Gods

The Gods are widely believed to be powerful entities who were once mortal but learned the trick of transcending their physical form. Unable to act directly on the worlds in any meaningful way, the gods instead impart power to those they believe can further their goals. Those who have been gifted power by a god are expected to abide by and promote the tenets of that god. The divine gift is given to some of those in a church who are nominated or sponsored or championed by the existing faithful as well as to a few who merely live well by the tenets set out by a god. The gods rarely interfere directly with their gifted followers apart from when forging an initial agreement with them to grant power in exchange for service. The majority of followers of a god are not gifted in this way and many people openly worship or pray to several gods.

Cereth, Godess of Progress

Tenets: Death is preferable to stagnation

Cereth believes in advancement at almost any cost. She grants powers to those interested in progress for progresses sake. She views all change as important and is as keen to have her agents bring about social reform as she is to encourage research and understanding. Her agents are as often viewed as anarchists as they are respected as progressive. Unfortunately her followers are widely considered to be responsible for the shattering that bridged the gaps between the planes and rarely receive a warm welcome.

Intan, the preserver

Tenets: What is light without darkness?
Without light, what is darkness?

Followers of Intan are taught that it is folly to strive solely to bring about a specific agenda. The best situation is one in which a whole range of views are heard. The irony of their position is not lost on them. Devotees of Intan tend to function as intermediaries, mediators and sometimes judges. They don’t pretend to be completely impartial but they are always interested in hearing all sides of a story. The idea of preserving balance for Intan’s followers means giving each standpoint a chance to speak out and be heard, they truly despise censorship and attempts to completely eradicate anything. It is speculated that the actions of Intan’s followers as a whole are designed to bring everything into balance around a specific point but this has never been confirmed.

Devotees try and preserve balance, not create it. They have been known to protect some of the most vile and horiffic individuals and creatures so that their ideas may continue to be known, although in publicised occurrences of this they tend to preserve by containing rather than just saving and setting free.

Maev, Master of Coins

Tenets: Always profit from a transaction. Only fools sacrifice for no gain.

Popular among both merchants and the nobility, Mayvar's followers range from shrewd to downright ruthless and have a tendency to be able to put a value on almost anything. There is some disagreement within the church itself as to whether Mayvar's tenets should apply to all aspects of life or just to business. Mayvar's holy buildings endeavour to be hubs of commerce as much as places of worship and can be found in almost all towns and cities of a decent size.

Megdus, the Survivor

Tenets: Adversity breeds creativity. Materialism breeds weakness. Vigilance always

Followers of Megdus are taught never to become reliant on possessions, believing that becoming overly attached to any particular object is the greatest weakness one can show. devotees of Megdus are taught to rely only on themselves and are without exception experts at surviving in all kinds of adverse situations. Megdus is believed to have been one of the pioneers of the wayfinders who dare to step off the beaten paths through the mountains and into the rough land and many of her tenets revolve around the attitude and skills needed to survive in such harsh conditions. Most devotees are wholly at home in the wilderness and many of them are wayfarers. Some more ‘hardcore’ followers slowly shed all their possessions in an attempt to become wholly self-reliant, insist on trading them away regularly or demand payment for services in items valuable to others, but most understand that you can gather the right tools for a journey without becoming too attached to them. A rare few of Megdus' followers actively remove treasured items from others to help them learn.

Megdus doesn't have much in the way of temples, but does have many shrines dotted about the place where individuals can better themselves by leaving offerings of items they feel they've become too reliant on.

Nasset Bladefall, God of the Sword

Tenets: Do not seek conflict but be ever ready for it.

Revered by those who have to fight, and those who don’t want to, Nasset is drawn to favour those who fight when they need to and don’t otherwise, especially savvy mercenaries and soldiers. Devout followers of Nasset are likely to spend a lot of their time training or drilling with their preferred weapon and are usually happy to provide tips and instruction to others.

The Wanderer

Tenets: Inspire. Permit no tyranny.

Gifted followers of the Wanderer are a rare and slightly odd bunch. Lacking a real hierarchy, they tend to travel either by themselves or in pairs seeking out trouble and hoping to inspire others to do better by setting an example. Because there are so few of them, most agents of the Wanderer are horrible showoffs, working on the basis that the more impressive they are, the longer people will remember what they did and be inspired by it. Some gifted follow a darker path instead, seeking to inspire terror in tyrants and oppressors with brutal efficiency, undermining organisations and taking out their leaders.

Vale, the Compassionate

Tenets: Consider others before thinking of yourself. Help those who you can.

Most followers of Vale are devoted to helping others in some way. While many are healers or philanthropists, the church of Vale preaches that every person can use their skills in some way to help others. Vale's churches and shrines can be found in almost any settlement and are rarely ostentations. They usually offer food, shelter and healing to those who need it and while these services are offered free of charge it is expected that a donation will be made appropriate to the means of the giver.

Zun, the Mighty

Tenets: The strong are strong for a reason. Never accept dominance from an inferior.

Zun and his followers have a great belief in both hierarchy and the strong ruling the weak. Generally very efficient at getting things done, what start off as temples have a tendency to balloon into districts or on rare occasions even encompass whole cities. Zunite Enclaves are fearsome in so many ways, but generally well defended, free from disease (overt weakness is removed quickly and efficiently). Physical might is generally favoured but at the higher ends of the structure intellect and political savvy are also required.