The Deities Of Moria
“While many atheist wander the lands, the gods are real and their influence can be found all across the world. Only those who pray may hope to be apart of their influence”
Abyss
Lurking deep in the swirling dark, lightless Abyss are the Daemons -- horrible monstrosities who live only to consume, ruled by the worst of the Daemons known as Abyss, The Consumer of All, The Top of the Food Chain. While being separated from the material plane, a connection still exists between the two in the pitch black darkness of everyone. Many followers of the Abyss strive to reach these depths of darkness, consuming all along their way to dark enlightenment.
Barak
As the Patron Goddess of the Sea, Thunder, and Lightning, Barak watches over the sailors of both the Deep and Shallow Seas to make sure that those who pray for safe travel are not swallowed by her storms. Priestesses of Barak are often given free passage on ships of all sort, being taken care of just for their prayers of safety, as leaving a port without a priestess or a follower of Barak is taboo for most sailors.
Hellja
The First Grove Mother and Mother nature, Hellja, is a mysterious dryad who guards the Fey and protects the lands of Naberakia with her loyal followers, granting them powers of the Fey to keep away the encroaching societies. All who thank nature thank Hellja.
Lost
Many around the world collect knowledge, information, and books but no collection is on the scale of Lost Library. Every conceivable book that has been written Lost has access to, every journal entry written Lost protects, for these books are solid proof of one’s existence, their memories passed down even when they are forgotten, knowledge to help the next generation but still have the memories of the past.
Luna
Queen of the Winter Court, Luna’s teachings are that of harsh reality, survival, and the strength that is gained by being on the verge of death. Luna is depicted as a wanderer living in the harshest of conditions who spreads blizzards to test their followers and punish nature.
Merchant Queen
Helping in trades and keeping the world economy from collapsing, followers of the merchant queen pride themselves on their profitable trade and vast amounts of gold. While little is know of the Merchant Queen herself the documentation is available to prove they once were mortal and created the many port towns of Marzel, cementing themselves as the most influential merchant of all time.
Mist
Mist is the Patron God of the Elves and the Guardian of Water. Her followers tend to be wandering swordsmen who travel the world, protecting those in need. Many priests and clerics speak of a holy place known as the Hidden Waterfall, a place every follower of Mist strives to find but may never speak the location of. Some talk of unknown knowledge, while others say a unique fighting style can be learned, and many think the allure of mystery is the whole point.
Ouroboros
The Serpent of the Sky, Ouroboros, is the legendary creature that protects the skies from the horrors of the Astral Sea, keeping safe those on the material plane. Many Monks worship Ouroboros; while communing with the Serpent is not a common occurrence, those that do describe Ouroboros as an old wise man who speaks in rhymes and riddles, hoping his followers will understand the life lessons he has to teach.
Pachyderm
The Mother of Shaper-kind, Pachyderm, is a most mysterious creature, as all the Shaper-folk have different tales of creation and claim she wishes different things of everyone. The tabaxi say they must defend the rainforests, the loxodon say they must spread the word of Pachyderm, the centaurs speak of expanding the domain of Pachyderm, the aarakocra must defend the treetops, while the Kenku claim to be cursed by Pachyderm; the stories vary greatly to the point of not having any stable central religious head. Scholars call Pachyderm the Ever-Changing, one who changes their form for what people need.
Parentage
The Guardian of the River Styx, Parentage, is seen as the protector of all the planes and is the judge, jury, and executioner of those who would attempt to disrupt the balance of the wheel. His followers emanate this presence: Blood hunters and vampires travel the land to uphold his judgment, hunting down any that would be marked by his ire.
Prime
The definition of Law, Prime, is the ruler of the Prime plane, which is a land of cogs, machinations, monodrones, and other robotic creatures. The plane itself is a strange place filled with factories that only construct and improve monodrones in a forever loop of efficiency that only works to improve on itself. Followers of Prime tend to travel the lands in search of ways to enhance themselves, whether it be for self-empowerment or to leave the mortal coil in full devotion.
Raven
As the watcher of those that pass, the Raven is worldly recognized as the speaker of funeral rites, for even if the fallen do not worship the Raven, many seek to have its watchful eye guide them to their desired afterlife. Many who follow this deity speak of visions or voices they heard once in a life or death situation that gave them the power to push on.
Samila
Samila, the Light in the Darkness, is the righteous warrior that lays within everyone, the sense of needing to do right, the desire to help those in need, and the overwhelming joy when you see the smiling face of those you protected. All of these traits are said to be those of Samila's blessing. Most worshippers are those of human decent, as many in past and current claim to be the chosen champions of Samila, thus being a popular religion in the country of Winhall.
Sendam
"The pursuit of knowledge is above all, even at the cost of madness."
This is a common thought among the followers of Sendam. They travel the world and collecting all forms of scrolls, books, tablets, or any other form of knowledge, in hopes of learning as much as possible. Many worry for those who closely follow Sendam, as madness is always the ending for these worshipers. While not causing much harm to society as a whole, seeing a grand wizard become a rambling homeless man is never a sight you wish to see.
Stick
The Patron God of the Gnomes, Stick, is the protector of the young, making sure that all may live to the point of adulthood. A majority of orphanages across the lands are managed by Clerics of Stick or followers seeking to help the young, and they speak of the lost children who are led to them by Stick. Likewise, children who were lost at a young age speak of being lead by a gnome to a place of safety, but not much is described besides that due to such young childrens' nature. It has also been deemed taboo to ever murder a child, as many occurrences of such of thing lead to Stick becoming involved in some way or another.
The Gambler
Those who worship the God of Gambling and Chance, the Gambler, tend to be the riskiest of types -- merchants who travel the Deep Sea, caravans trying to take dangerous shortcuts, or adventurers taking a mission way above their paygrade -- for what is the point of life if you are not willing to test your luck?
The White Flame
Since the beginning of time, many different kinds of cults have formed to worship the White Flame, all of which have seemingly gone insane, ultimately leading to their destruction or the burning of a nearby town or village. Villainous and despised across the land, most civilized nations have some sort of laws deeming that if anyone is found marked by the White Flame, normally a crude flame branded upon the body, then execution shall be on the horizon.