The Forgers of the realm.

Eoün, The Green Father

Provinces: Natural World, Life, and Weather

Often called the Green Father, it is said that he created the plants, animals, and races of Elrün. He is often described as a wizened old man with a long flowing green beard and a wreath of vines around his head. Depictions of him in ancient texts often show him with antlers and the hooves of a deer. Shifters often revere him and use these ancient depictions of him as a model of their ancestry instead of the oft believed theory of lycanthropy.

Tinarae, Light of Fate

Provinces: Fate, Sun, Moons, and Stars

If you ever ask a Kor, why do they climb so high? Their reply would be, so that they can be closest to the light. Old stories tell of how Tinarae first showed them the high places and the means to reach them. It is said that she promised them the sun if they could climb higher than the moon. Though, all know only the Angels were blessed with wings to reach the sun. If you ever ask a Kor, do they ever fall? Their reply would be, only if they reach for the moon.

Vaalane, the Fickle Wind

Provinces: Luck, Sea, Storms, and Travel

When the cold winds blow from the Shiverchill it is said that Vaalane’s presence is upon the land. When severe storms ravage a city with destruction everyone knows Vaalane has lost her mind. Sailors and travelers will praise her for fair winds yet quickly curse her capricious nature when the same wind turns foul. Often when one is caught on hard times and things quickly turn for the better they are said to be in Vaalane’s wake.

Branmir, The Soul Forger

Provinces: Knowledge, Law, Strength, and Wisdom

It is said that the Green Father created life, but, the Soul Forger, constructed the realm in the eternal flame of his forge. He embodies strength and force of will. He inspires invention, rewards intelligence and extols wisdom. When the drums of war call, his enlightenment is sought to plan strategies and tactics to prevail in the conflict. Since he is known as a fair judge, though he can be harsh, it is considered folly to curse upon his name.

Faiths of Elrün

The Argent Four

Provinces: Varies by Deity

The pantheon of the Argent Four embodies all that is good in the world. The people of Elrün have followed the Four for a millennia, and everyone knows the names of the God’s and the Hidden Horrors. Even people who aren’t devout might still swear by the Four or offer a prayer in a moment of crisis.

The Argent Four is very diverse. Variations and subsects of the faith thrive, and any temples rarely errected are only loosely aligned. In a small community, a skilled smith might double as the priest because people believe he’s close to Branmir. A midwife might symbolically speak for Eoün or Tinarae. Typically, the faithful are united by their shared beliefs; no central authority seeks to enforce a singular creed.

As a Pupil—a follower of the Argent Four—you might feel connection to a particular Argent, but still show reverence to each. Your background can influence your particular interpretation of the Four—the Torim halflings consider the Four part of a pantheon of spirits that speak to them through their mystical mindweave, while most Kaldyr honor them primarily for hunting and war—but any character can be a Pupil.

The Hidden Horrors

Provinces: Darkness, Insanity, Pain, and Wrath

The Hidden Horrors are the shadows of the Argent Four. Where the Four govern positive forces, the Horrors are said to be the sources of all things dark and wrong with the world. Many believe that all Dark Casters are under their influence and power.

The Hidden Horrors and the Argent Four are opposite sides of the same coin. If you believe in one, you acknowledge the existence of the other. These forces are represented by The Mimicry, The NamelessThe Savagery, and The Shadow. The only question is whether you fear the Horrors or revere them. Those who choose to follow these sinister forces embrace Darkness.

The Hidden Horrors aren’t worshiped openly in Elrün; the shrines to these forces are concealed, and it’s more common to find a cult devoted to a single member of the Horrors than a temple dedicated to the entire pantheon.

Path of Light

Provinces: Bravery, Light and Perfection

Practiced by most kor, the Path of Light seeks to bring about change in the world by first bringing change within, using meditation to focus the mind and athletic discipline to improve the body. The next step brings light into the world, using courage and compassion to banish the darkness in others. They seek to be a guiding light to others encompassed by the shadow. They work to inspire others to be better and greater. Even the smallest change is a victory, yet lightbringers—those who follow this path—hope that this is merely a step on a greater journey.

The Path of Light teaches that this age is an age dominated by Myr-Nytta, “the great devouring shadow.” This force poisons the world and promotes Darkness. But all things change. If enough light can enter the world, it will lead to a tidal shift: and the age of Myr-Nytta will end.

Some followers of this faith believe that meditation alone is sufficient to change the path of the world, that merely contemplating the light is sufficient to bring about the change. Violence is never the answer, and the only way to defeat evil is to redeem it. Lightbringers seek to inspire those who live in fear and enlighten those whose evil is driven by ignorance. The faith has followed this path for over a thousand years, but now a splinter sect advocates greater action. These shadow watchers believe that evil must be fought, that sources of Darkness that corrupts communities can and should be ruthlessly eliminated.

Alynic Order

Provinces: Good, Protection, Light, and Wisdom

Every child of Elrün knows the age old story of Alynir, the prophet and first Keeper of the Light. Ages ago, a great Darkness rose up and unleashed its wrath upon mortals. Many suffered and died to its machinations and unending waves of terror. The world would be lost to forever live in Shadow if it was not for Alynir. This mighty paladin wielding the power of the White Flame battled the Darkness with light so powerful that it could not be engulfed by the Shadow. In the final climatic moments of the battle he sacrificed himself to save all mortals. Allowing the power of the White Flame to consume him, adding his will to its power, he bound the darkness away from Elrün.

Now Alynir serves as the Voice of the Light, helping others find the wisdom and power of the White Flame. Anyone who seeks to protect the innocent and battle the shadow can draw on the power of the White Flame to aid them. A pillar of argent fire marks the point of Alynir’s sacrifice, the center of the modern church. This pillar, located in Lightskeep, is a manifestation of the White Flame, not the source of its power.

The church’s templars stand ready to protect the innocent from the darkness, battling all things aligned with the shadow. Daegan’s seek to do good by performing acts of compassion and charity throughout Elrün. In contrast to the Argent Four, the church maintains a defined structure and creed. Lunarchs monitor regions; Solarchs lead the church; and the ultimate authority is the Keeper of the Light, who maintains the font in Lightskeep and communes with Alynir and the wisdom of the flame.

In the current age, the Alynic Order’s influence has waned. Many followers claim that the cause of recent wars, upheavals, disruptions, and the rise of dark magic is due to many turning away from the guidance of the White Flame. It is common to see Daegan’s seeking to peddle the influence of commoners, while Solarchs solicit leverage with aristocrats, all in an effort to gain back the prestige it had in ages past.

Druids of Elrün

Provinces: None

All druids look after the natural world, but they act in different ways. Five well-established paths define most of Elrün’s druids. In creating a druid character, consider whether you have ties to one of these traditions, and what led you to leave your order. Are you on a mission? Are you exploring the world or have you been banished?

The Ashen defend the natural world from anything that threatens it. Some Ashen consider civilization to be a threat and strike at any settlement that encroaches on the wild. Others focus their wrath on nobles or seek to unleash elementals upon the land.

The Dustbound believe that death and decay are vital aspects of the natural cycle of life. They believe that if the cycle falls out of balance, it will trigger a devastating cataclysm as the world resets this balance. They battle undead, but they also engage in actions that cull the weak. Extremists have been known to even spread plagues in cities.

The Greenbeards are devoted to Eoün, and serve as mediators between the spirits and creatures of the wild and mortals. The ranks of the Greenbeards include bards as well as warlocks with Archfey patrons; a druid or ranger might also serve a specific druid or circle.

The Moonguard believe that civilization has a place in the world. As a member, you help others understand nature, ensuring that they don’t cause unintentional harm or stumble into danger. This is the largest of the druidic sects and the most recognized.