Gods of the Realm

The Grand Duchy of Meradyne is still reeling from the diminishing of the Progenitor Gods, and learning the ways of the Secondborn Gods. Other gods have begun to reveal their presence as well, some natural, some mystical, and some of altogether mysterious interest.

## The Progenitor Gods

This tight-knit triad of Gods are believed to be the original creators of the region, instilling it with the laws of nature, and shepherding its first inhabitants. For centuries, they were the only deities in the realm, and were worshipped by all.

***Suul*** (SOOL) is the Solar God, who brings to light good and evil deeds alike. Many who attempt acts of greatness and daring hail him. His symbol is a five-sided spiral with radiant bands springing from it. Alignment: Chaotic Neutral. Suggested Cleric Domains: Life, Light, Nature, War, Forge. Suggested Paladin Oaths: Ancients, Conquest, Glory.

***Luun*** (LOON) is the Lunar Goddess, comforter of the grieving and the solace of the overburdened. It is said her favor waxes and wanes, even as her silver light does. Her symbol is a sleek crescent moon. Alignment: Lawful Neutral. Suggested Cleric Domains: Life, Arcana, Knowledge, Peace, Twilight, Silence. Suggested Paladin Oaths: Ancients, Redemption, Watchers.

***Lode*** (LODE) is the Earth-Heart. The cloaked figure is obfuscated by the bright blue light that lances off of his form. He holds all of reality together, and the intensity of his presence is nearly unbearable. His symbol is a concealing hood, surrounded by a nimbus of blue light. Alignment: True Neutral. Suggested Cleric Domains: Death, Grave, Nature, Order, Arcana. Suggested Paladin Oaths: Ancients, Crown, Vengeance.

## The Secondborn Gods

***Aetumn*** (AY-toom) is one of the most misunderstood of the Secondborn. They call her the Lady of Decay, Aging and Closure. She is responsible for the gentle acceptance of a fitting end, the healing of wounds via the passage of time, and moving on from the past. She is frequently considered an evil deity, but this is not strictly true; death and decay are inevitable, and pave the way for successors and children. She is pictured as a gaunt humanoid with a coiled trunk instead of legs, and from her outstretched arms spread fingers of mycelial veined fractals. Alignment: Lawful Neutral. Suggested Cleric Domains: Grave, Life, Order, Peace, Twilight. Suggested Paladin Oaths: Ancients, Redemption, Watchers.

***Vaentel*** (VANE-tel) is the Steward of the Vengeful, the Warden of the Dead. He is responsible for the imprisonment of the spirits of the dead, and is the father of vengeful revenants and final curses. He is depicted as an armored giant standing in front of an iron door. Alignment: Lawful Evil. Suggested Cleric Domains: Death, Tempest, Trickery, War, Silence. Suggested Paladin Oaths: Conquest, Divine Calculus, Vengeance.

***Thaestol*** (THAY-stole) is perhaps the most beloved of the Secondborn. He is known as the Companion of the Youthful and Prosperous. He is a spirit of enthusiasm and change, delighting in shifts of power and the growth of all living things. He is depicted as a hawk carrying wheat in one talon and a snake in the other. Alignment: Chaotic Good. Suggested Cleric Domains: Life, Nature, War, Trickery. Suggested Paladin Oaths: Glory, Redemption, Vengeance.

***Suvmir*** (SOOV-meer) is the Warlord of Strength and Victory. She is responsible for warfare, victory, strength and passion. She is generally depicted as a powerful human figure with wild hair in the shape of the sun, riding on a fierce amphithere named Coatl. Alignment: True Neutral. Suggested Cleric Domains: Forge, Light, Tempest, War. Suggested Paladin Oaths: Conquest, Crown, Glory.

## The Lore Gods

Not a tremendous amount is understood about the Lore Gods, aside from that their advent in the realm occurred with the founding of the first Great Library in Kabu. Mysterious and powerful, these three conceptually bind together the perspective of the civilized world.

Anaasim (uh-NAY-sim) is the Thane of Time, Rivers, and Stories. This entity is responsible for things that patiently reshape the world to be more artful, moral and poignant. Its symbol is a lute rising out of a stream. Alignment: Lawful Good. Suggested Cleric Domains: Arcana, Forge, Knowledge, Peace. Suggested Paladin Oaths: Ancients, Devotion, Divine Calculus, Watchers.

Falnur (FALL-noor) is the Thane of Chance, Roads, and Winds. This entity is responsible for uprisings, dynamic shifts, and wild cards. Like Aetumn, Falnur is frequently mistaken for an evil deity, but this usually only touted by the wealthy and comfortable. Its symbol is a pair of dice. Alignment: Neutral. Suggested Cleric Domains: Arcana, Trickery, Tempest, Twilight, War. Suggested Paladin Oaths: Conquest, Redemption, Vengeance.

Vyazhin (vee-YA-shin) is the Thane of Vision, Knowledge and Terrain. This entity is responsible for things that remain unchanged and faithful to their first form. Paladins who hold to the Oath of the Divine Calculus usually swear fealty to Vyazhin. Alignment: Lawful Neutral. Suggested Cleric Domains: Grave, Knowledge, Nature, Order, Peace, Silence. Suggested Paladin Oaths: Ancients, Divine Calculus, Watchers.

## The Nature Spirits

The Nature Spirits arose from the land itself, and many druids argue that the nature spirits arrived in the region before even the Secondborn. It is said those who respect the spirits of nature will find peace in the land even after death.

Fjun (FYOON) is called The River Nymph. This wild spirit is a sower of insurrection and a sharer of forbidden secrets, and delights in injecting chaos into otherwise peaceful society. Its symbol is a river, coiled into four tight hairpin curves. Alignment: Chaotic Evil. Suggested Cleric Domains: Death, Trickery, Nature, Tempest. Suggested Paladin Oaths: Glory, Vengeance.

Quarx (KWARKS) is called The Flame Spirit. This vicious spirit is a voracious consumer and a fickle friend. Cautiously revered by Circle of Wildfire druids, Quarx's ruinous path is argued to pave the way for new life and opportunity. Its symbol is a small flame with cruel eyes. Alignment: Neutral Evil. Suggested Cleric Domains: Death, Forge, Light, War. Suggested Paladin Oaths: Conquest, Glory.

Chata (CHA-ta) is formally known as The Tree Spirit, but most call her "Chata of the Woods". This spirit is old, knowledgeable, and stoic, and isn't known to suffer the foolhardy and chaotic for long. Chata's symbol is a large old oak with a dark hollow in it. Alignment: True Neutral. Suggested Cleric Domains: Grave, Knowledge, Order, Peace, Silence. Suggested Paladin Oaths: Ancients, Divine Calculus, Watchers.

Hjurn (HYURN) is called The Stone-Shaper. This spirit is a shaper of law and an earth-carver. They say Hjurn lives in the heart of every skilled carver, and for that reason, it is constantly at odds with Chata. Hjurn's symbol is a stone mallet crossing a chisel. Alignment: Lawful Neutral. Suggested Cleric Domains: Forge, Light, Order, War. Suggested Paladin Oaths: Ancients, Crown, Devotion.

Quint (KWINT) is known as The Sky Spirit. This spirit brings season, seeds, and life to the world, and is considered to be the most benevolent of the Nature Spirits. Even agnostic planters swear their oaths to Quint come harvest time, and splash an ale into the air for the spirit once a month. Its symbol is a sprouting seedling. Alignment: Lawful Good. Suggested Cleric Domains: Arcana, Life, Light, Nature. Suggested Paladin Oaths: Crown, Redemption, Watchers.

Naja (NA-ja) is The Soul-Taker. This spirit brings the living to rest, and creates space for new life. Many take the opportunity to pray to "Old Naja", and request messages be given to their loved ones who are beyond the veil. Naja's symbol is a crumbling old sundial. Alignment: Neutral Good. Suggested Cleric Domains: Grave, Order, Peace, Life, Twilight, Silence. Suggested Paladin Oaths: Ancients, Devotion, Redemption.

*This information originally compiled by Eln-Dathallin. It has been adapted to serve the players' needs, be it slightly meta.*