Gods and Cosmology of Cerilia
Name Align. Symbol Portfolio Worshippers Favored Weapon
Avani(G) LN A rising sun Sun, reason, magic Khinasi, scholars, philosophers, magicians Spear
Belinik(I) CE Crossed axes Battle, feuds, fear Vos men, fighters, barbarians, tyrants Great axe
Cuiraécen(L) CG Sword & lighting Storms, conflict, battle Warriors, the reckless Long sword
Eloéle(L) CN Black dagger Night, darkness, thieves, deception Rogues, thieves, smugglers, spies, liars Dagger
Erik(G) N Oak tree Nature, harvests, hunting Rjurik, druids, rangers, hunters, barbarians, farmers, hunters, travellers Great axe
Haelyn(G) LG Sword & sunburst Courage, justice, chivalry, rulership, war Anuireans, regents, officers, paladins, nobles Great sword
Kriesha(L) LE White hand Winter, hardship, beasts of the cold Vos women, barbarians, witches Mace
Laerme(L) CG Harp & flame Fire, love, art Bards, artisans, young lovers Short Bow
Nesirie(I) NG Trident & wave Ocean, grief, healing, remembrance Masetians, healers, sailors, mourners Trident
Ruornil(L) N Moon & night sky Night, moon, magic, mystery Spellcasters, explorers, undead-hunters, advisers, counsellors Staff
Sera(I) CN Silver scales Wealth, luck Brecht, merchants, rogues, bards Flail
Cold Rider(D) NE Cloaked rider Undead, the shadow world, deceit Undead, the power-hungry Unarmed
Kartathok(G) LE Bloody spear Goblin-kind Goblin-kind Spear
Moradin(G) LG Hammer & anvil Dwarves Dwarves Warhammer
Torazan(D) LE Sword & horn Orogs Orogs Long sword

Power in (). Greater, Intermediate, Lesser, Demigod

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.

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. As long as one's own deity is not at odds with another, acts of simple 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.

Other Powers

In addition, other, lesser powers are worshiped in different areas. Most of these powers are the equivalent of arch-devils, greater spirits, etc. Very few of them actually aid their followers and most are evil or at best neutral beings.

The Shadow World

It is a realm of faerie that parallels Cerilia known as the Spirit World. This was the home of the halflings, who frequently travelled between the two worlds, hence the name halfling, since they were half of this world and half of another. Ths Spirit World is inhabited by many beings unlike humans. Spirits of many kinds, tricksters, malevolent, and benign, all dwelled in a world where natural laws like those in our world did not exist. The Shadow World is separated from Cerilia by a barrier called the Evanescence, this can usually only be pierced by certain spells or by halflings and other fey races. However the barrier is thin in places such as the province of Sideath near Tuarhievel and in the Battle Fens of Vosgaard. The barrier also seems weaker in places frequented by the undead, and places where there has been great suffering and death.
With the proper knowledge, the Shadow World can allow you to travel great distances compared to the mortal world. Travelers must be cautious, a poorly chosen route may lead them to end up in the stronghold of a power like the Master of the Hunt or other more malicious beings.
Human spirits go here after death, for the gods have great realms in the Shadow World. Part of human burial rites is insuring that the spirit of the deceased reaches their patron god's realm safely. The spirits of non-believers or the improperly buried may linger lost in the Shadow World, and be preyed upon by other beings or become dark spirits such as ghosts and shadows.
Other powers have realms here as well.