Pantheon of Heroes

Arymyr

He Who Delights in Battle, Father of Victory, Lord of War

Symbol: An ebony black sword stabbing an Illithid skull
Alignment: Chaotic Neutral
Portfolio: War, Courage, Endurance, Strength
Domains: Courage, Destruction, Strength, War

Perhaps one of the most unheard of Heroes during the Reckoning, Arymyr was relatively incognito to the people of Vanyar. Charged with the defense of Nargothrond from the Illithids, Arymyr spent years honing and perfecting his craft as a warrior. When elevated to divine status, Arymyr had to spend many of the first years after becoming a god reaching out to the people of the Empire to follow him. Now that he has established a base, he is viewed as a powerful warrior and is called upon by all who need favor in combat.

Though a Dark Elf as a mortal, Arymyr hardly looks like one anymore. Towering at 7’ 5," the giant well-built Dark Elf is clad in obsidian armor that appears to have been stained by the blood of various beings and creatures. At his back is his greatsword the god-Cleaver, said to be able to cut through any material in the Universe. Arymyr always carries trophies from his latest endeavors either around his neck or on his belt. At all times there is an Illithid head hung around his neck.

As the god of war, Arymyr is loved by soldiers and warriors of all walks. No matter what battle a person is in, and what side the individual fought on, the one certainty is that they will be fighting beside and against a follower and cleric of Arymyr.

Dogma
Arymyr doesn’t win battles, he helps the deserving warrior win battles. War is fair in that it oppresses and aids all equally and that in any given battle, a mortal may be slain or become a great leader among his or her companions. It shouldn’t be feared, but seen as a natural force. Arm all for who battle is needful, even foes. Retreat from hopeless fights but never avoid battle. Slay one foe decisively and halt a battle quickly rather than rely upon slow attrition or the senseless dragging on of hostilities. Remember the dead that fell before you. Disparage no foe and respect all, for valor blazes in all regardless of age, sex, or race. Arymyr looks with favor upon those that acquit themselves honorably in battle without resorting to such craven tricks or attacking from the rear. Consider the consequences of the violence of war, and don’t wage war recklessly.

Clergy and Temples
Clergy often garb themselves in rust-colored garments while wearing iron skull caps. They are charged with keeping warfare a thing of rules, respected reputation, and professional behavior, minimizing uncontrolled bloodshed and working to eradicate feuding that extends beyond a single dispute or set of foes. At the same time, they provide training to any and all who ask. Clerics preserve the names of the honored battle-fallen. Clerics are also charged to collect and venerate the weapons and armor of famous and respected warriors. Temples are usually thought of as walled military compounds than what is usually considered a temple. All temples of Arymyr house training grounds and a fully stocked armory. Given that believers and clergy may end up on opposite sides of a battle, the church lacks any central authority. However, within a given temple or order there’s usually a strict adherence to military rank and a clear chain of command.

Bazrik

The Smith, the Creator, the All-Father

Symbol: A green leaf with a smith’s hammer in front of it
Alignment: Neutral
Portfolio: Crafts, Creation, Earth
Domains: Craft, Creation, Earth, Metal

A simple Dwarf blacksmith who came to walk the path of the Druid, Bazrik quickly rose to prominence becoming one of the central individuals involved in the War of Wars. After the Reckoning, many remembered that Bazrik was a student of Elros and believed that the master-student relationship would continue within divinity. The Creator was able to stand apart from his former mentor and embrace his own identity as the keeper of creation in all its forms. Bazrik transforms ideas into concrete form and inspires mortals to make new things. He cares only for the act of creation, and while he always strives for an item to be used in an ethical manner, he places more emphasis on the act rather than the use.

Dogma
Those who serve Bazrik do. Become skilled at forging or some craft, and practice making things and various means of joining and fastening until you can create devices to suit any situation or space. New inventions should be elegant and useful. Practice experimentation and innovation in the making of tools and the implementation of processes, and encourage these virtues in others through direct aid, sponsorship, and diplomatic support. Keep records of your strivings, ideas, and sample devices so that others may follow your work and improve on what you leave behind and encourage others, such as farmers and hunters, to think of new tools, improved ways of crafting and using their existing gear, and new ways of doing things.

Clergy and Temples
Clerics pray for their spells in the morning before the morning meal. They offer a special prayer of thanks before making anything. A single holiday exists to celebrate and share inventions with fellow clerics. Many clerics travel from city to city working as master craftsmen. Settling in one place is uncommon unless it can be proved that the particular location is of major significance for creation purposes. Each cleric creates various caches, investments, alliances, and any inventions they can find. It’s their duty to assist inventors and innovators and to file regular reports with the nearest Master (one who leads a religious community or tends to a holy site). The central altar of any temple always involves a massive anvil. Backrooms serve as workshops. Clergy wear green ceremonial vestments with a brown and stole. Over their shoulder they wear a leather sash ending in a large pouch that’s dotted with various tools and crafting materials. The vestments also include large sunhats and large belts.

Corwyn

The Deity with Two Bodies, the Trickster, the Laughing Bard, the Dragon Mystic

Symbol: A grinning Copper Dragon’s face
Alignment: Chaotic Good
Portfolio: Humor, Revelry, Tricks, Wit
Domains: Charm, Illusion, Luck, Travel, Trickery

A simple bard of the now dead kingdom of Westeros, Corwyn’s journey to divinity began with the Second Unification War when he became spiritually bound to the Copper Dragon Maxius. Over the course of the war the two’s spirits began to merge so that by the end of the War of Wars the two individuals were one person with two separate bodies. Throughout the course of Dagoth Dagathúr, Corwyn and Maxius were generally seen as the quintessential adventurers; seeing each new day as an opportunity to acquire and create more stories. When the Reckoning took place, both were elevated as deities in the hopes that their adventurous attitude could inspire the next generation of heroes.

The Twin-god has two incarnations. One form is that of a well-built human with various draconic features such as lizard eyes, claws, copper scales on his hands, neck, and feet, and dragon wings. The other is that of his Copper Dragon partner Maxius, a colossal size beast that takes great pleasure in travelling the world of Arda in disguise and spreading legends and pranks to all those who are in need of being lifted up.

Dogma
Life is an adventure that should be celebrated through doing anything and everything that helps you have a fun and loving life. Any experience that will make for a good story should be explored so long as the experience does not bring evil upon others or oneself. At the end of the day, all we have is our stories so keep them close because they can be the difference between making someone a hero or a villain. Take full advantage of whatever life throws at you and never discourage in the face of a challenge, for it is in those moments when you can truly come to learn what makes you you. There is always time for another round, especially when that round is shared with friends. Never take your friends for granted because they are the ones who will bring true joy to anything you do.

Clergy and Temples
Corwyn’s church is not centrally controlled by any one figure and is not like many of the other churches in that it has very little interest in forcing a dogma or way of life down the throats of other people. Almost all temples are located on the various roads across the Empire and serve as places and rest and relaxation for the weary traveler. Clergy have no attributed colors that they cover themselves with to show their affection for the Trickster, but all either have a symbol of a grinning Copper Dragon either in jewelry or tattoo form. All of them are good story tellers and usually have a joke or two to share with any who would hear it. The majority of clerics aren’t tied to a single temple, choosing instead to wander the world and share their stories as Bards or Loremasters. Reception of the Trickster’s faithful is one of wary optimism given that they can either be really inspirational individuals or only interested in jokes and humor that can get taken too far.

Desmond

Master of Coin, Merchant’s Friend

Symbol: An Imperial gold coin
Alignment: Neutral
Portfolio: Commerce, Merchants, Wealth
Domains: Competition, Luck, Trade, Travel, Wealth

Dogma
Mercantile trade is the best road to enrichment. Increasing the general prosperity buys ever greater civilization and happiness for folk worldwide, bringing people closer to a golden age. Destroy no trade goods, raise no restrictions to trade, and propagate no malicious rumors that could harm someone’s commerce. Challenge and refute unproven rumors that could negatively impact trade when heard. Give money to all, for the more coin everyone has, the greater the urge to spend and trade rather than hoard. To worship Desmond is to know wealth. To guard your funds is to venerate him, and to share them well seeds your future success. Call on him to trade, and he will guide you in wise commerce. The bold find gold, the careful keep it, and the timid yield it up.

Clergy and Temples
Desmond’s clergy travel the world aiding merchants or staff temples in large cities that serve as moneylending and changing houses, and safe storage warehouses – all in exchange for fees. Clergy are richly garbed always in the finest material money can buy. Clergy members are under orders to donate 25% of their monetary income to the church, to invest in all enterprises that have any reasonable hope of succeeding if they’re run by devout worshipers of the deity, and to consider other investments if approached by entrepreneurs willing to make substantial offerings to the deity. Personal enrichment’s the sign of a wise cleric, but this must be done through arms-length investments, not openly unlawful acts. Temples are almost always located in cities where commerce in in full flower. The buildings are always ornately designed and with the finest materials and with no expense spared. While the Church goes out of its way to be very exquisite in design, beneath it all is an impregnable fortress more secure than most imperial treasuries that can be rented by wealthy merchants who generously donate to the temple, and the faithful.

D’vainor

Judge of the Dead, Death’s Guardian

Symbol: An gray scale held up by an ethereal green hand
Alignment: Neutral
Portfolio: Death, the Dead
Domains: Death, Oracle, Undeath

D’vainor urges his clerics to act as stewards of the afterlife and to teach the people of Arda that death is a natural part of life. Views all undead as abominations, ordering his servants to destroy them at every turn. D’vainor’s clerics make every attempt to minister to the common people, to demystify the process of death and help the bereaved cope in times of loss. Most folk welcome the appearance of clerics of Kelemvor.

Dogma
Recognize that death is part of life. It’s not an ending, but a beginning, not a punishment but a necessity. Death is an orderly process without deceit, concealment, and randomness. Help others die with dignity at their appointed time and no sooner. Speak against those that would artificially prolong their life beyond natural limits, such as the undead. Do honor to the dead, for their strivings in life brought Arda to where it is now. Forgetting them is to forget where we are now, and why. Let no human in all of Arda die a natural death without one of D’vainor’s clerics at their side.

Clergy and Temples
Most holy ceremonies involve blessing a soul for the transition into the afterlife. Very rarely do Clerics use resurrection to bring fallen individuals back from the dead. Clerics never rebuke or command undead. Clerics perform funerals, settle the affairs of the dead, and often are called upon by local lords or magistrates to oversee the execution of last wills and testaments. Members of the clergy tend to be taciturn, even morose at times.

Elros

The Great Father, the Soul of Arda

Symbol:
Alignment: Neutral Good
Portfolio: Animals, Beasts, Flora and Fauna, Nature, Seasons, Weather
Domains: Air, Animal, Earth, Fire, Moon, Plant, Storm, Sun, Water

He likes nothing more than instructing Arda’s citizens on how the land itself might enrich their lives. Elros rarely manifests himself in physical form, preferring to diffuse his essence throughout the living land of Arda.

Dogma
Growing and reaping are part of the eternal cycle and the most natural part of life. Destruction for its own sake and leveling without rebuilding are terrible. Let no day pass in which you have not helped a living thing flourish. Nurture, tend, and plant wherever possible. Protect trees and plants, and save their seeds so that what is destroyed can be replaced. Plant a seed or a small plant at least once a tenday.

Clergy and Temples
Clerics and druids pray for spells at sundown. The clergy holds few organized holidays, instead instructing the faithful to give thanks to Elros at every sunrise and in every moment the natural beauty of the world fills them with joy. The Pastorals minister to farmers and agricultural workers in civilization. The Shapers tend to the wilderness. There is no real central authority. Elros sets out a doctrine outlining a general set of values and taboos, but how each cleric adapts this code for themselves and their flock is largely a matter of personal interpretation. Most clerics are patient and quiet, slow to anger, and prefer passive diplomacy to open conflict. City temples double as granaries and open gardens. They preach a respect for the natural world and emphasize programs of replanting, careful irrigation, and crop rotation to ensure the earth’s not despoiled.

The Faceless Lady

The Many-Faced Deity, Mistress of All That is Secret and Hidden, the Shape-Changer, Queen of Lies, the Lady of Mysteries

Symbol: A blank white and black mask on an inverted field
Alignment: Chaotic Neutral
Portfolio: Deception, Illusion, Intrigue, Lies, Secrets
Domains: Charm, Illusion, Knowledge, Trickery

She’s self-possessed, confident, and fond of intricate plots, though her schemes are always getting her into trouble. Her true form is unknown. The church is widely feared for its penchant for thievery and stalking the shadows. Most outsiders view it as little more than an organized guild of rogues cloaked in the veneer of religion. Her reputation for intrigue lingers on, and astute observers have noted that his church often acts as a network of spies for hire as well.

Dogma
The world belongs to the quick, the smooth-tongued, and the light-fingered. Stealth and wariness are virtues, as are glibness and the skill to say one thing and mean another, twisting a situation to your advantage. Honesty if for fools, but apparent honesty is valuable. Make every truth seem plausible, and never lie when you can tell the truth but leave a mistaken impression. Subtlety is everything. Manipulation is better than force, especially when you can make people think they have done something on their own initiative

Clergy and Temples
Clerics pray at night in darkness or shadows. At least once a month, each major temple performs the Ritual of the Unseen Presence to acknowledge Arya’s constant scrutiny of all deeds, no matter how well hidden. The church’s second only to Desmond’s church in wealth, which is used to buy agents, bribe officials, sway agreements, and manipulate folk. Each temple has its own policy about interacting and reporting various local thieves’ guilds.

Feyren

The Ki Master

Symbol: A female dark elf meditating on a chaotically colored background
Alignment: Lawful Good
Portfolio: Balance, Inner Peace, Monks, Serenity
Domains: Balance, Mentalism, Mind, Strength

Haldir

The High Propeht, the All-Seeing

Symbol: A silver eye in front of a starry night sky
Alignment: Neutral Good
Portfolio: Foresight, Prophecy, Mysticism, Time, Transcendence
Domains: Dream, Mentalism, Mind, Mysticism, Oracle, Time

Hennet

The Lord of Knowledge

Symbol: An unfinished scroll
Alignment: Neutral
Portfolio: Knowledge, Learning, Common Sense, Wisdom
Domains: Knowledge, Magic, Mind

The Lord of Knowledge sits in judgment of all ideas, deciding whether they’ll be allowed to spread, or whether they’ll die with their originator.

Dogma
Knowledge, particularly the raw knowledge of ideas, is supreme. An idea has no weight, but it can move mountains. Knowledge is power and must be used with care, but hiding it away from others is never a good thing. Stifle no new ideas, no matter how false and crazed they seem; rather, let them be heard and considered. Spread knowledge wherever it’s prudent to do so. Curb and deny falsehoods, rumor, and deceitful tales whenever you encounter them. Write or copy lore of great value at least once a year and give it away. Spread truth and knowledge so that all folk know more. Never deliver a message falsely or incompletely. Teach reading and writing to those who ask, and charge no fee for teaching.

Clergy and Temples
Clergy are divided between the Keepers who tend to the Temples and the Libraries of the faith and the Teachers who go out and spread the message of Hennet. All clergy keep a journal on their person that they use to record what they’ve learned and experienced throughout the day. When a clergy dies, their journal is rebound and added to their home temple’s library. Before becoming a full clergy, all acolytes go through a process known as the Forging where they forge a chain-link collar to signify the various areas of knowledge they have studied along with their position as a clergy of Hennet. All temples to the Lord of Knowledge have a massive library that is usually at the center of the building design. The Order of the Neverending Scroll is a prominent sect of the Church that works to take all knowledge and comprise it onto a single scroll.

Jozan

The Healer, the God of Light, the Helping Hand

Symbol:
Alignment: Neutral Good
Portfolio: Healing, Life, Medicine, Mercy
Domains: Good, Healing, Protection

Kira

The Phoenix, the Imperishable Flame

Symbol: A red phoenix
Alignment:
Portfolio: Resurrection, Rebirth, the Cycle of Life, Fire
Domains: Fire, Good, Healing

Dogma
Life is a perpetual journey where we experience periods of joy, light and happiness that are followed by periods of darkness and trial. The goal of the faithful is to root out the negative pieces of their lives to ensure that the periods of darkness are short and brief while the periods of joy are drawn out and experienced to the fullest. No matter how hard one may try, all experience periods of death and darkness in life. In these times, it is crucial to reflect and learn from the darkness so that when we are reborn in the light we can better purge the corruption from our lives to experience fuller periods of joy, happiness, and light. Just as we seek to purge ourselves of sin and darkness, so mus we do all that we can to purge the world from corruption in the form of evil creatures, undead, and all who follow a path of darkness and despair so that the world may more fully flourish.

Clergy and Temples
All clergy wear red robes usually adorned with gold jewelry. More powerful clergy use prestidigitation effects to wrap themselves with illusory fire. A highly organized and centrally structured church, all clergy are aware of this hierarchy. Every temple is led by a Mother/Father who oversees the daily affairs of the temple congregation. Bishops are above Mothers/Fathers and oversee a collection of churches known as a synod. The leader of the entire church is the Matriarch, who is a female clergy elected from the council of Bishops. All temples generally have a massive window or opening where the sun can illuminate the temple. Every temple also has a never-ending fire at the center of their altar that is only ever extinguished on the feast day of the Reckoning.

Melina

The Scarred Lady, Mother of the Oppressed, the Great Huntress

Symbol: A great snake curled around a clutch of eggs
Alignment: Chaotic Good
Portfolio: Courage, Family, Freedom, Home, Hunting, Motherhood
Domains: Community, Courage, Family, Protection, Strength

Although she is slow to anger, the wrath of the Scarred Lady is terrible in the face of extreme cruelty or atrocities. Melina takes great care to reassure and protect children and young creatures, and takes exceptional offense to those who would harm them. Her wrath is likewise turned to those who would oppress, harm, or exploit those beneath them, socially or otherwise. Yet she is utterly gentle to those who come to her for aid, giving solace to all who ask, especially those who might otherwise be cast aside.

Melina frequently receives the prayers of mothers, pariahs, hunters, public officials, vigilantes, and rebels. Because of her role as mother to the people of Arda and her doctrine of equality and compassion, she is well-loved by the common folk. The church has one of the largest and most faithful followings. However, there are many who misunderstood Melina’s teachings, or outright pity, scorn, or feel threatened by her.

The Church of Melina preaches a doctrine of proactive good works and constant reevaluation of society’s traditions and moors. Critics suggest that Melina’s aggressive altruism often gets in the way of her good sense. Her vanity and enthusiasm cause her to discount the consequences of her actions: she simply hopes for the best and attacks a problem head on, regardless of the ramifications. Proponents counter that debate and delay promote stagnation, and that inaction and apathy are what allow evil to triumph.

Melina occasionally visits Arda in disguise to know and serve her people. It is said that one may cross paths with a woman, riddled with scars, serving as a midwife, scout or hunter. She will carry out her duty faithfully, and then leave without a trace. Although she rarely chooses to fully reveal herself, Melina has been known to reward those with an especially keen eye or compassionate heart with a hint of her true identity.

Dogma
Help all who hurt, no matter who they are. Stick to your cause if the cause is right, whatever the pain or peril; let your suffering have purpose. Accept scars with grace, and wear them with pride. There is no shame in a meaningful death. Stand up to all tyrants, and allow no injustice go unchallenged. Strive to improve the world for the generations that will follow. Care for your young, and your family. Honor parents and other caretakers, for they are the reason you are here. Remember that mortals are not the only creatures with young: do not hunt or slaughter an animal before its time, or kill an animal while it is still caring for its young. Do not hunt for more than what you need.

Clergy and Temples
Temples are typically located in the countryside along major trade routes, serving as waystations for weary travelers. A handful of temples are located in cities and towns. The largest temple is in Altrio, although there is no official capitol for the church. Initiated clergy wear a solid gray tunic, tabard, and trousers, or gray robes as they desire. Melina’s church has several affiliated knightly orders of Holy Liberators and Warriors, who are often recognizable for their archery skills. Members of these orders have a particularly strong intolerance for evil or those who aid evil through slothful inaction, but this zeal is common in clergy as well. Nearly all clergy are trained as midwives regardless of their sex, and many are proficient hunters.

Melina’s church is unique in that it is the only one thus far to not have any favored souls. Many in her clergy believe there will never be any within the church, thinking their goddess prefers to bestow gifts on her faithful later in life when they are fully able to realize and accept them. The church is also unique in that there is a growing rift among its members, split between those intent on carrying on the legacy of Melina’s young mortal hatred of mages, and those who wish to carry on her divine ideas of compassion and justice. The former are considered heretical for their cruelty towards and hatred of magic users, but some outside the church believe this is simply lip service. Sadly, because the church has no strong underlying structure and no central figurehead, specific doctrinal views are difficult to enforce, widening the gap between followers. These conflicts are mostly confined to the Dales and New Essembra, where tensions have historically run high between mages and martial combatants. To compensate for their heretical kin, many orthodox followers of Melina throughout the empire take extra care to cultivate good relations with magic users, through community outreach and other means. More than a few clergy have pointed out that Melina’s consort is a mage, and claim that her followers should likewise treat arcanists with respect. In fact, it is not uncommon to find young sorcerers in particular seeking shelter in Melina’s churches outside of New Essembra, finding acceptance with the Mother of the Oppressed that they would not otherwise have post-reckoning.

Despite having similar goals of bettering society, the churches of Melina and Rowenna butt heads frequently. Many attribute this to a fundamental difference in opinion in what will make people better: structure, or freedom. However, the churches can and will work together for common goals, and their debates never get anywhere close to true conflict. Beyond this, the church of Melina has good relations with the churches of Corwyn, Elros, Jozan and even D’vainor in some locations. Friendly overtures are frequently made to the churches of Hennet and Xaneak with mixed success. No follower of Melina will tolerate the presence of a worshiper of Serlina quietly.

Scripture of the church consists of the rules and ceremonies of the church, the Liberator’s Code, sociopolitical treatises, guides for pregnant mothers and new parents, instructions and blueprints for bow making, and guides to being an efficient hunter. Excerpts of the goddess’s mortal life as told by her brother, Levtin exist but are considered historical documents, not religious ones; they are neither orthodox nor heretical.

Namú

Champion of the Pantheon

Symbol:
Alignment: Lawful Neutral
Portfolio: Agility, Athletics, Discipline, Endurance, Fitness, Personal Growth
Domains: Mentalism, Strength

Rowenna

The Goddess of Truth, Peacemaker, the Just Goddess

Symbol:
Alignment: Lawful Good
Portfolio: Chivalry, Honor, Justice, Law, Loyalty, Truth, Valor
Domains: Community, Courage, Good, Protection

Dogma
Salvation may be found through service. Every failure of duty diminishes Rowenna and every success adds to her luster. Strive to maintain law and order. Obey your masters with alert judgment and anticipation. Stand ever alert against corruption. Strike quickly and forcefully against rot in the hearts of mortal. Bring painful, quick death to traitors. Question unjust laws by suggesting improvement or alternatives, not additional laws. Your fourfold duties are to faith, family, masters, and all good beings of Arda

Clergy and Temples

Serlina

The Living Shadow, Bringer of Darkness, the Lady of Nothing

Symbol:
Alignment: Neutral Evil
Portfolio: Darkness, Rogues, Stealth, Thieves
Domains: Darkness, Evil

All of Arda regard her as a dark and vengeful deity. There is a pervasive belief that her clergy aids those who have been wronged or who have suffered a great loss.

Dogma
All that occurs within the shadows in in the purview of Serlina.

Reveal secrets only to fellow members of the faithful. Never follow hope or turn to promises of success. The dark is a time to act, not wait. It is forbidden to strive to better your lot in life or to plan ahead except when directly overseen by the faithful. Consorting with the faithful of good deities is a sin except in business dealings or to corrupt them from their beliefs. Obey ranking clergy unless it would result in your own death.

Clergy and Temples
Clerics pray for their spells at night. Few followers make their devotion public. Once a tenday, followers must engage in an act of wickedness, ideally after a nocturnal dancing and feasting ritual known as a Nightfall.
All who favor the dark or who do their business by night curry her favor, as do many whose deranged world views might be interpreted as insanity. The church is made up of independent cells that have strong, authoritarian rulers. Temples vary in description but usually double as a place of business or residence. Most feature at least one room bathed in deeper darkness, which is used in religious ceremonies and ritual killings. Serlina’s clery revel in secrets. In civilized lands, they frequently establish exclusive clubs or false cults to further corrupt the foundations of mannered society. Serlinans believe that all that matters is the freedom to live by one’s own dictates; the state exists to limit freedoms and is hence an inherently immoral institution that should be crushed. To them everything deserves to perish, and their duty in life is to encourage the process of destruction.

Xaneak

Lord of All Mages, Archmage of the Deities, the Spell-King

Symbol:
Alignment: Neutral
Portfolio: Magic, Arcane Knowledge, Passion
Domains: Force, Illusion, Magic, Mind, Spell, Summoner

Concerns himself with the advancement and preservation of the magical arts.

He’s the deity of the possibilities that magic can bring about. Although he favors the ethos of good, he knows that as deity of magic, he must preserve the Balance. While he can prevent the creation of new spells and magic items that his philosophy opposes, he rarely exercises this ability unless they threaten magic in general.

Dogma
Reason is the last way to approach magic, and magic can be examined and reduced to its component parts through study and meditation. Maintain and use caution in your spellcasting and magic use to avoid making mistakes that even magic can’t undo. Use magic wisely, and always be mindful of when it’s best not to use magic. Teach the wielding of magic and dispense learning throughout Arda that the use and knowledge of magic may spread. Live and teach the idea that with magical power comes grave responsibility. Learn every new spell you discover and make a copy for the temple library. Don’t hoard your knowledge, and encourage creativity in magic in all ways and at all times.

Love magic for itself. Don’t treat it just as a weapon to reshape the world to your will. True wisdom is knowing when not to use magic. Strive to use magic less as your powers develop, for often the threat or promise of its use outstrips its actual performance. Those who wield magic are privileged in the extreme. Conduct yourself humbly, not proudly, while being mindful of this. Seek always to create and learn new magic.

Clergy and Temples
Clerics of Xaneak pray for their spells at dusk. Whenever a mage ascends to the rank of Magister, Xaneak’s church celebrates a holiday. Texts composed by famous wizards make up the bulk of the church’s canon. Conflicts between mages should be conducted in private according to the dictates of the complicated, usually nonlethal ritual that pits mage against mage in a spellweaving duel. The most powerful member of a given temple is known as the First and refered to as the Revered One. The High One is recognized as the leader of the entire Church.
Focus on more personal forms of worship. Clerics usually multiclass as wizards. Clerics work hard to preserve all magical lore so that magic can flourish in the future regardless of what befalls the thinking races or the powers of the planes. They maintain secret libraries, private safeholds, well-guarded research labs, and small, hidden stashes. Xangolds also search out beings skilled in spell use and keep watch on the power and behaviors of individuals likely to become magic-wielders of importance. They actively seek out sources of old magic. They consider it more crucial to know the precise location of artifacts and items of magical power than to possess them, but wherever possible, they work to wrest control of such things from the aggressively evil, the irresponsible, and the unsound of mind. The hierarchy of the Xangold faith’s wide and varied, separating into orders concentrating on one form of magical energy. Relations between the various sub-groups are very good. Talent and ability outweigh social rank or legendary feats. The Knights of the Mystic Fire accompany clergy on quests to locate hoards of ancient magic.

Pantheon of Heroes

From the Ashes: The Future of Arda hinzc1