When the beings that crawled the islands first acquired sentience, they naturally began to wonder about their place in the world. Seeking meaning and direction to their lives in a world which they did not understand, they began to worship the moons as deities. This practice continued for quite some time. It was with the arrival of the sheevra that the other species understood the existence of spirits, which they then began to worship instead. The spirits, eager to assist the growing world, taught their mortal followers magic. This was at first a dangerous and nearly cataclysmic practice, but soon the beings grasped the concepts, then mastered them.
With the mortals firmly accustomed to the unseen realms, the spirits felt that it was now time that their followers finally learn the truth of divinity. The spirits introduced the mortals to the Father and the Mother, the twin deities responsible for all that exists.
Because Boross and Avindia are essentially all that exists, they have no alignment. They are beyond such categorizations. Their followers may be good, evil, lawful, chaotic, or anywhere in between, depending on how the teachings of the divine are understood by the individual who reads them.
The God of Peace. The Pacifist. The Green. The Breeze. These are the titles of the deity that embodies peace, calm, and tranquility. He is a calm and thoughtful deity. He teaches his followers to be serene and to accept the world for what it is, not what one wants it to be. When contacted through magic, Boross tends to be cryptic or confusingly poetic, requiring time to decode his message. This can be exceptionally frustrating for those who are not timeless, immortal beings.
The Church of Peace is commonly found in areas of commerce. They are exotic, decorated buildings that are often use for group activities and town gatherings when not occupied by a sermon. Priests of Boross are tranquil and frequently poetic, as well as kind, and constantly available to assist those who seek their aid, albeit at a leisurely pace.
Boross's favored weapon is the quarterstaff. He provides access to the domains of Good, Healing, Knowledge, Law, Luck, Magic, Sun, and Travel. His holy symbol is an open book superimposed on the image of a sun.
The Goddess of Conflict. The Warrior. The Red. The Tempest. These are the titles of the deity that embodies conflict, self-improvement, and innovation. She teaches her followers to strive against problems and to meet obstacles head on. Through conflict, her followers strive for self-improvement and a better understanding of the world. She is very direct, and has little qualms against contacting her followers directly should she desire a particular course of action.
The Church of Conflict is usually found near military bases and government offices. They are practical buildings that often serve dual-purposes as a supply store and a militia training facility. Priests of Avindia frequently offer free lessons in self-defense, weaponry, and armor, believing that a well-armed and well-defended populace is a safe and responsible populace. Her priests are usually not interested in trivial matters and will become frustrated with patrons who distract them.
Avindia's favored weapon is the longsword. She provides access to the domains of Chaos, Good, Luck, Magic, Protection, Strength, Travel, and War. Her holy symbol is a winged sword, with blade pointed up.
In this world, and according to the teachings of Boross and Avindia, everything that exists has a soul. Most of these souls wander intangibly, breathing life and essence into the world. Clerics and druids call upon these spirits and ask them to perform tasks on their behalf: Clerics work with the spirits embodying concepts, while druids work with the spirits embodying the physical, natural world.
Wizards ignore these spirits, finding them too constraining, and instead manipulate magic directly. It is hard work and quite straining, but they are rewarded for their efforts with limitless potential.
Sorcerers are people gifted by a patron spirit. This spirit typically manifests as a small animal, and assists the sorcerer in manipulating the raw energy of the universe. Because of this, sorcerers can cast their spells easier and without the toil associated with wizardry, but are limited by what spells their spirit knows.
Clerics can revere the spirits themselves, and need not fear ever being distant from their patron. Because the spirits are weaker, however, a cleric of the spirits may only select one domain.
Cardinals are spirits that directly interact with Boross and Avindia, and represent ideas, feelings, and intangible connotations. They are Neutral Good, embodying positive ideals. A Cardinal of Fire, for instance, represents the abstract idea of warmth and the pleasant feelings that a fire on a cold night can bring. Cardinals offer the domains of Air, Animal, Chaos, Earth, Fire, Good, Healing, Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun, Travel, War, and Water. They favor the morningstar, and their holy symbol is an eight-pointed star.
The Principles are spirits that embody the physical, natural state of something. They are morally neutral, having no positive or negative connotations. A principle of fire, for instance, merely represents the concept of fire as a concrete thing. Some clerics revere these entities because they are free of preconceptions; they accept things as they are, not what one wants them to be. They favor the sickle. The spirits of the land offer the Air, Animal, Earth, Plant, and Water domains. Their holy symbol is a simple stone or wooden sphere.
Sovereigns are spirits that have been created, indirectly, by sentient beings. As dictated by the gods, everything imaginable has an associated spirit. Sovereigns are embodiments of greed, anger, hatred, malice, sorrow, pain, jealousy, and other dark emotions and thoughts. They are the opposite of the Cardinals, and are Neutral Evil. Few clerics are brave or foolish enough to make deals with them, but those who do find that their powers know little bounds. Sovereigns favor any simple or martial weapon, selected by the cleric. Once this selection is made, it cannot be changed. They offer the domains of Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire, Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Travel, Trickery, War, and Water, and their unholy symbol is a skull of a sentient creature missing its jaw.