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The Elvish Pantheon

Elvish Peculiarity

Elvish myths and tales are among the oldest, on par with of the dragons, and many different gods have joined and left their pantheon over the years. Some gods are worshiped in certain elvish nations and not at all in others. In myth, the elvish gods are quite petty, so one must pick their gods carefully as to not worship divine enemies at the same time and incur both their wrath. Sometimes it is said that Elvish deities are offended if "strangers" use their real name- it implies a relationship to them- so most elves are careful to use a nickname or title when referring to an Elvish god that they don't particularly worship. The deities are known for being flawed, and many of them began as mortal elves. They are known also to visit mortals in physical form far more often than in other racial pantheons. Sometimes semi-divine children are born as a result- aasimar; these beings are found often in elvish myth, being the links between the mortal world and the heavens. Elves originated in the feywild, and some of their gods originate from there (generally beginning as archfey that reach god-like power), but most of these deities have evolved over time to fit the unique culture of the material-plane’s fey descendants.  

The Fates

Name Title Portfolio Domains Alignment
Ceralae Destiny's Weaver Creation & Prophecy Knowledge, Twilight, Life N
Danha He Who Watches Order & Wisdom Order, Light, Knowledge LN
Sinarah Soul's Reaper Death & Change Grave, Order, Twilight N

The Wild Lords

Name Title Portfolio Domains Alignment
Elyra The High Huntress Sun & The Land Nature, Life, Light CG
Arthfael The Tide Keeper Moon & Sea Nature, Twilight, Tempest CN
Zal Trianar Nature's Wrath Fire & Lightning Nature, Tempest, Death CE

The Ascendant Champions

Name Title Portfolio Domain Alignment
Dalanis The War Hero War & Strength War, Order, Grave NG
Shathar The Great Martyr Bravery & Sacrifice Protection, Peace, Light LG
Elthran The Benevolent Shadow Liberty & Retribution War, Trickery, Twilight CG

The Dreamers

Name Title Portfolio Domain Alignment
Izumir The Lorekeeper Knowledge & Literature Knowledge, Order, Arcana LN
Mythelea The World Walker Wanderers & Explorers Trickery, Life, Peace CN
Emaris The First Bard Joy & The Arts Peace, Forge, Arcana CG
Vundath The Spell Weaver Magic & Secrets Arcana, Knowledge, Order LG

The Fey Tricksters

Name Title Portfolio Domain Alignment
Eilann The Court Jester Illusion & Trickery Trickery, Twilight, Life CN
Rhalla The Queen of Revelry Festival & Revelry Life, Trickery, Peace CN
Sylanna The Runaway Consort Beauty & Freedom Life, Trickery, Light CN

Deities of the Drow

Name Title Portfolio Domain Alignment
Vanar Destroyer of Death Ambition & Undeath Arcana, Knowledge, Death CE
Lolth Queen of Spiders Slavery & Torture Death, Trickery LE
Kalar The Guiding Light Light & Redemption Light, Life, Protection NG

The Elvish Deities

   

CERALAE

  Archetype: The Weaver   Portfolio: Creation, Prophecy, Stars, Divination, Destiny, Dreams   Title: Destiny's Weaver   Symbol: Five Stars in a Diamond   Ceralae is the highest power in the elven pantheon and is likely the same deity dragons worship called The Infinite Stars. In Elvish myth, Ceralae is like that of a weaver and the night sky is her loom onto which she weaves history. Talented seers are able to read this star tapestry (astrology) and even get a glimpse of what is to come by doing so. She even is said to hide messages there only for her most devout followers- dire warnings or important information. She is also a deity of dreams and will send prophecy directly to the person who must know it. She herself is never present in these dreams and no one knows what her form looks like, if she even has such a form. Artistic representations depict her as a simply dressed elven woman sitting before a loom. Ceralae is fairly passive and aloof compared to many elvish deities who get caught up in mortal affairs and squabbles among themselves. She is the higher power and the creator of all things (including the other gods) so she does not often lower herself and become involved. She is fate herself, so all bow to her in respect, for if she wished, she could write anyone’s downfall into the stars. In many human myths, she was stripped of her power over destiny by the combined efforts of several gods who wanted humans to have free will and for their own fates to be in their own hands. The elves and dragons do not subscribe to this myth and dislike the spread of this slander of their most powerful deity.   Ceralae’s high prestige and her focus on ‘the big picture’ is why she is very deeply revered, but not often actively worshiped. People are like tiny ants to her, and to ask something of her would be to the same effect as an ant asking something of a person. Most of her worshipers belong to monasteries (Order of the Infinite Stars) dedicated to reading her signs in the night sky and spreading her prophecies for the greater good. Dragons, Elves, Fey, and some Humans are all that worship her in significant numbers but most do not have any idea what she would even ask of them in return or what her true will actually is. She is not known for giving commandments and does not often give anything in return for her worship. Clerics & Champions of Ceralae are exceedingly EXCEEDINGLY rare, and generally a known proper cleric of Ceralae is given great respect as someone incredibly important or with a grand destiny. Most often, however, clerics of Ceralae do not even know the name of the power that leads them and lends them their gifts. They usually work towards their destiny completely oblivious and blind to the source of their powers or unusual good luck.    

DANHA

  Archetype: The Warden   Portfolio: Cosmic Order, Wisdom, Time, Metallic Dragons, Guidance   Title: He Who Watches   Symbol: Ouroboros with 12-point Star     Danha is an extremely important deity to the elves, though perhaps not as important as he is to the dragons who worshiped him first. He is a deity of balance, natural order compassion and wisdom. Though he is said to be wisdom and peace incarnate, Danha is also aware that to maintain balance, occasionally violence and fighting is an unfortunate necessity. According to myth, he started off mortal, the father of all metallic dragons who fought tirelessly in ancient times against his brother, the father of the chromatic dragons. He and his brother Nammu were created by Ceralae to keep balance and to mediate between groups of humanoids to avoid war and to help civilize the newly created world. This went terribly wrong. Nammu decided to champion the savage and cruel who would not fall in line and preferred to act more like mad beasts. With Danha’s help, the civilized peoples, including the elves, managed to defeat Nammu and establish civilization. Danha was put in charge of maintaining cosmic order by Ceralae and raised up into godhood in order to accomplish this- the first mortal to have this honor. He is the principle deity of reason and is looked to for guidance by all who are put into positions of high responsibility and diplomacy. In some myths, his brother Nammu schemes in the afterlife, looking to find a way to return to the world and take up his cause once again.   Danha’s main job is to keep everything on its correct course, including fate, the planar system, and the levels of good, evil, chaos and law in the world. A tip in the balance could have apocalyptic consequences. Ceralae is the deity in charge of writing the history and fate of the world- Danha is in charge of making sure no one causes the world to stray from its path. He is also the deity in charge of keeping the world and planar system safe from invaders of the far realm. Sometimes known as He Who Watches, his eyes are said to see everything that happens in every plane at all times and when it comes to the judgment of souls in the afterlife, he is considered the witness of all actions taken in ones life (as opposed to Ilazran The Judge, whom the elves never took to worshiping).   Danha’s worshipers are often people who believe strongly in pacifism and prefer to mediate between people to smooth over conflict. They dislike power imbalances and feel a calling to level the playing field. They also tend to have a natural aversion to unnatural and out-of-place things. All of these things are what eventually lead a person to Him or are the reason he reaches out to them. His clerics, monks & paladins are often tasked with destroying foreign aberrant threats as well as those who would attempt to break from their correct planes (like the nine hells or the shadowfell) in order to grasp power that does not belong to them. He also guides them to places where they must act as peacemakers and diplomats. When Danha appears to elves, it is almost always during a dream, and he appears as a platinum dragon. He is one of the few gods of the elvish pantheon with a non-elvish appearance.    

SINARAH

  Archetype: The Shepherd   Portfolio: Death, Fate, Change, Destroying Undeath, Grief   Title: Soul's Reaper   Symbols: White Mastiff, Moon & Shepherds Crook   Sinarah’s origins are swimming in controversy and mystery among elf-kind, but they have been around at least for as long as elves have been in the prime material plain. Some say they presided over death even before elves became mortal and others say they were a minor elvish deity who rose into a greater deity due to the gifts they gave the elves and their sudden jubilant worship of them as a result. When elves crossed into the material plain, they were suddenly beset by mortality- a requirement for living in this plane. Sinarah felt a special kindship and sympathy for the elves and their struggle with their waning immortality so they gifted them with unnaturally long lifespans compared to other mortals. Another gift was that elves could have access to memories from previous lives. This worked to smooth that painful transition and they are by nature still a transitive deity of change and hope. Their exact relationship with Ceralae and Danha are explained by many conflicting myths- in some They work with and beneath them as an underling and in others they are considered a slightly rebellious figure, taking matters into their own hands whether or not it goes against fate and destiny. Many elves consider Sinarah to be genderless or gender-fluid as they have appeared to worshipers with many faces. In most statues or paintings their face is either androgenous or split in half, both male and female. They are a deity of the dusk and dawn, the peace and certainty one can find even in mounting darkness, the pains that linger even when one moves towards better things- the silver linings. They are the patron of the chronically ill, dementia-ridden, and disfigured and are known above all else for their mercy- especially for those in great pain or terrible misery. They bring relief of many kinds, though sometimes death is the only cure. They are a goddess of natural and peaceful death and of grief. Sinarah is naturally opposed to Vanar, goddess of undeath, and their champions often wage war against one another. Exarchs of Sinarah are instructed to free the undead from their horrible, miserable, unnatural state; an act of mercy- not malevolence. Though depictions of Sinarah vary widely, they are known to be heralded by their loyal dogs- glowing white semi-spectral mastiffs. According to myth, shadow mastiffs were formerly Sinarah's faithful hounds that were taken and corrupted by Vanar and turned against them.    

ELYRA

  Archetype: The Ranger   Portfolio: Sun & The Land   Title: The High Huntress   Symbol: Bow & Sun   Elyra is the main nature deity of the elvish pantheon, or at least the one most revered by elves. She is the deity of fields and forests and mountains, though forests are considered her favored terrain. She is also the deity of the sun and the growth of plants. She is one of the oldest and earliest deities and many of the oldest myths are of her and her twin brother, Arthfael, who was given domain over the waters of the realm and the moon. Elyra is said to have, out of pity, given the first elves the bow and arrow, as they were woefully unequipped without claws and fangs to hunt properly. She pulled it fully formed from a yew tree and gifted it to them in person. It is said that she loved the elves more than all other humanoids because they did not try to tame her wilds but live within them. Elyra is also a deity of survival and presides over hunting as well as fishing, tracking and trapping. She does not condone trophy hunting or not respecting the animal fully that one is hunting down. She is protective of beasts just as she is of elves but does not protect unnatural or invasive monstrosities which upset the natural order or the food cycle within her realm. Elyra was once the most important of all elvish deities, but over time her worship in the realm of Astrithyr has been eclipsed by other gods- especially the god of the magic weave- Vundath. As this society has inched further and further from its druidic roots, and their cities become more and more like human settlements, her worship has become more much more passive. Most worshipers that remain in the kingdom of Astrithyr are more dedicated to food production via the elvish version of farming than protecting the wilderness or hunting. She is still the most important deity among the elves of Shora and many tribes in the Meliferan jungle.   Elyra is mostly considered a benevolent deity- a deity that protects and guides the lost. There are myths of her leaving followable tracks in the woods that lead lost hunters or children back to civilization. In some tales she comes herself in the guise of a friendly animal or (rarely) as herself- a beautiful but extremely tall fae woman with stag antlers upon her crown and dressed in pelts and living flowers and fungi that change with the seasons. She also comes as a huge but majestic white elk, or riding upon one. When hoping to intimidate, she comes as a massive snow white dire wolf. Elyra’s main job is maintaining the balance of the natural world and she tasks her followers with protecting the wilds from the damage civilization can cause- including over-hunting, deforestation, and humanoid-caused wildfires. She also tasks them with the hunting of invasive unnatural beasts. The exception is those stricken with lycanthropy, whom she has taken pity upon and whom many of which have taken to worshiping her. A great number of her worshipers are druids and rangers. Some believe Elyra to be the same deity the dragons (and humans) call Zhella, but that deity’s personality is far more bestial and impartial to the needs of humanoids.    

ARTHFAEL

  Archetype: The Mariner   Portfolio: Moon, Sea, Storms, Aquatic Elves, Deep Waters   Title: The Tide Keeper   Symbol: Waves & Moon   Arthfael is a deity who reigns over all bodies of water and the denizens therein. He is a nature deity who can also control of most of the weather. On top of this, he is also the main elvish moon deity, as the moon has control over the tides. Arthfael has a shifting nature; Some say his temperament changes with the moon’s phases and at its peak fullness he is at his most cruel, while during a new moon he is most agreeable. He is the patron of those who travel on or within the water so he is heavily worshiped by sailors, pirates, or coastal dwellers. He was said to give early elves the gift of darkvision on the night of a new moon when they were lost. He is also said to have taught the earliest elves how to navigate using the stars. On the flip side, he is capable of real travesty, bringing about storms and tsunamis, rip-tides & drought when he is in a particularly bad mood or angry about something. He is often worshiped in fear, unlike his twin sister Elyra, divine ruler over of the land.   Arthfael, despite his chaotic nature, is fairly protective of those who worship him faithfully. There are many stories that involve him sparing the worthy from storms, shipwrecks, or lurking sharks. It is said that in ancient times, he became so fond of one group of elves that he turned them into the aquatic elves. Compared to most elven deities, he is extremely mysterious, and does not really ask much of his followers other than respect and occasional offerings. Tales of him appearing in person are extremely rare, as generally he will send a manifestation of an aquatic creature or sea bird instead. The few myths there are of him appearing in person describe him as an aquatic elf with teal-green skin, white hair, and glowing blue eyes- and generally nude unless he has a fish or shark tail.   Arthfael is protective of sea creatures & peoples and can take offense to over-fishing. Most myths involve him unleashing his wrath upon mortals who slander or otherwise offend him or his decisions. His greatest enemy is said to be the legendary Leviathan, while others claim it to be within his control. No one knows for sure, and this is probably just as he prefers it to be.    

ZAL TRIANAR

  Archetype: The Destroyer   Portfolio: Natural Destructive Fire, Lightning, Ice, Wind, Water and Earth   Title: Nature's Wrath   Symbol: Flames and Lightning Bolt   Zal Trianar is the only deity of the elvish pantheon of an evil persuasion who is not worshiped exclusively by the drow. Zal Trianar is the deity of natural catastrophes including hurricanes, wildfires, earthquakes, plague, and volcanic eruptions. Worshipers of this deity tend to be of two mind sets: Doomsday cults who wish for the end of civilization or those who live in dangerous areas who pray to him for mercy. He is largely hated and feared by most elves, save for druids and sages who understand that natural disasters are a necessary evil and just as part of the natural world as anything else. Disasters can cleanse, make room for new things, reduce over-population, and have other positive long-term effects. It is said that when Ceralae created the world she fashioned the Twins, Elyra and Arthfael, to watch over the land and sea respectively. They protected their domains and created many things for it, but were loath to destroy or kill any part of it. Out of necessity, Ceralae brought to them a third sibling- one who was cruel enough to do the dirty work necessary for a balanced world- Zal Trianar (as well as Soranah to shepherd souls to and from the afterlife). Optimists like to think that Zal Trianar works directly under Ceralae- that though he delights in his work he only strikes where fate itself demands him to. Pessimists prefer to think of him as an uncontrollable wildcard who strikes without rhyme or reason or prejudice. Either way, in most myths he is deeply hated by both Elyra, whose realm takes the brunt of his damage, and Arthfael who loses his grasp over the weather when Zal Trianar decides to take control of it. Most of Zal Trianar’s worshipers live on coasts predisposed to tsunamis or bad storms, in the shadow of volcanoes, or above active fault lines. They keep alters and pray for mercy for their villages and families and often make offerings of various kinds in hopes to appease him and keep his temper in check. Others worshipers belong to dark cults who, for one reason or another, hope for his coming destruction. This could be marginalized people who seek revenge on the societies they didn’t fit into or individuals who think true peace and serenity can only be obtained when there is nothing left but the wilds- that civilization is naturally too corrupt to work in a way that actually benefits the people who make it up. There are some myths and theories that Zal Trianar is the draconic deity called Nammu whose goal was the end of civilization and order. Others compare him to Mohrzak, an deity of unknown origin worshiped by human barbarians and orcs who champions destruction and slaughter.    

DALANIS

  Archetype: The General   Portfolio: War, Strength, Strategy, Loyalty, Glory   Title: The War Hero   Symbol: Sword & 8 Pointed Star   Dalanis was a mortal elf in the ancient wars between metallic and chromatic dragons and the people caught in the middle. For most of the war, mortal people were just collateral damage and stood no chance against the draconic armies of either side. Though the metallic dragons fought for their benefit, they certainly didn’t see the elves as an asset or on their level- they coddled them like helpless children. Dalanis, a mortal elf who was tired of sitting idle and waiting for their destruction, began preparing himself and his village. He trained everyone with weapons, planted traps, and took other measures to be ready for the next attack. He and his soldiers ended up being a force to be reckoned with. Emboldened by victory, he was said to bring all of elf-kind under his banner and they arrived on the battlefield that Danha and Kishar were sure to be defeated on and turned the tide of the battle. He forced them to respect him and his army and it resulted in them have made a proper allegiance with Danha and Kishar, who finally took his people seriously. His armies, well trained by him, emboldened by his charisma and confidence, and working according to his in-depth strategies, are what gave he and Danha’s armies the edge that resulted in Nammu’s ultimate defeat. Upon his death in old age, Danha rose him to a god status, making him the patron of generals and leaders of war.   Dalanis is worshiped mostly by people put in a similar position as him. War generals and leaders as well as kings look to him for guidance and inspiration- this goes for leaders both good and evil. Though in his mortal life Dalanis was relatively good, in godhood he takes a neutral stance. Most wars are not as black and white as the war he took part in. He is not a deity who fights for any particular cause- he champions those who have what it takes to lead, to make the hard decisions, to fight with intelligence over savage instinct, and who takes responsibility for the death and destruction their actions may cause. He is also prayed to by the common folk for the end of war and the end of conflict. It is said that once Dalanis has taken a side, the other side is guaranteed to lose. The longest wars were said to be the result of Dalanis picking one side, and his former champion Shathar taking the other. She is the only one who can rival him in divine combat. It is typically unwise to worship both of these deities as they so often find themselves pitted against one another and do not appreciate their followers lending power to their current enemy.    

Shathar

  Archetype: The Soldier   Portfolio: Bravery, Sacrifice   Title: The Great Martyr, Chain Breaker   Symbol: Broken Shield and 8 pointed Star   Shathar was a mortal elf during what is called The Second War, the war against Eresh, the dragon goddess who conquered and enslaved much of the ancient world. Most of the world cowered under her might, too fearful of torture and death to resist her tyranny. Shathar was not one of them. She began alone, led only by a calling she had no name for, rallying up small resistances in each settlement that she passed through and often outright freeing many smaller towns and villages by defeating the draconic overlords therein and arming the people she freed. Slowly she built a following- a few champions from each town who joined her in her crusade. Though she was the leader, she never thought herself above those she commanded. Her right hand in much of this journey was Elthran- the first follower of hers who had originally been a thief and who taught her the benefits of knowing a cities’ secret underbelly. Eventually they moved to freeing entire cities by building up secret resistances and then striking when the time was right. The two of them were instrumental in freeing much of the elvish world by the end of this conflict, though Shathar did not survive to see victory. Eresh, seeking to weed out the those causing her to lose her grip in the elvish lands, threatened to burn the elves’ largest city if the perpetrator did not come forth and accept her punishment. Elthran refused, seeing the bigger picture as more important than a few lives. Shathar could not bring herself to let so many die because of her and so she revealed herself and became a martyr. She suffered public torture end execution by Eresh. When she died, however, she ascended, having unknowingly been a champion of the god Dalanis. She became the patron of soldiers and heroes and those that protect and self-sacrifice for others. There is debate whether Shathar & Elthran have a strained relationship or not, but it is good sense not to worship both concurrently.   Shathar is a very widely worshiped elven deity as she is the patron of those who serve the public, especially guards and soldiers. Those who are duty bound or work towards the protection of those they serve make offerings to Shathar, both good and evil. There are less honorable fighters and mercenaries who worship her due to her association with combat prowess as well. As long as they are true to their word and loyal to their own code, she doesn’t seem to mind. There is a large and well-known monastery dedicated to Shathar (Order of the Divine Martyr) and some of the most skilled fighters in the world are said to have trained there. In order to be accepted, however, skill is not enough. One must also exemplify that which was important to Shathar- Integrity, fearlessness, and a sense of duty. Unlike the deity of war, Dalanis, Shathar does not often pick an entire side during a war. She often will pick and choose individuals between both armies that show honor and courage in battle and follow her devoutly.    

ELTHRAN

  Archetype: The Rebel   Portfolio: Liberty, Retribution   Title: The Benevolent Shadow   Symbol: Oak Tree & Stars   Elthran was a mortal elf during The Second War, the war against Eresh the Great Enslaver. He is most well known for being sidekick of Shathar, the then-mortal who stirred up resistances against Eresh and freed much of elf civilization by doing so. Elthran was born into slavery, but using his natural stealth and charm, escaped his master and became a thief, living in the shadows. While in a small town he witnessed the fierce, young, combat-savvy Shathar take out all the draconic guards and free the town and he asked to be her pupil and join her in her crusade. She said no, initially, but Elthran continued to shadow her and ask her until she gave in. He ended up being a great asset, as he was much more capable of maneuvering the shadowier places of the city. His charm and his connections greatly assisted in rounding up huge underground resistances. He also doubled as an assassin, targeting high profile members of Eresh’s leadership and taking them out. Eresh, furious at the damage they were doing, gave them an ultimatum- reveal yourself or be the reason the largest elvish city was burnt to the ground. Shathar was willing to come forth and she was publicly tortured and executed by Eresh herself. Elthran was not willing to sacrifice himself. He believed there must always be a figurehead to instill people with hope and if they both gave up and were killed, it would be killing all the hope people had- no one would stand against Eresh ever again. He continued what he and Shathar had started, using her death and martyrdom to harden the resolve of his fellow revolutionaries up until Eresh’s defeat by her own dragonborn children. There are conflicting myths about whether or not Elthran and Shathar are on good terms. According to some, she remained forever furious that he put his own importance over the elven city that was threatened. In others she understood his decision and left him in charge of their troops and perhaps even led him after she ascended to god-hood upon death. In most myths, she was the one who rose him to a minor deity when he died. Regardless, he became the god of rebellion and retribution.   Elthran was a controversial deity for a long time and, to some, he still is. His association with selfishness, thievery, and general trickery has given him a bad reputation. His champions are often vigilantes or assassins who think themselves to be arbiters of justice, above of the law. Along with being the face of many a rebellion, this has made most elvish leadership see him as the enemy- the ultimate patron of anarchy and lawlessness. He is saved from this reputation only due to the fact that, without him, all of society might still be beneath Eresh’s heel. When tyrannical leaders take power, there must be someone to rally The People to fight back, and in this context, anarchy is acceptable and necessary. Champions of Elthran generally have an axe to grind- they often seek to dethrone someone they perceive as corrupt or to topple unworthy regimes. Some fight for marginalized populations. Some just want good old-fashioned revenge and will do whatever it takes. It is important to note that this also includes those of an evil alignment, who more often than not, from their point of view, think they are doing the right thing.    

IZUMIR

  Archetype: The Archivist   Portfolio: Literature, Language, History, Philosophy   Titles: The Lorekeeper, The Father of Writing   Symbols: Book & Star, Owl   According to Elvish mythology, Izumir was said to have been an ancient mortal elf with draconic ancestry tied directly to Danha- perhaps even an aasimar. According to myth, he was born disfigured and unable to walk. Unable to hunt or help around his tribe in any meaningful way, and without the disposition for druidic ways, he felt himself a burden to his people. What he lacked in physical strength he made up for with mental vigor. Izumir’s main form of entertainment as a child was listening to story and song, but people were not always available to tell him these stories and sometimes he could not recall all the details. This need to relive the stories resulted in the creation of the elvish alphabet & writing system which he developed at the tender age of 30. To the elves, Izumir is the father of writing and literature. During his life he transcribed a veritable library full of all the information and history he could gather. He taught this written language to others and many joined him in his quest to create a massive archive of information that anyone could access as long as they could read. At the time most elves were nomadic but Izumir was stationed in one of his tribes only permanent villages, Sylan. This village would grow around him, eventually to become one of the greatest of the Elvish cities. This is supposedly why that city is centered around a massive library. After his death, after an exceedingly long and successful life, Izumir was so revered by the elves that he ascended to godhood on his own, sparked perhaps by the divinity already inherent in his blood from Danha. He became the patron of those who seek to gain or share knowledge and he is the ultimate keeper of history and especially literature.   According to myth, no matter what devastating events in E'ahna decimate historical records- no history is ever truly lost as all written accounts are copied saved and secured by Izumir within his personal archive. Almost his entire existence is dedicated to writing everything down as it happens and sending his underlings out to document and copy all that mortals place within his temple archives and libraries. This knowledge may be offered up to his most devout, if they are worthy. A animal associated with Izumir by elves is the Owl. According to several myths, any owl may be an avatar of Izumir sent to lead one to the knowledge that they seek.   Art depicting Izumir shows him in a wide variety of elvish guises, some with draconic elements to denote his supposed divine ancestry and association with Danha. He generally looks like an older high elf, often with long silvery hair and silver eyes to match. Some art depicts him with a spectral owl upon his shoulder and dark blue robes are common. He is almost always depicted writing in a book or scroll, even if he is standing.    

MYTHELEA

  Archetype: The Wanderer   Portfolio: Wanderers, Explorers, Refugees, Immigrants, Newcomers, Outsiders, Outlanders   Title: The World Walker   Symbol: Wheel & Diamond Star, Horse   Mythelea’s origins are mysterious and most think she was divine offspring from one of the established gods (most stories name Elyra or Arthfael). She is the deity of those who wander the world, never fit to stay in one place for long, searching for or running from something or another. She is a champion of the curious who want to know what lies on the horizon, who risks it all to explore the uncharted wilds or taste the cuisine in each town coast to coast. She protects those who walk the roads and is said to take a particular interest in the exploits of traveling bands of adventurers and do-gooders. She also watches over traveling merchants, sailors, refugees, and nomadic clans and tribes as well as lone rangers and hermits who live on the fringes of civilization. Like Elyra, whom most think to be her mother, Mythelea often takes pity on the lost and helps to guide them to safety.   Mythelea is also said to have a mischievous side, sometimes traveling alongside a group or caravan in disguise only to reveal herself at their destination in her signature way; during the last night camping, she leaves in the night, but she leaves her boots in the camp, filled with coin, food, or other helpful supplies- perhaps even something one of them were looking for or coming to that particular place for. With some groups, if she found them to be unsatisfactory company, she will instead leave and steal all their boots when she does instead. Either way, she has an association with boots. In these stories she is said to be meek and quiet, exceptionally kind, and capable of soothing ones fears and anxieties. Sometimes she appears in the guise of a lowly beggar or lost child and rewards travelers who offer help. It is common practice among elf-kind to always tip a beggar at least one copper, in case it is Mythelea in disguise.   Mythelea has a deep-seated disdain for highwaymen and brigands that make her roads dangerous to travel for others. She takes pity on those who are looking for a new home and elves who leave their home forests for new (and potentially terrifying) lands. Elvish sailors especially hold her in high regard, as she seems more agreeable than the chaotic and unpredictable Arthfael- something he may at times take issue with when he is in a bad mood. She does not ask for much from her followers except to follow in her example- be kind to others on the road, be generous to the needy, and be brave in the face of the unknown. Her clerics often patrol or guard dangerous roads, apprehend bandits, and there are some groups of her followers who specialize as guides and escorts.    

EMARIS

  Archetype: The Muse   Portfolio: The Arts, Creativity, Inspiration, Song, Happiness, Nostalgia   Title: The First Bard   Symbol: Lyre & Diamond Star   Emaris, like many elvish deities, began as a mortal. He was actually an Eladrin that made his way to the material plane by accident when he was very young. He was an extremely talented lyreist and singer and gained unprecedented success as a bard among the elves due to his skill, charm, and exotic and handsome appearance. He gained a cult following- quite literally-by those who adored his music, thought themselves in love with him, or longed to be like him. His music was said to have a magical quality to it that enthralled and enchanted those who watched his performances. One of his nicknames is The First Bard. To his most devout fellow musicians he taught them to find the magic in the music and this resulted ultimately in the first Bard’s College (Glamour). When he died (poisoned by a jealous lover), he ascended to godhood, becoming the patron of musicians.   Over the years this portfolio expanded to the arts as a whole- any creative pursuit that requires inspiration and talent. Artists who long to be famous for their painting and sculpture, brooding poets, novelists, and theater performers alike worship Emaris and ask for his divine motivation to bring them recognition. He also doubles as the main elvish deity of craft, and to some, trade, though elves on the whole find the concept of worshiping a god for financial success to be distasteful. Elvish blacksmiths, architects, tailors, and even brewers give offerings to Emaris for assistance in their livelihoods. There are many elvish arts festivals that honor Emaris and generally include days of free performances, shows, music, and contests wherein all attempt to gain his favor and recognition. His symbol is a white dove, so the judging is usually done by releasing one and seeing what they are drawn to in the festival. His festivals in Kardath are known worldwide.   There are many myths surrounding Emaris involving drama with other deities and this can make him a tricky deity to worship without offending another. He has had and off and on courtship with Sylanna, sometimes ending agreeably and sometimes ending in catastrophe. He has often been on the receiving end of Eilann’s pranks- usually ruining a particular show or song during a performance which leaves him furious and out for vengeance. He is also said to have a tempestuous relationship with Rhalla, goddess of festivals, who often crashes events dedicated to him and poaches his worshipers, and vice versa. He, in one myth, was even said to have seduced Vanar, before she was corrupted and considered part of the Drow Pantheon. He is, however, known to have a very amiable relationship with Mythelea, as many of his bard worshipers are travelers and find themselves protected within her domain.    

VUNDATH

  Archetype: The Arcanist   Portfolio: Magic & Secrets   Title: The Spell Weaver   Symbol: Wand with Three Stars   Vundath is an ancient elven deity with multiple conflicting origin stories. The prevailing myth is that he has existed as long as the weave of magic, created by Ceralae to maintain it's integrity and keep unruly spellcasters from manipulating it in corruptive or damaging ways. In another myth he was a mortal who was the first elf to tap into the weave after watching how the dragons did it, and taught this knowledge to other elves. Either way, he is a patron of spellcasters and arcanists, those who dare to experiment with the unknown and risk potential devastation all in search of understanding. He is a holder of many secrets- magical knowledge which if put into the wrong hands could end entire civilizations. His most devout are often charged with tracking down rogue spellcasters with knowledge and magical artifacts that are too dangerous (usually given to them by Vanar) and attempting to subdue them and contain the offending spellbook or magic item. Spellcasters who reach too high and try to rival the gods themselves in arcane power must be stopped, as history has shown time and again. One of the worst perpetrators of this were the followers of Vanar, a goddess who began as Vundath’s underling in charge of dispensing Arcane knowledge. In some stories she was his sister- even a twin like Elyra & Arthfael. When she gave mortals knowledge of necromancy, Vundath was forced to take over her former job of facilitating knowledge while she fled to the shadowfell.   Vundath is very particular about which of his devout are worthy of any tutelage he has to give. He is said to be under Ceralae’s wing, and in some cases, must consult with her or the archivist Izumir, before releasing certain arcane secrets into the mortal population. Though much magic can fall into morally gray areas that Vundath does not feel inclined to judge one on- seeking arcane knowledge purely to wield power over others is a disgraceful act and one worthy of punishment. There are hidden vaults around the world where powerful and dangerous artifacts and tomes are kept and guarded for the protection of the world and the weave of magic. It is said that Vundath is responsible for weakening the minds of mortals so that they are incapable of remembering spells past the ninth level of power, severely limiting what mortals are capable of casting. This was a result of the mages who nearly destroyed the world 2500 years prior.   Though most of Vundath’s followers work in spheres of magical academia- mostly scholarly wizards- some also come in the form of natural born sorcerers trying to understand what they are and how they came to be. Vundath is fascinated by these enigmas who tap into the weave as if it were instinct while most others must study for years just to accomplish the smallest arcane feats. Most elves think sorcerers are Vundath’s chosen ones and hold a great destiny. He often has disdain for the warlocks and occasionally clerics of other gods that gain their gifts and abilities from higher powers without understanding the underlying machinations. There are no known clerics of Vundath, as he has a strong code of learning what you earn through rigorous study.    

EILANN

  Archetype: The Charlatan   Portfolio: Illusion, Mischief, Trickery, Pranks   Titles: The Court Jester   Symbol: Mask with Star Eyes   Eilann has likely been around a long time, going by different names and under different guises. No one knows for sure the origins of this deity, though he was believed to have originated in the feywild, perhaps as an ancient Archfey who did not hold court. He managed to find his way into the material plane and began to wreak havoc wherever he went. An insufferable trickster, he went to work within the elven aristocracy, causing scandal and public spectacles under various disguises. He grew a small following of elves from the lower classes who delighted in the public embarrassments he caused to the people in power and it drew in the disenfranchised and anarchists alike. These people began to emulate this mysterious being, causing mischief and mayhem from time to time- often resulting in their own imprisonment. Eilann could recognize kindred hearts and often used his abilities to help them escape. This following began to regard him as a god and worshiped him as such, which gave him the power to spread his influence even further. He met his end when he played one of his infamous tricks on one of the gods themselves. To their chagrin, Eilann ascended after his destruction due to his widespread cult following, becoming this deity’s equal. In most myths it was the god of music, Emaris, whose concert Eilann disrupted. Eventually he was begrudgingly added to the official Elvish Pantheon.   A very specific kind of person finds themselves within Eilann’s cult; people who prefer to stay out of sight, people who have a penchant for mischief, and people who like to take the wind out of the sails of people who think very highly of themselves, to name a few. He is considered the patron of thieves (though not assassins), charlatans, grifters, and pranksters. Most people drawn to him come from low stations in a given society and scramble desperately for what they can get, and most rely on quick wit and cunning. He is drawn to anyone who works in the shadows and uses cunning as opposed to brute force. Those with a natural talent for illusion magic are also his favorites. Eilann takes a shine especially for those who make mischief for the sake of mischief- to enjoy the chaos and drama of it all. These agents of chaos are the ones he choses to give cleric-ship to. Their only job is to disrupt order at any given opportunity- especially in subtle ways wherein they are not caught.    

RHALLA

  Archetype: The Reveler   Portfolio: Revelry, Festival, Luck, Food, Wine, Victory   Title: The Queen of Revelry   Symbols: Goblet & Diamond Star, Grapes, Horn   Rhalla was an Archfey who held her own court (A Spring Court) within the Feywild for many centuries. Her court was notorious for its lavish parties, constant festivals, magnificent decor and cuisine, and constantly jovial atmosphere. It was a very dangerous thing to have a party or celebration in the Feywild and not invite Queen Rhalla, as terrible luck was sure to follow (and she would typically crash any event she was not invited to anyhow). Eventually she grew tired of Feywild Festivals, and bored of the fey creatures who attended her. She wished for a challenge- for people without expectation. She began to venture into the material realm and to observe the celebrations there: she found them desperately wanting. Rhalla became infamous throughout the elven kingdom for showing up to any celebration and causing trouble. She sent people into euphoric frenzies of dance, gluttony, and debauchery. Who she was and how she was able to do these things was a great mystery, and most came to the conclusion that she must be a deity of revelry. As her myth spread- even beyond elven borders- and there were those who began to worship her (calling her The Reveler), she began to gain god-like powers as a result. In a world so full of hopeless wars and suffering, she took up this persona willingly and became the reveler they needed- one to bring hope and happiness; an excuse to let loose despite a given town or city’s code of conduct in order to indulge and enjoy to the fullest extent. She was a nuisance to most and it wasn’t for many centuries that she was accepted into the official pantheon of the elvish gods as a deity of festivals and food. Some also see her as a deity of victory and luck due to her association with competitions and sport which occurs during many festivals. It is said that before Rhalla came to the world, the elves were known for being uptight and solemn and perhaps a bit repressed. Rhalla helps elves to reconnect with and accept the wild fey blood that still runs in their veins.   Rhalla is not worshiped as highly or often as many elvish deities, but she has a few very dedicated and active cults that keep her influences known. These are people that heavily preach about finding a silver lining in all situations, holding onto hope, celebrating in the face of despair, and living life to the fullest. Many of her temples are simple shrines located within taverns. People who rely on luck find themselves in her worship, including gamblers and gladiators. Troublemakers and young teenage elves with a need to rebel also like to take up Rhalla as their deity, if not just to spite their parents.  

SYLANNA

  Archetype: The Paramour   Portfolio: Beauty, Freedom, Desire, Confidence, Brothels   Title: The Runaway Consort   Symbols: Rose & Star, Mirror, Doe   Sylanna was said to have began as a beautiful fey woman, eladrin by most descriptions, who was sought after by countless souls and ultimately became the first mistress of the ancient Queen of the Summer Court in the Feywild. The Queen coveted her with extreme jealousy, but she was a free spirit who loved deeply, and often, and was not one for commitment. She took many lovers outside of the queen, secretly, and quite often these lovers were punished to Sylanna’s great despair. She soon realized that, for all intents and purposes, she was but a prisoner. After many years solely belonging to the Queen, Sylanna managed to seduce an Archfey King of the Autumn Court, in hopes he might be able to at least whisk her away from the Summer Queen’s grasp. He did attempt this and it resulted in a war between the two courts, wherein Sylanna managed to slip away from them both. She became the most wanted fey in the feywild- by both Queen and King who wanted her for their own, and by all the fey who had only heard tales of her unrivaled beauty and charm. She began a sojourn to follow her wanting heart wherever she wished and she took many disguises, leaving many stories behind her wherever she went. She became a mythic figure over the years, eventually obtaining Archfey status herself. This was the path that led her to become a minor goddess of beauty and lust which carried over into the material realm- a place she also eventually began to visit when she grew bored of the feywild.   Sylanna is a deity whose expertise lies in the everyday happenstance of mortal affairs- typically one’s love life. She is worshiped both by those who seek true love or success in finding multiple partners. She watches over ‘ladies of the evening’ especially and has a soft spot for young passionate new love - the more so if it is star-crossed, forbidden, or unrequited. She takes pity on hopeless romantics, especially if they lack charm or suffer from terrible shyness. She is said to, in her best moods, matchmake true soulmates. Being of the feywild she does have a chaotic and morally gray worldview. She is perfectly likely to help gold-diggers and adulterers and may fan the flames of lust and jealousy to incite drama. She certainly appreciates deep profound love but she is also the patron of love of all kinds- fleeting and eternal, physical and emotional, honest and not, gay or straight or even asexual. Much of her actions are based entirely on her whims and mood or what is going on with her own relationships with others, mainly the deity Emaris, occasionally mortals or minor gods, and occasionally Rhalla.    

VANAR

  Archetype: The Warlock   Portfolio: Ambition, Undeath, Contracts, Shadow, Profane Magic   Title: Destroyer of Death   Symbol: Serpent and Black Star   Vanar is well known as one of the most notorious of the elvish deities and she has sort of become an all encompassing scapegoat for most unfortunate events that occur. Originally, she was a goddess of the arcane- especially diviners. She was a deity of hidden knowledge and magic, secrets, and the ambition to seek them out, and she was symbolized by the cunning but hard-to-read serpent. Whereas Vundath (her twin brother in many stories) was the keeper of the Weave of magic, Vanar was a facilitator of the knowledge of how to use it. She was charged with keeping magic too dangerous for mortals hidden and sharing where it was beneficial. Her cults were known for the intensity of her worship and the great lengths they would go to please her in hopes for her arcane gifts. Eventually, consumed with her own pride, she became more lenient about what was ‘too dangerous’ to share. She disclosed with her followers knowledge of the school of Necromancy, which became what they called “Vanar’s Gift”, and used to its full extent. This happened during the great wars between elves and the human mageocratic kingdoms that were arising to the south of Astrithyr.   The first liches came to being as a result- elves who would not rest until the war was won and elves the victors. The world was thrown out of balance, the rules of life and death bent and broken, immortality achieved by several. Undead armies were risen. Control of them was lost in many cases. This lapse in judgment on Vanar's part infuriated the other gods who sough to punish her and her morbid angry followers. To avoid their wrath she whisked herself and her cults to the only place the gods would not dare follow- The Plane of Shadow. Still the damage was done and the knowledge out in the world for anyone to find. There, in the negative plane, they laid low, waiting for the day when they would return too strong to be destroyed or punished. Over the many years she corrupted and shaped the plane of shadow to suit her- creating the shadowfell and her followers were utterly corrupted- becoming Shadow Elves (shadar-kai). She became the patron deity of undeath, dark magic, and secrets.   Occasionally Vanar will extend her influence into the material world, luring potential underlings into the shadowfell by enticing them with arcane gifts and secrets. Likewise her agents are sometimes sent into the material realm to weaken her enemies and their clergy. She wages a constant war against the deity Sinarah who has been tasked by Danha and Ceralae to track her down and contain or kill her. She also wages a war with Vundath as she longs to have full control of the weave of magic herself so she can corrupt it.    

LOLTH

  Portfolio: Slavery, Torture, Traps, Spiders, The Underdark   Title: (Demon) Queen of Spiders   Symbols: Spider, Web & Skull     Lolth originated as a demon of the abyss who climbed the ranks until reaching demon lord status and taking control of a layer of the abyss she named The Demonweb Pits. Her symbol was a spider and those who worship her as a god see spiders as especially sacred. Though not an elf, Lolth had an obsession with their kind- presumably because before she was cast into the abyss she lived multiple lives as an elf. She saw them as the most superior of the mortal races due to their longevity, grace, and natural skill in most areas. She wanted them for her own- the be at the top of their pantheon- and she wanted to cull the weak and turn them into a race so superior they could conquer all others and inherit the world. Slowly, she lured, trapped and corrupted many elves to her worship, offering gifts and power in her future regime or threatening their lives. When the time came for the great takeover, her clergy managed to bring her into the material realm and the forces of Lolth and her elvish worshipers clashed against the elves who fought under the religious banners of The Fates and The Champions. She and her elves were defeated and banished- her followers into the deepest depths of the underdark to repent for their treachery and Lolth back into the abyss, chained within a tower. The banished elves would one day be called The Drow, and they worship her still. They made a blood pact with her that changed even their physiology. They hardly resemble the elves they were. Her religion spread to others of the Underdark (occasionally clashing with the Duergar’s beliefs) and she made great attempts from within her prison to maintain complete religious control of her people and prevent alternative faiths from cropping up- though eventually they did what with her power limited by her chains.   The culture her worship produced (under her instruction) is harsh and regimented- a tyrannical and zealous theocratic regime heavily practicing enslavement of the weak and torture of the disloyal. Her people make heavy use of raiding other societies and dragging slaves back under the ground to toil under their feet (especially elves, who they deeply resent). Her biggest threat is currently the new god of light, Kalar, who was originally a mortal drow of the slave pits. He led a mass of her drow to rebel against her and leave for the surface and continues this treachery by continuing to lure drow outcasts away from her web.    

Kalar

  Portfolio: Light, Redemption, Adaptation, Refugees, Outcasts   Title: The Guiding Light   Symbol: Green Flamed Lantern   Kalar is the only of the Dark Ones of the elvish pantheon with a non-evil alignment. Of all the elven deities, Kalar’s fellowship is likely the smallest as he is extremely young and worshiped by just a handful of (former) drow. Kalar's drow do not call themselves as such- Drow follow Lolth. Their followers are Twilight Elves, and they live on the surface, having denounced the Queen of Spiders and made the decision to reclaim their elvish origins in the above world. They were the weak, the meek, those that Lolth wish to cull from her perfect drow race. Kalar was a mortal drow slave pit fighter who gathered and led their people to the surface and inspired them to adapt to surface living and adapt to the light, if possible. This society are taking baby steps, and currently exist on the surface as a nocturnal society.   Kalar is a deity of redemption and repentance, in a way, as they are aware of the dark and cruel history of their people and why the surface dwellers regard them with hate and mistrust. Their clerics are partly in charge of changing hearts and minds, as well as protecting the Twilight Elves against those who would threaten or slander them. They are a deity who looks over those who are unjustly ostracized by greater society for things they cannot control. Other races, like tieflings and half-bloods have also found their way to Kalar as a result. They protects those who are different- the outcasts. Kalar shepherds the lost, the falsely accused and imprisoned, the enslaved, and even the lowly and desperate criminals with no other options for survival. They help them establish new lives, often on the isle of Kalara, where their people sought safety. Though with enough time, it is possible that Kalar may one day join an official pantheon, they currently have a reputation as a drow god and by default a shadowy nature. They are currently Lolth’s number one enemy, as they continue to lure disenfranchised drow in the underdark back to the surface. Kalar guides them with a song only they can hear that sings of freedom and joy and safety in the light of the moon and stars. Though Lolth schemes of punishing the drow who have abandoned her for their disloyalty, they trust in Kalar’s ability to shield them from her wrath. They honor him most by spending time in the light of day- demonstrating their will to change into a being of the light despite the pain of this adaptation. It is prophesied that only when they can live in the daylight without discomfort that they will be free of their bond to Lolth, safe, and accepted by their elvish cousins- welcomed back with open arms.   New drow who have come to the surface and wish to remain in Kalara are given the option for a purification ritual by the head of the Kalaran church which cleanses them of their bond with Lolth. If they refuse this ritual they are not permitted to live on this island as they are feared to be spies of Lolth. Sometimes this ritual removes all the common spider-like mutations in a drow but not always. Most think this has to do with how devout a given drow is to their new deity or how committed they are to calling the surface home. Those who do not show zeal in their worship and remain very attached to their former drow culture often do not stay in Kalara, but move out into the world to fend for themselves.

Star Sigils

A prevalent motif among elves and their religion are the stars. Just as the dragons, they see the stars themselves as the physical manifestation of the highest deity (and creator of all other deities along with everything else that exists). As such, most of the symbol sigils associated with elvish deities include at least one star in them which is another way of saying they are divine children of the Higher Power. Some will instead have a moon or sun motif which are equally if not more important than star motifs as they have a much larger impact on the world. Stars with more points than others or more stars included in the design often means those deities have a higher status or a longer more important history.
Deity Adaptations There are many deities that exist in other pantheons that the elves believe to be bad or incorrect adaptations of their gods. The humans and halflings who worship these gods may not agree but it is commonly believed among elf-kind that the similarities are too obvious for them not to be the same being going by a different name. These include the elvish revelry god Rhalla and the human goddess of celebration Oranah, the fey ascended goddess of beauty Sylanna and the human goddess of love Khalil, the elvish deity of the moon and tides Arthfael and the human god of the sea Tulmar, the elvish divine shepherd of the dead Sinarah and the human goddess of mercy Helora, and the elvish goddess of wanderers Mythelea and the halfling/human goddess of heroes and exploration Pelenei. Some even say the orcish god of disaster, Morhzak, might be based on the elvish deity of natures wrath Zal Trianar.   That said, the elves also understand that their deity Elyra is an elvish adaptation of the draconic deity Zhella and Ceralae is an adaptation of the dragon's highest divine power The Infinite Stars. Though they accept that dragonkin also worship Izumir and Danha, there is debate about who worshiped them first and whose origin stories are correct.

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