The Gods and Godlikes

=== Arden, God of the Sun and Promises ===
* Alignment: Neutral Good
* Domains: Air, Good, Sun, War
* Symbol: Sun staff (staff with a bronze sphere containing an ankh)
* Garb: Ivory tunics and tabards, emblazoned with sun shaped embroidered gold
* Favored Weapons: Quarterstaff, short sword
* Known Artifacts: The Sunstaff (quarterstaff) and the Dawn’s Edge (shortsword).
* Form of Worship and Holidays: The holiest of celebrations occur during lunar eclipses, followed by high noon on the summer solstice. High noon marks a regular prayer time for most followers.
* Typical Worshipers: Of old he was worshiped by humans, though Arden is not currently worshiped on this plane.
* Head Priest and Church: Priest Gabriel of the Fallen Sword Multifaith Chapel, Dejune.
* Arden is suspected to be a lesser aspect of the sun god Ra. He is depicted as a hawkheaded, muscular man wearing a short kilt of precious metals and jewels. He carries a staff tipped on one end with a bronze sphere representing the sun containing an ankh, and on the other end with a bronze hawk head. He can fire rays from the eyes of the hawk that are as hot as the sun itself. He also wields a bronze short sword, although its powers are unknown. 
* Arden was long ago destroyed by evil deities, including Tsathogga, the frog-demon. His remains were gathered and treasured by his worshipers as relics. However, it has been ages since Arden has been worshiped on this plane by any save by some who’ve been driven mad by sunstroke, who still speak prophecies of his rebirth. 
=== Balthazar, Archangel of the Capacity For A Thing To Do Good ===
* Alignment: Lawful Good
* Domains: Glory, Good, Law, Sun 
* Symbol: A five-pointed golden sun on a white background.
* Garb: Plain light-grey robes that have been manufactured by hand, and bleached with salt water and sunlight.
* Favored Weapons: Mace
* Known Artifacts: Calabolg Demonbane (scythe)
* Form of Worship and Holidays: Often celebrated with a public feast, mostly catered for by leftovers from the fortunate to support those less so. His holy day is any where a full moon can be seen at high dawn.
* Typical Worshipers: Balthazar’s worshipers are relatively few, and those that do are usually redeemed criminals, laborers, and teachers.
* Head Priest and Church: Paravicar Lalehia of the Greyton Citadel
* Balthazar is an archangel of a greater god, which puts him about on par with a local Valley god. He revealed himself in 1790E to the famous orc warrior Mortimer, and pledged to help him defeat Orcus, via the use of other evil/neutral creatures that had reason to loathe the Demon Lord. 
* While successful, Balthazar never took a prominent role in Valley affairs, although he still keeps watch, making sure none he empowered during the crusade turn around and use his power for evil. The town of Greyton was build by his guidance, and exists as evidence of his power and charity. 
=== Bowbe, God of Heresy and Rage. ===
* Alignment: Chaotic Neutral
* Domains: War, Chaos, Strength, Vengeance
* Symbol: Crossed Sword and Hammer of Bowbe, preferably scrawled on something stolen.
* Garb: Furs, skins and pelts over battle armor
* Favored Weapons: Greatsword, warhammer
* Known Artifacts: Pelt of Urson, The Great Bear (hide armor), Cm’fob (greatsword), Wytch-Killer (warhammer).
* Form of Worship and Holidays: Great feasts and blood sacrifice precede battles. After battle, the treasures, arms and armor of defeated that are of no use to the victors foes are thrown into a great fire to honor Bowbe. His priests specialize in wild cursing and imaginative insults, while his worshipers often curse his name. Bowbe is known to reward those who curse his name, rather than those who venerate it.
* Typical Worshipers: Barbarians, raiders, reavers and plunderers. His congregation also includes a number of folk who feel angry at their lot in life, and wish for the strength to break through.
* Head Priest and Church: Bowbe doesn’t go in for either of these, but to the west of Tsar are the burned ruins of William’s Fort. Once a rather large city with several famous scholarly academies, it was burned to the ground during a riot that began as an argument over the minutia of tax collection. Bowbeians treat the ruins as holy ground, proof that just under the skin of the most ‘civilised’ folk are creatures of rage and passion.
* Bowbe is the embodiment of barbarian wrath and frenzy. He appears as a mighty barbarian dressed in the pelt of Urson the Great Bear, whom he can summon to his side by tossing the pelt to the ground and calling its name. Bowbe carries the greatsword Bm’fob in one hand and warhammer Wytch-Killer in the other, each of which he took as trophies and gain strength as his followers kill. Bowbe revels in war and the slaughter of his foes. His battles against greater giants are legendary, as is his hatred for the undead, arcanists, lawyers, guardsmen, and most other civilized authority figures. 
* Unlike other gods, Bowbe aids only those who take his name in vain. Thus it is not uncommon to hear berserkers cursing their god for his indifference as readily as they curse their foes. Bowbe only grants the raising of one of his followers if that follower immediately seeks blood vengeance against his killers. Bowbe grants no healing spells higher than 4th level.
'''
=== Darach-Albith, High God of Elves and the Dales ===
* Alignment: Chaotic Good
* Domains: Plant, Animal, Magic, War
* Symbol: A bow and sword hanging from the eternal oak
* Garb: Shades of grey, green, hazel, chestnut and sable
* Favored Weapons: Longbow, longsword
* Known Artifacts: Tian Tu Lan (longsword), Fayar Nocht (longbow), although these two are likely two forms of the same weapon
* Form of Worship and Holidays: A traditional festival held on the eve of every midmonth during the summer. This usually takes the form of a feast with storytelling.
* Typical Worshipers: Dalish elves. Most non-elves who align with his principles elect to follow Freya instead.
* Head Priest and Church: Darach has no churches in the Valley (see below) but he does have The Great House in Lothrain, the Dalish capital. His highest ranking priest in the Valley is High Priest Agamemnon.
* Native to the Dales south of the Valley, many elves that moved north took their religion with them. The father of all elves and firstborn of the race, Darach-Abith is portrayed as a handsome elven man draped in a cloak of forest leaves. His skin may appear as gleaming white as birch bark, or any of the varying shades of brown and green found in primeval woodlands. Darach has keen golden eyes like those of an owl. His sword Tian Tu Lan and his bow Fayar Nocht are said to never miss a target and slay those of evil intent instantly.
* Darach is a moderating force on the Valley theopolitcal scene, often moving to curb the excesses of other gods. When Muir tried to bring herself to the material plane, it was the followers of Darach that stood up to her and eventually stopped her. In retaliation the followers of Muir burned all of the churches to Darach to the ground. Since then, his followers have not rebuilt any of them, but rather chose to preserve the ruins as a reminder that they did what had to be done.
=== Dwerfater, God of Dwarves and Construction ===
* Alignment: Lawful Good
* Domains: Earth, Good, Strength, Creation
* Symbol: Hammer and anvil
* Garb: Armor of mithral or steel
* Favored Weapons: Warhammer
* Known Artifacts: The Noolhamr (dwarvern warhammer).
* Form of Worship and Holidays: Priests worship at the forge, crafting items of steel and mithral. The most sacred steel is tempered in virgin snow on Orenday, the first full moon after midwinter.
* Typical Worshipers: Most dwarves and some nondwarvern blacksmiths. As their patron god, Dwerfater embodies the ideals of everything a dwarf could be.
* Head Priest and Church: The Great Forge in Doren’s hold is a grand, if slightly uninspired altar to the father of dwarves. Lord Chief Rukki Iron Vein is both the chief of Doren’s Hold, and it’s spiritual center.
* Dwerfater (or Dwurfater) appears as an ancient dwarf, whose beard is the color of mithral and touches the ground at his feet. He wears a blackened leather apron over a coat of mithral mail and always carries his mighty warhammer Noolhamr.
* Dwerfater likes visiting the material realm more than any other god, to admire the architecture and creations of his followers. He holds a special loathing for Tsathogga, and the two have fought many times in the past. There are other patron gods of dwarves filling similar roles around the world, Dwerfater mostly covers the Valley and the mountains to the north.
=== Evermage, Lesser god of Magic and Research ===
* Alignment: Lawful Neutral
* Domains: Law, Magic
* Symbol: Hammer and anvil
* Garb: Armor of mithral or steel
* Favored Weapons: Quarterstaff
* Known Artifacts: None
* Form of Worship and Holidays: Prayers are written in books, along with original research, hoping that blessings and divine inspiration will come.
* Typical Worshipers: Few, mostly wizards and scholars, hoping that discipline and perseverance will reward them in time.
* Head Priest and Church: The Fallen Sword in Dejune is the largest of their shrines. The Evermage has no dedicated church although small shrines are found in many large academies. 
* Not much is known about the Evermage (sometimes called “The Librarian”) although it’s reasonably certain they were a mortal that passed the test of the starstone, and emerged as a god. Instead of being given a full portfolio (as is the rule for those who passed the test), they instead have a fragmented folio, combining cast-off elements of Thyr and Hecate.
=== Freya, Goddess of Love and Fertility ===
* Alignment: Neutral Good
* Domains: Animal, Good, Healing, War
* Symbol: A crow
* Garb: Robes of white cloth or leather, trimmed with fur
* Favoured Weapons: Longbow
* Known Artifacts: The Lover's Bow (Longbow)
* Favoured Instrument: Fiddle
* Form of Worship and Holidays: The primary form of worship for Freyans is the Procession, a seasonal, nomadic religious parade. The Procession holds a festival in every settlement they pass through, which typically involves feasting, hunting, or artistic performances, and culminates in ecstatic rites. Freyans additionally perform a daily ritual in observance of their goddess, in which they prepare and drink a holy beverage, called Freya's Brew - or simply "the tea" - which is claimed to bring the mind and body into harmony with the spirit. Her most holy time is harvest, and she is widely acknowledged during harvest festivals. 
* Typical Worshipers: Freya is commonly worshiped by hunters, midwives, landless farm-workers, and those living on the margins of society, literally and figuratively. Her festivals attract artists and young lovers, and her priests are also sought out by those who believe they might benefit from Freya's Brew. 
* Head Priest and Church: Freya current has no permanent temples, and the Procession is understood to be the primary locus of worship. However, occasionally Freyan priests will settle on the outskirts of cities, to provide spiritual services to urban worshipers. The faith is formally non-hierarchical; priests handle logistical matters, and spiritually guide worshipers, but they do not lead or command, and they are considered equal to all in the community.
* Freya has no canonical texts, few known artifacts, and has recently made only rare, minor interventions in valley affairs. As such, much of what is known of Freya derives from an oral tradition, in the form of Freybles, from individual theological speculation, and from entheogenic insight.
* Among her priesthood, it is widely accepted that, as a goddess of love, Freya is concerned with four kinds of love, all equally valuable: 1) Love for the self, not in the sense of egoism but rather self-esteem, self-care and self-value. 2) Love for the other, particularly in the form of romantic and sexual love, though also including love for friends and family. 3) Love for the community, both in a wide sense that meets up with general compassion and care, and in a narrower civic sense: love for your society, and the realisation of an ideal of a good society. This sense of love relates to her aspect as Goddess of the Hunt, where hunting is understood to protect the community from wild threats, and to sustain the community with its spoils. 4) Love for Freya, for nature, and for existence itself. 
=== Leaf Dustfoot, god of Halflings and Travel ===
* Alignment: Chaotic Good
* Domains: Chaos, Good, Liberation, Luck, Travel
* Symbol: A winged boot
* Garb: Sensible brown robes.
* Favored Weapons: Dagger, Sling
* Known Artifacts: Leaf’s Lucky Boots (boots), Leaf’s Lucky Rock (sling ammunition), Leaf’s Lucky Feather (wondrous items)
* Form of Worship and Holidays: Faithful often leave graffiti or small signs in simple code to warn other travellers about dangers or opportunities. 
* Typical Worshipers: Many halflings who like the stereotype of the lucky traveler, as well as those who feel the call of the road above all other concerns. Many traders and scouts also follow them, hoping they bless their path.
* Head Priest and Church: Leaf’s followers would say the road is their church, but there exists a large structure in Skor that takes in refugees and weary travelers in Leaf’s name. Priest Cedric Underhill runs “The Home”, and is the defacto leader.
* Leaf appears as a simple halfling, dressed like one of their priests. They carry a wooden walking stick, and wear winged leather boots and a feathered cap.
* Leaf chooses to stay out of Valley politics as best as they can, and is a pacifist like many of their followers. While they don’t have a huge number of dedicated followers, many ship captains and caravaneers will offer a prayer and a token at Leaf’s shrines before setting out, regardless of their normal faith.
=== Mitra, Goddess of Compassion and the Sun ===
* Alignment: Lawful Good
* Domains: Good, Healing, Law, Protection, War
* Symbol: Scales bearing twin flames
* Garb: White and copper robes trimmed with gold
* Favored Weapons: Longsword
* Known Artifacts: The Silver Scales (wondrous item)
* Form of Worship and Holidays: Last day of every week, families gather to feast and commune. Food is to be given freely to all who ask, without question or judgement. More devout followers often set up soup kitchens or distribute blankets.
* Typical Worshippers: Paladins, fighters, monks, farmers, and the general common folk of the Valley.
* Head Priest and Church: High Lady High Priestess Victorin of Mitra, Favored of Mitra oversees the church from Tsar. Mitrans do not go in for grand edifice, unless the structure can also house the poor and serve as offices for clerks and priests. As such the head church is a converted municipal building in the heart of Tsar, simply known as Mitra's Work.
* Mitra is the dominant god in the Valley, and the default option for worship from those interested with maintaining the status quo or gently shifting it in a more compassionate direction. Mitra is the oldest of three siblings, with Thyr and Muir. Mitra is often seen as level headed and matronly, cleaning up after the mistakes of others. With Muir dead and Thyr weakened, Mitra took over their duties, such granting spells to their followers and maintaining their realms. For this reason, many texts refer to Mitra as a goddess of Justice, when in fact that is Thyr's portfolio. She requires her followers to treat everyone fairly, and in turn they venerate her with great acts of altruism, charity and justice.
* She is often depicted as a noble, strong woman of middle years, wearing a pale copper robe and wielding a longsword and set of scales.She is said to visit people who are suffering moral or ethical dilemmas and sit with them and help them work through their problems. The noble lion is her sacred creature.
=== Muir, Goddess of Virtue and Paladins ===
* Alignment: Lawful Good
* Domains: Law, Good, Protection, War
* Symbol: Blood-red upraised sword on a white background
* Garb: White wool robes with an upraised sword or handprint in red.
* Favored Weapon: Longsword or bastard sword 
* Known Artifacts: The Bloody Hand (bastard sword) 
* Form of Worship and Holidays: Regular worship and fasting on the eve before known battle or before rituals of confirmation or promotion.
* Head Priest and Church: Muir doesn't have a formal high priestess, as her church has been folded into that of Mitra. "The Armory of Muir" is an old building in Tsar that is used to store any items of cultural or historical significance to her, and is occasionally opened to her faithful for select holy days.
* Typical Worshipers: Lawful-good humanoids who champion her holy cause, righteous warriors, paladins (as she's the only Valley deity to reliably take paladins), and other goodly or lawful types that believe that the proper application of force can make the Valley better for them.
* Muir is the younger sister of Thyr and Mitra. While Thyr represents law and peace, she represents the martial valor necessary to make that peace a reality. She is often depicted as a dark-haired maiden warrior in shining platemail with an upraised (often bloodstained) sword. She is noble and single-minded of purpose. The tenets of her worship revolve around the three virtues of honor, honesty, and courage. 
* In the 4th age, she attempted to bring herself onto the Material plane, using her champion Lady Macry as a vessel. She intended to cleanse the Valley in fire, and rid it of all its evil inhabitants. She was stopped by the forces of Darach Albith (chronicled here).
* Not long later, she was assassinated by Kal'Ay-Mah, and her portfolio and duties were assumed by Mitra.
* Two other gods have attempted to fill her shoes (Kel and The Engineered Princess) although both have perished.
* The falcon is her sacred animal. 
* Her Paladin Code is:
** "It is the greatest calling, as a thinking creature and as a fighting one; to serve my god above all other gods and men.
** I pledge my life in service to Muir, and to act as her instrument and agent of her will. 
** I will serve my lady Muir above all others, and accept no authority that contradicts her order.
** I will destroy chaos and evil wherever I find it, my enemies can only hope for redemption or death
** I will never strike the helpless, nor deny the right of surrender and parley
** I will deny recompense above my needs; I do my work for my lady's grace, not for my humble wealth
** I will give to the needy, the poor and the weak. I possess my lady's grace and need no more
** I will aid my brothers of Thyr and sisters of Mitra as they are my blood.
** I am my Lady. I am her sword. I will permit no defeat of the righteous."
** ("The Paladin's Oath", Parchment found in the Chapel of The Armory of Muir, 930E)
=== Narrah, Goddess of the Moon and the Stars ===
* Alignment: True Neutral
* Domains: Darkness, Protection, Travel
* Symbol: An upturned crescent moon
* Garb: Robes of midnight blue, often stitched with silver stars
* Favored Weapon: Sickle
* Known Artifacts: The Silver Sextant (wondrous item), Moonlight (sickle).
* Form of Worship and Holidays: Fasting on a new moon, feasting on a full moon. Eclipses and other astrological events are held as sacred.
* Head Priest and Church: High in the iron mountains is the Scryglass, an observatory that is said to be able to see past the stars and into the planes. Tharic Flintblade, a powerful-looking dwarf, is the high priest. It's said he can see the future in everything, and often wears a blindfold to spare himself the constant visions.
* Typical Worshipers: Druids and particularly superstitious commonfolk, who wish to see a glimpse into the future. Most lycanthropes follow her, wishing for protection or aid from the moon. Many fortune tellers, feytouched and others who can see beyond the veil 
* Narrah is rarely the favored god of heroes, and does very little herself, leading to an idea that she's somehow lesser. In truth Narrah has a large and devoted following of people who seek mystical signs and portents. Since Pharasma lost the gift of true prophesy many years ago, Narrah has filled the void with her own slightly vaguer fortune telling.
* Narrah herself is depicted as a lady wearing a robe made of the stuff that's between stars. She can navigate between the planes with ease, and appears to her followers in the most subtle of ways to nudge them along their path.
=== Nivi Rhombodazzle (Valley Rhombodazzlism), God(dess) of Gnomes and Gambling ===
* Alignment: True Neutral
* Domains: Community, Earth, Luck, Trickery
* Symbol: A gem cut into the shape of a six-sided die, the visible face displaying 7 pips.
* Garb: Robes of blue, patched with red and green so as to appear as a pile of precious gems.
* Favored Weapon: Light hammer 
* Known Artifacts: The Trick (wondrous item), The Play (wondrous item), The Sunflare (longbow) 
* Form of Worship and Holidays: Each sect has a set of local rituals, based on the area's superstitions. Traditional holy days are any day of the year with a 6 and 7 (e.g 176th, 67th, etc)
* Head Priest and Church: Tsar is home to Rhombodazzle's palace, a casino and alehouse that doubles as a holy site. There are few sermons or lectures, Rhombodazzle isn't a god for those who spend too long thinking about morality and the divine.
* Typical Worshipers: Gnomes, especially those whose backgrounds are from outside the Valley worship them as a paragon of their race. Gamblers who favor skill over luck often pay them worship, chasing that most divine of alchemy; transmuting gold into more gold. Plenty of common folk follow them as well, hoping their hard work and skill will have an unexpected payoff.
* Rhombodazzle is traditionally a greater god of deep gnomes, but surface gnomes follow a different aspect of them from the times when Nivi was a mortal who gambled their way to godhood. Their followers don't go in much for morality and the nature of the divine, and instead spend their lives as many of us do - trying to use cunning and chance to get ahead.
* Nivi was a tricky one, and would often wager things that others thought of as valuable, but held no worth to them. They famously gambled away their gender, the color of their skin, and a huge ruby. The ruby was great and beautiful, but it was so expensive no one could ever afford it, making it worthless.
=== Pharasma, Lady of Death and Fate ===
* Alignment: True Neutral
* Domains: Death, Healing, Knowledge, Repose
* Symbol: A spiral that grows thicker as it extends outwards
* Garb: White robes with a purple spiral on the chest, or grey robes with a blue spiral
* Favored Weapon: Scalpel (Dagger)
* Known Artifacts: The Tome of Bones (wonderous item), The Resting Place (wonderous item), The Boneyard (True Neutral Plane).
* Forms of Worship and Holidays: In the last week of Autumn her followers hold short festivals to purify the lands and drive out undead before the cold sets in. These festivals are often themes around the coming of death and new life.
* Head Priest and Church: Pharasma has no formal preisthood in the Valley. High Magister Loke of Ordheilm is theoretically the official head of the church, although he rarely appears in public. Pharasmanism is a highly personal religion, and doesn't often attract a structured clergy.
* Typical Worshippers: Midwives, undertakers, gravekeepers, morticians, and any other who would focus on death or the coming of new life. Undead hunters make up a sizable chunk of her followers in the Valley, as Pharasma abhors the undead above all else.
* Pharasma was once known as the Lady of Prophesy, and was at the height of her power at the start of the 4th age. She (and her most powerful followers) could see the course of history perfectly, and shaped it to the benefit of all people. It's said that her last prophesy was an error, foretelling an impossible thing, and so all the threads of fate came unwound, ending the power of prophesy and "true" divination.
* Pharasma now sits in the Spire, a tower above the Boneyard so tall that it pierces the astral plane. Here, the newly dead form a great line, and await her judgement. 
* As a greater god, she is not originally from the Valley, and sees little worship there. She sees a little function as a fertility goddess, and someone to pray to when the undead are on the march. 
=== Telephos, Lord of Crops and the Seasons ===
* Alignment: Lawful Neutral
* Domains: Air, Animal, Earth, Fire, Plant, Water
* Symbol: Raining cloud partially obscuring a radiant sun
* Garb: Green and earth tone woolen robes and vestment
* Favoured Weapon: Sickle, Scythe
* Known Artifacts: The Harvest (scythe), The Shear (sickle), The Cornucopia of Labor (wondrous item)
* Form of Worship and Holidays: Telephos is worshiped by harvest and planting celebrations as well as the first frost and first thaw
* Head Priest and Church: High Priest Seigfried spends his day in The Barn, a grand wooden fort located out on Zelkor's Way, west of Dejune. The Barn has an enormous amount of food stored in case of whatever calamity befalls the Valley next. Seigfried himself is an old man with an almost comically long beard, but his eyes burn from with hard-won wisdom and an iron will.
* Typical Worshippers: Farmers and halflings, as well as some druids who revere his aspects of seasons and the bounty of the earth.
* Notable followers: Mortimer carries relics of Telephos, namely his suit of adamantite plate and adamantite scythe. Followers of Telephos have been known to call Mortimer a Chosen of Telephos, but Mortimer denies any and all association, and has on more than one occasion chased them off with a broom
* Telephos is sometimes referred to as the "Great Church of the Valley" as they embody traits seen as iconic of the Valley people: perseverance, hard work, and a stoic pride in the land, in spite of all its flaws.
* Telephos is the embodiment of the uncaring changing seasons. He is prayed to not so much to bring good crops, but to be convinced to hold off an early frost or bring the spring thaw. He requires appeasement and devoted following, being known to test his followers' faithfulness and resolve when it suits him
* "Mitra, please bless Lord Shades. May he succeed in driving evil so far from this land I that these adamantium priests get bored and go home" -Odo Bristleback, 1790E
=== Thyr, God of Kings and Judges ===
* Alignment: Lawful Good
* Domains: Good, Healing, Law, Knowledge, Protection
* Symbol: A silver cross on a purple field
* Garb: White robes trimmed with silver, purple or gold — the colors of kingship
* Favored Weapon: Light or Heavy Mace
* Known Artifacts: The King's Gavel (heavy mace).
* Form of Worship and Holidays: The last day of every month is set-aside for non-royalty to have their grievances heard. Once a week faithful gather to hear lectures and sermons on the nature of morality and society, usually in conjunction with the Mitran congregation.
* Head Priest and Church: 
* Typical Worshipers: Royalty and courts, as well as common folk who feel that a structured society with kind and just rulers benefits them. 
* Thyr is the god of wise and just rule. He is normally depicted as a wizened king seated on a great throne holding a rod of kingship in one hand and a chalice of peace in the other. He represents proper and traditional rule and as such was once the patron god of all kingdoms in the Vallery. He is the embodiment of the enlightened human caste system where each person has a fairly determined role in a lawful society intended to create the greatest good for the greatest number. He was raised into godhood when he wrote a book of laws so insightful and kind that other gods raised him so he may help them with their own laws.
* His symbol is a silver cross on a white field, symbolizing the upturned cross-haft of his sister’s sword, which he thrust into the earth to end the gods’ war. Upon seeing the blood of so many gods shed, Thyr foreswore the use of swords and his priests, for this reason, may not use bladed weapons. Many favor reinforced rods, similar to light maces, modeled after Thyr’s own rod of kingship. The noble eagle and lion are his sacred creatures.
* With the fall of the monarchy of Skor and the decline of House Aerim, worship to Thyr fell into a decline, and his sister Mitra eventually absorbed what remained of his power, and carried on his duties. With the freeing of his Chosen Bofred Aerim, Thyr was granted a temporary lease on life, as Bofred took his throne. The religion has now entered the Bofredite era, although there are not many people who still care. His most active church is the Church of the Fallen Sword in Dejune
=== Thyr (Radical Bofredism), Concept of Equality and Community ===
* Alignment: Neutral Good
* Domains: Good, Healing, Knowledge, Protection
* Symbol: A purple cross on a white field
* Garb: Purple robes trimmed with white
* Favored Weapon: Light or Heavy Mace
* Known Artifacts: None.
=== Cults ===