Faiths from other Cultures of Selan
Alternate Names
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Comparitive Religion
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Alternate Names
The names and major faiths of E'gath are shared by many other cultures and continents around Selan. While many of the
tenants of their faiths are similar, often the name of the deity or their persona is quite different. In addition, each
culture often brings unusual and surprising twists to commonly shared religions. The following lists include all of the
names for the gods in each of the major cultures.
Any god or goddess with an N/A in place of a name does not have a
variant in that culture. The letters following each name refers to the sex of the deity's persona in that culture
(M=Male, F=Female, A=Asexual). Some mixed race cultures may also have a racial descriptor (D=Dwarven, E=Elven).
Alrothna (Knowledge & Learning)
Alrothna (E'gath,F) : : Nal'rothni (Warlon,F) : : Alrothni (Merchant Kingdoms,F)
Alrothna (Pelini, F) : : Nalroth (Early Hannarian, M, D)
Fire Spirit (Tribal, A) : : Ailbe (Selanese, F) : : Ailbe (Akuacine, F)
Ilbe (Shadow, F) : : Awlbeh (Garnath, F)
Khadina (Death and the Afterlife)
Khadina (E'gath, M) : : Karast D'une (Warlon, M) : : Kaduna (Merchant, M)
Khadin (Pelini, M) : : Karast D'une (Early Hannarian, M, E)
Spirit of the Raven (Tribal, A) : : Arawen (Selanese, M) : : Arrawn (Akuacine, M)
Arrawin (Shadow, M) : : Ariwyn (Garnath, M)
Kreeng (Night, Darkness, Romance, and Thievery)
Kreeng (E'gath, M) : : Nyn Jalat (Warlon, M) : : Kreeng (Merchant Kingdoms)
Kreeng (Pelini, M) : : Nyn Jalat (Early Hannarian, M, E)
Spirit of Night (Tribal, A) : : Vascen (Selanese, F) : : Vascien (Akuacine, F)
Vascan (Shadow, F) : : Vaskan (Garnath, F)
Lillith (Evil, Pain, and Destruction)
Lillith (E'gath, F) : : Lylloth (Warlon, F) : : Lyllith (Merchant Kingdoms, F)
Lyllith (Pelini, F) : : Lylloth (Early Hannarian, F, E)
N/A (Tribal) : : Badb (Selanese, F) : : Bayve (Akuacine, F)
Bayv (Shadow, F) : : Badhb (Garnath, F)
Loreth (Natural World of Plants and Animals)
Loreth (E'gath, M) : : Mor'ethis (Warlon, M) : : Moreth (Merchant Kingdoms, M)
Moretha (Pelini, M) : : Dundarth (Early Hannarian, M, D)
Earth Spirit (Tribal, A) : : Teras (Selanese, F) : : Teres (Akuacine, F)
Terras (Shadow, F) : : Ternas (Garnath, M)
Marach (Weather and Seas)
Marach (E'gath, F) : : Mor'Achis (Warlon, F) : : Morach (Merchant Kingdoms, F)
Marach (Pelini, F) : : N/A (Early Hannarian)
Spirit of the Wind (Tribal,A) : : Cliohna (Selanese,F) : : Cliodhna (Akuacine,F)
Chamara (Shadow, F) : : Kliona (Garnath, F)
Mures (Life and Healing)
Mures (E'gath, M) : : Mures (Warlon, M) : : Mures (Merchant Kingdoms, M)
Mures (Pelini, M) : : Gaenar (Early Hannarian, M, D)
Water Spirit (Tribal, A) : : Grannos (Selanese, M) : : Grennis (Akuacine, M)
Grannis (Shadow, M) : : Garnost (Garnath, M)
Piccor (Light and Magic)
Piccor (E'gath, M) : : Gel'nor (Warlon, M) : : Jelnar (Merchant Kingdoms, M)
Piccor (Pelini, M) : : Gel'nor (Early Hannarian, M, E)
Day Spirit (Tribal, A) : : Urien (Selanese, M) : : Uryen (Akuacine, M)
Urian (Shadow, M) : : Garnath (Garnath, M)
Sullum (Justice and Law)
Sullum (E'gath, M) : : Soltamn (Warlon, M) : : Solaum (Merchant Kingdoms, M)
Sollum (Pelini, M) : : Solkan (Early Hannarian, M, D)
Spirit of Fate (Tribal, A) : : Dinan (Selanese, F) : : Dinane (Akuacine, F)
Dinan (Shadow, F) : : Danan (Garnath, F)
Synna (Merchants & Craftsmen)
Synna (E'gath, F) : : Syn'na Tyl (Warlon, F) : : Cynna (Merchant Kingdoms, F)
Synna (Pelini) : : Barathi (Early Hannarian, M, D)
N/A (Tribal) : : Luchtain (Selanese, M) : : Luchtaine (Akuacine, M)
Luktan (Shadow, M) : : Luchtar (Garnath, M)
Toln (War and Combat)
Toln (E'gath, M) : : Cele'Dast (Warlon, M) : : Talnin (Merchant Kingdoms, M)
Tarn (Pelini, M) : : Cele'Dast (Early Hannarian, M, E)
Hunt Spirit (Tribal, A) : : Andrast (Selanese, F) : : Andrazi (Akuacine, F)
Andrax (Shadow, F) : : Andrass (Garnath, F)
Comparative Religions
E'gathin religion is a fairly simple polytheistic affair. People worship the ten greater "good" deities for their
attributes as their needs and devotion warrant. If someone is going on a long sailing voyage, they would pray and
tithe to Marach. On the eve of a battle, everyone beseeches Toln for victory. Farmers regularly seek the council of
both Marach and Loreth for aid in growing their crops. Merchants often have a small shrine to Synna in their store
or homes. Every need has a deity to pray to.
unfortunately that means that every ill intended act also has a watchful god or goddess. Thieves plead to Kreeng for
guidance and assistance, while necromancers follow the guidance of Medraut. All foul desires, intentions, and cravings
for bloody vengeance are known to the greater god of evil, Lillith.
Most of the other cultures follow this basic example of worship and faith. The basic exceptions are the ancient followers
of Garnath, Priests of the One True Light, and the Chak'ar. Each of these cultures created a very different religious
base.
Both the ancient peoples of Garnath and the One True Light are primarily monotheistic. Both worship the greater god
Piccor as the creator god. Garnath is also known as the sundered god. Research into this ancient worship discovered a
prophesy regarding the return of the sundered god. The higher ranking priests of the One True Light discovered this
prophesy and embraced the philosophy. One god splintered into the twelve or so known deities, and therefore diminished
from the original. Listed under each of the gods is a Garnathian name post-sundering for each of the splinters. Priests
of the One True Light refer to the other gods as shards.
Prophesy at the Temple of Garnath
The Chak'ar is a race of large insects that are generally humanoid that live in the Dragonsmouth Desert. They are
completely atheistic, believing in no gods or divine powers. Instead they worship fate, karma, and the wheel of destiny.
They believe that everything has happened before, and it will happen again. When it is the appropriate time to act, their
leaders will inform them of what must be done. Modern scholars are mystified as to why the gods permit this to occur.
Because Chak'arian society is so isolated and reclusive, most scholars have not heard of the ninja clans of the Chak'ar.
These clans are actually priesthoods and monasteries to the various gods and goddesses. They use the names of the gods
that were given to them ages ago by outsiders from E'gath and the Merchant Kingdoms.
- Clan of the Scorpion - Worshippers of Lillith.
- Moving Shadow Clan - Worshippers of Kreeng.
- Clan of the Quick Death - Worshippers of Khadina.
- Clan of the Crimson Hood - Worshippers of Toln.
- Water Clan - Worshippers of Mures.
The oldest known culture is that of the Hannarian Empire. The Hannarian Empire was a mix of elves and dwarves that lived
and worked in harmony for several thousand years. Their religion was a mix of the two races and their shared culture and
belief system. As time progressed, the strain between the two races and their growing divide in beliefs caused the Empire
to devolve into civil war. When this occured each race took their own gods with them and created new ones during the war.
Often the name of the other race's god would be turned into the name of a demon or antithesis deity for their own. Modern
Warlon and Hannarian gods are from the appropriate race.
An interesting point of the Warlon gods: most of them have a tinge of evil to their personas. While in most of the other
pantheons the gods are predominantly neutral in moralistic terms, elven deities often have a bit of sadism to their
rituals. Modern scholars wonder if they are actually worshipping demons or if they are projecting their own twisted
natures upon an innocent face.
Elves also have a more sinister variant of an afterlife than most pantheons. In most pantheons the dead either join with
their patron god in death or, as is more likely, travel to Varloche to rest for all eternity. While many cultures have a
different name for Varloche, they all share a fairly neutral form of our final resting place. Elves do not share that
comforting end. While true believers still are embraced upon death by their lords, everyone else goes to a dark forbidden
place of pain and torment. Everyone that the individual has wronged is allowed to take vengeance and punish the poor soul
in any way they desire. Most elves are devoted to one god or goddess because of this fact, and their religious orders are
exceptionally powerful.
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