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Regions (like Raiaera for example) may have their own regional religion set up. This faith exists outside of all others, and possibly even in conflict with them. It is not to be assumed that this religion is welcomed or even respected on all parts of Althanas.


The Althane Axis

The Core Deities:
The Elder Thayne Deities and the City-States they championed.
(Descriptions of unofficial / mythical locales are available when necessary)
  1. Hromagh the Strong, Kachuck (Alerar)
    • Aspect: Strength, Beasts, Retribution, and Wrath.
    • Center of Worship: A temple of his stands atop a plateau, somewhere in Kachuck.
    • Manifestation: Often depicted with the head of a bull, paws and mane in the semblance of a lion, and the body more or less of an upright bear. His size and weight is often depicted as variable, although it is generally accepted that he is of overwhelming size and stature. Depicted as male.
    • Mannerisms: The “beast god” is known for his temper, and is said to be easily angered and provoked, with a reaction much, much more terrible than originally conceived. Illiterate, and speaks through body language: primarily his eyes. Native American, Norse, and Hatian in theme.
    • Acts Attributed to Hromagh: Mass unrest in the actions of beasts and a worldwide tendency toward strife.
    • Chief Relic: The Madstone (See Relics and Artifacts).
  2. Khal'jaren the Sage, the Black Desert (Raiaera)
    • Aspect: Intelligence, Knowledge, Mathematics, Linguistics, History, Learning, and Arthropods.
    • Center of Worship: An extensive library and observatory stands in the midst of the Black Desert as his center of his favor, now fallen into disrepair, yet still used.
    • Manifestation: Whenever he manifests, either in dreams or otherwise, he takes the shape of a man-sized mantis. The patterns on his compound eyes have been characterized as a plotting of a mathematical equation so complex, it’s inconceivable to mortal minds.
    • Mannerisms: The “sage god” is humble, yet can be somewhat patronizing in his seemingly infinite knowledge. When angered, he forms the most intricate plots towards someone’s downfall. When appeased, he grants his knowledge and counsel. Enigmatic, yet benevolent to those he deems worthy. Depicted as male. Middle Eastern in theme.
    • Acts Attributed to Khal'jaren: Cultural Golden Ages, Dark Ages, and all things having to do with learning. He prefers to have less direct influence, and simply influence individuals and cultures toward greatness.
    • Chief Relic: The Panopticon (See Relics and Artifacts).
  3. Draconus the Ancient, Gorandis (Corone)
    • Aspect: Constitution, Endurance, Fortitude, Longsuffering, Peace, Sloth, and Reptile-like creatures.
    • Center of Worship: An ancient fortress stands somewhere in Corone, high walls and stable embattlements. No signs of wear at all.
    • Manifestation: Reptilian and male, with characteristics of most reptiles all rolled into one. He usually is presented with a large ruff of skin behind his head (very similar to a “Frilled Dragon”). He presents himself as an enormous dragon, stricken with a blight of slow decay. His manifestations are often a progression of him going from healthy, to decaying into a rotting undead creature due to his being trapped in the Antifirmament (See Planes of Existence).
    • Mannerisms: Calm, yet bitter. He can be extremely dangerous when his anger gains momentum, although he is characteristically slow to act. For this reason, his acts of aggression are often seen as unwarranted, simply because they’re so far detached from the provoking event. He is the embodiment of the concept of armor in both body and attitude, and is extremely difficult to move once he’s set his mind on something. At times he can be very stubborn, with a love for riches and grandeur. Also referenced under the titles of “Wyrm-God” and “the Drowned God.” Roman, Mesopotamian, and Incan in theme.
    • Acts Attributed to Draconus: Destruction from an unknown source, survival against overwhelming odds, stirring of dragon-like or draconian creatures from their slumber.
    • Chief Relic: Greylock’s Warsuit (See Relics and Artifacts).
  4. Y'edda the Wild, Ruild (Concordia)
    • Aspect: Dexterity, Cunning, Precision, Accuracy, Escape, Revolution, and winged creatures.
    • Center of Worship: Ruild, a druid-town high in the Concordian canopy, is a shrine occupied by wood-dwarves who believe their town stands atop the shoulders of the fabled Root Walker (See Bestiary).
    • Manifestation: Always female, and usually bird-like, she often takes the shape of a beautiful yet wild woman clad in woven vines, feather jewelry, and beadwork. When in bird form, she most often takes the shape of a bird of prey of unique coloring. The fastest thing in the sky. Also known as “Sky Queen,” “the Rogue,” and “Sky Mother.”
    • Mannerisms: A born fun-loving daredevil; meeting all challenges with every inclination of success. Y’edda values freedom above all things, and has proven herself to be not only impossible to cage, but an escape artist as well. She is the most elusive of all deities, and you get her attention, keeping it can be an infinitely frustrating task. Asian in theme.
    • Acts Attributed to Y'edda: Widely varied, as her intentions are chiefly her own, although protection of the Concordian Realm is one of her concerns.
    • Chief Relic: Light of the Ebon Brand (See Relics and Artifacts).
  5. Jomil the Hermitess, Wilderlands (Berevar)
    • Aspect: Wisdom, Unmaking, Entropy, Amphibians, Chaos, Introversion, and Sadness.
    • Center of Worship: Technically, it is everywhere and nowhere at the same time. Jomil travels constantly, thus taking the “axis mundi” of her influence with her wherever she goes. She never stays in one place for too long, although she always returns to a region of Berevar she refers to as the Wilderlands.
    • Manifestation: Female. Almost always, she manifests as a humanoid clad in a ragged, burlap robe. According to accounts, however, of those who saw her bare skin, she has a pale blue-green tinge to her flesh, with irregularly placed dark teal flecks, and rivals the beauty of her sister V’dralla. Despite her dress, she seems impervious to Salvar’s biting cold. Also known as the “Queen of Unmaking,” because in her presence, there is a high chance that mortal-crafted objects begin to corrode.
    • Mannerisms: Extremely humble, and assumes everyone thinks she’s hideous as most of the attention has been given to her sister, V’dralla. A quiet and gentle soul, she has tendencies to collapse into herself and leave everything behind (often in ruins). Nearly obsessed with her appearance, although in a tragic, negative sense. One of her biggest flaws can be her tendency to be self-defeating. Slavic in theme.
    • Acts Attributed to Jomil: Mushrooms in a staggered line (said to sprout in her footsteps), devolution, retrograde motion of stars, low tide, wilting of plant life.
    • Chief Relic: The Icehenge (See Relics and Artifacts).
  6. V'dralla the Fair, Bal Cada (Elorren)
    • Aspect: Charisma, Beauty, Persuasion, Fertility, Nature, Immortality, the Elements, and Narcissism.
    • Center of Worship: There are rumors of a hidden shrine to her on the island village of Bal Cada, said to possess revitalizing waters with the ability to grant youth to the weary.
    • Manifestation: Female and faery-like. As the dominant force of nature, she has four prime manifestations in concordance with the four seasons. Winter gives her a pale allure that’s led many an adventurer to a freezing death. Summer, however, is a radiant figure that can blind those who dare to look at her. Her spring manifestation is, by nature of the season, quite fruitful and supple. Autumn, in contrast, is the exact opposite. Where her spring manifestation bestows youth and new life, her autumn manifestation saps youth, for a rebestowing of it in the spring. Her purpose here is that of a pruner, constantly giving life to some beings, and taking it away from others.
    • Mannerisms: Vain. Extremely vain. She feeds off of compliments, and rewards flattery with pleasure, thus leading her to be one of the more popular deities among males. She is, by her very nature, a femme fatale. V’dralla has been said to be somewhat playfully cruel, in leading men blindly to their deaths with her beauty.
    • Acts Attributed to V'dralla: Changing of the seasons, high tide, natural disasters, rampant growth, disease, fertility and lack thereof.
    • Chief Relic: The Cup to V’dralla (See Relics and Artifacts).