Showing posts with label Westroners. Show all posts
Showing posts with label Westroners. Show all posts

Jul 6, 2012

Lass Indol - people of the four seasons

The Lass Indol were a people from out of the west that worshiped the four seasons, and had a matriarchal culture based heavily on music, and magic based on music. It is suspected that the Skalds of the Storm King barbarians have a lot in common with the poet-sorcerers of the Lass Indol.  Over the centuries, these folks, although retaining a marked preference for music, have slowly been assimilated into Westroner culture.  Even their own deities (actually personifications of the seasons) were adopted into the Westron church, as demigods associated with Corrise (the Goddess of Agriculture).  The four demigods are Neuvirra Oss (demigoddess of Spring and Planting), Elongar Suu (demigoddess of Summer and Growth), Olimo Vis (demigoddess of Autumn and the Harvest), and Frigia Nor (demigoddess of Winter and of Feasting).



The Corrisan branch of the Westron Church maintains cathedrals to the four demigods.  The cathedral of Frigia Nor is located in Werms.

Jul 3, 2012

Werms - Northern City in the Clouds

Okay, Khomaes is done (for now).  There is (of course) Loads more stuff that can be done, not least of all would be relying on the excellent Midkemia Press product, "Cities" to flesh out lists of businesses etc that populate the city, and maybe do some custom encounter tables.  But perhaps later.

The next city to get the "Valley of the Old Ones" treatment is the second city in the Darkearth Plains region to be discussed - the city of Werms.
Globe Keep - at the center of Werms

Werms is nicknamed the "Northern City in the Clouds".  It is the northernmost Westroner city in the Valley.  The other part of the nickname - "City in the Clouds" - comes from the fact that it is built on an irregular set of stony buttes, coming up out of a deep chasm called the Cambio Delve.  The main part of the city is built around a very old castle called the Globe Keep.  The central part of the castle, which is a keep with a curious rounded brass plated roof, is built over the highest point of the central abutment rising up out of Cambio Delve.

Many centuries past, when the Westroner pilgrimage band under the Baron Olberi Ap Etro were exploring in the region, they came to the curiously attractive plains in the triangle of land between the Great Owl Forest, the eastern edge of the Aghanz Hills, and the Destriel Mountains.  But this area is the heart of Storm King barbarian country, so if the Westroners wished to settle, they would need a location that was quite defensible.  Cambio, a dwarf traveling with Ap Etro's band, found the immense (and seemingly bottomless) pit that was named after him, the Cambio Delve.  It was observed that there were this series of rocky abutments that appeared up out of it, in its northern edges.  These were all large enough to build great structures on, and were also close enough to each other that stone arch bridges could be constructed to connect them one to another.  It was decided that the Etro family would begin work at once on a castle on the central abutment.  That castle grew and grew, and developed a whole urban ecosystem around it - thus forming the core of the city.  The Etro family controlled the castle - now known as Globe Keep - but the Magistrate of the City, a curious sorcerer named Nova Werms, controlled the city.  The city became named for him, first the "City of Werms" then simply Werms, long after Nova died out.

View of Werms, as approached from the surrounding Baronial lands.

The system of having a descendent of the Etro Family (long since abandoned, however successive claimants have tried to prove some link to the ancient bloodline) be master (or mistress) of the Castle, and then to have a Magistrate of the city, has served well.  The surrounding territory became known as the Barony of Etro for many centuries, but eventually became to be called the Barony of Werms (which is it's current name, at least of wide usage).

The curious air currents that form from the cold winds blowing down out of the Destriel Mountains, and the curious effect of the updraft up out of the Delve, form the conditions for nearly constant formation of white clouds around and above the city.  As the city grew in size, over the centuries, to its current population of 18,000 inhabitants, it covered more and more of the stone abutments in the area around the central one of the Globe Keep.  After all of these were covered over, but not wanting to expand outside the area of the defended stone arch bridges to the main land past the border of the Delve, the city began to grow up.  Each stone abutment is covered in buildings, castles, towers, and other structures of the strongest stone (which is mined, by curious practice of the dwarf Cambio's descendents, of building platforms and carved mines, down deep into the Delve, out of the sides of the abutments).  These have gotten higher and higher, until now while the brass roofed Globe Keep is still a brilliant feature at the center of the city, there are other stone towers and ramparts that rise higher still, all around it.

Stone Buildings of Werms - connected by Stone Bridges
One of the curious features of Werms is that it is home to the magical school of conjuration and summoning.  Under the current grand master tutelage of "Yazeed the Traveler", this magical school is in the form of a tall, slender, black castle, with 14 high turreted towers, on its own abutment, some way to the south of the main parts of the city, and not connected to any other abutment or the main land by stone bridge.  It is always surrounded by dark, black clouds, which seem to swirl around, and among, the tall towers.  The school is properly named the "Demesne of Planar Knowledge and Magical Petitioning".

Demesne of Planer Knowledge and Magical Petitioning
 Another feature worth commenting on is that Werms is the location of Cloudhome Cathedral, the center of worship for St. Leiathar, the patron saint of weather and the clouds.  This powerful saint, part of the branch of the Westroner Church dedicated to the goddess Nadene, would seem a natural to be venerated within a city known as the City of Clouds.  Cloudhome is an interesting cathedral, it is built on its own abutment, and consists of tall slender towers, and chambers, all made of metal, and connected to each other with thin spanning flying bridges.  It was once suggested that the structure be finished in gleaming brass, in honor of the legendary city of brass (itself said to be located among the clouds), however in honor of the brass roof of Globe Keep, the outside of Cloudhome was instead covered in electrum.
Cloudhome - Electrum towers of the Cathedral of St. Leithar

 In addition to Cloudhome Cathedral, however, there is also another cathedral in (or above) the city, known as the Sky Cathedral of Frigia Nor.  Frigia Nor is the demigoddess of Winter and Feasting, and the priesthood enjoys a wonderful location, floating high above the city of Werms, in the form of a magical stone block, the top of which is covered in airy towers and chambers - full of feasting halls, musical chambers, and open observation flats to observe the winds and clouds coming down from the Destriel Mountains.  Swirling clouds of ice and snow often blow all around Sky Cathedral, but the feasting halls, and even the open observation flats, remain comfortable to all who visit.  One of the duties of the junior acolytes of the order of Frigia Nor (which is a part of the branch of the church dedicated to the goddess Corrise), is to maintain the herd of hippogriffs that the Cathedral houses, and to use these as transport and courier animals to communicate with the rest of the city.  Feast days in the city the houses the cathedral of the Demigoddess of Feasting are a wonderful occasion, and quite common - which is always greeted with thanks by all members of the city (even the members of the hierarchy of St Leiathar's cathedral).


Jun 27, 2012

Khomaes Barony (1)

So far the postings on Khomaes have been about the city itself, and some of the peculiar encounters that lurk in the darker areas of the very unique city.  An adventure (the Cult of the White Shadow) and some other details have come out.

This is the information about the barony itself.  The city of Khomaes stands in the northwestern part of the Darkearth Plains, between the Lost Mare River and the Greywater River.  It is between the Aghanz Hills to the north, and the King's Highway to the south.

The city itself has a population of 22,000.  There are a number of towns (on the map, as A-G), with an additional "urban" population of about 16,000.  In the open farmland in between these areas, which are dotted with countless unknown and nameless villages, the population reaches approximately 100,000.  Like most of the Westroner Baronies, Khomaes is very much a rural, agricultural setting.


Next postings will include the remainder of the encounters for the Cult of the White Shadow adventure will be posted, and then on to the next of the Darkearth Baronies - Werms.

This is part one of a two part article on the Khomaes Barony.  Part two is located here.

Jun 20, 2012

Khomaes - City of Mists

Khomaes is the name for both the City and the Barony of which it is a capital.  The city itself is built vertically, on a large rocky mound sticking up out of the earth, and then down deep into the rocky rift that surrounds the mound, on the southern and eastern side of the mound.  The mound is called Dancer's Spike, and the rift is known as Dancer's Fall. The names come from the Westroner ranger (Obar Dancer) that discovered the region, and brought back word for the Khomaes family to come and establish their family holding.

The main buildings of military, industry, and religious importance are all built either on the Spike, or down in the Rift.  The Spike is known as the high city, and the Rift is known as the low city.  Surrounding this immediate center of the city, are multiple rings of reinforced curtain walls, with defensive towers.  Outside the walls, stretching for miles in all directions, are acres and acres of farm land, spotted with small local villages.  Further out, there are five major Towns that are part of the Barony north of the King's Highway (Truend, Sagio Mill, Iffel, Acron Trade and Khoben Vale), and two additional (Cyclot, Nowak) south of the King's Highway, closer to the Harp Woods.  These fill the area, fairly regularly spread out (see map), of the Barony.  The Barony itself stretches north to the Aghanz hills, and down to the Great River  The Barony stretches from the Lost Mare River on the western edge, east to come down from the Aghanz, and split the Harp Woods.

One of the immediately noticed features of Khomaes are the swirling clouds of mist that fill its streets, and drift up the Spike to surround the Baronial castle, and the other important buildings of the high city.  The low city is almost always full of the densest clouds of mist.  These mists take on different colors, and in different parts of the cities, within a single day, will often change colors, slowly, over time.  There is a lot of speculation over their source, but it is (in truth) unknown.  They have been a part of the city since its founding, over 1200 years ago.  Magical means have been attempted to remove the mists from the city, and at best, work only temporarily.  Usually they have no effect whatsoever.

Other than the Baronial home (Castle Erthos), occupied for the past 120 years by successive members of the Iaggio family, there are numerous smaller estates and villas, the better of which are in the high city.  In addition, there are all manner of craftsmen and artisan to be found, most of which (other than various dilettante  pursuits by some of the jaded nobility) are located in home/workshop settings in the low city.  Coming out of a high point of Dancer's Spike, there is a great spring that fills a gorge, in the courtyard of Castle Erthos, and that flows down through the parts of the high city, as a river, in channels among the narrow and winding streets that go up and down the Spike.  Finally, it splits, near the lower layers of the high city, and forms several waterfalls that then drop down the rift into the low city.

In the high city, there is a very large round, stone platform, jutting out from Dancer's Spike several hundred yards, made of stone, but covered in a thick layer of soil.  On it is the most beautiful of parks, full of flowering fruit trees, and exotic and alien flowering plants of all types, small pools, fountains, and springs interspersed with lovely little open areas, surrounded by charming tended hedges and other border plants.  Between the hedges of the various little "parks" or open areas, there are lovely marble arches.  Within this large garden, known as the Garden of Charm, exists the school of enchantment and charm magic, the Glamor Hall for Bewitchment and Entrancement.  To one who needs to find the school, or who knows the key to the various charms hiding it, the school's entrance appears as a shadowy purple robe, hanging down in one of the marble archways.

Another famous feature that is in the high city are the twin cathedrals of Appuco Fast, and Ramee Tower.  Appuco Fast is dedicated to the branch of the church under the goddess Corrise, but especially St. Norena (patron saint of fire and comfort) and Ramee Tower is dedicated to the goddess Nadene, although it is maintained by members of St. Ellain's heirarchy (patron saint of Art and Water).  The twin cathedrals are attended by elaborate tunnels deep within the Spike, and are very different internally, but were built as patronage projects by one of the older barons, F'Tarr Oma, about 600 years ago.  The only difference, other than decoration for the different festivals from the two branches of the church, that is noticeable outside are the contents of the very large fountain and well in front of each cathedral.  Appuco Fast has a great fountain of fire, bubbling out rather than jetting out, so that it appears to be the essence of the fire, and not what it is burning that is generating it. Around it, in the stone pool, is what appears to be a vast quantity of fire, just being held within the pool.  In contrast to this, of course, is Ramee Tower, which features a pool and fountain of clearest water, constantly bubbling out, but always (seemingly of its own accord - who knows?) changing patterns of spray and frequency of change to that spray.

Jun 8, 2012

Bright Iron Fastness - River Jarl Steading (3)

The current Jarl of Bright Iron is called Garret Fingolsson.  His name is a curious one for a Storm King barbarian - since it includes a Westroner first name, but it was the name his father (Fingol the Just) gave him.

Old Fingol Olavson (called Trollbane in his youth) was visited by wandering priests of the Order of Brother Rudiger.  It was in his youth, shortly after his father, Olav, died.  In order to secure the Steading, young Fingol had to fight and kill his father's brothers (one of which was nicknamed Ymir the Troll, which is where Fingol's nickname of Trollbane came from).

After this family feud was over, however, a traveling Brother of the Order of Brother Rudiger had come out of the Shadow Woods to the east.  Single handedly, the traveling priest had crossed the Blood Veldt, surviving the Sword People, and had come to Bright Iron to preach the virtues of hearth safety and home protection for the poor and down trodden.  The message resonated with Fingol, and he converted from the faith of his fathers (reverence for the Storm King), to this new strange religion of the Three Goddesses.  In so doing, he also began to mimic Westroner culture and Westroner ways.

Fingol waged war on his neighbors who sought to wipe out his ways, and his people that abandoned the old culture.  In this he was not only relentless, but also quite successful.  His smaller but persistent fleet had waged war on the many trading vessels from Seawyrm, an he also raided the Orc Clans to the south east of Bright Iron.  He held an uneasy peace for many years with the woman warriors from the steading of the River Raven.  The money and treasure that his successful campaigns won him were spent on building a large, fine castle of pure white stone, brought from far south on barges up the Greywater river.  This castle, in stone, is unlike the steadings of the other River Jarls, and more closely resembles a fine stone castle of a wealthy Westroner barony.  Naming it Bright Iron Fastness, it his spiry towers toped with sharp peaks made of the curious Bright Iron, or star metal, that is found in some of the quarries in the area.

Bright Iron Fastness - with its towers skytopped in star metal.
This is the world that Garret Fingolsson was born into, and now rules over.  His is a curious mix of traditional Storm King culture, with some of the behaviors, values, and trappings of more typical Westroner culture.  Officially, his "court" speaks Westron, and writes all official documents in Westschrift.  Unofficially, many of the common people (and some higher up on the social scale) speak Destrikking.  Few remain, however, who can read and write the Ainark Runes.

Garret actually tries to foster the home and hearth life style that is common to the Order of Brother Rudiger, which means supporting agriculture and homesteading more than blood feuds and viking raids.  He has a strong fyrd, however, with a loyal corps of huscarls, that are constantly engaged in warfare against the Orc Clans, and occasional freebooters from the other Storm King steadings.

Immediately southeast of Bright Iron, just on the outskirts of the tended agricultural lands under the protection of Jarl Garret's fyrdmen, lay the lands of the Stone Houses.  The Stone Houses are curious round structures, long since out of use by their original inhuman builders, made of stacked stones.  The are similar to a Broch, or round house, that is built by some of the distant Storm King barbarians, however the roofs are all long since rotted off, and some of the stone walls are crumbling. What is curious about the structures, is that they are built for giant beings.  Larger than an ogre, whomever it was that first peopled these stone houses must have been of a great stature, perhaps 15 feet tall?  The typical stone house (as pictured below) has a first story that is partially underground, and then usually two more stories above that, and a peaked roof.  Sometimes the roofs are present (when they were made out of slate or other stone) and sometimes they are long gone (when they were made out of material that would have rotted with age, such as wood or thatch).  The typical structure is approximately 70 tall (at the peak of the roof), and about 80' across the base, at ground level.  Of course, there is variation, so some exist that are taller or shorter, and either bigger or smaller around.

For a long time, back before the Elves retreated to the Seely realms, the early humans in this region would commune with the spirits that haunt the stone houses, learning much from them.  Then they began using the stone houses as hallowed places of the honored dead - depositing chieftains, warriors and shamans among the stone buildings, and decorating them with fine implements and ornaments made of all types of fine metals.  The number of ghosts and spirits in the area grew and grew.  For generations, however, it has been avoided by most people, reputed to be a place of horrible fetches and liches, and other undead beings.

Cutaway of a Stone House - for scale, consider the inhabitants to be 15' feet tall.


During the reign of Fingol, those in the steading that were stubborn about giving up the reverence of the Storm King and his court were slowly identified and either forced to adopt the religion of the Church (of the Three Goddesses), or they were driving out of the steading.  A large number of traditional skalds (bards) and priests of the Storm King (even joined by worshipers of Helgor, the Black Chieftain) sought refuge and shelter among the Stone Houses.  Some of these were infected by the otherworldly beings living there, and became a particularly ghastly type of undead being known as a Helgorfiend. These beings are enraged when confronted by living people (human or otherwise), and will attack viciously (even suicidally) on sight.  They will attempt to bite the poor victims, and in so doing have a chance to convert them to Helgorfiend as well.  Stats will come in a future posting.

This Steading is very close to the area, in the Sildur Reaches, known as The Scorch, and it has some ties to the men of this holding.  Very important ties.

May 23, 2012

Storm King Barbarians

Before the three Goddesses were worshiped by the Westroners.  Before even the Westroners came into the valley, the northern peoples (all those north of the Great River) knew and worshiped Bronc, the Storm King.  He is an old deity, who was even known by the Old Ones, but the details of the relationship are not known these days.

The peoples who, since long ago, have remained true to the Storm King culture are divided up into tribes.  There are an unknown number of tribes across the northern frontier of the Destriel Mountains, however there is a concentration of various powerful tribes in and around the lands between the Great Owl Forest and the Shadow Woods.  This includes along the shores of the Greywater River, and also the Terrapin River.  The tribesmen are found throughout the region, however, due to the strong emphasis placed in the culture to go a-viking (raids for booty and adventure).

The tribes in the regions around the Greywater are in some ways rivals of the Westron Baronies, at least how they existed hundreds of years ago, when they were first formed.  There are a variety of the tribes in this area strong enough and numerous enough to have formed (small) cities.  These cities are walled wooden structures, usually with a deep moat around the outer wall.  Many of the Jarls who rule these cities are wealthy enough that they can field sizable fleets of dragon ships along the Greywater and Terrapin rivers.
 Because of the concentration of tribesmen that settle in and around these cities, there is actually a reasonably well defined economy, with all variety of specialty craftsmen.  Because of this, the military technology available to not only the huscarls and fyrdmen, but also to freebooters and adventurers nearly rivals that of the Westron Baronies.  Storm King barbarians disdain, as a whole, armor heavier than chainmail, and also the use of the pike and of the crossbow.  Preferred weapons are the sling, javelin and bow for ranged combat, and the broadsword and battleaxe for hand-to-hand combat.

In addition to the cities of the more powerful tribes, there are numerous smaller villages dotting the region. Many of these are peopled primarily by a single tribe, to also include those that marry in (either by arrangement, or as the result of viking raids).  These tribes are also protected wooden affairs, with wooden buildings, and occasionally (when built along either a main river, or a navigable tributary) with slips for dragon ships, and other craft.  Many of these villages (almost all) are direct fiefdom holdings of the more powerful Jarls, and so owe fyrdmen - feudal warriors - to the Jarl whenever he has a need for them.  When they are NOT enfiefed to the Jarl the fyrdmen either take care of their own small land holdings (animals and crops) or are out on viking raids.
  While animals are used for labor and muscle power (both in transport, and agriculture), there is not a strong horse riding culture among the Storm King barbarians.  Other animals are domesticated, and occasionally ridden, and these include giant rams, wooly rhinos, bison, great bears, and even (occasionally) giant snowy owls from the Great Owl Forest.

Dec 24, 2010

What's Going On Here

(From the Introduction to the Valley)

The Valley of the Old Ones is a homebrew setting for old school Fantasy gaming.

The world is one where there is a lot of built in mystery.  Not so much at the tactical level - meaning that it is not a world where mysteries are the main type of adventures.  Rather, it means that the meaning behind several features of the world is unknown (and finding out what it "means" could be a key point of a campaign held here).  In brief, there are a few things that a DM should know about the world if they are interested in holding adventures there, and perhaps this would also be useful to set the mood for players as well.

Currently the Valley of the Old Ones is a vast body of land (some 3200 miles side, and half again almost from north to south).  It is bounded on the north and south first by incredible mountain ranges (themselves home to many fantastic spots and sites of adventure), but beyond those mountains, desolate deserted terrain awaits.  To the north it is vast tracks of ice fields and snowy expanses.  To the south it is endless desert, blanched lifeless by the unceasing pounding of sunlight.

The chief civilization of the Valley is of a human series of baronies, known collectively as the Westroners.  These people came into the valley, migrating from the west, approximately 1500 years ago.  They came as a barbarian migration, but quickly settled down and became tied to the land.  Until recently, all of the baronies were feudally tied to the Duke of Narn.  The Duke, in turn, was loyal (as a self-proscribed servant) to the King in the West (the legendary ruler of the Westron peoples, who will eventually claim the lands due him, and watched over by his loyal subjects here in the Valley).  However the power of the Duke and his demesne were broken some 20 years past with the unexplained death of Alasdair III.  His son, Alasdair IV "reigns" in his place at the city of Narn, however he is neither completely effective, nor sane.  The city runs itself, and is served by a court of deluded and deluding sycophants who believe, still, in Ducal power.  Yet little real power is projected beyond the immediate lands of the City and its direct feudal holdings.

In the previous 20 years, coming to today, the various Baronies have looked to their own rule and defense.  The defense was originally against the many non-human races who would spread mischief and evil, and do harm to the genteel populated areas of the valley.  However, as time has passed, threats also now exist from one Barony to another, as each seeks to make itself stronger for purposes of greed and also defense.

Additional cultures are located within the Valley as well.  The two most prominent amongst Humans are the Tribes of the Storm King in the north, and the Tribes of the Sun King in the south.  These are two very different barbarian cultures.  The one in the north is reminiscent of the barbarians of northern Europe in the late Iron Age.  The Germans and Vikings of the 8th and 9th century on Earth are the inspiration for the Tribes of the Storm King.  In the south, the barbarian culture is similar to several on Earth that covered the change from complex late Stone Age to early Bronze Age (Aztecs, early Egyptians, etc).  There are numerous warring city states in the southern mountains, each worshipping some aspect or other of deities in the pantheon of Photoss the Sun King and his son Hazeron the demon prince.  Mysterious groups of human nomads also crisscross the Valley, themselves tied to neither the Westron baronies, the northern or southern barbarian tribes.

Player characters are adventurers making their way in the Valley.  They can be aligned with one of the several Baronies, or freebooters.  They could travel in the barbaric north - home to the Storm King tribes and many gigantic, dangerous beasts such as mammoths, great saber cats, and dire wolves.  They could venture to the sun drenched rocky slopes of the south, braving raids of the cannibal warriors of the Sun King and their blood drinking witches.  The mountain ranges in the south are dotted with great lakes and verdant, marshy river valleys that are full of all manner of great reptilian horrors, dinosaurs, and lizard men.  In between the mountains of the north, and those of the south, are the valley heartlands.  In addition to the many fantastic creatures and sites of adventure one would find in a land if wizards and dragons, there are also ancient sites of the Old Ones that can be found, full of inscrutable powers and unimaginable riches.

The Valley is a land where a good sword will take you far.  A good spell book might take you farther.  The gods are fickle, and the darker powers are ever threatening.  In short, it is a perfect setting for adventure.

Dec 13, 2010

The Westron Church

The main sites of human civilization in the Valley are populated by people who migrated into the valley from the west, over a thousand years ago.  Their culture is, collectively, known as the Westroners.  Details of their history or origin before they migrated into the Valley are hazy, at best.

One of the defining things about the Westroners, is the fact that most of the aspects of their religion come from a single church structure.  That is not to say that it is simple, or monotheistic, but it is all one church.

The main objects of worship of the Westron Church (as it is known) are three goddesses.  These are Nadene, Magenta, and Corrise.  In addition, there are a few other demigods and demigoddesses, and a large body of saints and scions.

In tone, it is the equivalent of the Roman Catholic church at the height of its medieval power (say, 13th century, prior to the period of the Avignon Papacy).  It is reigned over by a body of five very high level clerics.  There are three Theurges (which are the high priest or priestess in the service of each of the three goddesses), as well as the Patriarch and the Matriarch.  This body of five, known as the High Office, rule over a complicated bureaucracy that is split into two halves.  There is a Patriarchy, which has a hierarchy of male clerics overseeing the external affairs of the church (military orders, missions, proselytizing orders, etc), and there is a Matriarchy which is composed of female clerics that oversee largely internal affairs (education, ministration orders, charity, finance, etc).  The lead members of each of these two halves of the bureaucracy are the two that sit in the High Office with the three Theurges.

For Player Characters, the key aspect of the church are the many different orders that they can have Priests or Paladins from.  These are listed here, but will be detailed more later. The organization is related to which of the three goddesses each order is most closely related.  The Paladin orders were detailed in an earlier post, but are recalled again here where appropriate.

Nadene - goddess of Fertility
  • Kyclos - demigod of the cycle of life, consort of Nadene; Brown Order of Druids
  • St. Horace - patron saint of animals
  • Mother Kimber - patron saint of birth and children
  • St. Leiathar - patron saint of weather
  • St. Jasper - patron saint of strength and rocks
  • Brother Ian - patron saint of knowledge and fire
  • St. Ellain - patron saint of art and water
  • Sister Silpha - patron saint of travel and air
Magenta - goddess of Magic
  • Kostamus - demigod of the sun, lover of Magenta
  • St. Brigid - patron saint of healing and the sick
  • St. Kelvin - patron saint of light
  • St. Gianna - patron saint of oracles
  • Poritia Nove - demigoddess of the White Moon; Paladins of the White Lady
  • Veltin Crimsea - demigoddess of the Red Moon
  • Argina Lustar - demigoddess of the Golden Moon
  • Noxecatt - demigoddess of the underworld and darkness - NOT officially part of the church
  • Dralizar - demigod of thieves and the night - NOT officially part of the church
Corrise - goddess of Agriculture
  • Green Man - demigod of vegetation and plants, husband of Corrise; Green Order of Druids
  • St. Ermo - patron saint of the earth and building
  • Brother Rudiger - patron saint of home and community; Paladins of the Hearth
  • St. Lilliane - patron saint of orphans and the dispossessed; affiliated with the Brotherhood of the Sword paladins
  • St. Varina - patron saint of vineyards and wine
  • St. Norena - patron saint of fire and comfort
  • Olimo Vis - demigoddess of Autumn and the harvest
  • Elongar Suu - demigod of Summer and growth
  • Neuvirra Oss - demigoddess of Spring and the planting
  • Frigia Nor - demigod of Winter and feasting

Although the two twin demigods of Noxecatt and Dralizar are listed under Magenta, their worship is distinctly not part of the Church structure. They are listed here, simply because of their relationship to Magenta (who, according to myth, mothered the two twins after her adulterous affair with the prince of devils, Baxilar).

The two Druidical orders (the Brown and the Green) are listed here with their affiliation with the church. That affiliation is at times extremely tenuous, however there is a third order of Druids that has absolutely no ties with the church - the Silver Order.