Clerics, Paladins, and Crusaders draw their divine power from the Deities of Ghost Moon. So the first question this raises, is how and for what purpose, do the "Deities" of Ghost Moon exist. I've decided to make this as comprehensive a guide to religion in Ghost Moon as possible.
* The General Populace
In the primary Gallant campaign world, Lillinor, the general populace ultimately worships the same religion. There are the 10 moons, and each moon as a portfolio of domains and influences. Now, the populace has names for each moon, and each moon does indeed seem to grant powers to those who worship it. However, the Sanctified Church has released over the years a series of documents called The Theses of Divinity in which they laid out and established the natures of the Deities of Gallant. According to the Sanctified Church, (which does consist of priests and clerics of all of the Portfolios), the Moons are not homes of Gods or Gods themselves, but physical manifestations of the divine power that clerics draw from themselves and the faith of those around them. The Gods are metaphorical representations of ideas and concepts that are commonplace and widely accepted.
The only notable divergence is the human Velkiryie religions, in which, they believe that the 10th, smallest moon, is the physical home, of their gods, which have a physical form. None-humans who worship Velkiryie are rare, but tend to follow the Sanctified Churchs beliefs in the matter and view the Velkiryie moon as a manifestation of human-kinds potential and willpower and defining characteristics.
* The Sanctified Church
The Sanctified Church is the first and only religion throughout the Elven, Halfling, Gnome and any civilized people. (Note that this does not include the Highlander Humans, nor the men of Northreach who worship the Velkiryie Pantheon or The Black One, respectively. The Dwaves have their own Sanctified Church which closely follows that of the Elven version, but is as close-lipped as the Dwaves who make it up). The Sanctified Church is as old as any elf is, and has been the source of education through out the elven kingdoms for centuries. The Sanctified Church runs all the universities within the Elven kingdom, and several notable institutions of learning inside the Gnome City-States. The church's populace consists primarily of Elves, Gnomes, and Essendil (enslaved humans). The Dwaven Sanctified Church is not a separate institution, but instead an off-shoot of the main Church in the Elven nations. The Dwarven Sanctified Church follows all of the laws, and codes established by the church and does participate in the yearly Council of Archpriests, but generally remains closed off and out of any political fray or mess.
* The Velkiryie Religion
The Sanctified Church does indeed recognize the 10th moon, Velkiryie as the moon that humans are the most closely related to. However, the Highlanders and Men of Northreach, view their pantheon specific moon as something different. The Humans believe that their gods do indeed have a physical form and actually reside on the 10th moon as their home, Valhalla. The human pantheon will be outlined below.
* The Portfolios as the Sanctified Church views them.
ELSHAN THE FIRST MOON or THE MAGE'S MOON
– Followers of Elshan and those born under it's influence tend to be scholarly, knowledgeable types. They lean more towards bookkeeping, learning, and magic then anything else.
DOMAINS: Magic, Knowledge, Rune, and Law
DARSHAN THE SECOND MOON or THE UNLUCKY
– Followers of Darhsan are considered unlucky and unsavory types, but they claim their god gives them the best luck of all. Gambler's, ne'er-do-wells, and other similar types all seem to gravitate towards the Second moon.
DOMAINS: Luck, Chaos, Destruction
LORSTHIN THE THIRD MOON or THE LOVER'S MOON
– Those who follow Lorsthin, live life to the fullest, enjoying everymoment. Those born under it's influence are destined for great, epic loves, the kind stories are made of. Lorsthin also rules over scorned lovers, cheating spouses, and abused children, but in considered a kindly influence. DOMAINS: Protection, Community, Creation, Good
GRUNDHAN THE FOURTH MOON or THE DWARVEN MOON
– As much as Elfmoon belongs to the Elves, Grundhan belongs to the dwarves. Creation, crafting, runesmiths, the power of Grundhan lies in his bones of Granite, his Blade of Obsidian, and his steel armor.
DOMAINS: Creation,. Rune, Artifice, Earth
DUINTHIN THE FIFTH MOON or THE ELVEN MOON
– Elves exclusively pay homage to Duinthin, and worship it above all other moons. They acknowledge the existance of the other moons and pay the appropriate homage when due, but it is clear that they favor this moon above all others.
DOMAINS: Nobility, War, Magic
KARSHAN THE SIXTH MOON or THE WARRIOR'S MOON
– Those born under Karshan's sphere find themselves destined for warrior, glory and death in battle. Great generals, blademasters, fighters, and gladiators all pay homage to the Warmoon.
DOMAINS: Death, Strength, War.
URTHTHIN THE SEVENTH MOON or THE NATURE MOON
– Those who worship and are born under the influence of Urththin tend to gravitate towards natural settings. Rangers, Feral Warriors, and those who enjoy time with animals tend to end up in the worship of Urth. Urth embodies nature's pure power, the good, the bad, the destructive, the creationary.
DOMAINS: Animal, Destruction, Fire, Plant, Sun, Water, Creation, Weather.
MORGSHAN THE EIGHTH MOON or THE THIEVING MOON
– Thieves, assassins, and those who find night suits their work best, are those who worship Morgshan. He watches over madmen, guides their ramblings, keeps his hand under the works of the scheming and corrupt and balances the forces of the universe against each other.
DOMAINS: Evil, Trickery, Charm, Darkness, Madness
LYSHAN THE NINTH MOON or THE LYCANTOUCHED MOON
– Almost exclusively the Lycantouched pay homage to Lyshan. Seen once a month, Wolf's Moon is
greeted by howls and hunts among his followers.
DOMAINS: Animal, Air, Earth, Healing, Glory
VELKIRYIE THE TENTH MOON or THE LEAST MOON
– Humans in particular pay homage to Velkiryie. Considered the weakest and least of the moons, human belief holds that their Gods live on the moon Velkiryie and no other moonworship is to be found amoung the humans.
DOMAINS: Travel, Liberation, Healing, War, Strength
Now when a cleric decides which of these portfolios he tends to venerate over the others, his divine power that is drawn from his faith tends to shape itself in nature to reflect the aspects of his portfolio.
The general populace does not tend to take a specific moon and venerate it over others, instead offering up prayers and rituals when it is appropriate.
* The Human Pantheon
Velkir: Called, the Father, as he is the father of all deities of the Velkryie Panteon and according to the Velkryie faith, the creator of the world, Velkir is a powerful deity. Impartial, Velkir is the final judge after the death of mortals, determining whether they go to Valhalla or are sent to Grathor. Wielding "Valnor" (The Thunderspear), Velkir watches his creations and considers their fates without bias or compassion
DOMAINS: Law, War, Strength, Protection, Creation
Ordan: The Bladelord, Ordan is the firstborn of Velkir. The patron deity of warriors and those who ride against the Velkryie enemies, Ordan weighs the warriors and those who are about to die on his scale and if they weigh heavy, their time is cut short. None can turn aside his destiny, except for those,
whose lifeweights are touched by Eileen. Fickle and tempermental, Ordan often counsels with his father for advice. Favoring his massive scythe, he rides to collect the souls on his mighty warhorse.
DOMAINS: Destruction, Strength, Death
Eileen: The Defender, Eileen seeks to preserve the lives of the Velkryie. Touching the lifeweights, she chooses the heroes of the Velkryie and takes them under her patronage until they've served the Velkryie as best needed. The youngest of Velkir and the most prayed too deity of the Velkryie, she visits their leaders often and guides them in their fierce fight for survival. She defends her
people with the Hethromace tho she reluctantly takes life.
DOMAINS: Healing, Good, Protection
Maltrim: The Lawgiver, Maltrim stands above the world...holding it in his hand as he judges the fate of every inhabitant in it. With his massive greatsword, Maltrim opposes those who would end the times before appropriate and welcomes the Velkyrie heroes to Valhalla, his kingdom. The husband of Eileen and the only god to not be born by Melassa or Tyirie, Maltrim weeps daily for the great evil that has been spread by his brother in law across the earth. Maltrim is the first creation of the Twin Gods.
DOMAINS: Law, Strength, War
Illior: The Smith, Illior is worshipped by blacksmiths and metalworkers everywhere. Illior is the giver of the Godforged, magically enchanted weaponry that the gods give to their champions. Illior does not demand praise, worship or thanks for these blades, but instead asks that they only be used for good. With the Hammer of Smiths, Illior stands above his forge and it is said that somedays you can hear the thunder of his hammer working the metal from the heavens.
DOMAINS: Creation, Runes, Strength, Good, Sun
Melassa: The Mother, Melassa is the wife of Velkir and the sister of Illior.It was she that asked for the earth to be created that she might watch her children learn and grow. But once she saw how her childrens creations behaved, she wept. For her foolishness, Velkir allowed the youngest son to place his touch upon the world, but didn't not allow it's destruction due to his wife's pleading. Blessing the world, she is the deity of Farmers and those who love the life abundent. Her warriors strive to destroy Helgrim's creations and wield her favored weapon, the Bow.
DOMAINS: Animal, Earth, Healing, Good, Protection, Water
Helgrim: The Youngest, Helgrim touched the world after it's creation and unleased the evil that men call the Deatheaters. Favoring the flail, it is Helgrim that guards the passage to Valhalla that those not worthy may enter. He scourges the world with disease and culls those who are unworthy from it, tho the Gods do not favor his judgment, as he is fickle and fleeting.
DOMAINS: Destruction, Evil, Trickery, Fire, Chaos
Nurn: The Undergod, Nurn sits below the world, watching those whose deeds do not earn them right to Valhalla. After they have been destroyed he summons their spirits to The Black One's kingdom. Favoring those who kill for killing's sake and those who oppress the weak, Nurn is the patron of murderers, travelers who require safety, those who seek knowledge, and the dead. His weapon is a massive falchion wreathed in green flames.
DOMAINS: Death, Travel, Evil, Knowledge
Tyirie: Called The Blind, Tyirie is the sister of Illior and Melassa. Velkir's first consort, she was replaced when she opposed his plan to create the mortal world. Tyirie's only goal is the destruction of the world and the death of the Gods, whose end she plans to come by the hands of the Mortals. Few
worship her, nor does she care, instead she walks the world once a year on the Night of Tricksters and kill indiscriminatly any mortals outside on that horrid night.
DOMAINS: Destruction, Death, Evil, Chaos.
The Black One: The Black One, the bastard child of Tyirie and Helgrim, forsook the Velkryie Gods and found his own worshipers among the Shas'nor, who he drives to constant war against the Highlander's. Favoring unarmed combat, his followers acknowledge the fact that he doesn't concern himself with mortals as long as souls come to him in The Void.
DOMAINS: War, Strength, Evil, Law
Human clerics will select one of these gods to worship or the Velkiryie moon itself.
*GAME MECHANICS
So the above was mostly fluff, with a bit of mechanical in it. Here's the mechanical.
Each Deity/Portfolio has a "ban" or a code of conduct their followers are required to follow. If the follower breaks the ban, they have to atone as per the spell. True Clerics are rarer then you would think. A majority of the priests and clerics in the Churches tend to be just bookkeepers without any magical power. The Archpriests and the higher levels almost always have cleric levels though.
A cleric selects his ban at character creation, or in game terms, upon joining his priesthood or being called.
Paladins must maintain a certain Honor score or lose their paladinhood, and Crusaders must maintain the code of conduct laid out in the class description.
Bans:
Bans can be rather unspecified. As a rule of thumb, they need to promote some aspect of the Portfolio, and need to also apply some sort of restriction to the cleric.
For example, a Cleric of Grundhan maybe be required to craft at least 3 magical items a year, and be banned from destroying magical, rare, or valuable items.
Also, Detect Good/Evil are being replaced with Detect Zodiac, Detect Deity, and Detect Honor.
Protection from Good/Evil, Magic Circle against Good/Evil will be replaced with Protection from Foe, Magic Circle against Foe.
*Up next: The Nature of Magic and how it is drawn upon*