EBERRON DEITIES AND RELIGION
In Eberron, most people relate not with a specific patron deity, but with the church to which they belong. The faithful of the Sovreign Host for example, usually revere the nine deities together in a single temple, though shrines devoted to the individual deities appear all across Khorvaire. The faithful may give particular reverence to one deity, usually the one who’s sphere of influence coincides most closely with their profession or position in life, but they collectively view themselves as loyal followers of the Sovreign Host. A paladin devoted to Dol Arrah and a rogue that prays to Kol Korran are members of the same religion. They may differ in many respects, certainly in alignment and ethics, but they do not see religion as one of the lines dividing them. A paladin who serves Dol Arrah and a paldin that serves the Silver Flame, however, are members of different churches and religions. They are united in their ideals and devotion to law and good, and they might work together extensively in pursuit of common goals, but they are likely to hold endless discussions or even heated arguments concerning theological issues and fundamental beliefs about the nature of the world.
Race and Religion:
The religions of Eberron are not, in general, racially based. Only the elves and the kalashtar have religions that are rarely practiced by other races. The other races share a number of religions that welcome clerics and adherents of all races and kinds.
Eberron is not blessed (or cursed) with deities that walk the land or take an active role in mortal affairs. Indeed, whether the deities even truly grant divine spellcasting abilities to their clerics remains an open question, since even corrupt clerics can cast spells. In fact there are clerics across Eberron that claim no allegiance to any deity. They recognize the power of the deities but not their authority over mortal life. They hold priciples of alignment or other abstract ideals higher than the deities that claim these ideals in their portfolios, and they draw divine power from the spiritual force of the world instead of drawing it through deities. A clerics status within the church is usually more important that his relationship with his deity, who is, at best, a distant patron. Therefore the clerics alignment need not remain within one step of his deities. A cleric can cast any spell with an alignment descriptor. Casting an evil spell is an evil act, and a good clerics alignment may begin to change if he repeatedly casts such spells, but the deities of Eberron do not prevent their clerics from casting spells opposed to their alignment. A cleric that violates the tenets of his church of deity might risk punishment at the hands of the church (though not necessarily, particularly in regions where religion is corrupt), but risks no loss of spell casting or class features.
Church of the Silver Flame Lawful Good Exorcism, Good,Law,Protection
The Sovreign Host:
Arawai, Agriculture Neutral Good Good,Life,Plant,Weather
Aureon, Law and Knowledge Lawful Neutral Knowledge, Law, Magic
Balinor, Beasts and the hunt Neutral Air, Animal, Earth
Boldrei, Community and Hearth Lawful Good Community,Good,Law,Protection
Dol Arrah, Honor and Sacrifice Lawful Good Good, Law, Sun, War
Dol Dorn, Strength at Arms Chaotic Good Chaos, Good, Strength, War
Kol Korran, Trade and Wealth Neutral Charm, Commerce, Travel
Olladra, Feast and Good Fortune Neutral good Feast, Good, Healing, Luck
Onatar, Artifice and the Forge Neutral good Artifice, Fire, Good
The Dark Six:
The Devourer Neutral Evil Destruction, Evil, Water, Weather
The Fury Neutral Evil Evil, Madness, Passion
The Keeper Neutral Evil Death, Decay, Evil
The Mockery Neutral Evil Destruction, Evil, Trickery, War
The Shadow Chaotic Evil Chaos, Evil, Magic, Shadow
The Traveler Chaotic Neutral Artifice, Chaos, Travel, Trickery
The Blood of Vol Lawful Evil Death, Evil, Law, Necromancer
The Cult of the Dragon Below Neutral Evil Dragon Below, Earth, Evil, Madness
The Path of Light Lawful Neutral Law, Meditation, Protection
Zuoken Lawful Neutral Knowledge, Mind, Strength, War
The Undying Court Neutral Good Deathless, Good, Protection
Deities by Race/Class:
The following lists are merely a basic guideline, they are in no way restrictive.
Changeling The Traveler or by Class and alignment
Dromite Zuoken, Balinor, or by Class and Alignment
Duegar The Cult of the Dragon Below or by Class and Alignment
Dwarf By Class and Alignment
Elan The Path of Light or by Class and Alignment
Elf The Undying court or by Class and Alignment
Githyanki The Devourer or by Class and Alignment
Githzerai Zuoken, The Path of Light, or by Class and Alignment
Gnome By Class and Alignment
Half-Elf By Class and Alignment
Half-Giant Zuoken, or by Class and Alignment
Half-Orc By Class and Alignment
Halfling By Class and Alignment
Human By Class and Alignment
Kalashtar The Path of Light or by Class and Alignment
Maenad Zuoken, or by Class and Alignment
Shifter Druidism, Balinor, Boldrei, the Traveler or by Class and Alignment
Thri-Kreen Zuoken, Balinor, or by Class and Alignment
Warforged None, or by Class and Alignment
Xeph Zuoken, or by Class and Alignment
Class Deities (Alignment)
Artificer Aureon (LN), Onatar (NG), the Shadow (CE), the Traveler (CN)
Barbarian Balinor (N), the Devourer (NE), Dol Dorn (CG)
Bard the Fury (NE), Olladra (NG), the Traveler (CN)
Druid Arawai (NG), Balinor (N), the Devourer (NE), the Keeper (NE)
Fighter Dol Arrah (LG), Dol Dorn (CG), the Mockery (NE), The Silver Flame (LG)
Monk Dol Dorn (CG), the Mockery (NE)
Paladin Dol Arrah (LG), The Silver Flame (LG)
Psion Zuoken (LN), Aureon (LN), Onatar (NG), the Path of Light (LN), the Shadow (CE)
Psychic Warrior Zuoken (LN), Aureon (LN), Dol Arrah (LG), Dol Dorn (CG), the Mockery (NE), the Path of Light (LN)
Ranger Arawai(NG),Balinor(N),Devourer(NE), Dol Arrah(LG), Dol Dorn(CG),the Keeper(NE),the Mockery(NE)
Rogue the Keeper (NE), Kol Korran (N), the Mockery (NE), Olladra (NG), the Traveler (CN)
Sorcerer Aureon (LN), Onatar (NG), the Shadow (CE)
Soulknife Zuoken (LN), Olladra (NG), the Mockery (NE), the Path of Light (LN), the Traveler (CN)
Wilder Zuoken (LN), the fury (NE), the Path of Light (LN), the Mockery (NE), the Traveler (CN)
Wizard Aureon (LN), the Blood of Vol (LE, Necromancers), the Keeper (NE), Onatar (NG), the Shadow (CE),
the Traveler (CN, Illusionists)
The Silver Flame: The lawful good deity called the Silver Flame is an abstract, disembodied force closely associated with a once-human woman named Tira Miron. Herself now immortal, Tira (now known as the voice of the Silver Flame) serves as the intermediary between the holy Silver Flame and the motrtals that can never attain sufficient purity to communicate with the Silver Flame directly. The church of the Silver Flame is dedicated to protecting the common people against supernatural forces of evil, and thus it attracts a great number of paladins. The Silver Flame grants access to the Domains of Exorcism, Good, Law and Protection. The deity’s favored weapon is the longbow, and archery is an important tradition within the church.
The Sovreign Host: The Sovreign host consists of the deities most commonly worshipped by the majority of Khorvaire’s population. Most people revere the host as a whole pantheon, offering prayers to different deities in different situations. Even clerics are often devoted to the entire host rather than one specific patron. Taken as a whole, the pantheon is neutral good, and its favored weapon if a longsword – the weapon of its martial champion, Dol Dorn.
Arawai: god of Agriculture: A deity of fertility, plant life and abundance, Arawai is neutral good. She claims many Druids and Rangers among her followers, as well as farmers, sailors and any that are significantly concerned with weather or fertility. She is usually portrayed as a half-elf wman, sometimes as a halfling or human, and occasionally as a bronze dragon. The sister of Balinor and the Devourer, and the mother of the Fury (as a result of her rape at the hands of her brother the Devourer), she oversees the domains of Good, Life, Plant and Weather. Her favored weapon is the morningstar.
Aureon: god of Law and Knowledge: A deity of lore and magic, Aureon is lawful neutral. The patron of all arcane spellcasters, as well as sages, librarians, and scribes, he often appears as a gnome or human wizard in ancient texts and occasionally as a majestic Blue dragon. He is the brother of Onatar, the husband of Boldrei, and strangely related to the Shadow. Associated with the domains of Knoledge, Law and Magic, he favors the quarterstaff.
Balinor: god of Beasts and the Hunt: A neutral nature deity associated with hunting and animal life, Balinor claims hunters, barbarians, druids and rangers among his followers, since he appears as both a protector of nature and an exemplar of gently taking what one needs for sustenence from nature’s bounty. Usually portrayed as a burly human, sometimes as a crude but good natured half-orc, and occasionally as a stalking green dragon, he is brother to Arawai and the Devourer. Associated with the domains of Air, Animal and Earth, he favors the Battle Axe.
Boldrei: god of Community and Hearth: Boldrei, the lawful good deity of community, is invoked as a protector of villages and homes, to bless marraiges, and to confirm government appointments. Usually depicted in ancients texts as a commoner of any race, or sometimes as a copper dragon, brooding over a nest of eggs, she is Aureon’s wife. The domains under her influence are Community, Good, Law and Protection. Her favored weapon is the spear.
Dol Arrah: god of Honor and Sacrifice: Dol Arrah, the lawful good deity of honorable combat, self-sacrifice, and sunlight, manifests as a peacemaker, a careful planner, and a strategist. She serves as the patron of paladins, generals and diplomats who fight their battles with words. In addition, in her role as the sun god, she brings light to pierce the darkest places of the world. She is commonly represented as a human or half-elf knight, shining with holy radiance, and sometimes as a red dragon perched on a cloud. Said to be the sister of Dol Dorn and the Mockery, she is associated with the domains of Good, Law, Sun and War. Her favored weapon is the halberd.
Dol Dorn: god of Strength at Arms: The chaotic good deity of war, Dol Dorn appears as apargon of physical perfection who promotes bodily strength as well as martial training. Most often depicted as a heavily muscled human, sometimes as a dwarf or a half-orc, and occasionally as a silver dragon, he is said to be the brother of Dol Arrah and the Mockery. Associated with the domains of Chaos, Good, Strength and War, he favors the longsword.
Kol Korran: god of Trade and Wealth: Merchants, traders and thieves revere Kol Korran, the neutral deity of trade and money – as might anyone who has money or wants more. He is depicted as a fat, cheerful human or dwarf in fine clothes. A few ancient representations of him show a white dragon lying on a bed of ice-blue gemstones. Said to be the son of Olladra and Onatar and twin brother to the Keeper, he oversees the domains of Charm, Commerce and travel. His favored weapon is the mace.
Olladra: god of Feast and Good Fortune: Gamblers, rogues, bards and hedonists invoke the favor of Olladra, the neutral good deity of luck and plenty. She is often depicted as a young halfling, sometimes as an elderly human and occasionally as a black dragon. The wife of Onatarand the mother of Kol Korran and the Keeper, she is associated with the domains of Feast, Good, Healing and Luck. Her favored weapon is the sickle.
Onatar: god of Artifice and the Forge: onatar the neutral good deity of crafts, industry and fire, is the patron of artisnas and artificers, smiths and smelters, and all who make things. Dwarves in particular revere him: he commonly appears as a dwarf smith in holy texts and sometimes as a brass dragon. Wizards and psions who specialize in fire also place their faith in him. The husband of Olladra and the father of Kol Korran and the Keeper, he watches over the domains of Artifice, Fire and good with his favored weapon, the warhammer.
The Dark Six: In some ways, the dark six can be considered a part of the pantheon of the Sovreign Host. It would be more accurate, however, to say that these deities have been cast out of the pantheon because of their evil ways. The dark six are patrons to criminals, outcasts and villains: as well as various kinds of monsters. The holy texts show them scheming against the sovreign host at every turn for reasons that vary from deity to deity, and their dark minions likewise plot against the followers of the Sovreign Host.
The Devourer: The brother of Arawai and Balinor, the Devourer id neutral evil. Stories say he raped his sister Arawai and thereby fathered the Fury. As lord of the deep waters and master of maelstrom and reef, he represents all the destructive power of nature. The Sahuagin worship him and sailors fear him and seek to appease him. He is portrayed as a human or merfolk with seaweed in his hair and beard, as a sahuagin, as an enormous shark, or as a dragon turtle. The domains associated with him are Destruction, Evil, Water and Weather. His favored weapon is the trident.
The Fury: The fury is the neutral evil deity of passion driven to madness. Revered by those whose passion consumes their lives, she is commonly portrayed as a half-elf, sometimes as a drow, and occasionally as a snake-like wyrm of Khyber. Associated with the domains of Evil, madness and Passion, she favors the rapier.
The Keeper: The neutral evil lord of death and decay, the Keeper is the twin brother of Kol Korran. As Kol Korran represents the acquisition of material wealth, the Keeper embodies greed, hungry for the souls of the dead. He lurks in the darkness, hoping to snatch wayward souls as they pass to Dolurrh, the realm of the dead. He is portrayed as a gaunt or grossly fat human, as a lich or ghoul, or sometimes as a skeltal dragon. Associated with the domains of Death, Decay and Evil, he favors the scythe.
The Mockery: The neutral evil deity of treachery over honor, the Mockery betrayed his siblings, Dol Arrah and dol Dorn, and was subsequently flayed and banished from the Sovreign host. A skilled warrior, he claims evil fighters, rogues, monks, and assassins among his followers. He is portrayed as a ghastly human warrior with the skin stripped from his body, clothed in the skins of his enemies, and sometimes as a half-fiend red dragon. He is associated with the domains of Destruction, Evil, Trickery and War, and the Kama is his weapon of choice.
The Shadow: The Shadow, the literal shadow of Aureon, gained a life of its own as the price of his arcane mastery. Chaotic Evil, it devotes its energy to dark magic and the corruption of nature. Many evil wizards and sorcerers revere the Shadow, and many of the monsters of Droaam invoke its name as well. It is usually depicted as a shadow, but sometimes (particularly in Droaam0 as a shadow dragon. It is associated with the domains of Chaos, Evil, Magic and Shadow, and its favored weapon is the quarterstaff.
The Traveler: The most mysterious of the dark six, the traveler is chaotic neutral and seems to have no connections to the other deities of the pantheon. A consummate shapechanger, the traveler is said to walk the land in a thousand disguises. A master of cunning and deception, it emphasizes subtlety and careful planning. In some places the traveler is known as the giver of gifts but proverbs warn: “Beware the gifts of the Traveler”. Dopplegangers, lycanthropes, and a number of shifters and changelings revere him. It is associated with the domains of Artifice, Chaos, Travel and Trickery. Its favored weapon is the scimitar.
The Blood of Vol: The Blood of Vol cult attracts followers fascinated by death and the undead. The most dedicated of these revere an ancient lich who calls herself Vol, Queen of the Dead. The Blood flows into the distant past, through the earliest days of human civilixation on Khorvaire, to the elf kingdom of Aerenal, and even to Xen’drik, the continent of secrets. Vol and her followers see undeath af a path to divinity, invoking negative energy in contrast to the positive energies that power the Undying Court. They are captivated by the literal and figurative meaning of blood and by heredity, seeking to manipulate bloodlines to accomplish some fiendish purpose. Vol herself is a powerful necromancer who has unlocked the secrets of undead creation. Clerics of the Blood of Vol are lawful evil. They have access to the domains of Death, Evil, Law and Necromancer. The cult’s favorite weapon is the dagger.
The Cults of the Dragon Below: The Cults of the dragon Below consist of a diverse group of fanatical sects that revere the subterrainean realms. Some of these cults seek to draw Khyber, the Dragon Below, up from the depths of the world, while others traffic with demons conjured from the deep regions. A few seek a promised paradise in some long lost cavern far below the surface, purifying themselves with blood sacrifices to make themselves worthy to find it. Though little unites these mad cults beyond their reverence for the forbidden powers of Khyber, they are generally neutral evil, and all choose from the domains of Dragon Below, Earth, Evil and Madness. Their favored weapon is the heavy pick.
The Path of Light: The Kalshtar of Adar follow no deity but they do revere a universal force of positive energy they call il-Yanah or the Great Light. This force is lawful neutral. Most followers of the path of light are psions and psychic warriors, seeking to perfect their bodies and minds through meditation and communion with this Light to prepare them for conflict with the forces of darkness – most particularly, the Dreaming Dark of the Inspired of Riedra. A few clerics find a source of divine magic in il-Yanah and choose their domains from among Law, Meditation, and Protection. Their favored weapon is the Unarmed Strike.
Zuoken: Once a human martial artist, Zuoken attained such mental and physical perfection, that he ascended and became part of the Path of Light centuries ago. His clerics watch over psionic creatures, safeguarding them from harm and offering psionic training to all who show aptitude. Zuoken encourages his follwers to be disciplined, serene, masters of their minds and bodies. The domains available for a cleric of Zuoken are Knowledge, Mind, Strength and War. Their favored weapon is the Nunchaku.
The Undying Court: The elves of Aerenal revere their ancient dead as incarnate deities, seeking advice from deathless coucillors and petitioning their favor. Unlike undead creatures, the deathless elves of the Undying Court are animated by positive energy and are powerful beings of neutral good alignment. The domains associated with the Undying Court are Deathless, Good and Protection. The court’s favored weapon is the scimitar.