At the top of the human belief structure are the two primary gods, Fader and Moder. The two are viewed as male and female entities united in a sexual union since the beginning of time. The first result of their congress was the creation of the universe as we know it. According to human beliefs, Fader and Moder are both omniscient and omnipotent. It is commonly held, however, that both entities rarely if ever directly intervene in human affairs.
With the foundation of the world laid, other creations began to issue forth from the union of Fader and Moder. Many of those plants and animals now known were so created, and many more which are now lost to the mists of legend. Among the first of these creations were the beings who became known as The First. These were thirteen humanoids, precursors to and creators of the humanoid races that now inhabit the world.
The First became the progenitors of the humanoid races, each contributing their own species to the world. And for centuries the world existed in harmony as the First and their children lived in peace with one another.
| Name | Race/Gender | Descriptive Names | Symbol | Weapon | Alignment | |
|---|---|---|---|---|---|---|
| Casair | Human/male | Defender, Valorious | Shining Sword | Long sword | Lawful good | Priesthood |
| Kuroz | Human/male | All-Seeing | Blue Eye | Staff | Neutral good | Priesthood |
| Tuath | Human/female | Mercy, Good Fortune | Dove | None | Chaotic good | Priesthood |
| Morback | Dwarven/male | Earth, Law | Pick | Pick | Lawful neutral | Priesthood |
| Fesgarra | Dwarven/female | Life, Protection, Birth, Fertility | Silver Egg | Morningstar | Neutral good | Priesthood |
| Usga | Giant/female | Power, Warfare | Spiked Club | club | Chaotic neutral | Priesthood |
Those First listed above are worshipped by the vast majority of individuals within the Kingdom of the White Sword, as well as by many in other lands. Although not all are of good alignment, those listed above fought together during the war that resulted in the Banishment. Within the lands in the east, worship of these deities is consolidated into a single organization, known simply as The Church.
| Name | Race/Gender | Domains | Descriptive Names | Symbol | Weapon | Alignment |
|---|---|---|---|---|---|---|
| Goratha | Orc/female | Chaos, Trickery, Destruction, War | Pillager, Destroyer, Trickster | Clawed Hand | Whip | Chaotic evil |
| Gragair | Orc/male | Law, Creation, Healing, Strength, Tyranny | Law-Giver, Builder | Small Hammer | Warhammer | Lawful neutral |
| Luuth | Drow/female | Law, Evil, Death, Destruction, Trickery | Evil, Back-Stabber | Bloody Dagger | Dagger | Lawful evil |
| Snodha | Goblin/female | Chaos, Pestilence, Madness, Suffering | Plague-Bringer | Whithered Head | Great axe | Chaotic evil |
| Absadh | Giant/male | Hatred, Domination, Undeath, Death, Retribution | Lord of Death, Revenge | Skull | Scythe | Neutral evil |
In the great war of the Banishment, the First listed above joined with Luuth to oppose the other First. Although acknowledged as First by the Church, worship of these First is generally discouraged (and sometimes actively persecuted). But these first are worshipped in non-civilized areas (among the orcs and goblins of the Shadowed Mountains, for example) as well as in civilized areas where the Church has little if any influence (the Kingdom of Korrok, for example).
| Name | Race/Gender | Domains | Descriptive Names | Symbol | Weapon | Alignment |
|---|---|---|---|---|---|---|
| Onrachd | unknown | unknown | Mysterious | unknown | unknown | unknown |
| Dibir | Drow/male (deceased) | none | Honor, Binder of Oaths | A tied cord | Short sword | Lawful neutral |
Onrachd and Dibir stand outside the normal dichotomy of the First.
When Luuth betrayed the other First, she sought the help of her mate, Dibir. But in the end he could not turn against his brethren. For this act of loyalty and honor, he was slain by Luuth herself. Thus he has no worshippers and no temples.
Onrachd similarly has no temples and worshippers, but for very different reasons. Of all the First, he is the most isolated. Even his fellow First have only seen him a few times in the past thousand years and no mortal has seen him in recorded memory. As a result, little is known about him beyond his name. During the war among the First, Onrachd remained a neutral.
Although the exact causes are lost to the shrouds of history, it is known that at some point Luuth became jealous of her fellow First. She considered herself to be the greatest among them and as support of her position pointed to the superiority of her creation, those elves who would eventually become known as the Drow. Among all the races, they were the most beautiful, the most artistic, the most accomplished. Their great cities towered above all others, their literature and art were worshipped by all the other races, and their scholarship in the arcane and the mundane surpassed all peers.
While the others of the First acknowledged Luuth's accomplishments, few of them regarded her as superior. They had all come from the same creators and thus viewed themselves as being equal. And each could point to his or her own accomplishment to counter Luuth's arguments. In the end, though, Luuth would not be denied. Convincing fives others of the First to go along with her, she plotted to overthrow Fader and Moder and to throw down the others of her kind.
Thus aligned, the war between the First began, with only Onrachd remaining neutral. Each summoned their followers to fight for them and for two centuries war raged on earth and in the heavens. In the final battle, however, Dibir returned to the fold of those fighting for good. His action permitted the cause of good to triumph. For his betrayal, however, Luuth slew him.
Luuth and her followers having been captured, the others of the First prepared to deal with their rebellious brethren by terminating their lives. Fader and Moder, however, intervened. Staying the hands of the executions, the two creators expelled Luuth and her followers from the haven of the First.
While Luuth and her cohorts were protected from the wrath of the First, their followers were not similarly guarded. For more than a century, the remaining First pursued the forces of evil in the land, driving them into hiding. Many sought shelter in the deep catacombs of the underground, while others lost themselves in the unexplored stretches of the wilderness. Still others built hidden fortresses in the mountains, awaiting the day when their secret enclave should be attacked.
The Church is the primary religious organization for the eastern regions of the continent. It is largely comprised of human worshippers, although adherants of all races are not unknown. The Church maintains that there are only two deities, Fader and Moder, who are the creators of the universe. Among the earliest creations of these two gods are the First, thirteen powerful entities who then birthed the major known races. After the Banishment, five of the thirteen First were expelled and one was slain, thus reducing the number of worshipped First to seven, although two of these (Onrachd and Usga) are rarely worshipped by humans despite their official standing within the Church.
The Church was founded by Ernand the Holy. Hagiographies tell that Ernand was a baker in the town of Shallow Mound in the southern lands. He was known to be an honest, upright individual, but not particularly religious. This changed the day when, during a visit to the mound outside of town that gave the village its name, Ernand was visited by Kuroz. Fearful, Ernand fell to his knees but was bade to stand by the celestial entity. Kuroz explained that faith in the Creators had all but vanished in the land and it was Ernand's mission to change this. For the remaining thirty-six years of his life Ernand would dedicate himself to fulfilling his mission.
Although the Church's calender begins in the year of Ernand's conversion, the official date of the Church's founding is CY 23 when construction was commenced on the Gleaming Basillica in the city of Casteal. Although Ernand would not live to see the great temple completed, he did draw up the plans and initiate the work.
The Church of the Creators is a highly hierarchical organization. At the top wielding ultimate power is the Caput Sanctus, sometimes simply called the Caput. Next are the cardinals, twenty-three individuals who serve in the College of Cardinals and assist the Caput. Most cardinals will also hold others titles and responsibilities and it is from this pool that the chief administrators of the Church are appointed by the Caput.
Next are the archbishops, religious leaders over a whole province. Although these offices are seen to be primarily theological in nature, archbishops are also responsible for the administration of their provinces. It is official policy, however, that archbishops (and bishops) will appoint others to handle administrative matters so that they may free themselves for more spiritual concerns. In practice, however, most archbishops take an active role in temporal affairs. Officially, archbishops are appointed by the Caput. In practice, however, secular rulers tend to play a role in the selection process, their degree of influence commencerate with their domain's power.
Reporting to the archbishops are the bishops, who oversee Church affairs in smaller regions. Typically a single archbishopric will contain from three to seven bishoprics. Most bishops achieve their office in the same manner, through appointment by an archbishop with the approval of the Caput (and, as above, with secular rulers having some influence). Some bishoprics, however, have different rules for succession. Several are hereditary in nature, passing from parent to child without any possibility of interruption. Some are elected by the priests and abbots of the bishopric.
Immediately below the bishops are the priests and abbots/abbotesses. These oversee individual churches or monestaries. Unlike the higher ranking offices, these positions are not specifically life-long, although frequently a person may hold such an office until death. A church, if it is particularly large, may actually have several priests, although one will be senior to the others. A monestary will always have only one abbot.
Below priests and abbots are deacons, priors, and novitiates. Depending on the temple's size and proximity to the Exalted City, deacons may or may not be lay people. Similarly a church might have none, few, or a larger number of novitiates, young men and woman who are in training to become clergy. In monestaries, an abbot may have any number of priors to assist him.
In many ways, elves share the beliefs of humans, but they disagree with some of the details. Like the humans, the elves believe the material world was constructed by two creators, Fader and Moder. Similarly, they believe that these two supreme beings gave rise to the entities commonly called the First. Elves,however, believe that following the creation of the First, the two creators lost interest in the world and took no further action in the mortal planes. Thus, they tend to see the First as gods, children of the two creators, and they respect them as such.
Thus the actions of Luuth and Dibir in what would be called the Banishment have particular significance to the elves. To most elves, their god, Dibir, is dead. Thus they hold that they have no god. They respect the divinity of the other First, but elves view themselves as being godless. This does not, however, mean they are without morals or obligations. Quite the opposite, the elves as a race feel responsible for the Banishment and the splintering of the First, since it was their two deities who were at the heart of the conflict. They see themselves as having to atone for the sins of their gods. Thus, elves view themselves as being responsible for the humans, honor-bound to protect and guide them. This does not, of course, mean that they are in any way slaves to the humans. Elves choose their own way to protect and guide and the opinion of the humans in this regard carries little weight with them. More accurately, elves tend to see humans as almost children that must be guarded and shepherded. And as with children, frequently the humans must be allowed to make their own mistakes, since they clearly are not yet intelligent enough to accept the elve's superior wisdom.
As a result of their lack of a god, the elves have no organized religion and rarely worship any deity. Those few who do choose to devote themselves to a deity select one from among the other First, the gods of the humans being the most common. Usga, the good Giant goddess, is also a common choice, but it is rare for an elf to ever worship a dwarven god. Such an elf would be viewed with at best pity and at worst disdain and pity by other elves.
Because of this situation, there are very few clerics among the elves. The few that take up this calling must select from among the other gods and a result they often travel far from the elven lands. Elven druids, however, are more common, even in the great city of Tallan on the Gray Isle. Among the various druidic traditions of the races, the elves are the most organized, with a central temple and administrative center in Tallan, but they still maintain a looser structure than most organized religions.
The Church has officially labeled the elven beliefs as heretical. Among the heresies denounced by the Church, however, this is the least persecuted. Elves are rarely harmed as a result of their beliefs and when they are, it is always the result of a zealot rather than official Church policy. Humans who subscribe to elven beliefs however are more frequently persecuted, with some having even been put to death. In 1203, the entire village of Hintervale in the Duchy of Atrom was put to death after a majority of the people began following an elven druidic who had taught about the elven belief system. The elven druid, however, was unharmed although he was banished to the Gray Isle. It is uncommon, however, for humans to adopt elven beliefs and as a result such persecutions are unheard of today.
| Alignment | Any good |
| Minimum Ability Scores | Wisdom 12; Wisdom 16 gives +10% experience bonus |
| Races Allowed | Dwarves, gnomes, half-elves, halflings, humans |
| Required Weapon Proficiencies | Morningstar |
| Permitted Weapons | Axe (all), Club, Hammer (all), Mace (all), Morningstar |
| Permitted Armor | All armor and shields |
| Other Limitations | None |
| Major Spheres of Influence | All, Divination, Guardian, Healing, Protection |
| Minor Spheres of Influence | Combat, Creation |
| Powers | +1 per die on cure rolls. At 5th level, regenerate 1 hp/turn. At 15th leve, ability to commune with Fesgarra once per week (1 question only). |
| Turn Undead | turn |
| Alignment | Lawful or neutral good |
| Minimum Ability Scores | Strength 12 and Wisdom 10; Strength 16 gives +10% experience bonus |
| Races Allowed | Dwarves, elves, gnomes, half-elves, half-orcs, humans |
| Required Weapon Proficiencies | Long sword |
| Permitted Weapons | As fighter |
| Permitted Armor | All armor and shields |
| Other Limitations | None |
| Major Spheres of Influence | All, Combat, Guardian, Protection, Summoning |
| Minor Spheres of Influence | Elemental, Healing |
| Powers | Laying on of Hands as the Paladin ability. At 5th level, gain extra chant once per day, and taking damage does not interrupt the chant (this casting only). At 12th level, ability to Heal once per day, but only those of lawful or neutral good alignment. |
| Turn Undead | turn as cleric two levels lower |
| Alignment | Any non-evil |
| Minimum Ability Scores | Intelligence 12; Intelligence 16 or greater gives a 10% experience bonus |
| Races Allowed | Elves, gnomes, half-elves, halflings, humans |
| Required Weapon Proficiencies | Staff |
| Permitted Weapons | Dagger, any blunt |
| Permitted Armor | Any non-metal |
| Other Limitations | None |
| Major Spheres of Influence | All, Astral, Charm, Divination, Summoning, Sun |
| Minor Spheres of Influence | Creation, Elemental |
| Powers | Tongues once per day for every three levels of the priest. At 5th level, cast Augury once per day with no chance of failure. At 12th level, cast Commune once per week with no chance of failure. |
| Turn Undead | turn |
| Alignment | Any non-lawful and non-evil |
| Minimum Ability Scores | Wisdom 10 and Charisma 12; Charisma 16 or greater gives a 10% experience bonus |
| Races Allowed | Elves, half-elves, humans |
| Required Weapon Proficiencies | none |
| Permitted Weapons | Any blunt |
| Permitted Armor | Any non-metal |
| Other Limitations | None |
| Major Spheres of Influence | All, Astral, Charm, Divination, Healing, Necromantic, Protection |
| Minor Spheres of Influence | Creation, Sun, Weather |
| Powers | +1 Luck Points per level. At 5th level, Soothing Word once per day, removing fear effects and influence hostil reactions. At 14th level, can memorize and cast Miracle as a 7th level priest spell with the same effect as a Limited Wish. |
| Turn Undead | turn |
| Alignment | Any non-lawful and non-evil |
| Minimum Ability Scores | Strength 12, Constitution 12, and Wisdom 10; Strength 16 or greater gives a 10% experience bonus |
| Races Allowed | Elves, gnomes, half-elves, half-orcs, humans, orcs |
| Required Weapon Proficiencies | Club |
| Permitted Weapons | As fighter |
| Permitted Armor | Any armor and shield |
| Other Limitations | None |
| Major Spheres of Influence | All, Combat, Elemental, Healing, Protection |
| Minor Spheres of Influence | Creation, Necromantic, Sun |
| Powers | Incite Berserker Rage once per day per 4 levels, giving the target +2 to attack and damage rolls. At 5th level, Soothing Word once per day, removing fear effects and influence hostil reactions. At 14th level, can memorize and cast Miracle as a 7th level priest spell with the same effect as a Limited Wish. |
| Turn Undead | turn |
| Alignment | Any non-chaotic and non-evil |
| Minimum Ability Scores | Strength 10 and Constitution 12; Constitution 16 or greater gives a 10% experience bonus |
| Races Allowed | Dwarves, elves, gnomes, half-elves, halfling, humans |
| Required Weapon Proficiencies | Pick |
| Permitted Weapons | Axe (all), hammer (all), mace (all), pick |
| Permitted Armor | Any armor and shield |
| Other Limitations | None |
| Major Spheres of Influence | All, Creation, Elemental, Guardian, Protection |
| Minor Spheres of Influence | Combat, Healing |
| Powers | +1 damage when fighting chaotic creatures. At 7th level, can memorize and cast Stoneskin as a 4th level priest spell. At 17th level, can enter the Elemental Plane of Earth as a druid of the same level. |
| Turn Undead | turn |