Chapter four: Gods and religion
  
  The pantheon known to the humans of Cerilia is not the same pantheon recognized 
  by the ancient tribes who came to Cerilia before the War of Shadow. The old 
  gods gave up their existences in order to destroy their evil brother Azrai at 
  Mount Deismaar. Their essences imbued hundreds of champions and common soldiers 
  with the beginnings of Cerilia's bloodlines, and have shaped history every since. 
  More importantly, the god's mortal champions, closest to the old gods in their 
  ideals, took the brunt of the divine essence released by the gods' death and 
  were elevated to create a new pantheon.
  The new gods numbered eight; Haelyn, assuming Anduiras reign over nobility and 
  war; Erik, the druid, ruling nature in Reynir's stead; Sera, taking the place 
  of Brenna as the goddess of commerce and fortune; Avani, taking the mantle of 
  Basaïa as lady of reason; the Vos warriors Kriesha and Belinik, absorbing 
  the energies of Azrai to become the Ice Witch and the Prince of Terror; Nesirie, 
  absorbing the power of Masela and gaining power over the sea; and Ruornil, inheriting 
  from Vorynn domain over magic and arcane secrets.
  At first, the new gods worked closely together in the flesh; they fought, loved, 
  had children, and helped the peoples of Cerilia recover from the War of Shadow. 
  Nesirie and Haelyn formed a strong alliance and bore Cuiraécen, a new 
  god of battle and storm. Likewise, Avani and Erik bore Laerme, goddess of fire 
  and passion, and Sera and Ruornil bore Eloéle, goddess of the night. 
  As centuries passed, however, wars and feuds between mortal followers ensued, 
  fragmenting many of the god's alliances and creating argument and rivalry. Fearing 
  a repetition of Deismaar in any future conflicts, the gods agreed to a universal 
  pact: Never to battle each other in physical form.
`
  The powers continue to increase the prestige and well-being of their worshippers, 
  priests, and temples, but, for the most part, now restrict their guidance to 
  dreams, inspiration, and prophesy. A few scholars may argue that gods no longer 
  exist, and perhaps never existed, but most Cerilians believe implicitly in the 
  existence of their gods. The divine abilities of blooded scions and divine spellcasters 
  provide seemingly irrefutable proof of the continued existence of the gods and 
  the history of their ascension at Deismaar.
  Worship
  Throughout Cerilia, personal faith is an important characteristic of every character, 
  from the meanest peasant to the highest lord. Most people of Cerilia say an 
  occasional prayer to more than one deity on a regular basis, but dedicate their 
  lives to one patron deity. Cerilians believe that one's patron deity oversees 
  all of the important aspects of existence. No one deity controls birth, coming 
  of age, marriage, death, or the afterlife; each deity cares for such needs for 
  their faithful.
  Each major human culture, and most humanoid cultures in general, have a specific 
  god that looks after the well being of the people of that culture or race. This 
  does not preclude members of that race from worshiping another patron deity, 
  but most characters naturally seek advice, guidance, and support from the faith 
  of their people. The gods of the human pantheon have complex relationships, 
  but most humans pay respect to all of the gods that are not considered enemies 
  of their faith. An Anuirean Knight might worship Haelyn, but also pray to Sera, 
  Lady of Fortune, before taking a great risk. Table 4-1 lists the principle faiths 
  of Cerilia by race/culture. As long as one's own deity is not at odds with another, 
  acts of simply piety towards the other deity are not considered offensive.
  As a general rule, Cerilian deities do not overtly punish sinful behavior or 
  reward faithfulness. The deity's rewards and punishments are measured in the 
  afterlife. The clergy of a deity's church are responsible for meting out punishment 
  and acclaims in the mortal world. 
  Divine spellcasting
  A divine spellcaster forges a personal connection to a source of divine power 
  in the rituals and rites that bind them as a priest of a religious order. Once 
  forged, this divine link allows the channeling of divine energy and the casting 
  of divine spells. Cerilian deities do not (and perhaps can not) judge how this 
  power is used; the powers are granted to men, and it falls to men to decide 
  how best such powers shall be used. Should a spellcaster act outside the precepts 
  of his or her faith, it falls to the clergy of the faith to guide or punish 
  the offender.
  A divine spellcaster who forsakes his or her deity does not lose the ability 
  to cast divine spells; only a ceremony of excommunication is capable of severing 
  the divine link between man and god once forged. Should a divine spellcaster 
  wish to take up the faith of another deity, they may do so without immediate 
  penalty. Accepting ordination in a new faith forever severs a spellcaster's 
  connection to their previous deity. Divine spellcasters who abandon their deity 
  are often considered to be guilty of most heinous blasphemy and may find themselves 
  harshly judged by their peers (as well, perhaps, in the afterlife).
  All blooded scions contain with them some small spark of divinity; the more 
  powerful the bloodline, the more powerful the spark. Any scion with a True bloodline 
  is capable of channeling enough divine energy to cast divine spells without 
  a patron deity. The divine abilities of any scion that has accepted a bloodform 
  far exceed those that do not. Scions that have a completed bloodform may cast 
  divine spells without a patron deity with only a Great bloodline. Blood formed 
  scions with True bloodlines are capable of forging a link with worshippers that 
  will allow the casting of divine spells.
  State religions
  Throughout Cerilia, priests are held in high regard and most nations have a 
  recognized state religion. In general, the state religion of any realm is the 
  faith with the most levels of temple holdings in the realm. In cases where the 
  measure is very close, the state religion may vary from one ruling line to the 
  next (or even one ruler to the next), as different dynasties declare their own 
  religious loyalties. 
  Even kings must bow to the wishes of their state religion in matters of spiritual 
  consequence.
In general, the priest domain with the most temple holdings in a particular realm Is considered to be the state religion. For example, Tuornen is divided closely between thwe militant Order of Cuiraécen and the Western Imperial Temp of Haelyn. The Militant Order has a slight edge however, and is recognized as the state religion. In cases where the measure is very close, the state religion may vary from one ruling line ot the next (or even one ruler to the next) as different dynasties declare their own religious loyalties.
A state religion may be recognized "Official" or it may be unrecognized "unofficial". A recognized faith has the authority to challenge the King's actions if they fly in the face of the precepts of the faith. Rituals such as investitures, coronations and vassalage oaths are always overseen by priests of the state faith. An unrecognized state faith still wields great influence in a realm.: if for example, the king does something to insult the faith, all the commoners that support the faith are likely to be offended.
Churches often claim the right to hold their own courts and to administer the enforcement of a variety of religious crimes (canon law), including blasphemy, heresy, and witchcraft (the use of magic to cause harm to others). Such claims can bring them in conflict with secular legal powers unless the realm's regent supports the churches activities. The methods of trial and the penalties handed out vary significantly from one faith to another, but most temple courts are required to obtain secular consent to death penalties or any trials against nobility; this formality is often ignored by some faiths.
Either way, a state religion weakens the authority of the king to some degree, 
  since the king must fear the censure of the high priest. A recognized state 
  religion also has the power of coronation. When the time arrives to install 
  a new king, the state religion may withhold its support and refuse the crown 
  the king. In this case, the new king receives only half his normal Regency Points 
  until he is crowned. The church (or churches) performing the coronation becomes 
  recognized as the official state religion under that regent's rule.
  Patron deities
  Cerilian gods generally prefer worshippers of a specific race. Although such 
  deities may allow an occasional worshiper of a differing race, they are not 
  often welcome among the clergy. Humans may be clerics of any human deity, but 
  are most likely to worship the god associated with their tribe, culture, or 
  region.
  Your character may or may not worship a specific patron deity. Clerics, druids, 
  and paladins always have a specific patron deity. If you want your character 
  to have a patron deity, consider first the deities most appropriate to her race 
  (Table 4-1: Human deities by region, and Table 4-2: Non-human deities), or class 
  and alignment (Table 4-3: Human deities by class). 
 
  Human deities by region
| Culture | Deity | 
| Anuirean | Haelyn or by class and alignment | 
| Brecht | Sera or by class and alignment | 
| Khinasi | Avani or by class and alignment | 
| Rjurik | Erik or by class and alignment | 
| Vos | Belinik, Kriesha, or by class and alignment | 
Non-human deities
| Race | Deities | 
| Dwarf | Moradin | 
| Elf | None | 
| Goblinoid | Kartathok | 
| Halfling | Any | 
| Orog | Torazan | 
  
  Time, seasons, and holidays
  Time is measured differently depending on where in Cerilia one happens to be. 
  The Brecht measure time by tide and moon, while the Khinasi track the passage 
  of days, months and years by the position of the sun. The Vos generally don't 
  care about days or months - they measure time by the naming of years, with the 
  first snowfall after a brief summer beginning a new year.
  One of the lasting legacies of the Anuirean Empire is the standardization that 
  it brought to the realms in its far-reaching domain. Although most regions of 
  Cerilia still maintain a local calendar, scholars consider the Anuirean calendar 
  to be the standard for marking the passage of time. Anuireans base their calendar 
  on the orbit of the moon and the movement of the constellation of Haelyn, the 
  protector. The Anuirean Book of Days defines twelve months to a year, four weeks 
  to a month, and eight days to a week. A year has 388 days. The four annual days 
  not part of any month have become times to celebrate and reflect. These days 
  fall upon the vernal equinox (the Day of Rebirth), the Summer solstice (The 
  Night of Fire, when a show of falling stars results from the annual passage 
  through a meteor belt), the autumnal equinox (the Veneration of the Sleeping), 
  and the winter solstice (the Eve of the Dead).
  The 12 months of the Anuirean calendar begin with the Day of Rebirth, the vernal 
  equinox. The month Sarimiere is the first of the new year, followed by Talienir, 
  then Roelir. After Haelyn's Festival, the month of Haelynir begins. Anarire 
  and Deismir (named for the Godswar's final battle) follow in succession, with 
  the Veneration of the Sleeping next. Erntenir, the month of harvest, leads to 
  Sehnir, then Emmanir, just before the Eve of the Dead. Then comes the coldest 
  month, Keltier, which flows into Faniele, then Pasiphiel, and again, the Day 
  of Rebirth.
  
  
  Anuireans devote six of the week's eight days to work, giving the remainder 
  over to leisure. The days, from work's beginning to rest's end, are: Firlen, 
  Renlen, Dielen, Varilen, Branlen, Barlen, Mierlen, and Taelen.
  
  Day Name - Common name
  1 Firlen - Firstday
  2 Relen - Secondday
  3 Dielen - Thirdday
  4 Varilen - Forthday
  5 Branlen - Fifthday
  6 Barlen - Sixthday
  7 Mierlen - Seventhday/Restday
  8 Thelen - Eighthday/Godsday
  
  Aebrynis's days are 24 hours long, divided into night and day by the setting 
  of the sun. The length of the night varies by season. Throughout most of Cerilia, 
  the Festival of Rebirth sees almost 16 hours of daylight, whereas the Eve of 
  the Dead sees as little as 8. Aebrynis's moon has a 32-day period, thus each 
  month of the Anuirean calendar is exactly four 8-day weeks. Each month starts 
  with the new moon, the moon waxes as the month progresses and then wanes as 
  the month draws to a close. 
  
  Almost 2,000 years after the destruction of the old gods, Anuire's current yearly 
  reckoning is 551 Michaeline (551 MR) or 551 after the death of Michael Roele, 
  last Emperor of Anuire. In Khinasi lands, the year is 2039 MA (dating from the 
  Masetian Arrival in Cerilia). In certain other parts of Cerilia, the year is 
  1524 HC (Haelyn's Count), recording the years since the battle of Mount Deismaar.
  The 22nd day of Deismir (sixthday in the third week of Summer III) is celebrated 
  through Cerilia as the anniversary of the Godswar. In much of Cerilia, the celebrations 
  focus not on the battle of Mount Deismaar, but rather on the ascent of the current 
  gods to divinity.
  The noble warrior god Haelyn is the protector and brother to Roele, the founder 
  of the Anuirean Empire. Naturally, the astronomers based in the City of Anuire 
  in those long-ago days chose the constellation of Haelyn to help them measure 
  time. This constellation, six stars high, looks like a warrior en garde and 
  is fully visible from southern Anuire at the summer solstice. With each passing 
  month after this solstice, one star slips below the southern horizon. When the 
  last star - Haelyn's head, or the Crown of glory - falls beneath the horizon, 
  the Eve of the Dead has come. Haelyn's constellation hides only for the single 
  night of the winter solstice, but it's a night of frantic prayer, for many fear 
  the Shadow World's influence grows strongest when Haelyn's constellation does 
  not watch over his people. Of course, Anuireans living farther north must endure 
  even more time away from Haelyn's gaze (and longer nights). As protection from 
  the Shadow World, people in the north also venerate other deities, particularly 
  Erik.
  Cerilian deities
  Each deity description follows the same general format.
  Deity name (level of power)
  Each entry begins with the deity's common name among their race/culture of primary 
  worship. Following the name is the deity's level of power. In descending order, 
  the levels of power are greater deity, intermediate deity, lesser deity, and 
  demigod. These ranks represent relative levels of power among deities only and 
  do not affect the abilities or spells of the deity's divine spellcasters. 
  Titles and aliases
  A few of the more common titles used by a deity's worshippers are listed under 
  each entry. This is not an exhaustive list, but represents several of the names 
  by which a deity is commonly invoked. If a deity's name differs between different 
  cultures/races, the deity's regional name is also listed by region.
  Symbol
  The deity's symbol is used by the faithful to represent the deity. The holy 
  symbol used by clerics of the deity must take the form of the deity's symbol, 
  although it can vary significantly in size, cost, and utility.
Alignment
  The deity's alignment provides a guideline for the general behavior of their 
  faiths. Each sect of a deity's religion has an alignment. A sect's alignment 
  can differ by at most one step from the deity's alignment. 
  Likewise, a cleric's alignment can differ by no more than one step from the 
  alignment of their particular church. Therefore, most of a deity's clerics will 
  have the alignment of the deity. It is thus possible (but uncommon) for a cleric 
  to have an alignment that differs by two steps from her deity's listed alignment.
Portfolio
  The deity's portfolio includes those areas of human experience or nature over 
  which the deity claims dominion, power, and control.Domains
  The listed domains are those granted to the clerics of a deity and reflect the 
  deities' alignment and portfolio. As with the deities listed in the Player's 
  Handbook, a cleric chooses two domains from the deity's list and acquires the 
  granted powers of those two domains. Domains listed in italics are campaign 
  specific, and are detailed in Chapter Three: Magic.
Favored weapon
  The deity's favored weapon is usually a representation of a method of punishment 
  used by the deity against foes or those who sin. Spell such as spiritual weapon 
  take the form of the favored weapon listed in parenthesis. This weapon may differ 
  by sect. Weapons of the listed type are the conventional favored weapons of 
  the clerics of each faith and therefore their most likely armaments.
Deity description
  The first paragraph of the deity's description includes the deity's attitude, 
  temperament, and general nature. The second paragraph describes the deity's 
  church. This overview explains the church's organization and the common duties 
  of the clergy. The third paragraph lists the time of day a deity's clerics pray 
  for their spells. If more than one time of prayer is listed, the cleric must 
  choose a specific time and use it thereafter. This section also lists well-known 
  holy days of the faith, which the cleric may be expected to attend/perform. 
  
  Finally, the most common multiclassing options (if any) for clerics of the faith 
  are given. The cleric is not obligated to multiclass. Paladins of deities that 
  have a common multiclass may advance in their deity's favored multiclass without 
  forfeiting the ability to advance further as a paladin.
Dogma and relationships
  The dogma of the faith contains the tenants of a religion that all clerics (and 
  divine spellcasters) of a deity must hold dear. The interpretation of these 
  tenants, however, provides the basis for many of the splinter sects of worship. 
  The deities hold themselves aloof from such schisms, leaving it to man to find 
  truth through their own trials. This section is written as if it were an excerpt 
  from a holy text of that deity. Likewise, the relationship between the deity's 
  major temples and the faiths of other human deities are provided as if discussing 
  the relationships of the deities themselves. Members of the faith are expected 
  to treat worshippers and clergy of other faiths as the deities are perceived 
  to treat each other. This is complicated by the fact that the relationship between 
  any two deities is not necessarily perceived in the same light by both sides.
Avani 
  Greater Goddess
  Goddess of the Sun, Lady of Reason, Lightbringer, Lifegiver
  Aliases: Avanalae (Anuire), Lana (Brechtür), Avani (Khinasi), Vani (Rjurik)
  Symbol: A setting sun
  Alignment: LN
  Portfolio: Sun, reason, magic
  Domains: Law, Knowledge, Magic, Reason, Sun
  Favored Weapon: Ray of burning light (shortspear)
  Avani (ah-VON-ee) is goddess of the sun, reason, and magic. Prior to her ascension, 
  she was Basaïa's highest priestess and has replaced her as patroness of 
  the Khinasi people. Avani can be a harsh and relentless goddess, as unforgiving 
  as the sun that beats down on the Khinasi lands, or she can be warm and nurturing, 
  enfolding her people in the glow of her divine radiance. The Khinasi believe 
  that Avani appears to them every day with the rising of the sun. The Lightbringer 
  shines forth her divine radiance, chasing away shadow and that which skulks 
  in darkness. The Lifegiver brings the world alive each day. She is a great and 
  beneficent goddess, and so gives this blessing to the entire world. As a result, 
  for part of each day, she disappears from the lands of the Khinasi so she may 
  bring her gift to the rest of the world. The ignorant among the Khinasi know 
  that Avani will return in the morning to chase away the shadows that lie upon 
  them. The educated realize that she comes back each morning because she set 
  the world spinning so that her divine radiance could shine down upon the entire 
  world. Her regular visits also protect her believers from incursions of the 
  Shadow, for she denies the Shadow a place to build on Aebrynis. Instead, the 
  darkness must hide in the dank places below the surface of the world.
  The church of Avani is strongest in the lands of the Khinasi. Her priests and 
  paladins are expected to represent themselves as if they were representing her. 
  They must strive to be firm but fair in their dispensation of justice, must 
  aid the poor and defend those unable to defend themselves, and must be merciful 
  to enemies who she would deem deserving. Avani's temples are often libraries 
  and other places of learning. Despite the reverence with which the Khinasi people 
  hold Avani, opinions vary significantly as to what she represents. This comes 
  in part as a result of the natural inclination among the educated to apply their 
  reason to discovering Avani's true message. The inevitable result of these studies 
  is a fragmentation of the church into region holdings that sometimes fight each 
  other as much as they do their traditional enemies. Many believe that Avani 
  is wroth with her followers as a result and that the wastelands of Khinasi are 
  places where her displeasure has taken form. 
She is sometimes believed to take the form of a beautifull, dark-skinned, mature woman whose gaze can calm her people and terrify her enemies. She has also appeared in the form of a white eagle souring over her faithful's battle lines before a battle, and she has been claimed to have appeared to shepherds and peasants as a large white ram.
Clerics of Avani pray for their spells at dawn as they greet Avani on her return 
  to light the world. The only official holy day of the church is the anniversary 
  of Deismaar. To the Khinasi, the holiday is observed to venerate the ascension 
  of their patroness, not to remember what was essentially a foreign war. Her 
  clergy commonly multiclass as magicians or wizards and her paladins may advance 
  without restriction in these classes.
Dogma: Avani is the sun, and she shines her divine radiance upon the world every day, protecting all people from the encroachments of Shadow and darkness. Her light brings food to the tables of her people, for crops need both rain and sun to prosper. Her warmth enfolds her people; she chases away the storms that destroy well-being. She touches her followers with her blessing every day, for each ray of the sun carries her divine benediction.
  All knowledge should be gathered, be it empirical, experimental, conjectural, 
  practical, or theoretical. Knowledge is the light by which darkness is held 
  at bay. Knowledge, like fire, is both useful and dangerous. We must protect 
  against those that would abuse knowledge. Access to dangerous knowledge must 
  be earned through demonstrated determination, discipline, and self-control. 
  Strive to seek wisdom and understanding, for knowledge is the root of all lasting 
  power.
Priestly Vestments: The traditional garb of Avani's priesthood is a simple white robe trimmed in gold with a gold turban. These have become more elaborate as time has passed, and now vary from temple to temple though the general style has remains relatively unchanged. Priests rarely bear ceremonial weapons, the exception is in prayer ceremonies beseeching their goddess's favor in an upcoming battle.
  Allies: Nurturing Nesirie cares for all. Her way is not the way of the 
  mind, but the way of the heart. This way is not sufficient to protect mankind, 
  but it is one of the reasons that mankind is worth protecting. Laerme is our 
  loving daughter who must be protected, nurtured, and cherished. As with all 
  young, she may act rashly, but it is always with the best of intentions. Share 
  your wisdom with the young, direct them, and help them mature in safety.
  Foes: Eloéle is the herald of our Church's fate if we are not 
  zealous in our work. She is the most dangerous of our enemies, for she seeks 
  not the destruction of civilization, but its corruption. She is cunning, unpredictable, 
  and ruthless, caring for nothing but herself. Kriesha hates the warmth of reason 
  and would destroy all that we value for spite alone. She is a disciplined and 
  cruel foe who listens only to the reason of scimitar and spear. Belinik possesses 
  strength, but is a tiny-minded brute. Although the task appears hopeless, we 
  must strive to bring him enlightenment so that he will one day know lasting 
  peace. 
Others: Our husband Erik watches over the bountiful earth in the knowledge that each generation must prepare for the next. Be respectful of Erik, for he values knowledge of the earth. That he takes little active interest in the affairs of civilization is cause for sadness, but not for scorn. Even as the moon brings light to the darkness of night, Ruornil bears the light of reason to guard against the darkest forces of the world. It is sad that he spends as much of his strength in keeping secrets as he expends against the forces of darkness. Haelyn is a puzzle. He works to foster civilization, and this is a worthy goal. He wrongly believes that civilization is created by the sword. Reason has always been sharper than the sword. Sera is selfish and shallow. She and her followers are happy to acquire knowledge that will be of use to them personally, but they care not for others. Short-sighted, they do not consider how their good fortune may be better used to prevent the misfortune of others. The unpredictable Cuiraécen possesses a noble heart, but lacks wisdom. He is overly found of warfare, but with our council can sometimes be lead from disaster.
  Belinik
  Intermediate God
  Prince of Terror, Lord of Strife
  Aliases: Belinik (Anuire, Khinasi, Rjurik, Vosgaard), Alenecht (Brechtür)
  Symbol: Crossed axes
  Alignment: CE
  Portfolio: Battle, feuds, fear
  Domains: Chaos, Evil, Strength, Terror, War
  Favored Weapon: "Fury" (greataxe)
  Belinik (bell-in-ICK) is the god of war, strife, competition and hatred. Prior 
  to ascension, he was the most powerful of the Vos war chiefs that followed Azrai's 
  banner. He now claims the title of patron god of the Vos and inspires Vos warriors 
  to be savage in their attacks, merciless in their conquests, and fearless in 
  their defeats. Contention is his companion, for in contention the weak are slain 
  and the strong rewarded. Belinik is believed to destroy the herds of any Vos 
  tribe that grows too soft, leaving them with no choice but to raid their enemies 
  in order to survive. Belinik is a dark god, and fosters unceasing contention 
  through hate, anger, and jealously among his faithful.
  Belinik's clerics are predominately male and claim spiritual sovereignty over 
  all Vos. In addition to the Vos, Belinik's worshippers include any willing to 
  use murder, torture, and other horrid deeds as a means to an end: the control 
  of others through strength and fear. Belinik's church has unquestioned power 
  among the Vos. His priests do not work alongside others in their community to 
  help it prosper; they plan attacks on their neighbors to take what they have, 
  raiding for slaves, livestock, and booty. Belinik's clergy foment dissention 
  among warriors of Vos tribes, for such conflict inevitably leads to violence 
  and guarantees that the strongest rules. Priests of Belinik test their battle 
  skills constantly, usually against far inferior opponents, and almost always 
  to the death. In order to advance in the church hierarchy, a priest of Belinik 
  need simply arrange the death of his superior and claim his rank; priests that 
  are not feared by their subordinates are soon pulled down. Murder, torture and 
  other horrid deeds are but means to an end; the control of other's through fear.
Belinik is said to appear as a mighty warrior garbed in burnished plate mail. He is bald, with a black moustache that droops down the side of his jaw. He sports a single scar that runs from his forehead across his cheek to his jaw, and is said to be a constant reminder of his battle with the God Cuiraécen. When he seeks to be his most brutal, he rubs the scar until it bleeds, sending him into a blood frenzy so great that none dare to stand before him. . Often he wears the skin of a bear or great hunting cat he has slain in single combat. His weapon is a great battle axe that seems to give off a low moan that hints of its terrible thirst for blood and soul.
  The hour of dawn is holy to Belinik, for it is at dawn that most battles take 
  place. On the Eve of the Dead, the temples of Belinik enact dark ceremonies 
  designed to bring them to states of psychological madness. The most important 
  ceremonies are those performed to bring the favor of Belinik in battle. Immediately 
  prior to battle, priests of Belinik will ritually slay a kidnapped enemy warrior 
  by cutting out his heart and devouring it. If such a victim is unavailable, 
  the priest will attempt to cut out the heart of the first foe that they face. 
  This ritual is considered to be one of the most sacred to Belinik, and among 
  some tribes each warrior will attempt to do this, regardless of the personal 
  danger. Belinik's clergy commonly multiclass as fighters.
  Dogma: Terror is power. Power is for the strong. The weak hide behind 
  paper agreements, seeking compromise over victory. The strong dictate everything 
  and compromise nothing. Destroy or be destroyed; win or die; conquer or perish. 
  Trust no one. Loyalty cannot be earned; it can only be coerced through fear. 
  Answer every insult with blood; when you lose face, you lose power. Any who 
  oppose you must be utterly destroyed; with each demonstration of your mastery 
  you bind more tightly those beneath you.
  Allies: Only Kriesha has the strength to stand behind us. Her followers 
  are strong and thus must be shown often that our strength is far greater. Do 
  not trust her, but use her to your advantage, for she makes a fine servant.
Foes: Belinik is the strongest of the gods, and all will eventual kneel to his axe. Avani wastes time gathering useless facts. In the end, her knowledge will work to whatever ends the strong deem wise. Erik preaches foolishness. The land must be mastered like any foe. The strong may take what they wish and the weak must suffice with the remains. Such is the true law of nature. Haelyn is a fool whose laws exist only to put weaklings over better men. His "Book of Laws" are an attempt to subvert the natural order. Defeat and humiliate his followers at every opportunity and bring the strongest of them to heel beneath our banners. Cuiraécen refuses his rightful place at the Lord of Strife's side. Haelyn has tainted his strength. Glory is for the strong, and only for the strong. We shall show him our truth and bind him to our service. Laerme is less than nothing - a possession to be mastered and conquered. She saps the meager strength of the weak with feeble passions and turns them into her slaves. The ability to hold a human life in one's hands and snuff it out with but a word is beyond any passion of which she can even conceive. The strong can sate their loins where they will. Her minions should be taken to serve our pleasure. Ruornil hides in the darkness. He lacks the courage to do aught but horde secrets and tricks. Tricks cannot stand before the power of the torch and axe. Burn out his servants where you find them, and their tricks will avail them not.
  Others: Nesirie is a feeble old woman. As her husband and son seek to 
  protect her, to strike at her is to strike at all three. Her worshippers are 
  the most useless wretches, and fit only to be sacrifices upon my altars. Sera 
  bewitches the minds of the strong with temptations of gold. Do not be fooled 
  by her charms. True strength comes from will and courage to take what you covet, 
  not from coins. Eloéle skulks in the shadows, hoping to accomplish there 
  what she lacks the strength to do openly. Shadows offer concealment only until 
  the bright fires of might burn them away.
  Cuiraécen 
  Lesser God
  Stormlord, God of Battle, Haelyn's Champion 
  Aliases: Cuiraécen (Anuire), Kirche (Brechtür), Khirdai (Khinasi), 
  Kirken (Rjurik)
  Symbol: Lightning bolt crossed by a sword
  Alignment: CG
  Portfolio: Storms, conflict, battle
  Domains: Chaos, Good, Strength, Storm, War
  Favored Weapon: Longsword or lightning (shortspear)
  Cuiraécen (koo-RAY-eh-KEN) is the son of Haelyn and Nesirie. The god 
  of battle is the patron of young warriors, for he is the representation of reckless 
  courage and victory through strength. His father's name is invoked for discipline, 
  bravery, and victory through organization, duty, and proper conduct; Cuiraécen's 
  name is invoked for strength of arms, fearlessness, and personal glory. Cuiraécen 
  has a stormy temper and can be both vain and rash. As the Stormlord, he heralds 
  his presence with storm clouds, lightning, and thunder. Apocrypha suggests that 
  Cuiraécen is romantically linked with both Laerme and Eloéle.
  The church of Cuiraécen is loosely organized, each individual temple 
  is arranged differently and no overall church hierarchy exists. Cuiraécen 
  was born in the third century after Deismaar, and by the beginning of the fourth 
  century, he had inspired orders of knighthood within the church of Haelyn. The 
  first church of Cuiraécen was created in the sixth century in the hills 
  overlooking the Spiderfell, in the Anuirean province of Rhumannen, Gheiste (now 
  Ghoere). Since time, his shrines have spread across Cerilia. The worship of 
  Cuiraécen is a warrior's faith. It appeals to soldiers, knights, guardsmen, 
  militant priests, and other such professions. Farmers might invoke the name 
  of Cuiraécen only to beg to be spared the ravages of a brewing storm, 
  but Cuiraécen does not provide them with spiritual guidance in their 
  daily lives. Several orders of knighthood are allied with the church of Cuiraécen.
  The priests and followers of Cuiraécen spend much of their time engaged 
  in martial pursuits, for such is considered worship to Cuiraécen. They 
  perfect their own combat and tactical abilities and teach others such skills. 
  The clergy of Cuiraécen celebrate two of the same major holidays as do 
  the priests of Haelyn: Haelyn's Festival and Godsday (the 22nd of Deismir). 
  In addition, followers celebrate the first day of spring (the Day of Rebirth) 
  as the beginning of the storm season. They conduct a minor celebration six weeks 
  later, on the 16th of Talienir, which they observe as the beginning of the campaign 
  season. The principal ceremonies of worship are held in the early afternoon, 
  at which time Cuiraécen's priests receive their spells. Cuiraécen's 
  clergy commonly multiclass as fighters. His paladins must be Chaotic Good, and 
  can multiclass as fighters without restriction to their ability to advance further 
  as paladins.
  Dogma: Cuiraécen fights without fear. Through strength of arm 
  and unflagging courage inspire lesser men to conquer their fears and thus lead 
  them to victory. Success in battle is the truest test of worth. Enter the fray 
  when ere you can, but most assuredly in the defense of those who no one else 
  can or will defend. Never refuse just battle. Act quickly and decisively; indecision 
  is a sure path to ruin.
  Allies: We serve our father, Haelyn, as champion and herald. We obey our father 
  in most things, yet he values duty over honor. We must act, even against his 
  wishes, when his inflexibility would deny us rightful victory. Our mother, Nesirie, 
  requires our defense. Her compassion makes her an easy target for her enemies. 
  We will protect her from harm - even if she does not thank us for the deed.
  Foes: Belinik is a great warrior and a fine foeman, but he has lost sight 
  of his honor. Battle and bloodshed are noble endeavors; killing without purpose 
  is cowardly. We must be ever vigilant for opportunities to make war against 
  his purposes. Kriesha has little honor and is as treacherous as a snake. Oppose 
  her plots when you can.
  Others: Avani and her followers should be treated with respect. Though 
  unskilled at arms, her intelligence and knowledge makes her a worthy ally or 
  foe. Erik is wise, but slow. He is loath to confront problems head on, preferring, 
  instead, to mull issues interminably. He must be shown that a quick, decisive 
  strike resolves a conflict far more surely than debate. Sera has respect only 
  for that which she can own. The value of courage cannot be valued in coin. Ruornil 
  is a keeper of secrets. There is little to respect in one who does not face 
  his foes openly. We aid him if our needs coincide, but do not hesitate to overcome 
  him should he oppose us. Eloéle is a temptress and without honor. She 
  is often a coward, striking out from the dark. Yet she can also be brave - she 
  strikes decisively, alone, acting against innumerable foes without support or 
  aid. She has our respect, but we must be wary lest her cowardly ways poison 
  our heart. Laerme is courageous as she pursues her passions no matter what the 
  cost. Love is a fine thing, but it must not be allowed to seduce one in weakness. 
  Love in moderation and at a distance.
  Eloéle
  Lesser Goddess
  Goddess of the Night, Sister of Thieves 
  Aliases: Eloéle (Anuire), Éla (Brechtür), Elyal (Vosgaard)
  Symbol: Black dagger
  Alignment: CN
  Portfolio: Night, darkness, thieves, deception, independence
  Domains: Chaos, Illusion, Night, Trickery
  Favored Weapon: "Final recourse" (dagger)
  Eloéle (eh-LOW-eh-lay) is the lady of the night and the mistress of thieves, 
  spies, and others who hide their activities from view. She deceives as naturally 
  as others breathe; those who lie by design or habit also take her as their patron. 
  Eloéle is a subtle goddess. Although she does not avoid violence, she 
  prefers to avoid it except as a last resort. She is more likely to favor a clever 
  scam than a brutal mugging. She is fickle, however, and has favored assassins 
  as well as burglars. Eloéle is not bound by rules; she ignores the unspoken 
  rule among the gods that they not involve themselves in the affairs of the world. 
  Yet she has her own sense of honor (or sport), and will not use her divine abilities 
  to directly manipulate political or economic events to her own ends; instead 
  limiting herself to means available to mortals. Apocrypha suggests that Eloéle 
  is romantically linked with Cuiraécen.
  Eloéle is the daughter of Sera and Ruornil. She was born in the early 
  centuries after the destruction of Deismaar and her following seems to have 
  grown only slowly since then. As a religious organization, her church is almost 
  non-existent and does not have any extensive set of rules. Followers of Eloéle 
  are found across Cerilia, but rarely gather in large numbers for any length 
  of time. In most of Cerilia, the church has little more than small shrines hidden 
  from all but a few knowledgeable followers. These followers exercise virtually 
  no control over the religious attitudes of the local population. People who 
  make their livelihoods during the day know little of her; but some do whisper 
  her name in supplication of her protection from outlaws. Rogues and others who 
  hide under their activities under cover of darkness look to her as their patron.
  Clerics who follow Eloéle perform a simple ceremony every day just after 
  sunset to request the assistance of the goddess during the night to come. The 
  only holy day celebrated by Eloéle's faithful is the anniversary of the 
  goddess' birth on the 11th of Sehnir; although this date, in keeping with the 
  goddess' deceitful nature, has changed several times in the past and may do 
  again. Priests of Eloéle are so immersed in their deceptions and intrigues 
  that it is entirely possible that they willfully misinform each other in an 
  attempt to be among the few to perform the rituals that best gain her favor. 
  Eloéle's clergy commonly multi-class as rogues.
  Dogma: Eloéle is the dagger in the dark. Through finesse, this 
  least of weapons can overcome the greatest of foe. Choose the subtle solution 
  to any dilemma. The strongest of enemies can be defeated with a single word, 
  spoken at the right time. Neither vengeance nor victory has any savor if the 
  enemy cannot appreciate their defeat. Violence lacks subtlety and is the resort 
  of the desperate or foolish. Deceit, blackmail, misinformation, innuendo, and 
  silence are the tools of the clever. Wield power through others, for then theirs 
  is the risk, but yours the mastery. Do not be bound by any rules save those 
  of your own choosing and pleasure.
Allies: Our mother, Sera, is aware of the value of subtlety, and has taught us well. We need not oppose her, for her aims coincide with ours. Cuiraécen thinks that strength, bravery, and honor will always triumph. Little does he know that physical might is the least aspect of true power. It is only necessary to manipulate his honor and feed his rashness to feel the joy of bending such strength to our ends.
  Foes: Avani is ever our foe. Be on guard against her, for she is subtle 
  and shrewd. Deflect the light of her searching gaze from our most secret places 
  and confound her with lies. Laerme lacks the intelligence to see the hidden 
  currents of truth. She is simple minded and easily moved by manipulating her 
  lusts. Yet she interferes with our work and thus must be punished. Haelyn prides 
  himself on his rules and laws and flies into a fury when others rebel against 
  his dominance. He has bound himself with so many rules that it is remarkable 
  that he can breathe and unsurprising that his only solution to every problem 
  is to reach for his sword. Bind him in his own rules and he will be powerless 
  to act against you.
  Others: Belinik is a brute and a boor. He attempts to master others, 
  but only appreciates the crudest techniques. He scorns sophistication in mastery, 
  mistaking subtlety for cowardice. We are easily his match, for a single whisper 
  can easily turn fear into rebellion. Erik concerns himself with the subtleties 
  of nature alone. He is easy to manipulate, but there is little reward for doing 
  so. Let him have the wild places; our energies are better spent in more challenging 
  enterprise. Nesirie nourishes the naïve hope of bringing happiness to the 
  weak. What little strength she has, she squanders reducing the suffering of 
  others. Let her pursue her hopeless task; it will profit her naught in the end, 
  and it provides a useful handle for manipulation. Our father, Ruornil, keeps 
  his secrets close to him, and has taught us to do likewise. He is an enigma, 
  unconcerned with our successes or failures. Watch him carefully and pry out 
  what secrets you can. Kriesha is a shrewd manipulator, yet she acts from cold 
  hatred rather than from the joy of mastery. It is better to ruin your opponent 
  rather than to destroy her. Her hatred is the key to her undoing, manipulate 
  it and her plans are easily countered.
  Erik
  Greater God
  Old Father of the Forests
  Aliases: Aeric (Anuire), Erik (Brechtür, Rjurik), Iraikhan (Vosgaard)
  Symbol: An oak tree
  Alignment: N
  Portfolio: Forests, hunting 
  Domains: Animal, Earth, Plant, Wilderness
  Favored Weapon: Greataxe or shortspear
  Erik (AIR-ick) is the forest lord, the god of nature, protector of the wilderness, 
  and patron of the Rjurik. Erik was high druid of the Rjuven people prior to 
  the battle of Deismaar in which he inherited Reynir's power. To honor Erik's 
  ascension as their patron, the Rjuven people adopted the name Rjurik. Erik has 
  few laws; equally, he levies few requirements. His principal concern is the 
  safeguarding of the wilderness so that it can provide for future generations. 
  He demands of his followers that they take only what they need from the bounty 
  of nature. Those who despoil nature for purely personal gain are subject to 
  his vengeance.
  The majority of Erik's clergy are druids. Erik's druids in the wilds do their 
  best to preserve the wilderness, while his city-dwelling clergy council the 
  people to manage nature's resources wisely. In Rjurik lands, druids act primarily 
  as "village priests" for the rural and wilderness Rjurik. As such, 
  their principle duties revolve around protecting their charges from the more 
  dangerous aspects of their harsh environment. They see to the health of the 
  people, defend them when they must, and help them eke out a living from the 
  wilds. Most druids are trained by their predecessor to eventually replace them 
  and are only dimly aware that the church has a small council of higher-ranking 
  members. Rjurik druids do not distance themselves from those that they tend; 
  they hunt, work, drink, live and love as any other member of their community. 
  Most Rjurik jarls have a priest of Erik as an advisor, and their input is valued 
  on all matters.
  Erik's priests pray for their spells at dawn or dusk. Holy ceremonies to Erik 
  take place in the wild, generally in stone circles that function as Erik's temples. 
  The principle holy day is Midsummer's Day. During this time, the druids gather 
  mistletoe, holly, and other sacred materials used in their ceremonies and rites. 
  These materials are blessed by the moon at midnight, and then by the dawn sun 
  of Midsummer's Day. A brief morning ceremony invokes Erik's protection over 
  the people in the year to come, and is followed by a day of hunting, feasting, 
  marriages, contests, and other merriment. Aside from this ceremony Erik demands 
  no formal worship, he asks only that his people live in harmony with the world 
  around them. His church is a matter of heart and soul, not of doctrine.
Erik takes on numerous forms. He often appeas as a bare-chested warrior with ain iron graey beard and wild mane of hair, dressed in a great kilt of multiple shades of green on black. He is ususally armed with a great axe and spear. Another favoured form is that of an old man with a green mossy beard and wood bark skin. He has also appeared as a magiestic, towering pine rising out of a rocky tor or in the guise of forest creatures in order to test his followers.
  Dogma: Protect the wilderness so that it can provide for Erik's people 
  always. Take only that which you need, and use all that you take. For every 
  tree felled, plant two seedlings for the future. Greed for the wealth of others 
  brings no honor. Live in reverent affinity with the elements of nature. 
Main holy day is Mid-summer's Day, celebrated with traditional fistivities and rites. During the night of Midsummers' Eve, the druids gather mistletoe, sprigs fo holly and other sacred materials for the spells and rites. These are blessed by the moon and midnight and then by the dawn sun of Midsummer's day. The people are blessed and protected for the year to come in the morning, followed by a day of hunting, visiting neighbours, dancing and other festivities followed by a feast to consume what was caught during the blessed hunt.
  Allies: Our wife, Avani, is wise enough to value the continuing bounty 
  of nature. Although she values nature only for the benefit it brings mankind 
  rather than also for itself alone, she can be counted on to act wisely. Ruornil 
  seeks to protect the mysteries of nature from the misuse of the unwise. Avani 
  is the sun, and Ruornil the moon, together they bring light and life to the 
  world. When darkness threatens, they are the first to join battle. When they 
  require our aid, give freely.
  Foes: Belinik teaches his followers to take what they want without concern 
  for others or the future. He is a raging forest fire that consumes all. His 
  rage must be extinguished, his hunger quenched, lest all be forever consumed. 
  Likewise, the gods of the goblins, gnolls, orogs, and other humanoids have ever 
  been the enemies of the Rjurik people; their waste knows no limit and they are 
  a blight that must be driven from our lands.
  Others: Our daughter, Laerme, is the bright-winged songbird who brings 
  peace and beauty. Enjoy the songbird, but do not become complacent in its song. 
  Winter always comes. Cuiraécen is a brash young hunter, over-eager to 
  impress others with his skills. With patience, he must be brought to understand 
  that the hunter must protect and provide for his people, not battle for individual 
  glory. Eloéle can only delude those who wish to be deluded. Ignore her 
  and avoid her games. Nature is deaf to her plotting. Haelyn believes that the 
  works of man are fundamentally more valuable than the works of nature. In ignorance, 
  he causes untold harm. He acts not out of hatred, however, and must be gently 
  reminded that the order of nature is as essential as the order of man. Nesirie 
  mourns the loss of her people. She must be reminded that death is a necessary 
  part of the cycle of life. Be wary of her, for those that have known great loss 
  may lose sight for the need of a continuing future. Kriesha, like nature, is 
  utterly without mercy. The weak fall to her touch, and the next generation is 
  strengthened. Nature, however, balances harshness with times of plenty. In her 
  unrelenting harshness, she has become twisted in spirit, hating all that do 
  not suffer as she does. Avoid her when possible. In the bounty of nature, Sera 
  sees only profit. Shortsighted, she may fail to consider the future. If constantly 
  reminded that her future profit depends upon wisdom in the present, she can 
  be taught wisdom of a sort.
  Haelyn
  Greater God
  Lawmaker, Lord of Noble War
  Aliases: Haelyn (Anuire, Brechtür, Vosgaard), Halaïa (Khinasi), Holn 
  (Rjurik)
  Symbol: Silver sword over a golden sunburst
  Alignment: LG
  Portfolio: Courage, justice, chivalry, rulership, war
  Domains: Good, Justice, Law, Nobility, War
  Favored Weapon: Greatsword or bastard sword
  Haelyn (HAY-lynn) is the lord of justice and chivalry, and patron of the Anuirean 
  people. He is the paragon of kings and paladins, and is worshiped throughout 
  Cerilia by those seeking order through law. In his role as lord of justice, 
  Haelyn is stern, but tempers his judgments with mercy. He represents the rule 
  of law as the means by which a society is run. Prior to his ascension, Haelyn 
  was the high paladin of Anduiras and the chosen commander of the forces gathered 
  against Azrai.
  The church of Haelyn is considered the most powerful church in Cerilia and its 
  teachings have spread to every human-dominated region. In the fifteen centuries 
  since Deismaar, the church has split in several different schisms. Each of the 
  sects differs slightly in their beliefs and activities, but all provide spiritual 
  guidance for the people who look to them for inspiration. At every temple, priests 
  conduct morning ceremonies that praise the glory of Haelyn and call for his 
  divine wisdom in the day to come. Superstition holds that if a morning ever 
  comes that the bells of Haelyn's churches are silent, then the day will be without 
  dawn and the world's descent into shadow will begin. All clergy, regardless 
  of rank, spend an hour of each day in labor for the good of the community. 
  Priests of Haelyn pray for their spells at dawn. The most important ceremony 
  of the year is Haelyn's Festival, which occurs on the day of the summer solstice. 
  The night of the summer solstice, called the Night of Fire because of the shower 
  of falling stars that occurs each year, is the culmination of the festival. 
  Worshippers of Haelyn refer to the 22nd of Deismir as Godsday (also the Day 
  of Ascent) and commemorate the battle of Deismaar and Haelyn's ascension. Haelyn's 
  gospel, the Book of Laws, appeared in the first temple of Haelyn on the 6th 
  of Pasiphiel the following year, where it remains to this day. The church of 
  Haelyn now celebrates that day as the Day of Holy Justice. Other holidays vary 
  from temple to temple. Haeyln's clerics commonly multiclass as paladins; they 
  are not subject to normal advancement restriction on their ability to advance 
  as cleric/paladins.
  Dogma: See justice done, with both compassion and zeal. It is the duty 
  of the strong to protect the weak and uphold the sacred feudal social order. 
  Make war when justice demands it, but never for an unjust reason. Study warfare 
  and serve in the armies that oppose evil and injustice. To rule or judge is 
  not a privilege, it is a most holy responsibility and the heaviest of burdens, 
  for your acts touch the lives of your subjects. Should lordship fall to you, 
  work diligently to see that you rule fairly and justly. Stand by your oaths 
  to your liege, your subjects, and your neighbors; the word of a ruler is the 
  coin by which nation's earn peace.
Haelyn most often appears as a tall, muscular Anuirean with hazel eyes, short blond hair and a neatly trimmed mustache and beard. He favours the garb of a noble warrior, plate mail and carrying a two handed sword. He has the demeanor of a king and the eyes of a kind father. He emanates teh golden aura of his divine nature. Haelyn rarely appears in his avatar form, for he prefers to communicate with his worshipers through his priests. When communicating directly he often send his message through a dream or vision, sometimes using the image of a lion or a kindly dragon to represent himself. The gods omens and messages have also appeared as glowing symbols upon a shield.
  Allies: Our wife, Nesirie, is our surest ally. We are her shields and 
  we shall allow no harm to befall her. Our son, Cuiraécen, is poised on 
  the edge of a sword, between glory and duty. We must strive to guide him towards 
  just and well-considered action that faithfully discharges his duty rather than 
  rash forays in the pursuit of personal glory.
  Foes: Belinik enjoys strife, suffering, and wanton destruction, as do 
  all vermin who pledge themselves to him. We are reluctant to make war; Belinik 
  takes delight in blood and savagery. Kriesha's cold heart offers naught but 
  despair and death. She plots continuously to raise the wicked over the righteous 
  and her efforts must be opposed at every turn. Eloéle is a spoiled child 
  that defies our edicts and seeks to bend righteous ideals to ill ends. Given 
  opportunity, she would gladly attempt to unravel the feudal order for puerile 
  thrill. She poses as great a threat as Kriesha, for she schemes without purposes 
  and her plots often wreak their ill effects long before they are discovered.
  Others: Avani guards the knowledge that empowers progress. She strives 
  in the cause of justice, but must be gently reminded that knowledge alone does 
  not shield the defenseless from evil. Erik values the natural order, yet this 
  sometimes leads him into conflict with the flowering of civilization. Try to 
  respect him, even when he is difficult to understand. Laerme brings great joy 
  to all, but we must be on guard lest pleasure distract us from our sacred duties. 
  Ruornil guards against the evils of shadow and the misuse of arcane forces, 
  in which cause we are allied. Nevertheless, his obsession with dangerous knowledge 
  often blinds him to the need for timely action and to be counted on to aid significantly 
  in most conflicts. Sera seeks profit without consequence. She is happy to acquire 
  position, power, and wealth, but ignores the obligations that such power carries. 
  Short-sighted, she does not think of her place in the sacred order, only the 
  personal profit in her actions.
Kriesha 
  Lesser Goddess
  The Ice Lady, the Winter Witch
  Aliases: Kriestal (Brechtür), Karesha (Rjurik), Kriesha (Vosgaard)
  Symbol: White hand
  Alignment: LE
  Portfolio: Winter, hardship, beasts and other horrors of the cold wastes
  Domains: Evil, Law, Suffering, Winter
  Favored Weapon: "Winter's Touch" [Ice mace] (light or heavy mace)
  Kriesha (KREE-sha) is the goddess of winter - long, bitter, harsh winter - the 
  sort of season in which the cold seeps into the warmest homes and in which the 
  wolf packs sate their terrible hunger on those foolish enough to brave the storms. 
  Prior to her ascension, Kriesha was a high priestess of Azrai. Kriesha is without 
  mercy; the harsh winters she sends against the Vos work to strengthen them as 
  a people, for none but the strongest survive. Belinik teaches the Vos males 
  to attack their enemies with fire and fury. Kriesha teaches the Vos women to 
  plot. The Winter Witch shares the patronage of the Vos people with Belinik. 
  Although the worship of Belinik seems to dominate the church of Vosgaard, the 
  Vos women believe that Kriesha holds the true power. Kriesha's worship extends 
  from Vosgaard across the breadth of northern Cerilia; she is known in any land 
  where winters are long and brutal. 
  Kriesha's clergy are almost exclusively women, often the "wise-women" 
  of their clans. It is difficult to wield power without the support of a clan's 
  circle of wise-women and few dare to cross them, for their revenge is slow, 
  thorough, and nearly always fatal. Priestesses are trained in matters of money 
  and trade from early on in their service, and they manage a clan's wealth and 
  supplies. The wise-women know that wealth has power, and they use their financial 
  power to encourage others to become more pliable to the whims of the church. 
  The church buys information, causes underlings to betray their superiors, and 
  handles matters of external trade. Priestesses also protect their clans from 
  internal enemies by constantly testing the loyalties of members of their tribe. 
  They enforce loyalty, where necessary, through fear tactics. Punishments are 
  especially harsh against women who betray the church. The punishment may not 
  occur for several years, but when it does arrive, it is final.
  Midwinter month (Faniele) is the principle holy time of Kriesha's church. In 
  Vos lands, it is a time of fasting (for game is scarce) followed by a feast 
  at month's end filled with tests of strength, endurance, and loyalty. Priestesses 
  of Kriesha pray for their spells in the pre-dawn hours, when the night is at 
  its peak of cold.
  Dogma: Kriesha demands complete loyalty. The ties of family and clan 
  are secondary priorities. Be willing to betray anything and anyone you hold 
  dear if necessary. Friendship and love are dangerous luxuries and must be forsaken. 
  Destruction awaits those who lack the discipline to obey. Ensure that the clan 
  remains strong. Be patient and ruthless when dealing with foes. Nurse your hatreds 
  and launch your attack only when you can destroy everything your foe values, 
  for only then can you truly exult in your victory.
  Allies: Belinik's rages draws attention to him and thus allows us a free 
  hand. He is, like all men, a valuable tool. Permit him his vanity, for he serves 
  well, but do not allow him to meddle in women's affairs.
  Foes: Avani is our most hated foe, and thus her suffering shall be the 
  greatest on the day of our triumph. Plot carefully against her, for she is observant, 
  and be patient; not even the light of the Sun will stand against winter's breath. 
  Cuiraécen's pride is his folly. His love of battle makes him dangerous 
  in open conflict, but his touchy honor and concern with glory make him a predictable 
  foe, easily avoided. Haelyn teaches that the strong should risk themselves to 
  protect the weak. Fool! Such order is against nature. Unculled, his people degenerate 
  into fools and weaklings. In time his people will be our chattel. Laerme inspires 
  nothing but sloth. She is a parasite that feeds on the labor of others and provides 
  nothing of true value. Such weakness must be culled.
  Others: Erik understands the might of nature and the need for the weak 
  to die so that the strong may continue. Avoid open conflict with him, and plant 
  the seeds of future alliance, for he nearly understands the truth. Eloéle 
  is young, but can be taught. Her plans are subtle, but without purpose; she 
  has no true steel. In time she will put away her children's dolls and take up 
  the tasks of a woman; then she will be a worthy ally. Sera is selfish, fat, 
  and weak. She seeks only wealth and decadence. When winter comes, she will be 
  among the first to starve. Nesirie is weak-willed, hiding behind her son and 
  husband and letting them do as they please. She serves us by weakening our foes 
  with her timid babbling. Ruornil is a traitor to our people, clinging to the 
  tricks of Vorynn rather than the truths that Azrai taught us. His punishment 
  will come.
  Laerme 
  Lesser Goddess
  Goddess of Fire, Beauty, and Art
  Aliases: Laerme (Anuire, Brechtür), Leira (Khinasi), Lara (Rjurik), Ayairda 
  (Vosgaard) 
  Symbol: Silver harp against a red flame
  Alignment: CG
  Portfolio: Fire, love, art
  Domains: Chaos, Charm, Flame, Good
  Favored Weapon: Shortbow
  Laerme (Lair-ME) is the goddess of warmth and passion. The goddess of art freely 
  rewards or inspires any who seek to create art and beauty. She provides artists, 
  composers, and artisans with the inspiration to transform a work of art into 
  a masterpiece, and provides guiding dreams that help young lovers find bliss. 
  She is neither jealous of other deities, nor vain. Instead, she is content with 
  the fact that nearly every intelligent creature on the continent honors her 
  at some time or another, whether they are aware of it or not. Even those that 
  worship her foes are blessed with her favor. However, she has been known to 
  punish as well as reward. Those who destroy beauty or deny love will suffer 
  from her wrath. Barbarians that destroy art and literature or fathers who prevent 
  their daughters from eloping might be struck down with a strange illness or 
  be cursed with haunting dreams of Laerme's displeasure. Apocrypha suggests that 
  Laerme is romantically linked with Cuiraécen.
  Laerme was born by Avani and Erik toward the end of the second century after 
  Deismaar. She is not a widespread and organized church, and does not encourage 
  her priests to actively convert followers. Temples to Laerme are rare; churches 
  of Avani and Cuiraécen often have small shrines devoted to Laerme and 
  her priests tend to them itinerantly. Her priests are more likely to be found 
  in artisan shops, music houses, bardic colleges, or as wandering courtiers. 
  Each priest's worship is unique; every work of art, every love in bloom, and 
  every fire lit honors Laerme. All priests of Laerme must practice some form 
  of art, although they need not be skilled; all Laerme requires is that her worshippers 
  give something of themselves to their art.
  The most important ceremony in the church is the one that brings two people 
  together in a marriage of love. Not all wedding ceremonies are presided over 
  by a priest of Laerme, but most that are fueled by true love, rather than convenience 
  or convention, ask for Laerme's blessing. Priests of Laerme may pick any regular 
  time of the day to pray for their spells; the time of day varies based upon 
  the priest's chosen art, for the priest normally engages in their chosen art 
  as part of their worship.
  Dogma: The rational creation of beauty for its own sake is the most spiritual 
  task that a being can undertake; the creation of spiritual beauty is the greatest 
  task of all. Help spark the flames of love, and fan them so that they will burn 
  brightly. Patronize the arts. Create art to enliven and beautify life. Appreciate 
  natural beauty where you find it, and leave it unspoiled for the future. Embrace 
  the fire of life and live each moment to its fullest.
  Allies: Our mother, Avani, is our acknowledged superior and we honor 
  her, for passion and the appreciation of beauty are the products of reason. 
  But passion also surpasses reason; embrace too the passion which defies logic. 
  Cuiraécen, our love, embraces passion in his every act. We would not 
  change him, even if we could, yet must help him keep in mind that violent death 
  is always ugly - a permanent quenching of expression, the discordant end to 
  the song of life.
  Foes: Kriesha despises us, though we wish only to bring warmth to her 
  heart. Where she could create beauty, she instead sows discord and destruction. 
  She leads an entire people astray, and thus the Vos need our aid more than any 
  other. Belinik is accursed, evil, and vile! He strips wholesome passions from 
  the hearts of men and returns to them darkness, rage, fear, and spite. Flee 
  from him, for he cannot taste beauty, only crush it.
  Others: Our father, Erik, appreciates the harmony of natural beauty, but he 
  has so much more to offer! We shall be relentless in our efforts to encourage 
  him to be more than a simple caretaker and to take a more active hand in cultivating 
  beauty. Haelyn teaches duty and service before all else - even the enjoyment 
  of life such service protect. Men cannot act from duty alone, but must also 
  act from love of country and family. We must keep Haelyn mindful that duty without 
  love is a stern and unrewarding thing. Poor Nesirie! Her heart is torn by her 
  grief and she is blind to joy. She mends, but no longer creates. We must help 
  her find hope; in the act of creation she can transcend her sorrows. Ruornil 
  hides places of natural beauty from the eyes of the world. Beauty must be protected, 
  but it is wrong and selfish to cloister it away unappreciated. Sera has passion 
  only for coin, and no creativity, only the urge to possess. Be wary of her, 
  for she rarely has the potential to see beyond her own self-importance. Eloéle 
  is mysterious, never to be understood, and certainly not to be trusted. She 
  creates nothing but lies and shares nothing of her secret joys. Worse yet, her 
  machinations interfere with the happiness of others to no good end. Avoid her, 
  else you may become a pawn in her ceaseless plotting. 
  Nesirie
  Intermediate Goddess 
  Goddess of the Sea, Lady of Mourning
  Aliases: Nesirie (Anuire), Nasri (Khinasi), Narikja (Rjurik), Neira (Brechtür)
  Symbol: Wave and trident
  Alignment: NG
  Portfolio: Ocean, mariners, grief, remembrance of the dead, diplomacy
  Domains: Good, Healing, Protection, Sea
  Favored Weapon: Trident
  Nesirie (neh-SEA-ree-ay) is the goddess of the sea and provider and guardian 
  of those who make their living upon it. She is also the goddess of mourning 
  and remembrance of people and things past. Nesirie has inherited Masela's role 
  as patroness of the lost Masetian culture and those few remaining who claim 
  Masetian blood. Not everyone whose livelihood depends on the sea worship Nesirie, 
  but nearly all pay her respect. Seafarers of all cultures murmur a brief prayer 
  to her before setting sail on any voyage. Legend among sailors say that when 
  Nesirie's grief overwhelms her, the seas become restless, so they offer to her 
  their wishes that she find peace. Nesirie is also the diplomat of the gods. 
  The church of Nesirie can be found nearly anywhere where land meets sea. Mariners 
  call to her for protection from storms, creatures of the deep, and other hazards. 
  They beg of her full sails and calm waters. Most of Nesirie's clergy are women 
  that have endured some terrible tragedy that has left them bereft. Aided by 
  Nesirie through their grief, they repay the gift by aiding others in any way 
  they can. Although they are skilled in comforting those who have suffered tragedy, 
  some are equally skilled in preventing tragedy in the first place and take up 
  arms as paladins. Priests maintain lighthouses on the shores of many domains; 
  some feel closest to their goddess when helping to protect those who depend 
  on her good will. Nearly every new ship launched to sea is blessed by Nesirie's 
  clergy; the seas are dangerous enough even with Nesirie's favor and most mariners 
  will refuse to set sail on an unblessed vessel. Priests normally officiate at 
  funeral rites for her followers only, but they are often present, at the request 
  of relatives, at funerals for worshippers of other faiths.
Dogma: The sea is the lifeblood of the earth, the ebbe and flow of the tides are reflected in the life of each human being. Birth, childhood, adulthood, dotage and death come and go liek the tides, and when death comes, the spirit makes the journey to its rest, where it is reborn. This is the circle of life. Within this great circle are smaller ones, night and day, sorrow and joy, work and rest. Forgiveness and acceptance are Nesirie's gifts, easing the grief of those in mourning, aiding those locked into cycles of violence through diplomacy and mercy. Adherents of Nesirie fear that every person who gives in to despair and rage strengthens the griop of the Shadow world on the mortal world.
  Temples of Nesirie conduct daily services before dawn and after dusk. In the 
  morning, they give their blessings to those who will put to sea that day. In 
  the evening they request protection for those who are on extended voyages at 
  sea. The Eve of the Dead at the end of Emmanir is the principle holy day for 
  the priesthood of Nesirie. On this day they honor the memories of those who 
  have died and comfort those that grieve for them. This ceremony is critical 
  to the Nesirians, for they believe that only through the memories of the living 
  can a spirit find peace and that those who are forgotten after death are easy 
  prey for the power of Shadow.
  Dogma: The sea is the lifeblood of the earth; its tidal flow is reflected in 
  the birth, life, and death of every human being. Within this great cycle are 
  lesser ones: the cycle of night and day, work and rest, sorrow and joy. Seek 
  to understand this cycle, and aid others in accepting it as well. Show compassion 
  and aid those suffering through the ebbs of the cycles of their life. Remember 
  the past; only through the memories of those that remain can the actions of 
  the dead have meaning. Care particularly for the remembrance of your dead, for 
  their spirits require the remembrance of those who love them to keep the Shadow 
  at bay. Heal the injured, comfort the lost, and negotiate peace among all men.
  Allies: Our devoted husband, Haelyn, champions the weak and upholds the 
  social order. Our mercurial son, Cuiraécen, aids his father in this noble 
  and worthy task. We can count on them to protect us from the physical dangers 
  of the world, but we, in turn, must protect them from moral danger. Their strength 
  and pride can be easily swayed to violence and bloodshed. There is more to life 
  than oaths and glory. We must never fear to provide moral leadership or to mediate 
  the many disputes between them. Avani shares our grief in the loss of our people, 
  and aids in their remembrance. She has our respect and gratitude, as we have 
  hers. Ruornil wages his silent and secret battle against the encroachment of 
  darkness, asking no thanks or acclaims, and ignoring all provocation to lesser 
  battle. His is perhaps the heaviest task of all, yet never is a word of complaint 
  spoken. What aid we have to give, we shall always give to him freely.
  Foes: None.
  Others: Erik lives in peace with the land. But, like nature itself, he 
  can also be capricious and cruel. We, each of us, must strive to exceed our 
  own natures. Belinik is filled with bitter, terrible rage. Like a wounded animal, 
  he is dangerous and must be treated with respect, but not fear. In time, perhaps 
  we can teach him to face his self-torment and begin to heal. Sera beguiles herself 
  with physical excess. We are all tempted by such lures. She is confused, not 
  wicked. We must strive to remind her of the true costs of her reckless pursuit 
  of profit. Eloéle practices her malice in unpredictable ways. The will 
  and reason behind her actions is unknowable. Little can be done, save to help 
  those harmed by her actions. Kriesha is hurt and untempered by love. She requires 
  solace more so than any soul existent. We must strive to thaw the ice lodged 
  in her heart and help her find a path to contentment. Laerme teaches love of 
  the physical, but gives no thought to consequence. She loves freely, but leaves 
  those that she touches bereft and forlorn.
  Ruornil
  Lesser God
  The Moon God, the Silver Prince
  Aliases: Ruornil (Anuire, Brechtür), Rilni (Khinasi), Lirorn (Rjurik), 
  Lirovka (Vosgaard)
  Symbol: Silver crescent moon on a deep blue field
  Alignment: N
  Portfolio: Night, moon, magic
  Domains: Knowledge, Magic, Moon, Spell
  Favored Weapon: Quarterstaff
  Ruornil (roo-OR-nil) is the lord of the moon, of magic, and the guardian of 
  mystical places. Before Deismaar, the young Ruornil was the Weaver, the title 
  given to the greatest of Vorynn's magicians. Ruornil's few earthly goals revolve 
  around magic, the shadow world, and the Vos. He is the heir of Vorynn as rightful 
  patron of the Vos people, but they have entirely abandoned his worship to pursue 
  the worship of Azrai's successors Belinik and Kriesha. The most important seem 
  to be the protection of the sources of mystical power that suffuse the continent 
  of Cerilia, and the expansion of the understanding of the fabric of magic. He 
  also works to free the Vos from the tyranny of Azrai's successors and win back 
  their hearts. His followers are devoted to aiding him in these goals, at least 
  as far as they understand them.
  Even to his worshippers, Ruornil seems a distant, mysterious god. He has set 
  down no written word, does not communicate regularly with his followers, and 
  seems aloof from the daily affairs of Cerilia. The church of Ruornil is very 
  small. It is comprised primarily of small shrines attended by priests and mages; 
  these shrines are rarely in public places. His temple holdings tend to be in 
  remote areas of Cerilia, the most prominent exception being the small theocracy 
  of Medoere in southern Anuire. Priests work tirelessly to defend the sources 
  of mebhaighl and expand their understanding of the nature of magic. Many are 
  hermits, preferring the solitude of the wilderness to the press of urban life. 
  They chart ley lines, seek out caerbhaighlien, and ally with rangers and other 
  wilderness peoples to prevent intruders from despoiling magical sources.
  Monthly rituals of worship are held on the night of the fullest moon in the 
  middle of each month. The Veneration of the Sleeping (fall equinox) is the principle 
  annual holy day for ley members of the church. On this day, the worshippers 
  make symbolic offerings of items of magic to their god, seeking to return to 
  the earth the magic that they derived from it. Secret rituals are also held 
  by the high clergy on the Eve of the Dead, for the Shadow World draws near on 
  that day, and the rites of Ruornil help keep its influence at bay. Priests of 
  Ruornil pray for their spells several hours after dusk, ideally when the moon 
  is ascendant. Priests of Ruornil commonly multiclass as magicians or wizards
  Dogma: Ruornil guards the natural flows of magic from that which would 
  cause them harm. Be ever diligent in your efforts to expand understanding of 
  the fabric of magic - for only through such efforts can one earn the mastery 
  required to act wisely. The Shadow is the greatest threat to mankind; fight 
  its influence always. We are the light that keeps darkness at bay.
  Allies: As the Sun and Moon are paired forces against darkness, so too 
  are Avani and we. She is the guardian of magical lore, we of magic itself. Yet 
  she seeks to bring all knowledge to the light of day, without reflecting upon 
  its consequence - a secret, once released, cannot be easily recalled. The wise 
  leave secrets buried, where only the worthy may uncover them when needed. Erik 
  guards the land, the source of life and earthpower. In the protection of mebhaighl, 
  we have no stronger ally. Nesirie can always be trusted to act for the good 
  of all. She keeps our secrets, and can be counted on to aid us in times of need.
  Foes: Belinik is tainted by the madness of Azrai the deceiver, and brings ruin 
  to all he touches. He fears and destroys anything that he cannot control or 
  understand. That his deception continues to lead the Vos people towards their 
  destruction is cause for the greatest sorrow. Kriesha is deep in shadow. She 
  takes cruel delight in the use of great and terrible lore to work her will. 
  We fight a silent war against their darkness, for the good of all humanity.
  Others: Our wife, Sera, is concerned with the physical, we the spiritual. 
  Together we make a balanced whole, but we must work carefully to maintain that 
  balance. Eloéle, our daughter, has learned to guard her secrets well, 
  but misunderstands the need. We protect the mysteries from those who lack the 
  mastery to use them wisely. She hordes secret information only for the power 
  it gains her. We must teach her restraint and give her purpose lest she, like 
  our people, fall to the Shadow. Cuiraécen is rash. There is great danger 
  in unreasoned action, no matter how well meaning. Haelyn is valuable in our 
  battle, but lacks subtlety. He seems to overcome darkness by simple mandate. 
  The simple acceptance of a set of rigid constraints does not instill wisdom 
  to do what is right because it is right, only obedience. The wise know when 
  law and custom must be ignored for a greater purpose. Laerme has the best of 
  intentions, but lacks the wisdom to be trusted with matters of consequence. 
  True wisdom requires equal parts joy and sorrow; equal parts beauty and pain. 
  Without bearing the scars of learning knowledge, she is incapable of truly understanding 
  the consequences of its application.
  Sera
  Intermediate Goddess 
  Lady of Fortune, Goddess of Wealth
  Aliases: Sarimie (Anuire), Sera (Brechtür, Rjurik), Sarma (Khinasi), Sirova 
  (Vosgaard)
  Symbol: Silver scales on a green background
  Alignment: CN
  Portfolio: Wealth, luck
  Domains: Chaos, Luck, Trade, Travel
  Favored Weapon: "Scales of Fortune" (light flail or heavy flail)
  Sera (SAIR-ah) is the deity of fortune and luck. Prior to her ascension, she 
  was the highest priestess of Brenna and the spiritual leader of the Brecht people. 
  The goddess of fortune is the patron to the Brecht people, who believe that 
  she guides her favored towards profitable economic pursuits and provides omens 
  that help the faithful avoid unwise endeavors. She is said to hear every bargain 
  struck, every prayer murmured over a game of chance, and every scheme to realize 
  a profit, although she responds only rarely. The Brecht do not believe that 
  Sera brings fortune or misfortune, but they do believe that she sees that her 
  faithful are rewarded for diligent effort and that good things come to those 
  who overcome difficult odds not of their own making.
  Due to the wide-ranging interests of the Brecht guilders, Sera's church has 
  become international, with temples throughout Cerilia. Temples to Sera can be 
  found wherever trade exists. To Sera's clergy, the achievements of temporal 
  goals are every bit as important as the achievement of spiritual goals. They 
  are as practical a group of people as the goddess that they serve. As a result, 
  they are involved in mercantile and craft matters as well as ones dealing with 
  the church itself. They advise tradesmen, influence political and economic events 
  to their favor, and seek out profitable opportunities for trade. Sera's temples 
  are also sources of training and education; many teach crafts and trades to 
  local citizens in return for a tithe of earnings in the new trade once they 
  reach master status. Trade agreements are often witnessed and recorded by members 
  of Sera's clergy. Copies of these agreements are kept in secure vaults to guarantee 
  a verbatim copy of the contract. Sera's clergy also help arrange marriages between 
  the scions of great houses. These are treated exactly as business agreements, 
  with set financial arrangements based upon the prestige of the houses, the strength 
  of each house's bloodline (a valuable asset), and penalties (such as dissolution) 
  for fraud.
  The Brecht celebrate the anniversary of the Battle of Mount Deismaar as Ascension 
  Day, focusing on the ascension of their goddess rather than the disaster that 
  brought it about. They also celebrate the Day of Rebirth as both the first day 
  of spring and the opening of a new trading season. Sera's clergy pray for their 
  spells at whatever time of day is most convenient for their schedules (usually 
  early evening); thus, the specific time of prayer varies from priest to priest 
  but, once selected, is fixed.
  Dogma: Sera is mistress of the true bargain. She knows that diligent 
  effort and careful planning make the best luck, not divine intervention. Those 
  who wait for fortune to fall into their lap earn their misfortune. Wealth comes 
  from industry, not from chance. Wealth is the key to all doors; without wealth, 
  one is not free to engage in leisure activities, to pursue artistic endeavors, 
  or to wield true political power. Use what wealth you have earned to buy happiness 
  for yourself and to guarantee your future happiness. Do not squander your profits 
  in an attempt to bring happiness to others; true happiness must be purchased 
  with diligent labor - freely given it has no value and is soon squandered. 
  Allies: Our daughter, Eloéle, pursues her goals relentlessly and 
  regardless of consequence. No lasting harm can come to those who diligently 
  strive for their betterment. We must be aware of this aspect of the true bargain, 
  but always keep in mind that it is but one aspect; wealth and happiness come 
  most surely to those who strive by both night and day. Nesirie comforts those 
  on whom misfortune has fallen and helps them find value in themselves. This 
  is necessary, for recovery from misfortune requires positive action. It is also 
  true that forgiveness alone merely encourages others to take advantage of you 
  in the future. Thus Nesirie has not mastered the full truth, and she stumbles 
  along in poverty.
  Foes: Haelyn claims that loyalty to one's superior is the highest virtue. 
  His "chivalry" denies the true bargain - true wealth and power should 
  not be gifted by inheritance, but won by one's achievements. Loyalty is a fine 
  virtue if it ensures your own happiness, but do not fall into the trap of believing 
  that your master's or family's prosperity is your own. Cuiraécen earns 
  nothing and squanders what he was given. Glory and honor cannot buy bread. Honor 
  is a fine thing if your opponent obeys the same rules, but why should they do 
  so? Honor is a poor contract, and glory a hollow prize. Belinik kills for pleasure 
  and glories in dominance through fear. This is strange enough, but made worse 
  in that he prizes only this form of pleasure. Let him remind us always that 
  a friendly coin purchases more bread than a bloody knife.
  Others: Our husband, Ruornil, is not concerned with affairs of wealth 
  and power. He is clever and often useful. Surely, there is no profit in the 
  dominance of Shadow. Leave his secrets be, for their price is too high. Avani 
  lays claim to wisdom, but does not wield it. Reason is a tool that can be helpful, 
  but it can also be the instrument of deception and betrayal. She wastes her 
  efforts puzzling over issues with no relevance to life, talking in jargon that 
  conceals her lack of useful knowledge. The waste in which her people dwell is 
  purchased with such folly. Erik lives in squalor and ignores the beauties of 
  civilization. Worse yet, he jealously attempts to deny us our fair share of 
  nature's bounty. There is no profit in such behavior. Laerme can blind even 
  the wise with passion. Such passion is not without cost. We must reward ourselves 
  for work well done, but in moderation. Excesses lead to misfortune. Kriesha 
  offers nothing in return except hardship. Who would accept such terms? She is 
  utterly misguided and not to be trusted.
  The Cold Rider
  Demigod
  The Shadow Lord, The Usurper
  Aliases: The Cold Rider (Anuire) The Night Walker (Rjurik), The Darkling (Khinasi)
  Symbol: A cloaked figure on a black steed
  Alignment: NE
  Portfolio: Undead, the shadow world, deceit
  Domains: Charm, Death, Evil, Magic
  Favored Weapon: Skeletal touch (unarmed)
  The Cold Rider is figure of mystery - a malignant will given body and form in 
  the spirit world. The Cold Rider is seen only as a dark horseman who watches 
  travelers from a windswept hilltop before turning away. He doesn't directly 
  attack intruders, but those who encounter him end up meeting the most dramatic 
  and ironic manifestations of the Shadow World's evil. The Cold rider is malevolent, 
  but may not yet be consciously so; no traveler has ever reported a conversation 
  with the Cold Rider, but it might be that he only speaks to those that are doomed 
  to never return to the sunlit world again. He appears in the Shadow World as 
  he wills, drawn to extremes of evil or good, and leaves doom in his wake. Over 
  the centuries, he has grown stronger and personalities, powers, and memories 
  are appearing that support his worshippers claims that the Cold Rider is Azrai 
  reborn. 
  Worshippers claim that the Cold Rider is the direct heir of Azrai's evil and 
  many worship the Cold Rider as the new face of Azrai. There is no widespread 
  organization devoted to the worship of The Cold Rider. Each church maintains 
  its own doctrines and rituals, but those that follow the old ways of Azrai's 
  church have found the greatest success.
  Clerics of The Cold Rider pray for their spells at varying times, but most often 
  in the deepest dark of the night. Holy days and celebrations also vary from 
  temple to temple, but often involve the sacrifice of a human soul. If a devout 
  worshiper, the subject is often raised as a free-willed undead; the souls of 
  enemies of the faith are instead allowed to make their way to oblivion but their 
  bodies are raised to forever serve the temple. Most established temples have 
  their most holy ceremonies on the Eve of the Dead, for it is on this day that 
  the veil between life and unearth is at its nadir.
  Dogma: The Cold Rider is Azrai reborn. He is the voice of darkness, the 
  harbinger of doom, and the living incarnation of the perverse ironies and corruption 
  of the Shadow World. Sacrifice for him, so that he may gain strength, and reclaim 
  the world that is rightfully his.
  Relationships: The Cold Rider's will is unknown. If he is truly heir to Azrai's 
  evil, then surely he will seek out the humanoids and the Vos to once again support 
  him.
  Kartathok
  Greater God
  The Great Slayer, Lord of the Goblins
  Symbol: A bloody spear
  Alignment: LE
  Portfolio: Goblins
  Domains: Destruction, Evil, Law, Strength
  Favored Weapon: "The Blood Spear" (shortspear or long spear)
  Kartathok (car-tuh-thock) is the lord and patron of all goblin-kind. He is a 
  bloody god, and demands frequent sacrifices of foes, preferably those taken 
  during raids or captured in battle. Kartathok is the epitome of goblin strength 
  and cunning. He is a jealous god, and casts his spite against any goblin that 
  does not bow to him.
  Kartathok's priests are always war-priests and are usually present at any major 
  goblin conflict. The church is greatly feared and has much influence. By custom 
  and holy law, priests may drag any worshipper to serve as a sacrifice if no 
  suitable foe is available. Even the chief is not immune to such a call, for 
  the priests may use his failure to provide appropriate sacrifices as proof of 
  Kartathok's disfavor. As the church determines how often sacrifices are demanded, 
  it has considerable power toward unseating any goblin ruler and forces goblin 
  leaders to make war regularly. Sacrifices of elves or of any goblin that has 
  forsaken the worship of Kartathok bring particular favor.
  Kartathok's priests pray for their spells at dusk. The frequency of sacrifices 
  vary from tribe to tribe, but normally take place at least once each month during 
  the night of the new moon. The Eve of the Dead is also holy to Kartathok, as 
  the longest night of the year. 
  Dogma: Breed often. In numbers lies strength and protection. There is 
  no foe or obstacle so strong that it can persevere against our numbers. One 
  day all of Cerilia will belong to us. Appease Kartathok, and he will give you 
  strength to crush your foes and many sons to carry your name into the future. 
  Fail him, and The Great Slayer will destroy you utterly.
  Relationships: Kartathok considers all other powers to be foes or potential 
  foes. He distrusts all, and his temporary alliances always end in blood. 
Moradin
  Greater God
  The Soul Forger, Dwarffather
  Symbol: Hammer and Anvil
  Alignment: LG
  Portfolio: The arts and sciences of the dwarves
  Domains: Earth, Good, Law, Protection 
  Favored Weapon: "Soul Hammer" (warhammer)
  Moradin (moar-uh-din) is the father and creator of the dwarven race. He is a 
  stern paternal deity, gruff and uncompromising, and hard as stone. A harsh but 
  fair judge, he is strength and force of will embodied. He inspires dwarven invention, 
  and encourages good nature, intelligence, and harmonious existence with other 
  worthy races while battling pride and isolationist tendencies.
  The church of Moradin has an active role in guiding the morals of dwarven communities. 
  They emphasize the Soul Forger's hand in everyday dwarven activities such as 
  mining, smithing, and engineering, and invoke his blessing when these tasks 
  are begun. They lead the push to found new dwarven kingdoms and increase the 
  status of dwarves in surface communities. They take an active role in teaching 
  the young of the communities and oversee most formal ceremonies. 
  Although anyone may worship the Soul Forger, only dwarves are allowed to advance 
  in his church; members of other races are not acceptable priests of Moradin.
  Clerics of Moradin pray in the morning. Offerings are made to the Soul Forger 
  on a monthly basis. The ranking cleric of a community can declare any day a 
  holy day to celebrate a local event. His clerics commonly multiclass as experts 
  or fighters. 
  Dogma: Answer first and foremost to Moradin; dedicate your life to his 
  laws and teachings. The bonds of family are sacred; no right-minded dwarf shall 
  undertake any action that might tear a family asunder. Every dwarf is of equal 
  worth. No right-minded dwarf shall place himself or herself above another. The 
  safety of dwarven lands and people must never be compromised. The dwarven lands 
  are a gift from Moradin. Their resources and wealth must be treated with great 
  respect and used to their fullest potential. The land's treasures must not be 
  squandered. Evil must never be allowed to triumph over good. Enslavement of 
  a dwarf must never be tolerated. No worthy dwarf shall want for food, shelter, 
  or companionship. Dwarves must care for their own kind, especially the aged 
  and infirm.
  Relationships: Moradin is opposed to Kartathok, Torazan, and other powers 
  that serve evil causes. He is generally coldly neutral to the gods of the Cerilian 
  humans; neither aiding nor opposing their interests save where they intersect 
  with his. He steers clear of any temptation to involve himself or his people 
  in the conflicts between the human deities.
  Torazan
  Demigod
  Oroglord
  Symbol: Sword and Horn
  Alignment: LE
  Portfolio: Orogs
  Domains: War, Earth, Law, Evil
  Favored Weapon: Longsword
  Torazan (tor-ah-zan) is the infernal lord of the Orogs. Like his chosen people, 
  Torazan's brutish appearance conceals an active mind. Torazan prizes ingenuity 
  and slyness, for such traits bring victory in battle.
  Orog priests are extremely powerful and influential; entire tribes march at 
  the words of the high battle priests. Torazan's priests teach warcraft to young 
  orog warriors and advise wise orog generals. Orog priests learn to cast battle 
  magic immediately, and hone their skills regularly.
  Torazan shows no preference for a time of prayer. Most of Torazan's clergy pray 
  for their spells immediately after waking each day. Torazan's battle-priests 
  often multiclass as fighters.
  Relationships: Torazan hates Moradin passionately; he has little time 
  for other foes, and is only interested in alliances that further his battle 
  against the Dwarffather.
Halfling spirituality
  Refugees from the shadow world, halflings have no specific patron deity. Although 
  capable of deep spirituality, halflings tend towards introspection and are dependent 
  on the moral compass of their community to help guide their actions. Halflings 
  are welcomed by human churches in their community. Although halflings are not 
  often inducted to the mysteries of the church, most churches do not exclude 
  them from the clergy.
Sidhelien spirituality
  The elves can call upon the forces inherent in wood and water, field and air, 
  but have never worshiped deities. They are aware that the gods of Deismaar existed 
  and that new gods were created, but they do not pay homage to them. Particularly 
  after their deception and betrayal by Azrai, the elves have been adamant in 
  their refusal to worship human gods. To the elves, spiritual development is 
  the responsibility of the individual. The path that an elf takes is a decision 
  that only he or she can make. So strong is this belief that if an elf chooses 
  to worship one of the human gods, so be it. The only restriction placed upon 
  such rare individuals is that they not discuss their religious ideologies within 
  elven realms.
  Celestials, demons, and other powers
  In addition to the major deities, dozens of lesser entities are worshiped by 
  the denizens of Cerilia. It is believed that the homes of the gods are reached 
  through the spirit world and that it is there that the servants of the gods 
  make their homes. Whether such beings are servants of the gods, manifestations 
  of a people's desire, or monsters preying upon the superstitious is subject 
  to debate. Such servants may be referred to as being celestial in origin; although 
  those horrific or believed to be evil are often referred to as demonic or infernal. 
  For the most part, Cerilia's gods are close to human kind; their imperfections 
  and weaknesses, their attitudes and objectives, are comprehensible to mortals. 
  The same is not necessarily true of celestials and demons. These powers may 
  have alien desires and needs or inflexible lines of action; dealing with them 
  is often perilous.
  Some celestials/demons have the status of demigods and are capable of granting 
  the ability to cast divine spells. Likewise, True scions that have accepted 
  a bloodform are capable of granting the ability to channel divine energy to 
  their worshippers and are considered demigods.
  Faiths of worship
  Mortal adherents of deities create religious institutions to regulate and foster 
  their version of the truth underlying a deity's teachings. The differing temples 
  of these gods are not unified, and often consider each other's beliefs to be 
  heretical, at best. At least ten different faiths devoted to Haelyn exist in 
  Anuire alone, and the rivalry is sometimes fierce.
  Most of the human deities are worshiped in one aspect or another in several 
  of Cerilia's cultures. Although the deity's name may differ in two different 
  tongues, the basic teachings of the faith are unchanged - only the interpretation 
  differs. For example, Sera is the patron of the Brecht, but is also revered 
  in Anuire as Sarimie, and in Khinasi as Sarma. Among the Brecht, Sera epitomizes 
  the belief that a man must make his own luck; individual initiative and drive 
  are the means by which one gains power and respect. Among the Khinasi, Sarma 
  represents the pursuit of wealth and leisure. Among Anuireans, Sarimie is venerated 
  as the representation of acquisition of power through skill and fortune rather 
  than inheritance.
  Although the organizations of various faiths vary greatly, most follow a common 
  structure. All churches have a clergy and a laity. Some laity may be extremely 
  pious, but they are generally not privy to the most holy ceremonies and rituals 
  of a church. The clergy are the priest and priestesses, those who organize and 
  administer the temples and devote their lives to serving the deity. Although 
  common folk by birth, clerics enjoy a privileged social status similar to that 
  of the nobility in most cultures.
  The lowest ranking clergy are those who have taken temporary holy orders and 
  are in training to prepare them for their vocation. A priest is an ordained 
  representative of a faith. Once ordained, priests are capable of advancing as 
  divine spell casters (although not all priests do so). A priest that is responsible 
  for church-owned lands, property, or the oversight of other clergy generally 
  has a named title and is almost always a divine spell-caster of a least minor 
  power. A priest who oversees the religious affairs of an entire province, or 
  an entire realm is almost universally a divine spellcaster of some power and 
  is often a blooded scion. A priest who oversees the religious affairs of an 
  entire religion is usually one of the most powerful divine spellcasters of the 
  faith and is always blooded. Churches generally appoint members of the clergy 
  to permanent or temporary offices. Those with higher offices control all promotions, 
  except that a council of high-ranking members of the faith usually elects province, 
  realm, and faith-level positions.
  Although each faith, sect, or temple may have differing names for their ranks, 
  many faiths use titles roughly equivalent to those dictated to Haelyn's church 
  through the Book of Laws. These ranks are presented below 
  
  Clerical ranks
| Clerical Rank | Oversees | 
| Lay brother/sister | --- | 
| Brother/sister | Laity | 
| Father/mother | Clergy | 
| Curate | Temple | 
| Prelate | Province | 
| Archprelate | Realm | 
| Pontiff | Faith | 
  Faiths of Haelyn
  Three Anuirean faiths devoted to the worship of Haelyn are presented to provide 
  examples of differences among a god's churches. A complete list of Cerilian 
  churches can be found in the d20 Atlas of Cerilia. 
  A faith may have an alignment that differs by no more than one place from the 
  alignment of the deity that it worships. Likewise, a priest of a church may 
  have an alignment that differs by no more than one place from the alignment 
  of the church of which he or she is a member. Thus, it is possible for a clerics 
  of some faiths to have an alignment which differs by as much as two steps from 
  their deity's. In addition to alignment, churches often differ in the weapons 
  and domains that they prefer, as well as the skills in which their members focus.
Northern Imperial Temple of Haelyn: Found in Talinie and Boeruine, the prieste of the Northern Temple see themselves as the principal means by which the spirit of Haelyn's teachings are preserved. The primary cause of their dissention is their belief that the Imperial Temple in Diemed (OIT) focused too much on the material world and had abandonded Haelyn's spiritual message. The actual split occurred in 1297 HC, when the holy man Fitzalan the Blessed was arrested by an ecumenical court in Aerele. He was charged for his refusal to recant his views that the church in Diemed had lost its right to claim spiritual supremacy over the worship of Haelyn by claiming their belief in the rule of law was empty if not temperted by mercy. He stated that dependance on the letter of the law was "spiritual laziness" that required no reflection of "the right course", since mercy should be a deliberate act.
Haelyn's Bastion of Truth:This temple is a result of the proselytizing spirit of the followers of the Northern Imperial Temple. They are passionate adherents to the teachings of Haelyn as interpreted by Fitzalan.
  Orthodox Imperial Temple of Haelyn (OIT): The OIT claims to be the true 
  heir to the word of Haelyn. Its priests claim the distinction of being the first 
  church of Haelyn founded after Deismaar. The original Book of Laws, the most 
  sacred text in the church of Haelyn, resides in a vault in the Averlerine cathedral 
  in Aerele. The church draws from centuries of study of the Book of Laws to defend 
  its exacting dogma, which at its heart holds that a society can thrive only 
  by adhering to a strict rule of law. Laws, the church believes, exist to regulate 
  a person's inclination to place his own needs over those of the society as a 
  whole. The only way to preserve the rule of law is to ensure that every member 
  of society has a specific, unchanging function. As it is the responsibility 
  of the ruler to guide the endeavors of his people, so is it the responsibility 
  of the ruled to follow their ruler's dictates.
  Where the OIT doctrine has encountered opposition is in its inflexible view 
  that draconian adherence to an unchanging set of laws and institution of rigid 
  social hierarchy are the only ways to preserve order. The OIT argues that its 
  views are supported in the writings of the Book of Laws, a claim that has brought 
  about numerous debates and has caused at least one rift within the church. Of 
  the many ceremonies that are part of the OIT daily rituals, most emphasize the 
  importance of maintaining the strength of the social order.
Western Imperial Temple of Haelyn: The more worldly counterpart to the NIT and OIT is the Western Imperial Temple, who is based in Avanil, Tuornen, Alamie and Taeghas. Many argue that this temple is nothing more than the collection of the religious holdings of the Avan family. The personal loyalty of its prelate, Rhobher Nichaleir to the Prince does nothing to discredit these claims.
The priests of the Western TEmple argue that Haelyn was once a man of this world. As such he set forth his philosophy in the Book of Laws as a means by which his followers could face the rigours of an often dangerou world. The Book of Laws is at its heart a living document, not intended for followers to interpret his words as strict laws but as a gouide fro facing the problems the world generates. Despite this moderate stance, Anuireans from other domains remain suspicious of the Western Temple believing its prelates support of the Prince of Avanil and its involvment in politics are part of its solution to the rigours of the "dangerous world".
  Holy Order of Haelyn's Aegis (HA): This church developed from a military 
  order of the OIT. Composed of knights, warrior priests, and common soldiers, 
  it was the military arm of the church of Haelyn. When the Imperial Temple called 
  warriors from across Anuire to serve their emperor in bringing the light of 
  Haelyn's worship and the benefits of Anuirean civilization to the rest of Cerilia, 
  the HA was the first to answer. Only after the death of Michael Roele and the 
  disintegration of the Anuirean Empire did the HA develop into a separate church. 
  Due to its history as a military order, the HA continues to use military ranks 
  to denote rank within the church, rather than the standard clerical ranks.
  
  While the HA acknowledges the primacy of the OIT in the worship of Haelyn, its 
  aims are different from those of its parent church. The Holy Order believes 
  that questions of religious dogma, while important, pale somewhat in comparison 
  to the threat posed by the mighty armies of the Gorgon and others. The church 
  today is not an aggressive military order, although it is organized along military 
  lines. Rather, it is an order that regards the defense of Anuire as its sacred 
  charge. Members of the clergy are more moderate in their beliefs than the priests 
  of some other churches of Haelyn, and are quite willing to work with those whose 
  personal religious beliefs differ from theirs.
  
  Impregnable Heart of Haelyn (IHH): The IHH is as much a result of the 
  political rivalry that brought about the independence of the former provinces 
  of western Diemed as it does a doctrinal dispute with the OIT. Despite the political 
  origins of the schism, distinct differences now exist between the two churches. 
  The IHH is in many ways a simpler church than its forbearer. It argues that 
  the OIT is so immersed in rites and ceremonies that it has lost sight of Haelyn's 
  creed.
  To the IHH, Haelyn's teachings are simple, and can be summarized in three words: 
  courage, honor, and justice. Everything else stems from them. Courage is demonstrated 
  both in the face of an implacable enemy and in the defense of personal convictions 
  before peers. Honor demands mercy and respect, both on a battlefield and in 
  trade negotiations. Justice is best served by an impartial set of fair laws 
  that allow for individual achievement.
  Cosmology of Aebrynis
  The cosmology of Aebrynis differs significantly from the "standard" 
  cosmologies presented in the Manual of the Planes. Aebrynis connects directly 
  to one, and only one, other plane. This plane, originally called the spirit 
  world, but more recently referred to as the shadow world, is a coexistent plane 
  with the Material plane of Aebrynis. There is no "ethereal plane" 
  or "shadow plane" coexistent to Aebrynis; for the purposes of spell 
  effects, the shadow world fills the roles of both. If a path exists between 
  Aebrynis and any other planes of existence, the path passes through the Shadow 
  World.
  The Shadow World
  Before Deismaar, the Shadow World was a realm of faerie that paralleled Cerilia. 
  This was the home of the halflings, who frequently traveled between the two 
  worlds-hence the name halfling, since they were half of this world and half 
  of another.
  When Azrai's physical form was destroyed at Deismaar, some small part of his 
  soul survived in the ethereal realm of spirit which the halflings inhabited. 
  This was at first no more than an evil taint; Azrai was not conscious, and for 
  all intents and purposes did not exist as a self-aware entity at this time. 
  He was only the memory of evil, but that proved to be enough to corrupt the 
  halfling's idyllic realm.
  Over the course of the three or four centuries immediately after Deismaar, Azrai's 
  corrupt spirit spread throughout the spirit world, much like a drop of oil spreading 
  a sheen over the surface of a lake. His increasing presence twisted the spirit 
  world into the Shadow World, and the halflings left. This evil grows more and 
  more powerful and is rumored to have finally gained the ability to manifest 
  a physical form once again. 
  The shadow world reflects the mortal world, but in strange facsimile. Everything 
  is dark and an air of emptiness hangs heavily, as if everything has been long 
  abandoned. Details change between one glance to the next; a building might remain 
  the same, but a wagon parked beside it might be in a slightly different place, 
  or gone, and a door that stood open might close. The more ephemeral a thing 
  is in the real world, the more its position or condition might change - the 
  less firm its reflection. Ancient relics, long since torn down, may still stand 
  in the spirit world. A savage storm stills ravages the seas south of Aerele 
  in response to the cataclysm of the Godswar.
  Everything in the shadow world has a faded look, like clothes washed too often 
  or and left too long in the sun. There are no normal insects, birds, or other 
  animals. No normal animals rustle in the grass, swim in the waters, or sing 
  in the trees. The water is cool and drinkable, but tastes flat, as if it had 
  been boiled. Worst of all, the land seems to twist the eye. 
  Everything about the Shadow World is unreal. While the Shadow World remains 
  a parallel to Aebrynis, the laws of nature do not always apply there. There, 
  illusions live and shadows walk of their own volition. Powered by the magic 
  of the Seeming, things unreal come to life. Thus anything, and everything, is 
  possible within the Shadow World for someone skilled in the Seeming, but these 
  changes are largely illusionary; most fade immediately upon returning to the 
  waking world.
  Distances are largely a matter of focus in the shadow world. What is close at 
  hand looks all right, and what is seen straight ahead in the distance, but whenever 
  one turns their head, things that appear distant when seen from the corner of 
  the eye seem to rush forward, to be nearer when looked at head on. Although 
  this effect makes for dizziness, it is also indicative of a truth in the Shadow 
  World; time and distances are deceiving. 
  Moving to/from the Shadow World: The barrier between Aebrynis and the Shadow 
  World varies based upon the difference between the two planes at any give time 
  and location. The middle of a crowded city at high noon differs significantly 
  from the coexistent point in the Shadow World, whereas there may be little or 
  no difference between the two in the dark depths of an ancient deserted monument. 
  In areas of near exact similarity, beings can occasionally pass between the 
  two planes unknowing. In general, however, travel to or from the Shadow World 
  requires powerful magic or divine intervention. Some native beings of the Shadow 
  World, including some halflings, have sensitivity to areas of high similarity 
  and can recognize and cross the planar barrier without the use of magical aids.
  Afterlife
  To every location in Aebrynis, a corresponding parallel location exists in the 
  Shadow World, but the reverse is not true. The shifting and desire-based nature 
  of the Shadow World allow for the existence of vast regions that have no parallel 
  in Aebrynis. Furthermore, these "deep" regions are not fixed in location; 
  the point at which one leaves coexistent space and enters into one of these 
  regions may vary over time. These areas are far more mutable than areas that 
  parallel Aebrynis and they are as vibrant and rich as the Shadow World is bleached 
  and dull. Such pockets are homes to the most powerful entities that inhabit 
  the Shadow World. Most major divine powers have claimed (or perhaps created) 
  their seats of power in such pockets.
  When a mortal being dies, its soul "wakes" in the Shadow World and 
  begins its journey towards the home of its patron god. Each spirit instinctively 
  feels the direction in which it must travel to reach the end of its journey; 
  the strength and accuracy of this pull is proportional to the soul's devotion 
  to the ideas of its patron deity. Spirits that have little or no association 
  with a patron are believed to be doomed to wander the Shadow World until they 
  forget their sense of self and fade into oblivion. Powers of the Shadow World 
  actively seek out spirits of the newly dead and attempt to bind them to ill 
  purposes.
  It is believed that Nesirie is gradually assuming responsibility for guarding 
  the dead. The dangers that the Shadow World holds for spirits and the evil uses 
  the Cold Rider and other powers make of them deeply offend Nesirie's nature. 
  As she grows more powerful, perhaps she will be able to prevent the powers of 
  the Shadow World from luring spirits to their dark domains.
  The nature of the realms of the gods is apocryphal, at best. Their nature may 
  be as is commonly believed, or may differ significantly from the preaching of 
  the church. Is the nature of these realms determined by the gods that rule them, 
  or by the desires of the spirits that have found their way there? Only the dead 
  know the answer to this final mystery. However, common dogma describes the gods 
  of the realms as follows.
 Avani (The Gleaming Spire): 
  Avani's realm is a great city in the Khinasi style, built amidst a peaceful 
  oasis. Avani's palace, which is the city's centerpiece, is a tall spire of gold 
  in the center of the oasis; built around it are plazas, libraries, bathhouses 
  and all the luxuries afforded to the richest sultans of the Khinasi. Those honored 
  worshippers who follow the light of reason during their lives and never stray 
  from the path set out by Avani are permitted access to an eternity of luxury. 
  It is a land of warmth and peace where no battle occurs and nothing is out of 
  place.
  Belinik (The Striving): The Striving is a gloomy and desolate place where 
  warriors that served Belinik in life now contest against each other eternally. 
  Here the strongest battle the weak to gain their lord's notice. Belinik allows 
  all who wish to enter access to his realm, but they must fight for their survival. 
  Those who do not succeed are cast out and forever doomed. Here, warriors must 
  battle their way up the rungs of power. For those who are at the top there are 
  luxuries and wealth beyond imagining while those at the bottom are condemned 
  to make do with the meager comforts that can be found in the cold hills that 
  cover this realm.
  Cuiraécen (Cuiraécen's Feasthall): Cuiraécen's realm 
  is a gigantic hall that sits atop of a steep sided hill, surrounded by storm 
  clouds. Here great warriors celebrate their success in battle and forever recount 
  the great events of their lives. The hall is home to a continuous feast where 
  warriors may forever enjoy the spoils of the victory.
  Eloéle (The Endless Maze): A dark and chaotic realm, the Eloéle's 
  realm is similar to Sera's Marketplace Eternal. The endless maze, however, includes 
  the seamy side of the marketplace, and is a vast maze of streets, alleys and 
  squares. Here the worthy dead are allowed to indulge in all of their fantasies, 
  at the cost of forgetting their previous lives. The Endless Maze is a city of 
  taverns, brothels, gambling halls, and other similar establishments. The most 
  successful and devoted of Eloéle's worshippers live in large palaces 
  and the rest seek to steal from them to gain the prestige necessary to gain 
  such luxury themselves.
  Erik (Nature's Rest): Erik's domain is almost an exact copy of Cerilia, 
  except as it would have been without any intelligent beings living on it. Food 
  is easy to come by and the worshippers of Erik lucky enough to make it here 
  travel the lands marveling at its natural wonders.
  Haelyn (Honor's Glory): Honor's Glory is a land of rolling hills and 
  grassland, dotted with castles and manors for the greatest of Haelyn's heroes. 
  It represents Anuire as Haelyn would like to see it; a vision of idyllic peace 
  where all know their place in society and the importance of their place to the 
  working of the whole. Haelyn spends his time here challenging the greatest and 
  most noble generals of Anuire and other lands to battles in which the rules 
  of honor are always followed and the losers of each conflict surrender gracefully 
  to the winners so that none are seriously injured.
  Kriesha (The Steadfast Chill): Kriesha's realm is a place of breathtaking 
  beauty. It brings together all the best parts of a snow-covered, icy landscape 
  and combines them into pristine, crystalline glory. Palaces of ice lie scattered 
  across the landscape and are home to the Kriesha's favored, while outside a 
  cold wind blows, and packs of wolves and other monster roam. 
  Laerme (Songsheight): The realm of Laerme is a large college that contains 
  copies of all books, songs, and artwork ever completed. Scholars, painters, 
  sculptors, and other artists roam the ground of the college enjoying the garden 
  of fruit trees and flowerbeds. The sun never fully sets and the inhabitants 
  are forever free to love and work as they desire.
  Moradin (Soulforger's Haven): The resting place of worthy dwarves is 
  a miraculous wonder deep beneath the earth. Waterfalls, cavernous geodes, and 
  other wonders of the earth are commonplace in the Soulforger's Haven. More importantly, 
  Moradin sets the soul of each dwarf to a task in his grand scheme. Together, 
  the dwarves discover ever-new wonders and pave the way for Moradin to provide 
  new gifts to his people.
  Nesirie (The Waves of Grief): The domain of the goddess of the sea is 
  a small group of islands that rise up out of the ocean like jagged spikes. Each 
  spike is carved into fantastic towers and castles. These buildings are home 
  to Nesirie's faithful, who are surrounded by all the wealth the sea can provide.
  Ruornil (The Silver Lands): Ruornil's domain constantly reflects the 
  glory of the silvery moon. By its light, Ruornil's faithful devote eternity 
  to studying the true mysteries of the universe. Great wizards of the past each 
  shape their own regions of the domain into the forms that bring them pleasure, 
  and share their art with those who wish to study with them. 
  Sera (The Marketplace Eternal): Sera's domain is a vast city that stretches 
  for miles in each direction. Therein, Sera's faithful continue the fondest pursuits 
  of their lives eternally. Craftsmen work alongside the great masters that have 
  come before them and have access to the finest materials to create works of 
  profound craftsmanship. Traders and merchants barter for their goods for the 
  simple prestige of besting their opponents and sharpening their skill. It is 
  said that the most skillful are asked to dice against Sera herself, and that 
  those who best her are allowed to "cast the dice of their lives again" 
  - reincarnated to perform some great task in her service.