The Religions of Elandar

"Before there was Time, there was Irda."  So begins the elven creation myth of Irda, their name for "The One"—the Creator Deity who made the universe from his own breath and made the races from his own blood.  This elven god has had enormous influence on Elandar, and he has been adopted in one form or another by all the major races.  To the elves, Irda is a distant god no longer involved in the affairs of the world.  Instead, he has left behind the Simmhi ("spirits") imbued in the forests and rivers to watch over the world.  Some worshippers among the elves devote themselves completely to serving the Simmhi, and the greatest among them become Druids.

Irda is a Good-aligned deity, but some elves obviously are not Good-aligned.  In the Year 1221, a small band of Evil-aligned elven clerics embraced the worship of Morda ("Dark One"), whom they considered to be Irda’s shadow.  Just as Irda is represented by day, Morda is represented by night.  The Great King of the elves declared Morda a heresy and went to war to crush the Mordari (the Evil worshippers), but they were never able to stamp out this independent faction.  Sometime shortly before the arrival of the Sea People, a third sect was founded—the Dimimiri ("Reconcilers").  These Neutral-aligned clerics have always been few in number, but since their founding they have been dedicated to reconciling the Mordari and the Irdari.  The three factions still exist today, in both Elven societies.  Involvement in this schism is not limited to clerics—some elven druids, wizards, and sorcerers take sides as well.

Morda the "Dark One" may have begun as an elven heresy, but his cult has spread far throughout Elandar in the Age of Strife.  Much to the surprise of even the Mordari elves, various incarnations of Morda have been adopted by tribes of orcs, ogres, kobolds, and other such creatures across the land, mixing the Morda legend with their own native totem worship.  Periodically, a worshipper from one of these tribes capable of casting divine magic appears, and this priest quickly becomes a feared leader.
 
Sect
Alignment
Domains
Favored Weapon
Undead
Holy Symbol
Irdari any Good Good
Protection
Sun
War
longbow Turn golden sun
Dimimiri any Neutral Healing
Knowledge
Luck
Magic
quarterstaff Turn silver star
Mordari any Evil Death
Evil
Strength
Trickery
short sword Rebuke black half-moon

Urdu is the dwarven name for the Creator Deity.  They view him as the Great Craftsman, a god of order who reflects all alignments like a good smithy mixes metals.  Each alignment represents a different "essence" of Urdu—Good is the "Flame of Urdu", Evil is the "Hammer of Urdu", and Neutral is the "Anvil of Urdu".  Despite strong philosophical differences between the priests, this is a unified priesthood.  Depending on the current state of affairs, however, one faction is usually in ascendance over the others.  Although the dwarves recognize that Urdu has created lesser divine beings to serve him, unlike the elves they do not offer any particular veneration to any such entities as the Simmhi.
 
Sect
Alignment
Domains
Favored Weapon
Undead
Holy Symbol
Flame of Urdu Lawful Good
Neutral Good
Fire
Good
Law
Protection
battleaxe Turn silver flame
Anvil of Urdu Lawful Neutral
Neutral
Earth
Healing
Knowledge
Law
throwing axe Turn or Rebuke
(player's choice)
iron disk
Hammer of Urdu Lawful Evil
Neutral Evil
Destruction
Evil
Law
War
war hammer Rebuke obsidian hammer

The One is what the Hycarean-speaking humans call the Creator Deity, a literal translation of the elven name.  Like the dwarves, the Hycareans do not venerate the Simmhi.  Instead, they believe that "The One" encompasses many different philosophies ("aspects").  The Priesthood is divided into four separate "Houses", each devoted to one specific aspect.  Each House maintains a temple of some sort in nearly every human city or citadel, except the House of the White Crown; this elite order (based in Gamoria) is made up entirely of Paladins, the "warrior-priests" who are devoted to the ideal of Justice.  Most paladins are human, but a handful of individuals of other races have journeyed to Gamoria and proved themselves worthy of joining the order.  The House of the Silver Shield is an order of "soldier-priests" devoted to the ideal of Loyalty.  The House of the White Hand is an order of "healer-priests" devoted to the ideal of Virtue.  The House of the Silver Eye is an order of "scholar-priests" devoted to the ideal of Wisdom.  All Houses are hierarchical to some extent, with Initiates and Novices at the bottom, Adepts in the middle, Masters at the top, and one Grand Master presiding over all.  The House of the Silver Eye has only Novice and Adept ranks and is led by the "Council of All Adepts" (a conclave that meets periodically in Miradorn).
 
Sect
Alignment
Domains
Favored Weapon
Undead
Holy Symbol
House of the Silver Shield Lawful Neutral
Lawful Good
Law
Strength
War
Water
longsword * (see below) silver oval-shield
House of the White Hand any Good Good
Healing
Plant
Protection
unarmed strike Turn white hand
House of the Silver Eye Chaotic Neutral
Chaotic Good
Air
Chaos
Knowledge
Travel
quarterstaff ** (see below) silver open-eye

*    This sect cannot turn or rebuke the undead. Instead, the clerics get a bonus feat at 1st Level in addition to any others (a Metamagic feat can be chosen, but not an Item Creation or Special feat); another bonus feat is gained whenever the cleric gains an additional attack per round (at 8th level and 15th level).

**  This sect cannot turn or rebuke the undead.  Instead, the clerics begin with (4 + Int modifier) x 4 skill points at 1st Level and earn (4 + Int modifier) skill points at each additional level.  Additionally, Decipher Script, Speak Language, and Use Magic Device are considered Class skills.

Druids are priests devoted exclusively to the veneration of the spirits of nature (usually referred to by their elven name, Simmhi).  Among humans, they are the religious leaders of the Plainsmen.  The druids are few in number, and their hierarchy is unclear (both to outsiders and themselves).  Still, as a group they hold considerable political power in Plainsmen society.  Even the tribal chieftains must respect the druids and heed their advice.  The druids among the elves consider themselves part of a "greater brotherhood" with the human druids, although there is no political connection.  A handful of individuals of other races (namely halflings and gnomes) are also part of the greater druidic brotherhood.  However, non-humans rarely ever hold any political influence in Plainsman society.  Perhaps closest of all to the Simmhi are the "faerie elves" (Wood Elves) of the Unseelie Court, who are always Neutral Good and are among the most potent druids in the entire continent.
 

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