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.


Deity/Church, Sphere                   Alignment            Domains                                                               

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.


Race                       Deities

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)




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.