Deities of Erldworn –
The High Lord – A vague deity who is mostly inscrutable, tends to work through other agents – symbol is a gleaming silver circle
Blessings – “May the High Lord’s favor be upon (you, your family, this place, etc.)”
The Great Tree (aka The Mother of Trees, The First Tree) – voice of the elves and nature and fey, but she now talks through the human druids.
Blessings – “May the First Tree shade your path and shed fruit for your hunger. And the wisdom of all wild things be yours”
The High Lord’s Hero-Saints –
Falk (The Order of Falk) – The High Lord’s Noble Knight – Nobility who are religious worship Falk and hold that the Nobility are the Champions of the High Lord (which validates their position in society), and they can resent the peasant warriors, whom they feel are acting above their station.
Blessings – “Ward of Falk” “Falk’s Oath in Gold”
Gird (The Fellowship of Gird) – The High Lord’s Honorable Warrior – A commoner who rallied the peasants, created a yeomanry, made farmers into defenders of the realm. Gird is the common man’s demigod. There are far more Girdsman than Falkians, and the Girdsman tend to get more done, keep more peace, and defend more territory. They can resent Falkians’ insistence that the nobility are bearers of justice.
Blessings – “Gird’s grace be upon (you, this place, all who are assembled)”
Camwyn (Huntsmen of the Bow) – The High Lord’s Mighty Bowman – The Hunter – The patron of rangers. A skilled woodsman who could track a falcon on a cloudy day. Aids many a family in hunting enough game that they might eat through the rough winters.
Blessings – “Camwyn’s bounty fill your larder”
Arustus (Seekers of the Seen and Unseen) – The High Lord’s Venerable Scholar – The Lord of Knowledge
Sertig (Sertig’s Craftsmen) – The High Lord’s Craftsman – The Maker
Other Minor Deities –
Damla – Lady of Peace, Death
Amal – Lady of Flowers, Spring, Birth, Renewal
Sayeenal – Lady of Birds, Air, Weather
Mierson – Lord of the Bent Back, Labor, Smithing, Planting, Harvest
Jollep – Lord of Merriment, Music, Dance, Love
Darker Deities/Supernatural Powers –
Aracadia – The Mistress of Webs, spinner of secrets, mistress of lies – Her plots cannot prosper in peaceful, well-kept lands, so she’s always brewing plots and treacheries. Her plots and schemes can be decades or centuries in the making.
Lorbin – The Torturer, minister of pain, master of torment – He revels the administration of physical, mental, and emotional abuse.
Simyits – The Disavowed, master of thieving, fool’s luck, and lesser treacheries
Dwarven “Deities” –
Dwarves are not religious per se, but they are animistic after a fashion. Heroes and great dwarves become revered, and the dwarven life-span is long enough for true mastery of certain skills to be achieved… even by elven standards. So dwarves revere certain ancestors who excelled at dwarven things…
Druhm Ka’dor – god of the Earth and Miners
Tomar the Hammer – god of the Forge and Smiths
Krogar Hus – god of Brewing and Drinking
Mortag Augar – god of Masonry and Stonework
Elven Deities –
The Singer – an elven “god” who sang the elven lands into being… This is the High Lord.
Blessings – “By the Singer!” an elven expletive of excitement or outrage.
Druids and Elves have a problem with each other over the Great Tree’s transition. In truth, both are doing the Great Tree’s bidding, but because humans are so short-lived and short-sighted, the elves disagree with the direction the humans take.
Supernatural “Things That Everybody Knows” –
Anyone who knows anything about the woods knows not to venture into elven lands and to never go into a druid’s grove unescorted because you will become lost and never be heard from again.
Anyone who knows anything about the woods knows that if a unicorn cries for help, you should run to its aid. Most people think this old saying is a myth.
Human Druids and Falkians and Girdsmen have problems with each other because the Great Tree is cryptic (requiring convoluted wisdom to interpret) and the followers of the others just do what they’re told (requiring obedience rather than interpretive wisdom)
Paladins are rare and always religious, and usually dedicated to Falk or Gird. They also very rarely know what’s going on in the larger scheme of things. They obey the call of their god(s) and do what they’re led to believe is right without needing to understand why.
Dragons don’t seem to fall into the religious hierarchy. Their mythology isn’t really known. “Never get involved with the affairs of demons or dragons” is a well worn phrase. Colored dragons are known to be evil. Metallic dragons are known to be inscrutable and dangerous. They might even be demigods. The elves know something of dragons that they don’t talk about. They know of the Dragon Wars before this universe began, they know of the dragon gods who crafted large parts of this world at the High Lord’s bidding, and they know that the dragons planted and nurtured the Great Tree from its seed, given to them by the High Lord. They know that the dragons resent the High Lord as master of this world and their subservience to Him. They know that the Chromatic Dragons actively seek to cast off the High Lord’s yoke, and they know that the Metallic Dragons do their duty, but they chafe under their obligations. They know only rumors of what happened to the dragon gods, in the time before the elves.
Dealing with beings from elsewhere is almost always a bad thing…
Elementals are what powerful wizards use to power vast conspiracies…
Demons are summoned and it’s never a good thing…
Devils are bargained with and it always goes wrong…
Djinn are tricksters who appear as slaves to their lamp owners but they’re really trying to enslave us through our own blunders…
The Fey… are inscrutable… deadly whimsical… they steal children and eat them… or worse.
Witches bargain their lives and souls for power and can never be trusted.