The Gods of the Sovereign Host


“The Sovereign of Life and Love,” Neutral Good
Most Vassals think of Arawai as the deity of fertility, crops, abundance, and plant-life in general. While accurate as far as it goes, this is a limited understanding of Arawai’s place in the pantheon. More properly, she holds dominion of the natural world as viewed through the lens of civilization. A follower of the Hos lost in the forest, or wandering unknown valleys, is most likely to call upon Arawai for aid.
Portfolio: Fertility, crops, abundance, plants, the wilderness, birth.
Domains: Good, Plant (Growth), Weather (Seasons).
Variant Channeling: Farming, Nature, Weather.
Priest Training: Arawai’s priests are knowledgeable about farming or natural lore, as well as religious issues. Most were farmers, woodcutters, or herbalists before becoming priests.
Quests: Arawai’s servants embark on quests to end famine, rescue those lost in wilderness, or protect forests and farmland from ravagers.
Prayers and Rites: Sacrafices to Arawai offer grains and other consumable plants and produce. Vassals request good harvests and live, healthy births from Arawai, as well as guidance in the wild.
Shrines: Shrines to Arawai are usually built of wood, rather than stone, and roofed with leafy branches atop a latticed framework. they are adorned with stalks of grain or growing vines.
Favored Weapon: Morningstar.
Holy Symbol: A stalk of wheat, of the Octogram in bronze and green, representing grains and plant life.


“The Sovereign of Law and Lore,” Lawful Neutral
Aureon is the lord of all knowledge, and the scriber of laws without which civilization could not exist. He is also the god of magic as a tool for mortals (as opposed to the Shadow, who represents magic in its uncontrolled, primal state). He is the patron of teachers and scholars, judges and sages, lawyers and wizards. While scripture does not place any of the gods above the others, myth has it that Aureon often directs the actions of the Host- not due to any authority he might wield, but because the others trust his judgement and ability to see consequences.
Portfolio: Law, knowledge, learning, logic, magic.
Domains: Knowledge (Memory), Law, Magic (Arcane), Rune (Language).
Variant Channeling: Law, Knowledge, Magic.
Priest Training: Aureons priests must be educated or at least knowledgeable, capable of rational thought, and able to place the needs of the law above their own emotions. Many serve as magistrates or government officials, and a significant number have some arcane skill.
Quests: Aureon encourages his followers to seek out new discoveries, and to hunt down lawbreakers and dangerous creatures of wild magic.
Prayers and Rites: Aureon’s rites are formal, with specific methods of offering thanks of requesting favors. Sacrifices can be almost anything, so long as they have value to the petitioner and represent a willingness to place material aquisition below the desire for understanding. Oaths to tell the truth, such as before a magistrate, are often taken in Aureon’s name.
Shrines: Shrines to Aureon are normally stone and contine many carvings that support hte acquisition of knowledge, such as historical murals. All contain a library of some sort, even if the can manage no more that a table strewn with a handful of books or parchments.
Favored Weapon: Quarterstaff.
Holy Symbol: An open tome, or the Octogram in shades of black and white, representing both ink on paper and the sharp division between knowledge and ignorance.


“The Sovereign of Horn and Hunt,” True Neutral
The lord of beasts is one of the most violent of the Sovereign Host. He is niether cruel not bloodthirsty, but simply represents the cycle of life, the eternal hunt of predator and prey. He begrudges none the right to kill for survival, but holds great malice for those who hunt for sport or trophies. He is patron of rangers, hunters, and trappers, and is constant companion to his sister, Arawai. The two of them together represent all aspects of the wild that can be tamed-to an extent, at least-by civilization.
Portfolio: Animals, the hunt.
Domains: Air (Cloud, Wind), Animal (Feather, Fur), Earth.
Variant Channeling: Hunting, Nature, Weather.
Priest Training: Like Arawai’s priest, servants of Balinor must have at least some knowledge of the wild, and many were hunters or trappers before taking up the cloth.
Quests: Quests in Balinor’s name involve great hunts, either to provide food for a community or to slay a creature terrorizing the area.
Prayers and Rites: Sacrifices to Balinor consist of animal flesh, which must come from a creature slain for food, fur or tools: killing an animal only for sacrifice is an insult to the sovereign of the hunt. Tradition holds that the better the cut of meat, the more Balinor is inclined to hear the request.
Shrines: Balinor’s shrines are constructed of wood, often covered in furs or greenery to better blend into the background. A temple is rarely found within a town, although it might only be a few minutes’ walk away.
Favored Weapon: Battleaxe
Holy Symbol: A silhouetted pair of antlers, or the Octogram in brown and red, representing the flesh, blood, and fur of beasts.


“The Sovereign of Hall and Hearth,” Lawful Good
If civilization is the house of the mortal races, and Aureon’s laws are the foundation, Boldrei is the walls and roof. The god of community, home, and hearth, she is everything positive about society itself: its support and protection, its comforts and customs. She is the patron of civil servants and community leaders, and the protector of villagers against the savage wild. She is wife to Aureon, and the wo together stand at the core of the Vassal faith, for it is they who form the centerpiece of daily life.
Portfolio: Hearth, community, marriage, government.
Domains: Community (Family, Home), Good, Law, Protection (Defense).
Variant Channeling:
Priest Training: Boldrei’s priests devote some time to serving their communities in nonreligious capacities. Some might be civil servants, others defenders of a town’s borders.
Quests: Boldrei’s followers do not often quest far from home but rather root out hazards to the community. On the rare occasions they travel into the wild, they usually do so to found or aid a new community.
Prayers and Rites: Boldrei is invoked in prayers and rites celebrating marriages, coronations, and other civil ceremonies. Sacrifices usually consist of items representing the comforts of home, such as feather-down or foods cooked over the hearth.
Shrines: Boldrei’s shrines appear very homey and might even be mistaken for cottages. They are adorned and furnished for comfort, to remind worshipers that she is the patron of the home.
Favored Weapon: Spear
Holy Symbol: A fire in a stone hearth, or the Octogram in orange and gray, representing fire and stone.

Dol Arrah

“The Sovereign of Sun and Sacrifice,” Lawful Good
Dol Arrah is the light, not only of the sun, but of the best aspects of the mortal soul. She is the god of honor, forthrightness, and self-sacrifice. Many Vassals see her as no less vital to civilization tha Aureon and Boldrei, and they believe that when the mortal races accept this truth, the world will become much brighter. Dol Arrah is the patron of paladins, diplomats, all who seek justice, and warriors who fight with wisdom and honor as much as with weapons. To a lesser extent, she is also the patron of explorers, who bring the light of knowledge to dark places, and to all who revere the sun. She aids Arawai by lighting her way during the growing season.
Portfolio: Honor, sacrifice, light, the sun, diplomacy.
Domains: Glory (Heroism, Valor), Good, Law, Sun (Day, Light), War (Tactics).
Variant Channeling: Valor, Protection, Strategy, Sun.
Priest Training: Dol Arrah’s priests must have the highest integrity. Many were warriors, diplomats, or law officers before becoming priests. In all cases, they are people of sterling reputation.
Quests: Dol Arrah’s priests quest to bring peace to warring factions, to expose deceptions, to aid soldiers fighting for justice, and to defend the helpless against invaders.
Prayers and Rites: Dol Arrah does not require specific items for sacrifice, so long as they have true meaning to the petitioner.
Shrines: Dol Arrah’s shrines have larges east-facing windows, to let in the light of the dawn. They are normally stone and are easily defensible, though no as fortresslike as those of her brother Dol Dorn.
Favored Weapon: Halberd
Holy Symbol: A rising sun, or the Octogram in bright yellow-gold and white, representing light and purity.

Dol Dorn

“The Sovereign of Strength and Steel,” Chaotic Good
Dol Dorn is the most martial of the Sovereign Host. He is the patron of all who fight for a living- among them soldiers, gladiators, and athletes. He leads the Sovereign Host in battle, and legend holds that he forced the Dark Six from the Host’s ranks. Dol Dorn despises those who shed blood in the name of cruelty or greed. or who glory in mindless violence. He always stands by the soldier who fights for duty or homeland, and favors games, sport, and honorable competition. Although he does not bless an unjust cause, he protects warriors forced into battle by a bloodthirsty ruler.
Portfolio: War, athleticism, competition.
Domains: Chaos, Good, Liberation (Freedom, Revolution), Strength (Resolve), War (Tactics).
Variant Channeling: Battle, Bravery, Weapons, Strength, Strategy.
Priest Training: Most of Dol Dorn’s priests are soldiers or athletes. Only a very few are incapable of holding their own in combat or competition.
Quests: Priests of Dol Dorn quest to prove their athletic or martial prowess, seeking out champions and besting them (though they are expected to do so in the service of some greater purpose). They often seek lopsided battles, striving to turn the tide in the favor of the underdogs.
Prayers and Rites: Sacrifices to Dol Dorn often require petitioners to shed their own blood, proving their willingness to endure pain for what is right. Nearly all Vassals pray and sacrifice to Dol Dorn before going into battle or engaging in physical competition.
Shrines: Dol Dorn’s temples are normally built of stone, resembling small fortresses more that religious edifices. Windows are narrow, and doors are thick and easily defensible. Even less-imposing shrines have surrounding fences or ditches and can serve as temporary fortifications.
Favored Weapon: Longsword
Holy Symbol: A longsword crossed over a shield (or just the longsword, if the symbol is drawn on a shield), or the Octogram in red and silver, representing blood and steel.

Kol Korran

“The Sovereign of World and Wealth,” Neutral
Kol Korran is the god of trade, wealth, and commerce. He is the only second generation member of the Sovereign Host, which is appropriate since wealth and trade appear only after the other elements of society fall into place. As the most avaracious of the Host, Kol Korran is patron to merchants, traders, and all who seek wealth; in his darker aspect, he is also the patron of thieves and fences. He is loyal to the Host, but some legends ascribe to him a feeling of resentment and a feeling that the other gods do not consider him an equal. This does not manifest as overt hostility, but rather as schemes to enrich himself at the expense of others, Thus, fables sometimes portray Kol Korran- despite his usually serious demeanor- as the prankster of the gods.
Portfolio: Wealth, money, trade, commerce, theft.
Domains: Charm, Travel (Trade), Trickery (Thievery).
Variant Channeling: Contracts, Trickery.
Priest Training: Most of Kol Korran’s priests have a head for numbers and commerce, and many were merchants or shopkeepers before taking the oaths. All are expected to learn something of business so they can counsel entrepreneurs who seek advice.
Quests: Quests in Kol Korran’s name include opening up new trade routes, or discovering and retrieving items of great worth.
Prayers and Rites: Most rites to Kol Korran require the supplicant to melt money or similar valuables, sacrificing a small amount of wealth in exchange for earning far greater.
Shrines: Kol Korran’s temples might be of stone or wood, but they always use the best available materials. The most opulent are decorated in tapestries and silks of gold and silver. Those in the poorest communities sport the greatest riches that can be spared, and are painted to appear as though they contain more than they do.
Favored Weapon: Heavy Mace
Holy Symbol: A nine-sided gold coin stamped with the Octogram, or the Octogram in gold and silver, representing the wealth of precious metals.


“The Sovereign of Feast and Fortune,” Neutral Good
The god of fortune and plenty, Olladra is the most popular of the Host when things are going well, and one of the most reviled when they are not. She is the patron of gamblers, entertainers, and rogues, or anyone seeking good fortune. She kind but fickle, and even her most faithful cannot honestly say what inspires her to grant her blessings to one person and not another.
Portfolio: Good fortune, feast, plenty.
Domains: Good, Healing (Restoration), Luck, Travel (Exploration).
Variant Channeling: Luck, Fate.
Priest Training: Priests of Olladra require no specific skills or training beyond what all priests of the Host must possess. If someone can inspire others to accept him as a priest, clearly the god of fortune has already smiled upon him.
Quests: Olladra’s priest willingly assume great risks to prove their belief that luck will see them through. (Of course, Olladra’s luck seems to aid the prepared more often than those who trust blindly.)
Prayers and Rites: Olladra accepts any valuables but looks more favorably on sacrifices of items aquired through luck, such as gambling winnings or “found money.”
Shrines: Olladra’s shrines shine with riches second only to those of Kol Korran. The precise building materials and floor plans are unimportant.
Favored Weapon: Sickle
Holy Symbol: A domino, or the Octogram in white and dark gray, representing both good fortune and bad. (The pattern on Olladra’s Octogram is reversed from the pattern on Aureon’s to avoid confusion, as the colors are very similar.)


“The Sovereign of Fire and Forge,” Neutral Good
Without Onatar, the civilized races could never have risen to build communities and societies. He is the god of the forge, of craft and industry, and also of fire. He first inspired mortals to build tools and weapons, and then to improve on those already built. He is the patron of smiths, artisans, inventors, some who craft magic items, and even a small but growing number of warforged. He also recieves prayers of those who venerate fire, which legend says he gave to mortals to survive the cold winters.
Portfolio: Crafts, weapons, tools, smithing, fire, innovation.
Domains: Artifice (Construct, Toil), Fire (Smoke), Good, Earth (Metal).
Variant Channeling: Forge, Fire.
Priest Training: Most of Onatar’s priest are also crafters of some sort. All are expected to learn a trade if they do not already have one, for Onatar preaches that everyone should contribute to society.
Quests: Priests of Onatar quest or new knowledge and techniques of building and crafting.
Prayers and Rites: Onatar prefers petitioners to make something, rather than sacrifice something, during their rites. Since this is not always practical, however, he accepts offerings of old tools and weapons that have served well.
Shrines: Shrines to Onatar are almost always stone, because they include working forges. They are sparsely adorned and contain many windows to allow smoke to escape.
Favored Weapon: Warhammer.
Holy Symbol: Crossed hammer and tongs, or the Octogram in red and orange, representing the different shades of fire.

The Gods of the Sovereign Host

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