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consolidated:hann_empire:religion

Religion

Deities from a number of sources, are worshipped across the region. The Pathfinder Pantheon to the East, the 3.5 pantheon to the north, deities from the Al Quadim Setting in the south, there is even an oriental deity as well. Not to mention a few home brew deities as well - however, note that most of the home brew deities are low powered, compared to the 'official' deities.

Human Faiths

Hann Empire

The main states of the Hann Empire follow a number of diverse deities, drawn from the 3e and Pathfinder pantheons. Pelor and Abadar are the most worshipped deities, while Elhona, Erastil, Pharasma and the Green Faith are all prominent.

  • The Strongholds - Pelor, Abadar, Pharasma, Erastil, Ehlhonna and the Green Faith are the main deities, although a number of other deities are represented as well. While there are cities and towns overall it is has pastoral/agricultural feel, that tries to serve the whole of the population.
  • Urgon - Pelor, St Cuthbert and Abadar are the primary deities, which leads to a strong central administration – which in some areas is really quite oppressive. One province controlled by priests and paladins of Hieroneous. There is an official state religion and strict guilds laws, which are overseen, jointly, by priests of Abadar and St Cuthbert. The overall administration has a Lawful Neutral alignment, with good tendencies.
  • The Tannery League - Abadar, Erastil & Pharasma are the main deities of the Tannery League however, Iomedae and the Green Faith both have regular followings. A League of independent states, it has a bit of a disjointed administration, with each state having their own laws and rule. However, The league has a simple set of laws that must be applied in all states.
  • The Far Coast States – This is, perhaps, the most disorganized of the various states, with a range of ‘favoured’ deities and mixed heritage. In various places you will find Pelor (NG), Kord (CG), Ehlonna (NG), Moradin (Dwarf, LG) Sarenrae (Sakar, NG) Bala (Sakar, N, Music). Cayden (CG), Sivanah (N) Pharasma (N), Abadar (LN), The Cult of the Small Gods, and the Green Faith.
  • Angasa & Galinia – classed as a single ‘region’ although the two states are very different. Angasa is a well run and established City where Pelor, Abadar and the Cult of the Small Gods are the primary deities. Galinia, on the other hand, is still being reclaimed after years of devastation and the Green Faith is dominant. The primary deities found here are Erastil, Ehlona, Obad Hai, Cayden and Jack Butterfly.
  • The Farran Islands - are located just off the coast of the Tannery League, Abadar, Pharasma and the Cult of the Small Gods are popular religions here.

Friends and Neighbours

A number of smaller states are associated with the Empire, but not a part of it. Each of these smaller states has its own, unique, outlook on life – reflected by philosophies of their favoured deities.

  • Porters Bar – The city state was founded by a group chased out of Sinan, generations ago, who incorporated many native traditions, The residents of Porters Bar favour Yarma (god of hope), Arth (patron of soldiers), Pharasma and Shan (a weather deity from Sinon). The royal family (and only the royal family) follow a cult dedicated worshipping to their ancestor.
  • Port Elizabeth – is a town located on a jungle island between Porters Bar and Sakar, and services the trade route between North and South, and worship deities from both traditions. Azan, Yarma and Arth are supported by Haku (the Sakar, goddess of freedom) and the Cult of the Small Gods.
  • The Razardi Islands - this archipelago at the south-west corner of the empire, was once occupied by Sakarans, but ‘liberated’ by The Hann Empire, and it now sits in an uncomfortable position between them. Deities from both traditions sit in the middle of a complex social web, but no one group are dominant. Sarenrae is prominent, supported by Pelor and Abadar from the North, and Haku from Sakar - along with the presence of Cayden and the Cult of the Small Gods, thrown in for good measure.

Dwarven Faiths

The Dwarven faith is complicated. They recognise all Dwarven deities although each mine-hold has its own preferred deity. While there are minor disagreements between the various major deities, the philosophies are strongly aligned, and those disagreements just don’t come up in polite society or conversation – and lawful dwarven society is unfailingly polite. Philosophically, they nearly all teach loyalty to Race, Holding and Clan, reinforced by a great respect for the law and a willingness to work for the benefit of the community. There are slight differences but, overall, the faiths are similar enough that there is no real tension between them.

  • Moradin's Church, is the major faith found in the north and west. It is more conservative and preaches that Dwarves should value their home communities, and work together, for the benefit of the community. This leads to more insular holdings, and followers of Moradin are more likely to stay within their home community or, at the very least, intend to return there at the end of their adventuring career. This doesn't stop the holding trading (on good and fair terms) with other races and communities, just that most of the trade is carried out from the holding. (LG)
  • Torag's Church is the main church in the east, and is more liberal. Not only does Torag accept non-dwarf clerics and followers, he actively seeks to be a patron of crafters (particularly stone and metal crafters) everywhere. His followers are more likely (than Moradin's) to live in Human communities, and are prepared to settle in far away lands, when they retire from adventuring. Torag's followers are more likely (that Moradin's) to go out into the local communities and establish new businesses and find business opportunities. (LG)
  • Magrim’s Church is less common, and only found in a few mineholds. As Torag’s older brother Magrim is recognised as the Dvarven god of fate and the protector of the dead. Magrim’s more pragmatic approach to life is often favoured in those mine-holds that are established in dangerous or difficult places. (LN)
  • Droskar’s Church is rarely found above ground, although he is popular with he grey-skinned dwarves found deep underground, who are known as Duergar. (NE)
  • Laduguer’s Church is in competition with Droskar’s Church for Duergar worshippers and is rarely found above ground. The two strands of the Duergar faith have slightly different ethical philosophies. (LE)
  • Thard Harr is the dwarven patron of Jungle survival, and although he is (technically) part of Moradin’s Pantheon, he is (very occasionally) found as the sole patron of Jungle Dwarf tribes. (CG)

Most other Dwarf deities are part of one of these pantheons.

consolidated/hann_empire/religion.txt · Last modified: 2024/01/05 13:26 by johnb