Laws of War
Across the land, the gods are worshipped by many, served by some, and acknowledged by all. It is rare, however, to find a shrine or church dedicated to only one god, outside of private personal shrines maintained by individual clerics. Most clerics, paladins, and invokers (those classes with a Divine power source) serve a single god – it is rare to find one holding more than one allegiance, for the gods are jealous and fickle entities that do not tend to share power well.
The organized ecclesiastical orders often encompass deities and followers of multiple, at times conflicting, alignments – but all tend to share at least some common ethos, and with one exception, holy ground is considered by worshippers to be sacrosanct and effective “neutral ground”.
The Gods of the Cities: Erathis, Moradin, and Asmodeus. Shrines are found in many homes inside cities and areas of settlements. No settlement can truly be called a town or city unless it has at least one permanent structure to these gods, which is almost always one of the sturdiest, most well-maintained buildings around. Their priests usually are consulted on matters of law and civilization, and are often responsible for the administration of municipal matters.
The Gods of the Skies: Bahamut, Pelor, and Corellon. This order is almost always worshipped out of doors under open sky, usually in parks and clearings. Their ethos tends towards good deeds, mercy towards ones fellows, and opposing evil and corruption. Many of their clerics tend to run hospices in impoverished areas, or serve with missions of mercy. While most of the order’s followers tend towards a pacifist bent, there is also a strong militarized arm of the order that constitutes a number of clerics, paladins, and invokers.
The Gods of the Shadows: The Raven Queen, Torog, Zehir. In contrast to the previous, this order almost always meets in secret or underground, never openly. Many thieves, brigands, and assassins flock to this order for comradeship and protection, although servants of the order do not often directly act in a criminal manner. Followers of this order are not necessarily evil, but tend to be comprised of those whose affairs are best handled in the dark.
The Gods of War: Kord and Bane. The two wargods are worshipped by soldier and conqueror alike, reflecting the inherent nobility and savagery of combat. Places of worship are often fighting rings, battlefields, and armories. No Banite or Kordite priest would ever go abroad undefended, and many of them find their worship in open combat with their foes or just as often, their friends. But the order is not solely about violence – the finer education of the art of war is taught by the order, as well as military hospitals and logistics centers.
The Gods of the Wild: Avandra, Melora, and Sehanine. Shrines and altars to this triad can be found in various locations in nature, often in conjunction with sites holy to the primal spirits. It is said that these gods span the gap between the primal and the divine, and as such the order is not only composed of priests and clerics, but also druids and shamans in like numbers.
The Hidden Gods: Vecna, Ioun, and Tiamat. While the gods and their worshippers are not hidden, this order pursues those things that are. Secrets, forbidden knowledge, hidden wealth and treasure, unknown prophecies – these are all the purview of the Order of the Hidden Gods. One of the precepts of this order is that no follower openly identifies themselves as a member, save for secret symbols and gestures known only to other believers. Rumors say that this order has been manipulating events through history, but most dismiss these rumors as conspiracy theory.