longsword The Rhivian goddess of perfection and righteousness, Paladia is widely revered and invoked across most of Rhivia by those who seek justice and truth. She is honor incarnate and the antithesis of deceit, never misleading and never brash. Paladia strictly follows any agreement and always keeps her word, unequivocating. She is the origin of all paladins on Mhavareth, the essence of all that they stand for, though not all paladins worship her. It is only the purity of their hearts and the justness of their actions that she requires. Paladia was the first deity to teach mortals on Mhavareth about law, justice, and honor. She has also become known as a goddess of family values, familial bonds, and family honor, a devoted matriarch of her own household with several demigods and lesser deities born after her marriage to Vanigor ages ago. Paladia is the firstborn daughter of Hevelior and Ashalla, favored by both, though she cannot abide her father's betrayal of Rhisol and thus Paladia has severed ties with Hevelior. Paladia appears as a tall, lightly-muscled woman of great beauty and noble bearing, with long, luxurious silver hair, flawless golden skin, pure blue eyes, and a perfect figure. Her every move exudes grace and power, while her voice is melodious and strong. She never conceals her true form or nature from others, wearing simple gray and blue garments that do nothing to hide her otherworldly beauty but simply protect her modesty and present a sense of humility. She needs no finery to enhance her appearance, and Paladia rarely bothers to wear jewelry or fancy garments, preferring humble garb. The Perfect Knight is never seen without her elegantly-simple longsword at her side, an intelligent and dignified magic sword named Justice, which possesses all the powers of a Holy Avenger and more. In battle she wears a distinctive, highly-articulated suit of mithral full plate armor with a few small pieces of golden trim, along with a mithral kite shield bearing her holy symbol in gold inlay. The Lady of Laws is celebrated on the 1st day of Spring's End as well as the 1st day of Autumn's End, known respectively as Gathering Day and Glory's Day. Gathering Day is reserved for family reunions and similar get-togethers, along with prayers to Paladia and offerings of food and drink to the needy, with homeless or lone individuals invited to share in the family feasts. Glory's Day is dedicated to the celebration of justice and righteousness, with marching bands and military parades as well as public chants and hymns to Paladia, followed by ceremonies honoring the paladins, leaders, magistrates, guards, constables, and detectives who administer justice within each community. Paladia is also honored and invoked regularly at court proceedings, council meetings, constabulary investigations, and the beginning or end of heroic endeavors. She is easily the most-active goddess of the Rhivian pantheon, always busy organizing patrols or forays by the celestial archons under her command, spending time with her divine family, hunting down evil-doers to punish, observing heroic quests and matters of justice in the mortal world, answering the petitions of those few mortals who manage to visit her Golden Citadel in Heaven, sending her avatars or servants to aid mortal heroes, or battling evil deities and fiends herself. Paladia's temples and shrines are built as miniature versions of her Golden Citadel, with the same basic shape but fewer rooms and smaller in scale. Paladian shrines look like miniature castles holding just a single room with a set of golden scales that serve as the altar, though anchored in place by metal bolts and divine magic. Temples of the Just are the size of large houses or small forts, with a large central chamber for religious services and several side-chambers of various kinds. A few of these side-chambers are courtrooms for local judges or Paladian priests to hear cases and pronounce judgments, with a small judge's office beside each courtroom. A few other chambers are small jail-cells for criminals awaiting trial, while others are small studies where books of law, criminal records, and religious or heroic lore-books are stored securely. Each temple has a few small, private confessionals, a few priestly living quarters, a few small guest-quarters for visiting paladins or priests, a small sleeping-chamber for the poor, a vestry for storing religious items, a storage chamber for mundane supplies, a kitchen and mess hall, and a small patients' room for sick or injured people to be taken while awaiting treatment. Paladia's temples are surrounded by beautiful courtyards with gardens and military training grounds of some sort. Her shrines and temples are generally built with white and yellow stone or at least painted wood, along with stained-glass windows and usually some gold and silver decoration, though a small amount of gray and blue is also used in her structures. They are generally sturdy and can be used as fortifications to some degree. Priests and priestesses of Paladia wear simple gray robes with blue trim in keeping with the humble aspect of their goddess, but they also wear a small amount of silver, electrum, gold, or platinum jewelry based upon their rank. Novices are given the title shieldbearer and serve as assistants to other priests, paladins, or knights until earning full priesthood. Those who become full-fledged priests or priestesses are known as stalwarts, while experienced priests and priestesses are known as honorable stalwarts. Shrinekeepers and temple-leaders are titled glorious stalwarts, while the senior assistant of a temple-leader is known as a righteous stalwart. Regional leaders are called bastions, and the overall leader of the priesthood is the glorious bastion. A shieldbearer is marked by the silver medallion they wear with Paladia's holy symbol on it. Stalwarts wear an electrum medallion emblazoned with their goddess' holy symbol, while an honorable stalwart wears one with gold trim and a golden symbol on it. Glorious stalwarts wear golden medallions with platinum symbols of Paladia on them, while righteous stalwarts simply wear golden medallions etched with Paladia's symbol. Bastions wear platinum medallions etched with Paladia's holy symbol, while the glorious bastion wears one with gold trim and a golden symbol inlaid upon it. Paladins and other holy warriors of the church are known by different titles. Novice paladins are simply known as paladins, while experienced ones with authority over a few others are known as honorable paladins, and their superiors are called righteous paladins, while the leaders of each paladin-legion are known as glorious paladins, and the leader of them all is known as the grand paladin. Novice paladins devoted to Paladia simply carry her holy symbol, but those of the honorable paladin rank wear a silver bracer embossed with Paladia's symbol. Righteous paladins wear an electrum bracer of that sort, while glorious paladins wear a golden one, and the grand paladin wears a platinum bracer bearing Paladia's symbol. Other holy warriors are known as shield-knights, with their lieutenants called honorable shield-knights, their captains known as righteous shield-knights, their commanders called glorious shield-knights, and the overall leader of those holy warriors is the grand shield-knight. Shield-knights wear a torc around one upper arm, with a kite shield shape on the side that bears Paladia's holy symbol. The torc is silver for most shield-knights, with gold trim and an inlaid golden symbol for honorable shield-knights. Righteous shield-knights wear an electrum torc, while glorious shield knights wear a golden torc, and the grand shield-knight wears a platinum torc. Paladins have authority over other followers of Paladia with equal or lower rank, while priests have authority over holy warriors with equal or lower rank. Followers of Paladia pray at dawn. [b]GORIN[/b], the Forge-Father, the Hammer, Stone Sentinel [i]Male Intermediate Deity[/i] [b]Symbol:[/b] Iron hammer striking a gray stone anvil, flames spraying from the impact [b]Home Plane:[/b] Heaven [b]Alignment:[/b] Lawful Good [b]Portfolio:[/b] Forgework, stonework, mining, strategy, tactics, honor, dwarves [b]Worshippers:[/b] Paladins, fighters, smiths, jewellers, miners, guards, dwarves [b]Cleric Alignments:[/b] LG, LN, NG [b]Domains:[/b] Artifice, Earth, Fire, Law, War [b]Favored Weapon:[/b] Warhammer One of the Three Lords of Law who emerged shortly after Mhavara, Noctavian, and Rhisol, Gorin is an ancient deity born from the raw essence of cosmic order and creativity. Having forged the dwarves and various other creatures to serve his purposes in ancient days, Gorin's followers contend that he was the first creator of mortal life and the inspiration for all others thereafter. Certainly dwarves have worshipped Gorin on the continent of Rhivia for as long as anyone can remember, and many folk of other races have felt the call of the forge to practice Gorin's arts. The Stone Sentinel is a thoughtful and patient deity, who has taught combat tactics and military strategy to gods and mortals alike so they can defend themselves and their homes. He is also a patron of miners, sculptors, masons, and jewellers, having some dominion over elemental earth and inspiring artisans to create ever-greater monuments, fortifications, homes, and works of metallic or crystalline art. Gorin's true form is apparently a vaguely-humanoid mass of stone, metal, and crystal, but often takes the form of a burly, brown-skinned, gold-haired dwarven man with a prodigious beard and molten metal eyes, wearing iron or steel armor with a gray tunic, and carrying an oversized iron mallet. A common exclaimation of wonder or surprise among dwarves and other Gorinites is "By Gorin's golden beard!" A common curse uttered by his followers is "The Hammer break you!" or "The Hammer crush all fools..." Gorin's signature hammer is a rune-engraved masterpiece known simply as the First Hammer, said to crush diamonds and adamantine on impact but never breaking Gorin's enchanted stone anvil, the Anvil of Creation. Gorin breathed life into the first dwarves with his Grand Forge's bellows after giving them a drop of his own molten blood. Gorin does not get along well with most other deities but neither do his dwarves get along well with other races. He has a sort of understanding with Farador and Bharabzeel, his fellows among the Three Lords of Law, while sharing some degree of camaraderie with the honorable goddess Paladia, the mighty Vanigor, the gold-loving Haliyane, the dutiful Oramina, and the inventive Magaryx. All others annoy, confuse, or infuriate Gorin. The Forge-Father has many temples and shrines across Rhivia, though non-dwarves often have only shrines to Gorin, with most of his temples built in dwarven communities. They are often built in the shape of an anvil on its side, with offices, workshops, priestly quarters, and vestry on the sides at the back of the temple, while a large hall occupies the center. The altar is always a block of stone shaped like Gorin's anvil and carved with runes. Shrines are usually just a smaller version with nothing more than a small meeting-hall and an altar. Gorin's temples and shrines are always built of stone and have stone roofs, though sometimes built with stone shingles over wooden or metal beams. They might be fancily decorated with displays of fine stonework carvings and intricate metalwork, or simple houses of worship for humble folk. But these structures are always built to last for millenia, sturdy enough to remain standing under all but the most potent of siege weapon or monster strikes, with thick iron or stone doors and steel-shuttered iron-barred windows (or windowless). Some temples of Gorin rest atop high ground as rallying points and centers of defense for a community, even built up into small fortresses. Gorin teaches the importance of self-defense and combat training to protect one's home, livelihood, and creations. He also teaches the importance of both pride in one's work and respect for the work of others. Honor and integrity are key to any Gorinite's image and self-worth; a dishonored individual is utterly worthless to any followers of Gorin, unworthy even of their time and attention, ignored and ostracized. Honorable conduct and respect for worthy, sensible, or clever foes are important to Gorinite military doctrine. Gorinites are steadfast allies of Paladia and her followers, including all paladins regardless of faith. Zanjin samurai and kannushi also share great respect for and with Gorin's followers, though they call Gorin "Kami-No-Tetsugojin" and consider him to be an unusual Kami rather than a true deity. Gorinite holidays are few but fall on the 2nd day of Spring's Start, the day of the summer solstice, and three days around the winter solstice. The 2nd of spring is called the Lighting of the Forge, a celebration of the new year, new life, and acts of creation, with much dancing, singing, music, and drinking, plus contests of art and craftsmanship. The celebration of the summer solstice is known as Forge Day, celebrating the gifts of fire and smithing with solemn prayers, offerings, and religious ceremonies followed by a more cheerful feast of roasted foods around great bonfires, finishing with a contest of short duels to display combat prowess and finely-forged armaments. Gorinites celebrate three days around each winter solstice as the Festival of Fortitude, which opens each day with prayers and contests of strength or endurance, followed by strategic board games and similar competitions of tactical skill, then duels and a grand melee, with drinking and eating contests each evening. Gorinite priests wear simple gray tunics and a leather blacksmith's apron or a suit of armor, with a helm or necklace bearing Gorin's visage, black or brown boots, and black or brown gloves. They look more like smiths, soldiers, or laborers rather than priests, but a few distinguishing features mark their different ranks. The lowest-ranking priests are known as stonefellows, with junior and senior ranks denoting those who are particularly-far from promotion yet or rather close to it. Greater priests with important duties or achievements are known as stonefathers or stonemothers, while the high priest of a Gorinite temple or shrine is known as a stonespeaker. Those with authority over all temples or shrines in a region are known as senior stonespeakers, while their aides are known as junior stonespeakers. Warriors of the faith, who march under the orders of a stonespeaker or senior stonespeaker, are known as forge-warriors and are lead by forge-captains. Paladins dedicated to Gorin are known as forge-wardens. The central figure of the Gorinite church is the forgemaster, who commands a large force of forge-warriors and forge-captains in defense of Gorinite communities and their allies, but he also has nominal authority over forge-wardens. Junior stonefellows wear a gray hood or mantle, while full-fledged stonefellows have no such accessory, and senior stonefellows wear golden armbands or wristbands. Stonefathers and stonemothers wear a gold circlet or heavy gold necklace of interlocking plates. Stonespeakers wear a cloth-of-gold mantle or hood, while junior stonespeakers wear a cloth-of-gold belt or waistband, and senior stonespeakers have cloth-of-gold woven into patterns and trim on their gray tunics along with a mantle or hood. Forge-warriors, forge-captains, and forge-wardens simply wear a single piece of gray clothing with cloth-of-gold trim, in addition to a badge or mantle bearing unit insignia and gold trim for forge-captains. Forge-wardens usually carry a golden scabbard or similar item to indicate their status as something between stonefathers, stonespeakers, and forge-captains in rank. The forgemaster wears gilded and ornamented (but functional) full-plate armor of adamantine with a cloth-of-gold tabard, artifact-armor forged by Gorin himself in ancient times and bestowed upon the greatest of his followers. The Forgemaster Harness is perhaps the most-powerful suit of armor in the world, protecting Gorin's chief priest against practically every form of harm imaginable. Never has a forgemaster of Gorin fallen in battle against any but the mightiest of demons or dragons, and rarely even that. Gorinite priests pray at dawn or dusk, their choice which upon entering the order. [b]VANIGOR[/b], the Resplendent Champion, the Glorious, Proud Master [i]Male Intermediate Deity[/i] [b]Symbol:[/b] Burly golden man standing atop a mountain, with blue and silver lance raised [b]Home Plane:[/b] Nirvana [b]Alignment:[/b] Neutral Good [b]Portfolio:[/b] Athleticism, might, challenges, hope, glory, vanity, destroying evil and ugliness [b]Worshippers:[/b] Barbarians, bards, fighters, monks, athletes, leaders, paramours [b]Cleric Alignments:[/b] CG, LG, N, NG [b]Domains:[/b] Charm, Glory, Good, Nobility, Strength [b]Favored Weapon:[/b] Lance A mighty deity who is always the first to charge into battle against evil forces, Vanigor is widely worshipped across the former territories of the Rhivian Empire and neighboring lands. He is the patron god of sports and other competitions, along with jousting, tournaments, and gladiatorial combat, an old favorite of the Rhivian Empire. Most often referred to as the Glorious, Vanigor is ever seeking greater glory through valorous deeds, victorious battles, and tackling the greatest challenges in the Multiverse. Though not as mentally gifted as he is physically adept, Vanigor is nonetheless full of pride and boasts that he is the greatest of deities, always challenging other gods to contests of arms, strength, speed, endurance, skill, or wits, often including drinking contests. The Rhivian word 'vanity' is derived from Vanigor's name, and he is certainly the most handsome of the Rhivian gods, always preening and showing off. But for all his vanity and ego, the Resplendent Champion is a righteous god honored for his dedication to vanquishing evil and removing ugliness from the world. The second child of Hevelior and Ashalla, Vanigor is both the younger brother and husband of Paladia, the only goddess perfect enough to earn his admiration and devotion. While other goddesses have sought Vanigor's attention, he has been surprisingly faithful to Paladia for millenia. They have several children among the lesser deities and demigods of the Rhivian Pantheon, though Vanigor is a far less dedicated parent than Paladia. Vanigor maintains an alliance with Gorin, Alvaryn, Gabridea, and Haliyane, including a friendly rivalry with Alvaryn and Gorin, while often challenging Farador and Magaryx to contests of strength, wits, or strategy. He is a foe to all evil deities, especially despising Shekeshnareth and Reveksor, while also coming into conflict with Calistrienne and Surekkal sometimes. Appearing as a tall and burly man with golden skin or sometimes just well-tanned, Vanigor has luxurious, shoulder-length black hair and sapphire-blue eyes, with a statuesque and noble visage. Despite his many battles, Vanigor never suffers any scars or crippling injuries, either due to pure skill or some divine regeneration. He wears a gleaming mithral suit of lorica segmentata armor, in the ancient Rhivian fashion, or occasionally a suit of full plate like modern knights of Rhivia's successor-states, but he is just as likely to be seen unarmored with little more than a waistcloth and sandals. The armor is only worn for armored competitions or when battling evil deities. The Resplendent Champion is always adorned with some amount of gold and silver jewelry, often including a princely crown or circlet studded with gems, primarily blue sapphires. He is a master of every weapon and fighting style imaginable, but most often fights with his beautifully-adorned blue and silver lance, Vanquisher, which is said to possess special properties for overcoming every kind of defense. Vanigor always wears royal-blue garments, though often including some decorative white trim or designs. Though he spends much of his time battling evil in the Outer Planes and Inner Planes, Vanigor does visit the mortal world often to witness or participate in competitions or wars, independently or on the side of a righteous ruler, though typically incognito with a fully-concealing suit of armor. Vanigor also appears on occasion to mortals in need of aid during epic battles with the forces of evil. Most of the time he just sends a minor avatar for any of these purposes, but the Proud Master visits the Material Plane directly on rare occasions to aid mortal champions or train a promising mortal. Oftentimes he just shows up briefly to inspire mortal heroes and give them hope for victory, helping them turn the tide of battle before he departs to resume his own battles against evil. Mortal warriors often pray to Vanigor for strength and courage in battle, or pray for his intervention in a losing fight. Attractive individuals sometimes pray to Vanigor to let them age gracefully and maintain their good looks well into old age. Couples expecting children sometimes pray that Vanigor will bless their unborn children with beauty, strength, and skill. Temples of Vanigor are rare, but small shrines are found in many communities with Rhivian Pantheon devotees. These shrines take the form of a small fighting-ring surrounded by elaborate stone pillars, supporting a domed roof of stone, concrete, brass, or wood in the poorest communities. An elaborately-carved, circular altar lies at one end of these shrines, and any shrinekeeper who can afford it will adorn the shrine with gold and silver decorations along with blue pennons or blue paint. Temples of Vanigor are simply a larger form of this basic structure, with side-chambers and possibly multiple domes or just slightly-triangular roofs over the side-chambers. Temples also maintain a Record of Heroes inscribed on stone tablets and kept safely locked away, with a public copy on display around each temple, listing famous heroes and their great deeds for all to see. The roof of a well-made Vanigori shrine or temple often has stained-glass windows depicting scenes of victory, battle, wrestling, or simply Vanigor's holy symbol. Some temples are actually gladiatorial arenas, whereas other places may just have shrines near their arenas. Vanigori priests are always athletic and physically-fit individuals, overseeing athletic events and training as well as other competitions and sometimes martial training. They are known as challengers when low-ranking initiates, beginning as junior challengers and eventually becoming senior challengers when they are shrinekeepers or assistants to a temple's leader. Those leaders are known as masters, and regional leaders are grandmasters. Adventuring priests or paladins of Vanigor are called champions if they have achieved similar power and prestige to masters, or grand champions if they have achieved the same renown as grandmasters. Most Vanigori priests go adventuring on occasion, though. There is no central leader of the Vanigori faith, but instead one member of the faith earns the title of supreme champion each year in the annual Contest of Champions, held during the last two weeks of Summer's End. This is the only holiday dedicated to Vanigor, since he is already honored frequently during other competitions and military campaigns throughout the year. The Contest of Champions has various athletic and martial contests open to everyone, but includes a tournament that is exclusively for devotees of Vanigor, competing for the title of supreme champion. The title carries with it great authority within the faith, but any grandmaster can override a supreme champion's orders if the supreme champion tries to command too many of their temples; it is mostly a title of prestige that ensures the supreme champion will be remembered for millenia, as the winner's name is inscribed on each Vanigori temple's Record of Heroes. The grandmaster of central Rhivia presides over each Contest of Champions, which is typically held at one of various tournament grounds in that region. The faithful of Vanigor generally wear some blue and white or blue and yellow garment, while priests and paladins of Vanigor wear a blue mantle or cloak with a silver or golden holy symbol for a brooch or amulet. Higher-ranked followers wear more gold and silver jewelry along with wearing more blue garments, but there are no strict guidelines. The supreme champion is awarded several thousand gold pieces worth of coin, gems, and jewelry, along with an elaborate trophy and an enchanted, gold-and-silver necklace known as a Supreme Champion's Badge, bearing Vanigor's holy symbol in gold, silver, sapphires, and diamonds. The Supreme Champion's Badge confers various benefits upon its wearer, and magically transports itself back to the supreme champion if lost or taken away, but likewise transports itself back to the presiding grandmaster for each year's Contest of Champions at the beginning of that holiday. Vanigor himself created the Badge, and may personally strike down anyone so brazen as to attempt stealing it or preventing it from reaching a new supreme champion. Paladins of Vanigor are rare but not unheard of, with a more amorous and competitive bent than other paladins. All of Vanigor's priests and paladins pray at either dawn or noon, chosen upon joining the faithful. [b]HALIYANE[/b], the Wayfarer, the Extravagent, Lady Luck [i]Female Intermediate Deity[/i] [b]Symbol:[/b] Winding trail of gold coins leading to a blue-crescent horizon, against a circular green field [b]Home Plane:[/b] Nirvana [b]Alignment:[/b] Neutral Good [b]Portfolio:[/b] Trade, prosperity, fortune, travel, exploration, support, vigor, halflings [b]Worshippers:[/b] Rangers, rogues, merchants, gamblers, explorers, couriers, halflings [b]Cleric Alignments:[/b] CG, LG, N, NG [b]Domains:[/b] Community, Good, Luck, Protection, Travel [b]Favored Weapon:[/b] Handaxe While most folk of Rhivia wish for good fortune from Lady Luck, she is a fickle and curious goddess who wanders everywhere and rarely lingers. Haliyane bestowed this same wanderlust upon many of her chosen people, the halflings, along with granting them a bit more luck than other races. Though it is believed that Ashalla gave life to halflings, they are nonetheless favored most by Haliyane and she often receives their devotion in turn. Patron goddess of all explorers, wanderers, and other travelers, the Wayfarer is worshipped by most Rhivian merchants, couriers, sailors, and caravan guards, though some devote themselves more to other deities like Ashalla, Alvaryn, Farador, and Oramina. Also known as the Extravagent, Haliyane is goddess of wealth and successful business, so there are many gamblers, bankers, and nobles who pray to Haliyane. She is a very supportive goddess by nature, showing up where she's needed and lending aid or good luck at just the right time, while setting up chains of events that may lead to fortunate outcomes for those in need. Appearing as a humanoid woman or child of varying ages, Haliyane takes a different form each day but often chooses a halfling or human form. She may appear with blonde or black hair on any given day, with eyes of blue, green, amber, or brown, sometimes speckled or each eye a different color. Haliyane typically has fair or well-tanned skin, occasionally freckled and usually with minor imperfections to make her look more normal, even portly or muscular at times, but she usually appears pleasant or attractive in some way. She may even have eyes, hair, fur, skin, or scales of blue, green, yellow, tan, or brown when assuming the forms of other races like lizardfolk, gnolls, orcs, kobolds, or the like, though she only occasionally takes the form of evil humanoids. Haliyane rarely takes the form of an old woman, but when she does it's always a reasonably-fit elder with travel-worn features and well-tanned skin. She wears modest garments when trying to blend in with mortals, but the rest of the time she appears with plenty of expensive jewelry and expensive clothes. On the few occasions she bothers to fight anything, she brandishes an intricately-engraved handaxe with a golden handle and a crescent-shaped, blue-steel axehead, adorned with a large emerald at each end of the handle. The axe is known as Waymaker, and can cut down trees or walls or most monsters in a single stroke, gleaming brightly with every chop to blind foes. However, it's primarily a defensive weapon, deflecting projectiles and even many magical attacks away from Haliyane. As the daughter of Gabridea and Alvaryn, Haliyane is a whimsical goddess but not so impulsive or wild as her parents. Once a mere demigoddess or lesser goddess, Haliyane found her own way to rise in power and significance among the Rhivian Pantheon, becoming a widely-known and revered goddess by the middle of the Rhivian Empire's reign. There are many tales about how she achieved this, but they vary widely and Haliyane leaves it a mystery for others. She gets along with Oramina most of the time but also causes some headaches for the goddess of fate, who is probably the only one that truly knows how Haliyane rose to power. Haliyane is a friend to all but the most accursed creatures, and despite her goodly nature, even visits good fortune upon the wicked and amoral, trying to befriend anyone and everyone she meets without discrimination. When she finds anyone in need of aid or a change in fortunes, she can't help but take pity on them and lend a helping hand. She tries to sway evil deities to curb their evil activities, and lends support to other goodly deities, but rarely joins their fights. Haliyane's priests say that even the wicked may have a change of heart if only they had some friends or if a few good things would happen to them. Still, most of her faithful are not so willing to do favors for unscrupulous people. Her priests do lend aid to the unfortunate and downtrodden, though. Haliyanean temples are found in many communities across Rhivia, and always have a small homeless shelter built into them, along with having a few small rooms available for rent to travelers. Temples of Lady Luck also have a stable on one side, and a gambling den on another, making them both useful and entertaining for the community. The main hall of these temples is relatively small, as Haliyanean religious services are short and simple, but there are also priestly chambers on the second floor and a well-guarded vault below every temple. These temples are often richly decorated. Roadside shrines and frontier shrines are even more common, consisting of little more than a small wooden or stone shelter with a circular altar in the back, carved with Haliyane's holy symbol. Priests of Haliyane simply go by the title of initiate, with an addition based on their rank. Inexperienced priests are called initiates of the way, adventuring priests (those who are not tied to any temple) are initiates of the horizon, senior priests and shrinekeepers are called initiates of gold, temple leaders are initiates of prosperity, any regional leader in the Haliyanean faith is an initiate of the vista, and the overall leader among Haliyane's faithful is the initiate of wonders. The faithful wear varying amounts of gold jewelry depending on rank, though the poorest laymen just wear a bit of yellow and green. The initiate of wonders wears cloth-of-gold robes with blue trim, and green patterns like winding trails and natural scenery. He or she also carries a ceremonial, solid gold handaxe with a crescent blade called the Axe of Wonders, created by Haliyane herself and imbued with various magical powers, as well as being unnaturally hard and lightweight for something made of gold. Haliyane's faithful pray at dawn for her blessings, when the sun begins its journey through the sky each day. [b]ALVARYN[/b], the Artful Dodger, the Harmonious, Dream Duelist [i]Male Intermediate Deity[/i] [b]Symbol:[/b] Hazy, pale-green swordsman wearing a billowing, blue cape [b]Home Plane:[/b] Elysium [b]Alignment:[/b] Chaotic Good [b]Portfolio:[/b] The arts, music, song, dance, finesse, subtlety, dreams, archery, fencing, sailing, elves [b]Worshippers:[/b] Bards, fighters, rogues, entertainers, artisans, sailors, scouts, skirmishers, revelers, elves [b]Cleric Alignments:[/b] CG, CN, NG [b]Domains:[/b] Air, Chaos, Good, War, Water [b]Favored Weapon:[/b] Rapier Springing forth from the dreams of other gods long ago, Alvaryn is the Rhivian god of wishful thinking, lofty goals, fine arts, and grace. He created elves to promote the arts and other noble pursuits, as well as simple entertainment and making merry, though partly based on the dreams of Mhavara and Rhisol regarding the creatures they had considered filling the world with. Thus the great similarities between elves and other humanoids, as well as fey. Alvaryn supports the teaching and use of artful, graceful combat styles, particularly fencing and archery, while instilling a strong sense of protectiveness in his followers. Mobility and defense are more important than offense in Alvarynite teachings, as he believes in the need for survival and creation, with martial arts as simply a means to that end. Vigilance and wit are highly respected among Alvarynites, just as with artistic or musical skill. Grandiose dreams and creativity are encouraged. Sailing is also favored by Alvaryn, and his followers say that this has something to do with the way people are inspired or enthralled by the open sea and the rhythmic sound of the waves. Singing and dancing are always part of Alvarynite ceremonies, and usually moderate or copious amounts of wine. Celebrations of Alvaryn are held each year in the Festival of Fine Arts at the end of spring, lasting three days with much drinking and dancing as well as displays of artwork and musical skill, while shorter ceremonies are held at the start and end of martial tournaments, sailing trips, archery contests, fencing contests, or duels. Alvaryn is a well-loved deity and respected by many for his combat prowess as well, having defeated Farador, Reveksor, Tethariel, and Lahurias at different points (or at least fended them off successfully, usually by running away as those deities' followers tell it). He comes into conflict with evil and stubborn deities at times, but usually avoids fighting them unless challenged to a duel. Alvaryn was not always a match for them, but instead subtly gathered divine power from the hopes and dreams of other deities for long ages, and has learned how to exploit weaknesses through this insight into the minds of others. Alvaryn's true form is a mystery, but he usually appears to others as a tall, regal elf with pale skin and hair, wearing a blue cape, mantle, or cowl along with pale green clothes and other colorful garb. This sometimes makes it difficult to distinguish Alvaryn from his priests, which is intentional. He is known to produce a shroud of mist or heat-haze around himself when fighting or sneaking about, making it difficult for enemies to locate him, and Alvaryn wields a razor-thin rapier of solid blue ice known as Crystal Grace, said to be formed of raw dreamstuff and changing suddenly to surprise foes. The blade becomes a bow with an infinite supply of crystalline arrows at a moment's whimsy from Alvaryn, but he prefers to wield it up close as a rapier. Alvaryn's own body seems to flow like water at times, and he has never been caught or held by any foe or trap. The Harmonious gets along with many other goodly deities and is also on good terms with Magaryx, who gifted elves with magical talent. The two often engage in contests of wit and games of strategy. Alvaryn has had amorous but sporadic relationships with Gabridea and various mortals or demigods, spawning the occasional new demigod or quasi-deity as well as Haliyane, who found her own way to achieve respectable divine power. Alvarynite priests wear colorful gowns or tunics made for dancing, always incorporating green and blue, often in scarves, capes, mantles, or gloves. Junior priests are called dreamworkers, while senior priests are dreamweavers, and shrine-keepers or temple-leaders are known as dreamsingers. Dreamworkers wear jewelry adorned with malachites and lapis lazuli, at least a ring or bracelet, while dreamweavers wear jewelry bearing blue quartz and green jade. Dreamsingers wear jewelry accented with sapphires and emeralds. Musical or artistic ability are at least as important as magical gifts when it comes to advancement in the Alvarynite priesthood. Shrines of the Dream Duelist are circular, domed structures held up by a few pillars with a small, beautifully-crafted altar at the center, usually surrounded by a broad enough floor to allow for a little dancing around the altar on special occasions. Temples are similar but larger affairs, with full walls and a meeting hall that doubles as a ballroom and feast-hall at different times. Stained-glass windows upon the walls and ceiling, combined with colorful murals on the floor of a temple, depict various scenes of Alvaryn and his deeds or those of his followers. Priests of Alvaryn pray at dawn or dusk, their choice which after becoming a priest. [b]GABRIDEA[/b], the Lovely Trickster, the Sorceress, Lady Caprice [i]Female Intermediate Deity[/i] [b]Symbol:[/b] Square-cut ruby with violet feminine eyes and a subtle smile [b]Home Plane:[/b] Elysium [b]Alignment:[/b] Chaotic Good [b]Portfolio:[/b] Love, beauty, mystery, mirth, fickleness, games, schemes, magic, gnomes [b]Worshippers:[/b] Bards, rogues, sorcerers, jesters, tricksters, courtiers, gnomes [b]Cleric Alignments:[/b] CG, CN, NG [b]Domains:[/b] Chaos, Charm, Good, Magic, Trickery [b]Favored Weapon:[/b] Dagger Widely revered and cursed across Rhivia, Gabridea is the fickle goddess of love and beauty as well as other mysterious forces like magic itself. A joyous and optimistic deity, she adores parties, games, jokes, puzzles, tall tales, and other social activities. Passion and compassion are essential parts of her nature. Her followers often gossip and share jokes with anyone else who'll listen, while some of her faithful prefer games, puzzles, or pranks. The gnomes are Gabridea's favored creations and show the same love of life as their goddess, though not all gnomes choose to worship her. The Lovely Trickster's fondness for mysteries, tricks, and schemes make her a favored patron for some people who just spend a lot of time plotting elaborate schemes or trying to gather or protect secrets. Many bards and sorcerers owe their magical powers in part to Gabridea's favor, just as they often owe their natural charisma or beauty to the Sorceress. Gabridea is a capricious goddess who can turn spiteful at the slightest provocation or foul mood, and Lady Caprice is a fierce fighter when roused to anger, having wounded many an evil deity before with Heartbreaker, her ruby-pommeled, curved dagger. It is said to inflict grievous injuries and permanent, crippling despair with even the slightest touch. However, Gabridea is a loving goddess first and foremost, so she rarely injures anyone beyond the occasional near-harmless prank or a light slap. Gabridea loves everyone and just about everything, though to varying degrees, so she often shows compassion towards evil or stubborn deities and mortals as well as the more-agreeable sorts. She flirts with nearly everyone and has had brief relationships with most other deities she has met, though just friendly towards some like Ashalla, Farador, Haliyane, Hevelior, and Paladia. Ashalla and Hevelior are her parents, while Paladia is her elder sister, Haliyane is her daughter, and Farador is too stubborn for even Gabridea to loosen him up. Alvaryn is her most-frequent lover and favored paramour, but Gabridea never commits to any long-term relationship. Always appearing as a beautiful young woman or pretty little girl, Gabridea tends to choose human or gnomish forms most often but rarely assumes the same exact form more than once. She tends to be fair of skin, bright-eyed, and bright of hair, but has also been seen at times with dark hair, dark eyes, or dark skin, and occasionally even assumes the form of hairy or scaly creatures like minotaurs, kobolds, centaurs, or locathah. Most often she has violet eyes or red hair, and those colors are often used for her eyes, fur, or scales when in appropriate forms. Gabridea often wears a hooded cloak, a voluminous robe or dress, a veil and headwrap, a partial mask, or similar garb to conceal some of her features and lend herself an air of mystery, but her clothing always accentuates at least one or two of her attractive features. Bright colors are always part of her garments, and fancy jewelry is likewise a standard component of her outfits. Red, violet, and similar hues are always included, while her jewelry always has at least one ruby and at least one amethyst or violet garnet, along with some amount of gold and silver. Heartbreaker is always by her side, though usually in a concealed sheath. Shrines dedicated to Gabridea are found in many Rhivian communities, and are built of reddish-hued woods or otherwise warm-colored woods with a few stone pillars, and usually a stone roof adorned with a mosaic depicting the goddess. These are simple one-room structures with a square, stone altar, though the building itself is often circular, crescent, or oval-shaped. Gabridean temples are much less common and have more stonework, often marble or the like, and typically have more mosaics along with stained-glass windows in the walls and roof. Her temples always have several alcoves or small side-chambers where lovers can meet with some degree of privacy, but they also tend to have a small study/laboratory in the back for mages to conduct a bit of research or work on magic items. Gabridea's priests often create magic items for sale, and are somtimes multiclassed as arcane spellcasters. The clergy has simple rules and only provides short religious services. Prayers and rites to Gabridea are performed before many romantic or comedic endeavors, such as before courtships and marriage proposals, or before a great prank is attempted. She is celebrated and invoked at weddings, where her priests usually preside over the marriage ceremonies and help organize them. Wedding anniversaries are often celebrated with a short party that includes offerings and prayers to Gabridea for continued happiness (or positive resolution of any marital problems). The goddess is also honored on three different holidays, related to her different aspects: the Lovely Trickster is celebrated on the 15th day of Spring's Start, while the Sorceress is given reverence on the 15th of Winter's Start, and Lady Caprice is offered appeasement on the 15th of Summer's End. These are known as Lovers' Day, Enchanters' Day, and Jesters' Day, respectively. Lovers' Day is celebrated with gifts to loved ones and spending quality time with those loved ones, accompanied with prayers and offerings of sacred wine to Gabridea in the morning and evening. Enchanters' Day is for honoring magical individuals and the magical gifts of the Sorceress, with magic-wielders offering discounted magic items and magical favors for people, while nonmagical people are expected to visit, praise, and provide gifts to any local magic-wielders who serve their community; the goddess is also honored on Enchanters' Day with solemn prayers and material offerings. Jesters' Day is set aside for celebrating those who provide humor and entertainment, often with gifts of food and drink, as well as praising the skill of tricksters and game-makers, with many folks spending a few hours of the day playing games, but Jesters' Day also includes a somber evening of prayers and sacrificial offerings to appease Lady Caprice and anyone else that may have been mistreated in the past year (it is customary to provide a small gift to those the individual has wronged and ask forgiveness on Jesters' Day). The followers of Gabridea are referred to as Gabrideans, and the clergy are known by familial titles. Most of Gabridea's clergy is female, but men are accepted as well with less frequency. Senior priests are called mother or father by any follower of lower rank, while the lowest-ranking initiates are called brother or sister by their peers and lay followers. Gabridean priests refer to their fellows of equal rank as brother or sister, likewise, while lower-ranked priests or lay followers are called son or daughter. The formal titles held by Gabridean clergy, however, are as follows. Newly-trained members of the clergy are formally known as novitiates of the 1st mystery, while full-fledged priests are initiates of the 2nd mystery, mid-ranking priests are greater initiates of the 3rd mystery, shrine-keepers and temple-leaders are high initiates of the 4th mystery, regional leaders are known as grand initiates of the 5th mystery, and the highest-ranking priestess of Gabridea is the grand high initiate of the final mystery. Only women are eligible for that most-prestigious and mysterious position in the hierarchy, and only Gabridea herself chooses when any member of the clergy is worthy of advancement in rank. Each rank in the clergy requires completion of a mysterious ritual and challenge of some sort, ordained by Gabridea when she chooses an individual for advancement. Those who fail the challenge or ritual are executed for their shame and to preserve the secrets of Gabridea's holy order. Only Gabridean priests or priestesses of higher rank know what rituals and challenges are required for each stage of advancement, and the goddess hides this knowledge from anyone who tries to glean it from the minds of her clergy. Her faithful are sworn to secrecy and can never reveal her secrets unwillingly (even under magical or psionic influence), while those who attempt to do so willingly instead perish immediately from Lady Caprice's mysterious powers (though even they are said to arrive in Gabridea's domain on Elysium for their prior faithfulness). While the lowest ranks of her clergy learn mostly mundane secrets (often about the ways of love and trickery), there are also magical and dangerous secrets learned at higher ranks in the priesthood. Gabridean initiates are reputedly great lovers. Gabridean clergy members are identified by the red sash, bandanna, or mantle they wear, often stitched with the holy symbol of Gabridea. Their holy vestments vary slightly in different regions based on cultural influences, but are either loose-fitting robes accompanied by hoods and veils or instead tight-fitting partial robes that accentuate the wearer's most attractive features. Red and violet are the primary colors used in these robes, but other bright colors are also mixed in. Gold and silver jewelry are common among the priesthood, especially gem-studded pieces, with rubies, amethysts, rose quartz, and garnets preferred. Initiates of the 2nd mystery wear a silver pin adorned with rose quartz, while greater initiates of the 3rd mystery wear gold pins inlaid with garnets. Any high initiate of the 4th mystery will wear a gold amulet with a single ruby, whereas a grand initiate of the 5th mystery wears a gold necklace with several small rubies. The grand high initiate of the final mystery wears an artifact known as the Periapt of the Final Mystery, a giant ruby on a golden necklace forged by Gabridea herself and filled with mysterious powers. Gabridea herself (or an avatar) conducts the ritual to induct that champion of her faith into the position, bestowing the Periapt upon them if worthy. Priests and priestesses of Gabridea pray at dawn or midnight, their choice upon joining the clergy. [/QUOTE]
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