Table of Contents
Deities from Official Pantheons
Over the years, I have used a lot of deities from different versions of the official pantheons - going right back to Deities and Demigods from AD&D I. This list describes my preferred version of those deities, that are significant in my world.
International Faiths
International Faiths are worshipped across the whole region and, possibly, further afield. However, cults prioritizing different aspects of the deity might hold sway in different regions.
Wee Jas
LN(E) (domains = Domination, Inquisition, Law, Magic, Mind, Repose)
Holy Symbol = a red skull
Wee Jas thinks of herself as a steward of the dead, and was once the primary death deity of the region. Though she is a relatively benign death goddess, she has no problem with undead being created - as long as they are not reanimated against their will, and their remains are procured lawfully. Wee Jas is unconcerned with questions of morality; if it can be done within the confines of the law, she will allow it. Jasidan priests teach that magic is the key to all things. Jasidan are expected to show respect towards their predecessors and the departed. She is known to have three 'sects' of followers, and may have more.
- Hann Sect (LN): Mainly centred around Magic University at Twabeck, in The Strongholds.
- Sakhar Sect (LN[e]): Found as priests in the pyramids of Sakharan City Gods.
- The Old Sect (LE): Once rules the region via the Wangate Empire, still found as pockets of undead priests.
The Green
There is no standard method of worship, alignment, or a single deity associated with The Green, however the concept of treating nature with respect permeates the whole of the Empire. It might be the priests of Erastil in West Telida, Elhona in the Strongholds, Obad Hai and Jack Butterfly in Galina or The Old Lords spread around the periphery. Each of teaches that nature should be treated with respect – although the specifics of their faith will vary.
Great Deities of the Empire
These deities are recognized across the Hann Empire and worshipped across large swathes of it. With Pharasma they give the Hann Empire its identity.
“The Empire is ruled by Nobles, but they are expected to rule for the benefit of everybody, and to build relationships through trade and fair dealings. Everybody has their own fate, but good things come to those who work for them. While business and trade are important, so too is agriculture and the countryside – work with nature, rather than against it.”
Some neighbouring and allied states venerate these core deities as well, but not to the extent of The Hann Empire.
Pelor
NG (domains = Nobility, Good, Healing, Strength, Sun, Community)
Holy Symbol = circle with six points that radiated outwards
Pelor most often appeared as an elderly man with untamed golden hair and a bushy beard, dressed in white garb. Pelor was seen most often as a gentle and sympathetic divine figure that appeared to good-hearted people in their time of need. He and his clergy were not pacifists however, and the Shining One brought down terrible wrath upon the forces of darkness in the multiverse. Pelor's doctrine teaches that strength is best exemplified with generosity and penitence. Those with true power never had to demonstrate it to others.
Abadar
LN (domains = Earth, Law, Nobility, Protection, Travel)
Holy Symbol = golden key
Abadar is often described as a clean, refined and cultured human, with dark hair and wearing a golden breastplate. Dressed in an embroidered cloak and fine clothes, he is often depicted possessing a number of keys. Abadar and his followers wish to bring the light of civilization to the wilderness, to help educate all in the benefits of law and properly regulated commerce. He expects his followers to obey all meaningful laws, but not those which are ridiculous, unenforceable, or self-contradictory. He is also a great proponent of peace, as war inevitably leads to the degradation of trade and the stifling of prosperity for the general public. He advocates cautious, careful consideration in all matters, and frowns on impulsiveness, believing that it leads to the encouragement of primitive needs. Abadar discourages dependence on government or any religious institution, believing that wealth and happiness should be achievable by anyone with keen judgement, discipline, and a healthy respect for all sensible, just laws
Deities of the Empire
These deities are venerated and worshipped widely, but not universally, and do not have the same impact of the Empire's great deities. They are also venerated in neighbouring and allied states.
Desna
CG (Domains = Chaos, Good, Liberation, Luck, Travel)
Desna is a beautiful elven woman, with butterfly wings containing all the beauty of a clear night sky. She is often depicted as having dark hair, silvery eyes, and a coy but distant smile, wearing diaphanous gowns and sometimes accompanied by swarms of butterflies. Desna is the goddess of travel and journeys, and there are few who traverse the roads who wouldn't spare her a prayer or a simple-worded plea for benediction. Scouts, sailors, and those who travel for travel's sake make up a large number of her followers, though her focus on luck also makes her a favorite deity among gamblers and thieves. Whatever their calling, followers of the Song of Spheres search the world for new experiences, and try to live their life to the fullest.
Local Deities
Less important deities that are only really worshipped in one or two places.
Kurgess (East Telida)
NG (Domains = Community, Good, Luck, Strength, Travel)
Holy symbol = a flexing muscular arm holding a golden chain.
Kurgess is a demigod associated with healthy competition, sport, and physical development, primarily venerated in East Telida. He strongly believes that competition is healthy and encourages mortals to challenge themselves and push beyond their comfort zones, hoping to inspire greatness and the setting of even higher goals. The Strong Man also teaches how not to be a sore loser, as well as how to be a graceful winner.
Imbrex (Berhof)
LN (Community, Earth, Law, Strength) Holy symbol = Clasped hands
Imbrex, the Twins, are two creatures hundreds of feet tall with reptilian humanoid features who resemble stone statues. They call themselves Imbrex and rank as one of the Eldest: divine fey creatures of tremendous power said to be able to reshape the very fabric of the First World on a whim. Whether the two parts of Imbrex are indeed akin to twin siblings has never been fathomed. Imbrex cares little about its worshippers, who can never predict how their prayers and questions would be answered, or how their actions will be rewarded or punished.