EBERRON DEITIES AND RELIGION
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.
Divine Magic:
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)
Cleric Any
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)
Descriptions:
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.