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Pantheon of the Sister Continents

The Pantheon of the Sister Continents is the most widely worshiped on Kasetia and Skortenia, while also having siginifcant followings on the islands west of the two continents and those found in the Great Maw. Along with that, there also remains a number of followers in the human populations of Tila'thyu.

This pantheon is in many ways the most divided of the many that exist, which could be attributed to its heavy human worshiper base. While dwarves, elves, halflings and many other species have a defining reason for their shared belief, the nature of humans to come to blows with one another is strongly reflected by the pantheon itself. The proximity of the sister continents unites the pantheon on a geographic basis, but the human condition prevents their acting as a single united force, unlike that seen in The Seldarine or Morndinsamman.  

Greater Deities

  • Asmodeus, god of indulgence. Asmodeus was also the ruler of all devils, and overlord for the entire Nine Hells.
  • Chauntea, goddess of agriculture. Chauntea has two aspects - an agricultural one mainly prayed to in rural areas and a second one as a mother goddess, who gained faith from those who felt safe at home.
  • Cyric, god of lies. He holds the belief that bonds are to broken.
  • Kelemvor, god and judge of the dead who sent their soul to their final resting place. Followers tasked themselves with three duties; preparing people for death by ordering their affairs, prevent non-natural causes of death and destroying the undead.
  • Lathander, god of dawn and renewal. He was mainly worshiped when new things were started. This was mainly marriages and births, but was not constrained to those.
  • Mystra, goddess of magic. Her worshipers were those who dealt with magic often, whether that be via spellcasting or magical items. She made possible the usage of magic for all people of Edarmyrni through the creation of the Weave.
  • Oghma, god of knowledge. People who dealt with some form of knowledge made up his worshiper-base. The nature of knowledge was not important, but common worshipers were those intent on gathering it for further use by others. Lies and ignorance were considered heinous by Oghma.
  • Selune, goddess of moon. Three groups of her worshipers existed; woman in her function as a mother goddess who held sway over reproductive cycles, sailors and navigators in her role regarding navigation and finally by people who sought guidance or protection while in the darkness.
  • Shar, goddess of darkness and loss. Regular prayer to her was performed by people who worked in the darkness and required protection. In respect to her portfolio of loss, people prayed to her when wanting to lose certain memories, find lost objects or had fallen into deep despair.
  • Silvanus, god of wild nature. He held firm in the notion than an untamed state was what nature should exist as. His worshipers in turn were explorers, travelers in wild areas, and inhabitants of heavily rural locations.
  • Sune, goddess of beauty and love. It is thought that pleasurable sensations are the touch of her and her followers. Believers in true love then often worshiped her, seeking such sensations. Her worshipers were most often artists, courtesans or speakers seeking to bring beauty to the world.
  • Talos, god of storms. He was viewed as a random natural force of destruction. His worshiper-base consisted mainly of raiders of marauders, with the reasoning that one should take what they can before Talos could destroy them at random. Sailors, and those living coasts often tried to appease him.
  • Tempus, god of war. His large worshiper-base is predominantly soldiers among organized nations. The defining goal of Tempus' church was in the definition of a set of rules to be followed during times of war.
  • Torm, god of courage and self-sacrifice. He stood for a range of virtues, including duty and loyalty, with his worshiper-base consisting of people from all walks of life who wanted to emulate his virtues.
  • Tyr, god of justice. Followers of Tyr did not always follow concepts of fairness or equality, but did hold firm in the belief that offenders must be exposed and punished for what they did.

Intermediate Deities

  • Beshaba, goddess of misfortune. Worship was done to appease her in an attempt to avoid her potential misfortune.
  • Gond, god of craft. His worshiper-base consists mainly of blacksmiths, craftsmen, engineers and virtually any artisan interested in craft.
  • Helm, god of watchfulness and guardians. His base of worship was in people whose jobs revolved around protection, such as bodyguards or knightly orders. As a god, Helm preached the need to be impartial when performing ones duty.
  • Ilmater, god of endurance. Worshipers would seek to reduce suffering faced in the world. This included both tending to victims of disasters and calamities, while also ending violence through force.
  • Loviatar, goddess of pain. Her teachings dictated that the ability to deal and endure pain was a measure of power. Common worshipers were sadists, masochists and those in jobs where dealing pain was required.
  • Mask, god of thieves. Regular worship comes from two peoples: thieves, and those wanting their valuables left alone.
  • Mielikki, goddess of forests. Little prayer was done to her, even by rangers who she was the patron of. People in her terrain saw her as a protector, and prayed for her assistance in times of stress.
  • Tymora, goddess of good fortune. The majority of her worshipers were adventurers and gamblers. Besides people outwardly following risky lives, people of all strips could find some appeal in her.
  • Umberlee, goddess of the sea. Throughout coastal communities it is common for festivals seeking to appease her to be performed. Fear of sea-borne disasters motivated this worship.

Lesser Deities

  • Auril, goddess of winter. Worship was often performed in cold regions, by those who desired to ease living through winter.
  • Azuth, god of wizardry. Azuth was the god of the practice of magic, not actual magic itself. His worship was often done when wizardry was performed, such as planning spells, generating scrolls or making magic items.
  • Deneir, god of writing. He was often invoked when people would write to ensure their messages were received justly.
  • Eldath, goddess of peace. Most of her worshipers were pacifists or those whose lives were scarred by violence.
  • Leira, goddess of illusion. Regular worship was only ever done by illusionists or con artists. Other occasions for worship were done by people with secrets they wished to protect, or guard themselves against other deceitful actors.
  • Lliira, goddess of joy. Worship was done by people intent on bringing joy to world, such as musicians or actors. Invocation of her name was performed during celebratory events.
  • Malar, god of the hunt. Worshipers included lycanthropes who succumbed to evil and hunter seeking success or wanting to scare away competition. Infrequent worship was also done by people who enjoyed the thrill hunting could bring, and was sometimes done in tandem with worship of Bhaal.
  • Milil, god of poetry and song. Patron to bards and most entertainers would worship him.
  • Savras, god of divination and fate. Apart from people seeking to find truth in the world, like investigators, judges or diviners, worship of him was rare.
  • Talona, goddess of poison and disease. She was seen as responsible for all forms of negative happenings involving disease or poison. Invocation of her was common, but only done as a means of appeasement. Regular worship is rare.
  • Waukeen, goddess of trade. Her worshiper-base consisted of people who engaged in trade, even illegal ones such as smuggling. Virtue was seen in business opportunities, which made the clergies attitude with guilds to be uneasy.

Quasi-Deities

  • Bane, god of tyranny. Bane was a strong advocate for the notion that 'the weak should fear the strong.'
  • Bhaal, god of murder. Few people ever prayed to him and those that did were killers in some regard.
  • Myrkul, god of death. Frequent worship was very rare, instead he became a source of fear for people and is believed to be the reason for the symptoms of aging.

Structure

The pantheon is collectively led by a group of greater powers; the gods that hold the greatest level of sway over the world in general. This is almost entirely informal in nature, and the actual enforcement of any organization was rarely enforced.

Culture

The members of the Sister Continent Pantheon are varied in perception of the world, often being specifically tied towards a single gods personality and worldview. It is believed that those leading the pantheon wish to spread its influence further across the world, though this is debated by scholars.

History

The basis of the pantheon was formed sometime in the Ascension, often thought to have occurred around the same period that the fellow creator races started to depart the Material Plane. As numerous mortals rose in prominence and some eventually grew in stature to that of a god, the need for a way to recognize the members had developed.

The Pantheon has experienced a great degree of turmoil, and been a strong source of damage to the world at large, particularly throughout the Decline. One such event was the Time of Absent Magic, along with the Mortalbound Period that precipitated it.

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