Religions of Tyria

The New Pantheon
 

Alandra
The deity of selflessness, life, and luck. Alandra values freedom, travel, self-sacrifice, and adventure. She is the patron of Spring and is said to be the harbinger of new life. Alandra is offered prayers regularly, though more often during births, times of illness, or times of great sorrow. Of all the deities she is the most widely followed and cherished by the common folk.

Temples to Alandra are found frequently in civilized lands, but many wayside shrines are found in the wilderness as well, seemingly forgotten until stumbled upon. Alandra dictates that luck favors the bold, take your destiny into your own hands and she will smile upon you. Change is inevitable, but it takes the vigilance of the faithful to insure that it is for the better. Stamp out undeath wherever it is found, the mortal realm belongs solely to the living. Do what is right and good, aid those in need.

Alandra's symbol is that of a sharp four-pointed star. Alandra is seen as the matron, the mother, and the guiding star. Alandra is thought of as the deity who guides the Valkyrian.

Iouna​​
The deity of study, prophecy, and truth. Iouna values introspection, honesty, commitment, and curiosity. Scholars, seers, and psionics look to Iouna for guidance and knowledge when all else fails. Many of Iouna's shrines can be found within great libraries and lavish studies. She has only a few commandments, but they hold heavy requests. Seek the perfection of one's mind by bringing reason, perception and emotion all into balance with one another. Accumulate, preserve, and distribute knowledge in all forms, pursue education, build libraries, and seek out lost and ancient lore. Oppose schemes and unmask secrets that others might seek to hide. 

Iouna is represented by a symbol of the sun, shedding light upon secrets and hidden paths and enlightening others. She places little value in vanity, impulsiveness and wanton destruction. Iouna is seen as the Instructor, the Seer, and the Sun.
 
 

Omin
The deity of civilization, nobility, and community. Omin values great cities, order, and long-standing empires. He is the patron of Rulers, judges, explorers, and Crownsworn Knights. His divine law demands cooperation and service. One should work with others to achieve goals, community and order are always stronger than the disjointed efforts of lone individuals. Tame the wilderness, seek new lands to inhabit, and defend civilization against the growing darkness that seeks to crush it. Respect and trust one's nobility, they are your servants, as they are vested with power, responsibility, and burdens only to direct concerted efforts against evil.

Omin is represented by a bejeweled crown, signifying nobility, order, and community. Omin is seen as the crown, the judge's gavel, and the palace. Omin strictly opposes corruption, destruction, and chaos. The best way to earn Omin's favor is to strive to make a lasting mark on the world; To make something that stands the test of time is the highest good, whether it is something made at the hands of a blacksmith or a noble ruler building a dynasty.

Meloron
The deity of the wilderness, the purity of impulsiveness, and coexistence with all things. Meloron values simplicity, instinct and harmony with life. He is the patron of rangers, hunters, barbarians, and wilderness guides. Meloron strictures are in the interests of preserving what is natural. Protect the wild places of the world from defilers, oppose the rampant spreading of cities and roads. Hunt down aberrant monsters and abominations of nature, their only cure is to be purged. Never fear or condemn the savagery within nature, instead embrace it and live in harmony with it, for it dwells in the hearts of all those that live and seek to survive. Meloron is the harbinger of Summer, bringing warmth and growth to the land.

Meloron is represented by the symbol of the crescent moon. Meloron opposes the use of magic by Defilers, the over-use of the land, and the wanton hunting of other creatures as a sport. Meloron is the deity thought to have given guidance to the Valari, delivering intelligence and wisdom to them, elevating them above simple animals.

Haurom
The deity of art, beauty, and the whimsical destruction of the storm. Haurom is the patron of performers, elementalists, and those who value beauty in the world. Haurom is thought as the one who gives voice to the elements. Earthquakes, monsoons, tsunamis, all are at manifestations of his power. Haurom is different from the majority of the other deities in the sense that he's thought to be the one who walks between the Elemental plane and Bastion. Just as how all mortal spirits begin with Alandra, all elemental spirits begin with Haurom.

Haurom's symbol is that of the wind, for there is very few places where it's influence cannot be found. Haurom is one of the more popular deities, though for good reason. His strictures are thus: Cultivate beauty in all that you do, whether it be the art of combat, of magic, or something as simple as strumming a lute. Seek out those who defile and taint the elements, no punishment is harsh enough for the likes of them. Pay respect to the land, the sea, and the storm, and fortune may smile upon you.

Anitar
The deity of invention, curiosity, and time. He is often the patron of engineers, scholars, and artificers. What is known is that he is the patron of Autumn and is thought of as the keeper of time. From mundane calendars to the wonders of artifice, much of the world has benefited from Anitar's guidance. Many of his churches serve as historical repositories for old schemas and classical instruction, and are among the most prestigious libraries in all of Amere.

Anitar's symbol is that of a simple stone cog. His directives are few, but important:  Always prepare and seek to perform tasks correctly the very first time, be exacting. Innovation does not come without failure, be relentless. What is built today may not suffice for tomorrow, be receptive.

Korrick
​​​​​​​The deity of boundless strength, peerless skill, glory, and dauntless fortitude. Korrick is one of the most well-known deities in these uncertain times. He is known as the one who oversees all wars. He is generally offered prayers and tribute before and after battles, duels, and contests. It is believed that Korrick is the deity who brings challenge and trial to warriors and practitioners of the martial arts. He is sometimes personified as brash and arrogant by the more brave(or foolish) followers of other deities.

Korrick's symbol is that of the sword and axe, crossing each other midway as if locked in a duel. Korrick's directions are simple, though not for the faint of heart. Discipline your body so that it may never fail you. Value courage and scorn cowardice in all forms, it is the greatest sin. The deepest meaning always shows itself in silence; not in silence, but restraint. Meditate.

Irena
The deity of accepting death, firm vigilance, and exacting vengeance. She has many names, but the name Irena is the one that surfaces the most. She is the spinner of the threads of fate and the patron of Winter. She is offered prayers at the end of each mortal life and often is spoken of by mourners at funerals as she guides the souls of the dead to their ultimate destination.

Irena is known to very rarely send souls back to the world of the living to accomplish a task for her, in the form of a Death Knight. They are her agents, and while the pious followers of other deities would seek to destroy them, they know better than to cross Irena. Irena's symbol is often that of a feathered chakram or her scythe, an implement for reaping the souls of the deceased, set apart from the more common farming tool by black raven feathers that stem down from the back of the shaft-head.

Those who exclusively pray to Irena are taught to never pity those who suffer and die, as death is the natural end of all things. They are taught to bring down the prideful and the bold who seek to commit hubris and cast off the chains of fate. Followers of Irena are ultimately tasked with keeping the circle of life balanced and hunting down any Sorcerers who dare to abuse the Dark Arts and steer souls away from her.

Religions of Tyria

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