- Agrik (AG-rik)
The fiery, evil god of war, favored by those who enjoy cruelty and destruction. Agrik is worshipped by dozens of squabbling clerical sects and fighting orders.
- Halea (ha-LEE-uh)
The goddess of wealth and pleasure. She demands unswerving devotion from her adherents. Only women can enter her clergy.
- Ilvir (il-veer)
The creator of the Ivashu. His followers are individualistic, creative, and mystical. Dozens of sects worship Ilvir, although his adherents are few and mostly found in Orbaal.
- Larani (la-rAH-nee)
The Lady of Paladins is the goddess of chivalry and battle, favored by the feudal nobility. Those who follow her are expected to display courage, compassion, and honor.
- Morgath (MOr-gath)
Morgath is the master of chaos, evil, and the undead, who despises all things fair and noble. His church is dour and ruthless, and infamous for its human sacrifice.
- Naveh (NAH-vay)
A god of darkness, best known as the bringer of nightmares, and worshipped by thieves and assassins. His fanatical clerics will commit suicide to prove their faith.
- Peoni (pee-OH-nee)
The gentle goddess of agriculture and healing, worshipped by most rural folk. Peoni’s clergy are divided into celibate male and female orders; both maintain hospitals. Temples are always near poverty.
- Sarajin (sah-rah-YEEN)
The god of battlelust, who demands honor and bravery from his adherents, mostly Ivinians. His sport is war and he sometimes joins human battles.
- Save-K’nor (sah-vay-kuh-NOr)
The god of knowledge and seeker of enlightenment, the Sage of Heaven. His adherents believe that a stable and ordered society precludes evil behavior.
- Siem (see-EMM)
The benign god of mystery, magic, and dreams. He is the special deity of elves and dwarves. Siem’s worshippers favor a personal approach to the deity.
To prevent all-out war, there is a Concordat limiting the interference of deities in the affairs of lesser beings. Although mortals cannot know the truth or nature of these limits, the following principles, hotly debated by theologians, have evolved to justify the limitations of the gods.
These principles are not always followed precisely by the deities, are often violated by demigods, and certainly do not apply to mortal adherents.
Principle of Ineluctability: A mortal mind cannot comprehend divine purpose.
Principle of Transpotence: Since there is more than one deity, and lethal conflict between them is possible, the deities are not omnipotent.
Principle of Preservation: The gods cannot initiate any action that might result in the destruction of the All.
Principle of Reaction: Every intervention can be countered by a morally-opposing deity.
Principle of Proxy: The gods cannot act directly against one another, only through the conflict of demigods and mortals.
Principle of Faith: The gods are reluctant to prove their existence, and use natural force whenever possible to explain their acts.
Principle of Interference: Deities cannot take direct action against the adherents of another deity, nor take their loyalty by threat of force. If called upon to save the day in a hopeless melee, deities are far more likely to preserve their own adherents than to harm the adherents of another deity.
Principle of Piety: Intervention cannot occur unless requested by an adherent.
Principle of Revelation: Deities cannot give unearned knowledge to their adherents.
Principle of Force: The gods always employ the minimum force necessary for an intervention.
Principle of Self-Interest: Deities are never obliged to act against their own interests.
Principle of Temporal Integrity: No deity may modify the past.