The gods of Runera are split between three pantheons. Predominant is the Hand of Alor, called the Right Hand of Alor in ancient days, which consists of [[Endra]], [[Lothrir]], [[Sathrine]], [[Tohr]], [[Xythr]], and is headed by [[Alor]] himself. These are the only gods the [[Hand of Alor|Hand]] permits worship of; all others are considered heretical. The second pantheon is that of the Old Gods, who were once known as the Left Hand of Alor; their number include [[Istar]], [[Kalbreth]], [[Myr]], [[Othus]], and [[Whydith]]. The [[Hand of Alor|Hand]] prohibits their worship, though they are still revered in certain areas of the world. The last pantheon is the Hand of Maloth, otherwise called the Black Hand. Like the Hand of Alor, it consists of five gods -- [[Lilit]], [[Baal]], [[Dhagon]], [[Mephita]], [[Ashmedai]] -- and is led by a great god: [[Maloth]], the Nightfather. Worship of the Black Hand is incredibly rare and outlawed in almost every part of the world; as such, only secretive cults dare speak their forbidden names in fell rituals hidden from prying eyes. Though the gods have gone silent, some are still blessed with the [[Magic|Greater Gift]]: the ability to summon the divine [[Magic|magic]] of the Heavens from beyond the [[Veil]] and wield its great yet tumultuous power. These blessed few are known by many names: clerics, paladins, cultists. However, some believe that even the ungifted may see their fortunes shifted by the waning power of the gods, who strain against the impenetrable [[Veil]] to exact meagre influence over the lives of mortals. # Religion All characters, not just cultists, may follow a god. A non-cultist does not receive the god's patron benefits, but they may still attempt to gain their Favour. In order to gain Favour, you must take action promoting, enacting or adhering to one or more tenets. The GM determines whether a tenet is met and Favour bestowed. You either have Favour or not. When a non-cultist character gains Favour, they may expend it to gain advantage on any check or attack roll (*Luck* rolls included). Acting contrary to a tenet generally strips you of Favour if you have it (GM’s call, or a Luck (Cha) save may be called for). If a non-cultist breaks a tenet while not possessing Favour, their *Luck* decreases by 1. ### Continue Reading > [!column|flex 1 no-t] > >[!recite|title-center bg-yellow] [[Alor]] > [!column|flex 3 no-t] > >[!recite|title-center bg-red] [[Endra]] > > > [!recite|title-center bg-blue] [[Lothrir]] > > > [!recite|title-center bg-green] [[Sathrine]] > > > [!recite|title-center bg-gray] [[Tohr]] > > > [!recite|title-center bg-white] [[Xythr]] > [!column|flex 3 no-t] > >[!recite|title-center bg-gray] [[Istar]] > > > [!recite|title-center bg-red] [[Kalbreth]] > > > [!recite|title-center bg-blue] [[Myr]] > > > [!recite|title-center bg-brown] [[Othus]] > > > [!recite|title-center bg-white] [[Whydith]] > [!column|flex 1 no-t] > >[!recite|title-center bg-purple] [[Maloth]] > [!column|flex 3 no-t] > >[!recite|title-center bg-white] [[Lilit]] > > > [!recite|title-center bg-red] [[Baal]] > > > [!recite|title-center bg-green] [[Dhagon]] > > > [!recite|title-center bg-gray] [[Mephita]] > > > [!recite|title-center bg-brown] [[Ashmedai]]