Sovereign Host

The Orthodox Faith

In a religion that emphasizes acceptance and universal truths seen in many guises, it is surprising to talk about an "orthodox" faith. However, even the pantheists of the Sovereign Host have their limits and there is just so far that many of them will allow things to be taken. The other faiths on this page have strongly broken with mainline church but even among the ordained clerics of the Sovereign Host there is variation. The organizations below all exist somewhere on the grey-shaded spectrum between orthodoxy and heresy.

Liturgical Council

Temples to the Sovereign Host on the continent of Khorvaire are divided up into liturgical councils to give some organization to the religion. Unlike authorities in churches of the Silver Flame, these liturgical councils rarely hand down edicts but instead provide support and replacement priests when temples in their purview require something.
As a rule, the liturgical councils are located in cities which are not political capitals in an effort to keep councils from too strongly aligning with nations. The councils in Khorvaire and the areas under their attention are as follows.

  • Burning Crown Council: This council in Sigilstar now oversees the whole of Thrane and the few small temples to the Host in that nation. It oversees Thaliost as well, even though the remnants of the Northern Canticles council still remains in that city.
  • Northern Canticles Council: The council in Thaliost formerly served the area around the city and up to Stormhome as well as Rekkenmark across the Sound. The Thranish occupation of the city has led to the dissolution of the council and the division of the regions between the Sovereign Stars, Burning Crown, and Guardian Host councils.
  • Guardian Host Council: From Karrlakton, this council oversees western Karrnath including Korth and the eastern shores of Scions Sound. This council has had a number of setbacks from the appearance of the dead-gray mists across the sound leading to the Cyre River and the strong opposition to its influence from the Blood of Vol in Atur.
  • Peaks of Majesty Council: While most councils make an effort to stay separate from national capitals, this council in Krona Peak was established to oversee dwarven temples in the Mirror Lake region before it became the self-governing Mror Holds. There has been some talk of relocating the council seat to Korunda's Gate to the north but for now it remains in the capital city.
  • Safe Harbor Council: Before the Lhazaar Principalities became independent, Regalport was the seat of the easternmost and, arguably, least coherent liturgical council in Khorvaire. Since the islands became a more dangerous and less policed area, the council has moved to Adderport where it now oversees the growing communities in Q'barra.
  • Shining Shores Council: The newest liturgical council, this authority oversees southern Aundair from its seat in Ghalt. This area was formerly overseen by the Burning Crown council in Sigilstar but the strong political divisions as a result of the Last War required a new council to see to the needs of southern Aundair when the Burning Crown council was divided from that region by strict Thranish border control.
  • Sovereign Stars Council: Located in the Aundairian city of Lathleer, this council assists communities throughout northern Aundair including the city of Fairhaven. Many of the lands were formerly served by the Northern Canticles council in Thaliost before the forcible dissolution of that council by the Thranish occupation.
  • Temple Sky Council: The eastern half of Karrnath is overseen by this council from the city of Vulyar which often deals with the long stretch of its responsibilities. Despite the remoteness of the location and the wide area under the council's purview, the leaders of the Temple Sky council continue to be forward-thinking, even establishing relationships with some of the halfling temples in the Talenta Plains.

Monastic Orders

  • Order of the Broken Blade:

Dragon Sovereigns

The Thir

The Dragon Gods

The stellar gods of the dragons are as follows.

Dragon God Concerns Dragon God Concerns
Io Lordship and nobility. Garyx Destruction and renewal.
Aasterinian Cleverness and artistry. Hlal Legends and inspiration.
Astilabor Wealth and respect. Lendys Balance and justice.
Bahamut Loyalty and Courage Tamara Light and mercy.
Chronepsis Fate and judgement. Tiamat Betrayal.
Falazure Decay and darkness.

The Sovereign Archetypes

The dragon archetypes are equated to the orthodox Sovereign Host according to the following table.

Sovereign Archetype Draconic Name Orthodox Deity Sovereign Archetype Draconic Name Orthodox Deity
Child of Eberron Vrakdai'eberron Arawai and the Devourer Loredrake Belikr'zhrenic'schakri Aureon and the Shadow
Flame of the Forge Ibazarshan'akuech Onatar Master of the Hoard Vucausivir'livaij Kol Korran and the Keeper
Fortune's Fang Ossalur'ekess'juk Olladra Passion's Flame Ghralaanio'ienra The Fury
Guide of the Weak Tijaithear'iasastahi Boldrei Stalking Wyrm Marinx'nugri'harroc Balinor
Lightkeeper Naktar'ithquant'adul Dol Arrah Wyrm of War Harkaj'sinixen Dol Dorn and the Mockery

Faiths of Rushemé

The deities of the giants are matched to the orthodox Sovereign Host according to the following table.

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Banor of the Bloody Spear Balinor cell-content cell-content
Karrak the Final Guardian The Keeper cell-content cell-content
Ouralaon Lawbringer Aureon cell-content cell-content
Rowa of the Jungle Leaves Arawai cell-content cell-content
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Merlaac Taer

Before the Empire of Dhakaan united all goblin kingdoms under one ruler in the Age of Monsters, other kingdoms promoted a religion of deities similar to modern worship of the Sovereign Host. While the pantheon is similar, however, it also includes deities which correspond to the Dark Six. The goblins have different legends associated with their gods and they do not see the moral divide between the two groups of deities. Instead, the goblins divide their pantheon according to race just as they divide their society.

The Faith

Goblin Gods

The goblin gods are crafty and skilled, imparting that skill to their worshipers and supporting the other gods through their guile.

  • Agaac: The god of magic and secrets, Agaac is often compared to Aureon of the Sovereign Host. Agaac is a much more vicious god, however, and shifts from moment to moment between the stoic Agaac and the cruel Agaal'daar who corresponds more or less to the Shadow of the Dark Six. The goblins feel that Agaac produces such terrible knowledge that he is driven insane at times with its power. When the god's stony exterior cracks he can be deadly and vicious.
  • Agalkhuul: The strong-willed matron goddess Agalkuul oversees harvest and providing. The goblins are the most numerous of the goblin races and Agalkhuul is the one who gifted them with such prolific numbers. They are a powerful host and the Lady of Leaves drives their passions as well as their hunger. When someone threatens the goblins, whether their cousin races or outsiders, it is Agalkhuul who rallies them to action. She is just as protective as her counterpart Arawai but urges her followers to take a more aggressive role to defend themselves.
  • Ol'darthul: The god of fate, Ol'darthul parallels the Sovereign goddess Olladra but he follows a more oracular tradition. The priests of Ol'darthul often have jarring visions of the future which led the goblin kingdoms in ages past. These days, the rituals of Ol'darthul are more practical services that help goblins in everyday topics.
  • Togac: The goblin god of destruction follows the maxim that "everything is vulnerable." He is different from his counterpart the Devourer in the Dark Six as a more patient and exacting deity who searches out the flaws in others' defenses. Those who threaten Togac's followers may find themselves undone by a few well-placed jabs before their main charge even begins.
  • Turthuul: This quixotic goblin deity is the counterpart to the Dark Six's Traveler and it is every bit as mysterious. Turthuul is normally portrayed as a faceless and genderless goblin who is never where expected and who reacts in unexpected ways. The goblin worshipers of Turthuul were much more integrated into Dhakaani society, though they follow strange rituals that are closed to outsiders even today.

Hobgoblin Gods

As the self-proclaimed leaders of the goblinoids, hobgoblins and their gods show the need to shape and guide the goblinoid races.

  • Muul'dogac: Though they are often considered savage and uncivilized, the goblinoid view of death has more in common with the Elven one than either race would care to admit. The hobgoblin god of death, Muul'dogac, is similar to the Sovereign Keeper who guards the gates of Dolurrh but he also serves as a messenger to carry stories of the honored dead to those still living. Dhakaani stories are full of visions from Muul'dogac bringing word from ancestors to the heroes of the present, though he only allows this in the most dire situation or for the most worthy mortals.
  • Muul'duugac: The Dhakaani god of wealth is similar to the Sovereign Kol Korran, but less greedy than the version normally celebrated in the Five Nations. Muul'duugac normally is depicted as a stern-faced hobgoblin form wearing the decorations of a chieftain as he is one of the patrons of leadership among the Dhakaani. Wealth belongs to the powerful in goblinoid society but they are expected to lead and shape the greater society with their resources.
  • Okakhur: The strong and powerful goddess of craftsman, like male Onatar of the Sovereign Host, is the goddess of forging but she is not limited to physical crafting. Like the female dirgesingers of the Dhakaani, Okakhur forges goblinoid society into a whole that's stronger than its parts. One of the central metaphors among the Dhakaani is a strong alloy, one with three components that meld seamlessly together, and the person always working those components together is the muscled Okakhur.
  • Ral'dekhur: Though many hobgoblins live in clan holdings in frontier areas today, during the days of the Dhakaani Empire they were the largest portion of the urban population. Still, their martial outlook also made them the leaders of patrols and law-enforcement throughout the empire and many goblinoids carrying out martial tasks at the empire's fringes found themselves praying to Ral'dekhur. Unlike the god of wilderness among the Sovereign Host, Balinor, Ral'dekhur is less a god of the hunt and more a god of self-reliance and survival. He is usually depicted as a weather-beaten hobgoblin (sometimes male, sometimes female) in clothing which is sturdy but worn. He invariably features a grim and steady look with eyes fixed on some distant horizon and glowing with purpose.
  • Tuugalkhuul: Among the goblinoid races, hobgoblins are usually cast as the measured and reasonable ones. They are that but they are also filled with the same strong passions as their goblin and bugbear cousins. Tuugalkhuul, usually equated with the Fury of the Dark Six, is the personification of those passions: a righteous anger that destroys the enemy without mercy. There are other gods of war among the Merlaac Taer (all four of the bugbear gods, specifically) but Tuugalkhuul is the god representing the need for war.

Bugbear Gods

The four brothers of the bugbears, all of them warrior-gods, show the mindset of this race and also their place in Dhakaani society. Three of these deities are associated with brothers in the Sovereign Host: Dol Arrah, Dol Dorn, and the Mockery (originally Dol Azur). The inclusion of a god similar to Boldrei is confusing to many Vassal scholars but makes sense in the goblinoid mindset.

  • Druul'dakor: Associated with the Mockery of the Dark Six, Druul'dakor is a vicious and cruel warrior. His purview is the sort of tactics that modern generals call "shock and awe." The bloody tactics advocated by his warpriests are the sort of things that people today associate with the quintessential bugbear warrior. In truth, though, this sort of thing was used to send a message when a village needed to be razed or enemy leaders needed to be made an example of. The use of pain as a weapon elicited prayers to Druul'dakor.
  • Druul'dargat: When praying to Druul'dargat (associated today with Dol Arrah), warriors in the Dhakaani Empire prayed to Druul'dargat before every battle and when going home. Many stories are told among the goblinoids of Druul'dargat making noble sacrifices and facing difficult decisions on the battlefield. He is the image of a perfect warrior: one who is strong and determined and always makes the right decision in a difficult situation. He follows orders but also knows how to carry himself away from his commanders, doing things to live with himself afterwards. The fact that he is the patron god of the Ghaal'dargat line, the bloodthirsty ravagers of modern Darguun, is a testament to how far the Dhakaani have fallen.
  • Druul'duur: Though his brother Druul'dargat is an emblem of how much warriors depend on determination and honor, Druul'duur (associated with the modern Dol Dorn) is more practical. For him, warriors are physically strong and that strength allows them to crush the weaker enemies of Dhakaan. In this way, Druul'duur is the most essential of the bugbear gods since he represents what the bugbear race has over the other goblinoids: their physical might.
  • Druul'rhaan: Though he is the least aggressive of the four brothers, Druul'rhaan is the war-god prayed to when they are protecting the homeland and their family. He is associated with Boldrei of the Sovereign Host but he is most assuredly a god of war. When backed against a wall he can be just as vengeful and bloody as his brothers. Prayers to Druul'rhaan are made to protect those back home when warriors are out in the borderlands and to give strength to troops defending the homelands of the goblinoids.

Mrorian Faith

Since arriving in the Ironroot Mountains, the Mrorian dwarves have followed a faith with a lot of parallels to the orthodox Sovereign Host. The dwarves and duergar of the Akiak tribes in the Tashana Tundra worship the same pantheon, and even include the Dark Six in their faith as aspects of the six major deities. Scholars comparing the two traditions suppose that the Mrorian faith has been heavily influenced by the Khorvairian churches whereas the Akiak faith is probably closer to the original Mrorian religion. Of course, the Akiak gods may also stem ultimately from the Pyrinean Host with some alteration either before or after the nation of Pyrine fell.
In both the Mror Holds and the Tashana Tundra, this faith is losing ground. Khorvairian missionaries in the Ironroots, especially dwarves born in the Five Nations who have return to their people's homeland after independence, want to fix the heresies they see and erect churches devoted to the "true" Host. The dangerous mixing of Dark Six and Sovereign Host is something that is associated with the wild, barbaric past of the Holds and most clan leaders are interested in looking to the future these days and establishing the Holds as an equal to the Five Nations. On the other side of the Sea of Rage, the Akiak tribes live an embittered and vengeful existence as they struggle against the Unity of Riedra to the south which would like to see them all destroyed. Many feel betrayed by the gods of their people and are more attracted to new religions such as the Path of Light from Adar or the primal faiths of the shifter tribes they live alongside. In both cases the traditions known as the Old Faith or the Ancient Gods are a fading religion, leaving carvings and scriptures that fewer and fewer dwarves can interpret reliably.

The Faith

To the dwarves of the Old Faith separate their gods into two categories, those of the Heights and those of the Depths. These are often literally depicted as the peaks and roots of massive mountains but there is no specific mountain that is thought to be their home and most worshippers understand it to be an abstraction. References to the shining ring of Siberys and the dangerous caverns of Khyber, on the other hand, are more than poetic license and some parts of the Draconic Mythology are also found interwoven with tales of the dwarven gods.
The High and Deep gods each number six, a holy number to the dwarves, and each of those has at least two aspects with distinct personalities, something that the dwarves liken to a multi-faceted gem. The divide between the two sets is a nuanced one, even more so than the distinction between Sovereign host and Dark Six, and the dwarves categorically refuse to ascribe morality to the gods.
Priests of the orthodox Sovereign Host equate the two religions according to the following associations.

Gods of the Heights Gods of the Depths
Mrorian God Sovereign Host Mrorian God Sovereign Host
Araukhu Arawai/Olladra Bohl-Adri Boldrei
Ar-Aheen Aureon Ezurek The Mockery (Dol Azur)
Dor-Nekar Dol Dorn Kehl-Tuar The Keeper (Kol Turrant)
Duhlar Dol Arrah Kulek-Oraun Kol Korran/The Shadow
Ohn-Thar Onatar Shurak The Devourer (Shurkaan)
Paleknor Balinor Zorasi The Fury (Szorawai)/The Traveler

Gods of the Heights

  • Araukhu:
  • Ar-Aheen:
  • Dor-Nekar:
  • Duhlar:
  • Ohn-Thar:
  • Paleknor:

Gods of the Depths

  • Bohl-Adri: The patron god of the clanhold, Bohl-Adri is prayed to for strength and steadfastness. As The Hearthlord (Uralaul) he protects guests and hosts alike and is the keeper of the Law of Hospitality among the clans. Once food or drink are shared beneath a roof, both the guest and the host agree to a solemn pledge against bloodshed until the next day and any who break this vow feel the righteous anger of the Hearthlord. As The Mountain Wall (Onol Adil), Bohl-Adri protects in a more direct way. He strengthens stone and warrior alike against blows and holds fast the clan in times of peril. Prayers of protection, whether uttered by dwarves under siege by orcs, shoring up engineering projects, or searching for minerals to strengthen a settlement's standing, are heard by the Mountain Wall.
  • Ezurek: To a dwarf, honor and reliance are everything. This racial ethos, though, has its limits and when the honorable way must be set aside it is the enigmatic Ezurek who oversees the results. In his aspect as The Staggering Rake (Khibathel Borush), Ezurek embodies the inevitable state that most dwarves reach from time to time. Much is excused when one is drunk but for those dwarves who are able to do great things while inebriated there is high praise. The Khibathel Borush guides the drunken mind of those who pay him homage and for some they are even more clever and successful under the influence. As The Vengeful Blade (Ustos Tarmid), Ezurek
  • Kehl-Tuar:
  • Kulek-Oraun:
  • Shurak:
  • Zorasi:

Pyrinean Host

The ancient deities of the Pyrinean Host equate to the orthodox Sovereign Host according to the following table.

First Generation Second Generation
Pyrinean Deity Khorvairian Deity Pyrinean Deity Khorvairian Deity
Ailath the Source Aureon Del Alad the Light Dol Arrah
Alava the Provider Arawai Del Asil the Mockery Dol Azur
Harathel the Hunter Balinor Del Kelath the Strength Dol Dorn
Heratha the Haven Boldrei Ethathal the Maker Onatar
Shtilathath the Devourer Shurkaan Eralka the Destiny Olladra
Tol Telath the Abundance Kol Korran Shtalev'tha The Shadow
Tol Thilath the Keeper Kol Turrant Shtelava the Fury Szorawai
Shtathal'tha - The Traveler

Restful Watch

The Three

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