Religion

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Bugbear    War/Death        

Goblin        Life/Trickery

Troll        Healing/Tempest

Kobold        Knowledge/Arcana

Gnoll        Nature/War

Flowering    Nature/Light

 

Religion is a bit simplified from the corebook in that rather than individual gods having domains a cleric can worship, the pantheon has an overriding theme that they can reach. So you can worship the gods in general, any particular god or gods, but the pantheon you’re closest to (probably your racial gods) is the one whose domain you access.

 

All these Pantheons are believed to be related and connected. The exact relationship is unclear, but it’s generally accepted that if a member of one race ends up as a valued member of another’s society, the host’s Gods might adopt them. Similarly, if a mortal dies having failed to please any of the gods, they’re believed to be denied entrance to the afterlife and must wander until the soul finds a place that will accept them. Or is eaten by one of the monsters that feeds on lost souls.

 

The Bugbear Pantheon is structured as an army, arrayed against a vast host of Outsider Gods and other Demons. Their Domains are War and Death (in DMG). The Bugbear gods generally expect their clerics to be disciplined and uphold the values of courage, loyalty, and ruthlessness. If a Bugbear pleases the gods, he can expect to join the army in death. It's considered presumptuous to petition General Anu directly, with prayers to Tactician Brelm for wisdom, Commanders Nunai, Ongin, and Dilm for strength or military victory, Quartermaster Ubroat for issues of material goods and wealth, and Merciful Hoarg for a healing or (more usually) a quick death.

 

Primary Bugbear Gods are:

General Anu

Tactician Brelm

Commanders Nunai, Ongin, and Dilm

Quartermaster Ubroat

Merciful Hoarg

 

The Goblin Pantheon is centered around a fertility goddess named Great Mother Muphroonkah.  Most religious stories are about Muphroonkah seducing the spirits of various aspects in order to bear the children necessary to solve a problem. When a gobln colony changes it’s group task, a priest asks the blessing of the appropriate Goblin god that was born from the aspect of that task. The Goblin pantheon is less demanding than others, it’s generally believed that all Goblins except the obstinately anti-social will eventually find their way into a giant colony in the afterlife. Their Domains are Life and Trickery.

 

Primary Goblin Gods are:

Great Mother Muphroonkah

Warborn              

Fieldborn             

Nightborn           

Loveborn

Forgeborn

Waterborn

Fireborn          

 

The Troll Pantheon is envisaged as the Divine Homestead with the various gods having roles as if in a typical Troll stead. The two merged families are seen as representing land and water, with Eldest Feylin as one of the first general of mortal Trolls who was elevated to godhood. No cleric has been able to contact Green Father Yamike in recent memory.  There is a story he was killed by an Ousider god, and sometimes Blue Mother Aketa is referred to as the Blue Widow. A Troll who shows dedication to family and similar relations can expect to join their ancestral homestead in the afterlife. Ancestors are not worshipped per se, but they honored and prayed to. Troll god domains are Healing and Tempest.

 

Primary Troll Gods.

 

Green Grandparents Tzuljin and Yuhai

Blue Grandparents Malak and Esha

Green Father Yamike

Blue Mother/Widow Aketa

Blue Uncle Ajin

Red Uncle Jaafan

Green Aunt Vriska

Black Aunt Zea

Eldest Feylin

 

 

The Kobold Pantheon is envisioned as a court of dragons. Dragons are mythical beasts in Ikari, believed to have perished in a cycle of history long ago. Whether the Kobolds are the last followers of the ancient dragon gods, or if the Kobold Gods just like to appear as dragons is a matter of debate outside Kobold circles. In either case, those Kobold clerics able to summon celestial help often find themselves with the aid of something that looks and acts very much like a dragon. It tends to pre-empt argument. The Kobold afterlife is viewed as taking a position in the court based on how accomplished you are in life. Fortunately for those with a lousy life, it’s believed that you can still improve yourself and advance after death. The Kobold god domains are Knowledge and Arcana (in Sword Coast supplement).

 

Primary Kobold gods

 

Ulraiss the Blue Ruler

Mosoa the Red Warrior

Roldreress the Green Warden

Cevronia the Black Crafter

Bukai the White Beast

 

The Gnoll Pantheon is seen as a hunting pack, with the structure matching with a typical gnoll pack.  if you live the gnoll lifestyle of pack loyalty and the wild hunt, Odakh the Soulnose will judge you worthy and you can run behind the Godpack in their divine hunting grounds. Gnolls believe that souls that displease the Soulnose aren’t cast out as in other pantheons, but ripped apart. The Gnoll god domains are Nature and War.

 

Primary Gnoll Gods:

 

Omnol  the Warleader

Agrag the Huntleader

Ismokh  the Scoutstalker

Usnab  the Nursemother

Irdeg  the Threadeater

Odakh  the Soulnose

 

 

The Flowering’s religious situation is murky. Not having ancestral/racial gods that created them, they were the subject of recruitment efforts.  The majority of Flowering who aren’t anti-social Demon worshippers either fold into worshipping the pantheons of other races or follow the Quiet Gardeners, a trio of beings who appeared after the First Invasion and refuse to allow their clerics to reveal much information about themselves. They encourage the pro-social tendencies of the Flowering, and encourage non-violence and co-operation as opposed to force. The Quiet Gardeners doimains are Nature and Light.

 

Religion

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