Here are brief write-ups of the major gods in the Hellfrost setting.
There are also quite a few lesser gods but I won't go into those at the
moment. As with everything in this series of articles, much more
information can be found in the
Hellfrost Players Guide by Triple Ace Games, which, while written for Savage Worlds, does contain a lot of useful information. Go to
www.tripleacegames.com to look at the huge of amount of great stuff available there.
Anyway, on with the info dump:
The Evil Gods
No-one of noble mind or spirit would even countenance worshipping one
of these fell deities; they are simply offered here so that the
mindful hero might not fall foul of their heresies and be forewarned of
their pernicious influence.
Dargar: The Scourge of the Weak
The god of senseless slaughter and violence for its own sake, Dargar's cultists tend to be cannibalistic savages.
Hela: The Black Queen
Hela was once the judge of souls and guardian of the Gates of the
Dead but she was corrupted and infamously opened the gates, releasing
many undead spirits and demons onto the world. She is now worshipped as
the goddess of the undead.
Niht: Mistress of Darkness
Niht is the goddess of darkness and all those who lurk in the dark
intent on murder, as well of those who wish to spread ignorance rather
than learning in their wake as befits worship of the Keeper of Secrets.
Thrym: The Eternal Winter
Thrym, it is believed, is responsible for covering
the northern world in the Hellfrost and who commands the armies of
Hellfrost creatures which plague the lands in greater numbers every
year. He seeks to bring about the Fimbulvintr - an eternal winter.
Vali: The Gaunt One
Vali has a two-fold role. His visible cult brings plague and disease
in its wake, while his invisible cult corrupts with vice and
debauchery. By both means he brings about the downfall of civilization.
The Non-Evil Gods
These
are the rest of the gods, some who are seen as essentially good,
others who are more neutral but who have some respectable place in
society due to their purviews being beneficial to society.
Eira: Mother of Life
Eira is the great healer, whose temples act as hospitals, orphanages,
and soup kitchens. Her followers are diplomats, always seeking the
peaceful solution.
Eostre: Animalmother, Plantmother
Eostre has a twin role, that of the Barley Queen who tends to plants,
ensures good harvests and protects the land, and that of Nurturer who
tends sick animals, acting as a midwife and veterinary. Although her
cult tends to choose one of these roles over the other, both come
together in worship of the goddess and thank her for her bounty.
Ertha: Forgemistress
Ertha's Realm is the Great Underworld, the natural caverns and caves,
the stone and metal found there. She is frequently worshipped by Frost
Dwarves, miners and smiths and by those who strike at the nuisances
which infest her realm.
Freo: Farseeker
The celestial wanderer, Freo can never remain still, and his
worshippers likewise travel as often as they can, eschewing permanent
bases in favor of exploring unknown lands and revisiting past journeys,
relishing the freedom that their god brings them.
Hoenir: Loregiver
It is said that Hoenir gave mankind their first instruction, lifting
them above animals and instiling within them a deep yearning for
knowledge. His worshippers are a mixture of sages, historians and
teachers.
Hothar: The Blind God
The god of both justice and the rule of law, Hothar's cult sometimes
come to odds with others within their own temples, but they are prized
for being impartial judges whose rulings cannot be bought or swayed.
Kenaz: Hearthwarmer
The elemental god of fire, Kenaz keeps the hearth alive and the cold
at bay. Since the Hellfrost appeared, his powers have waned
considerably, and it is said that he is a prisoner of the ice god Thrym,
dying slowly in his realm. As the winters come earlier every year and
grow longer each time, so the power of Kenaz grows dimmer.
Maera: The White Eye
Personified
by the moon, Maera's realm is magic in all its forms. Hers are the
secrets of magics yet uncovered, of the threads of power which connect
all things, of sorcery and enchantment.
Nauthiz: The Hand of Fate
Patron
of gamblers, of thieves, and of those who trust themselves to the
whims of fate, Nauthiz and his cult are seldom overt in their actions.
His temples are frequently hidden (and often reviled by the powers that
be) with few formal rituals. While the Norns claim that all destiny is
fixed, Nauthiz seeks to steal his own fate from them.
Neorthe: The Turbulent One
God of the rivers and seas, Neorthe is often as placid as at other
times he is raging, his temper coming and going with little notice.
Propotiated as much as worshipped, even farmers will pray for rain for
their crops, but fear lest Neorthe drown them in floods.
The Norns: The Inescapable Ones
The three sisters, responsible for past, present and future, see all.
They constantly weave the Great Tapestry of Life which depicts
everything, whether it has yet come to pass or not. They offer brief
glimpses of this tapestry, but as often as not, their message is veiled
in incomprehensible riddles.
Rigr: The Vigilant
Rigr is said to sleep with one eye alwayd open, guarding the heavens
as the watchman of the gods. His temples usually possess tall
watchtowers, and his priests and paladins often train and suprvise the
town watch. In some villages, the local priest or paladin is all that
protects the place.
Scaetha: Holder of the Two Keys
When Hela betrayed her position and opened the Gates of the Dead,
allowing untold undead spirits access to the mortal realms, it was
Scaetha, shieldmaiden to the gods, who took her place after the gates
were once more closed. She now judges souls as Hela once did, while her
cult hunts down and eradicates undead threats in our world.
Sigel: The Burning Eye
The sun god, Sigel, like his son Kenaz, is believed to be a prisoner
of Thrym, and the sun's rays seem weaker with every passing year. The
Bringer of Light's cult seeks to preserve all that is good in the world,
and shine brightness into the shadows where evils dwell. With their
patron growing dimmer with time, their task becomes so much harder.
Thunor: Storm Lord
The sky god, Thunor controls the winds, his cooling breezes bringing
succor in summer, his sourtherly winds bringing warm air to combat the
icy fingers of the Hellfrost. He embodies freedom and cannot be
captured, and his cult rails against those who would shackle others
under slavery or despotism.
Tiw: Lord of Battle
The patron of warfare, Tiw is worshipped by soldiers and mercenaries
everywhere. Wherever a hand raises a sword, an axe, a spear, Tiw guides
that hand, whether it be in defense of an innocent or launching a
fierce attack on a rival.
Ullr: The Horned God
Ullr is the Lord of the Wild Hunt, both patron of
hunters and protector of animals from needless harm. The son of Eostre,
Ullr demands that the animals of the woods and plains be hunted fairly,
their deaths necessary only to feed or clothe others to ensure the
cycle of life continues. His priests and paladins, often hunters
themselves, ensure that nothing goes to waste after a kill, and that
the animals's spirit is shown proper respect.
The Unknowable One
Knowing that names hold great power, the Unknowable
One refuses to give up his (or her?) own. A trickster god, he (or
she?) teaches through tricks and taunts, by offering the prize of
humility to the overly proud. Where a scholar might relate information
gained from years of study, a worshipper of the Unknowable One is apt
to make something up in order to impart a particular point.
Var: Sealer of Contracts
Var trades in whatever he gets his hands on, and expects his
followers to do the same. Brother to Nauthiz, both seek to profit, and
some would argue that their methods are scarcely different, Var being
unconcerned with how that profit is earned. Var favors the rich or those
who strive to be rich, irrespective of how they accomplish that goal,
just as long as the cult of Var gets its cut. Where guilds associated
with the worship of Nauthiz are reviled as thieves, those associated
with Var are revered as merchants.
On Race and Religion
While worshippers of all the gode can be found in just about every
culture, some gods find more adherents amongst certain cultures. Most
people do not choose a patron god unless they are thinking of joining
the religious life as a priest or paladin, instead praying to a certain
god when they feel that he or she can best help them in their
predicaments. For example, a humble farmer might spend most of his
prayer time pleading with Eostre to grant a good harvest, but also pray
to Neorthe for rain (but not too much), to Eira to soothe his aching
muscles, to Rigr to watch over his flocks, and to Var to see that he
gets a good price for his crops at the fair, amongst others. The
following list shows the more prevalent tendencies in each of the
cultures mentioned.
Frost Dwarf
Ertha remains one of the most widely worshipped gods amongst Frost
Dwarves, which makes good sense since she rules over the Great
Underground where they tend to make their homes, and provides them with
the materials that they mine and craft. Her husband Tiw is also
favored, the Dwarven race being a martial one and their subterranean
enemies many. The Dwarves of Karad Marn swear to Hothar that they shall
reclaim their ancestral city. Of the evil deities, Niht has more than a
few followers, worshipped as the Master (the Dwarves see Niht as male
rather than female) of the Great Dark Below. Most of the prayers
directed toward him are propitiatory, however.
Hearth Elf
Eostre is the patron of the Hearth Elves, and temples to her can be
found in every elfhome, in both her forms. In Angarion, the largest
realm of the Hearth Elves, Sigel is also revered as the husband of
Eostre, and Ullr is often revered as the elves are masters of the hunt.
Eira is often revered as a herbalist and the elemental gods Kenaz,
Thunor, Neorthe and Ertha are all revered. Freo, as the son of Ullr, is
reputed to have taught the elves the secret to their swift and silent
passage through the woods. Hearthe Elves generally treat Hoenir as a
storyteller, and this make him popular. While Maera supposedly gifted
the elves with their magical abilities, Rigr is perhaps worshipped more
because of the skills he grants relating to their watchfulness over
the forests.
Taiga Elf
Ullr is the father of the Taiga Elf pantheon, the great provider who
is married to Eostre. Worship of her as the great mother is also
strong. Ertha, Kenaz, Thunor and Neorthe are worshipped as the children
of Ullr and Eostre, and on the borders with the Liche Lands, worship
of Scaetha is popular. The cult of Kenaz is growing stronger as the
Hellfrost slowly creeps southward, and with increasing numbers of
Hellfrost creatures being spied near the Taiga Elf forests, worship of
Tiw is also increasing. The cults of Maera and Sigel are not strong,
but worshippers of those gods can be found in most Taiga Elf forests.
Halfling
Halfings tend to have patron deities of particular caravans, or at
least of partcular clan and families that make up those caravans. Freo,
unsurprisingly, is very popular, with worship of the Norns and the
Unknowable One quite popular, followed a ways behind by Nauthiz, who is
revered for making his own luck rather than as a thief.
Saxa
Worship of Eostre is common, especially since the Saxa tend to live
in smaller settlements rather than cities. The worship of Kenaz is
remarkably high too, the hearth being important to the Saxa. Coastal
Saxa revere Neorthe frequently, while Thunor is still revered for
aiding the Saxa in their rebellion against their Anari masters. Hothar,
the Norns, Tiw and Ullr are all commonly worshipped too as major gods
of the Saxa pantheon. Each of the Saxa Marklands have their own ways,
Sigel being prominent in Royalmark, Freo and the minor goddess of
horses, Epona, being popular in Veermark, even Var being popular in
Ostmark and Angmark, usually accompanied by discreet worship of
Nauthiz. Of the darker cults, Vali is probably most frequently found,
though never openly.
Anari
The Anari tend to have a more widely spread devotion to a large
number of gods, though the Magocracy is an exception, with worship of
Maera there being a state religion, and with the headquarters of the
Convocation being on Alantaris Isle, worship of Maera is strong there
too. The urban cult of Var is found in most Anari cities, usually not
too far from the Library Temples of Hoenir. Tiw is popular amongst the
huge Anari legions, Neorthe amongst sailors, and Eostre amongst
farmers. Worship of Ertha is surprsingly strong in the more remote
parts of the Anari lands, where mining is carried out on almost
industrial scales, often linked to the cult of Kenaz, while of the
darker cults, that of Vali as corrupter remains insidious in the larger
cities where the more decadent hold sway. Sigel's cult, while small,
does what it can to prevent this. Firm believers in the rule of law,
there are few Anari towns without a temple to Hothar.
Tuomi
Rather warlike, the Tuomi revere Tiw above all, but worship (and
sometimes propitiation) of the elemental gods Eostre, Neorthe, Kenaz
and Thunor can be found amongst these people. Some Tuomi reject Tiw in
favor of his darker rival, Dargar.
Finnar
As nomadic hunters, worship of Ullr is a daily activity, with
rituals associated with Freo and Eostre almost as frequent. As some of
the closest people to the Hellfrost, Rigr, Kenaz and Sigel are
worshipped as the best defense against the ice of that realm, though
Thrym finds some propitiatory cults amongst the nomads too.