Elves worship the goddess Ilar, who they believe created the world, the people in it, and the other gods. However, the elves of Blimnor do not worship her directly, but her avatars. These avatars embody central aspects of the person of Ilar, but do not date to any firsthand experience of the goddess. In fact, earliest records from followers of Ilar indicate an injunction against any personal worship. As such, her avatars are numerous and wildly contradictory. The Snow Elves of Ibania refer to an avatar of the sea as Erdwë, but for the Sand Elves of Sëaxh, their female-presenting avatar of Industry goes by the same name. There is only one record of a temple on the High Elvish continent, one to an entity known as "Yrrwë: They of the Void". It is unknown if this being was considered an avatar of Ilar or a separate thing altogether, but most scholars prefer the former theory. The temple of Yrrwë was destroyed in SA 2920 by the First Dennic Tank division of the Dwarvic Army.
Dwarves worship their ancestors, and trace their lineage back to legendary dwarves of history whose exploits are recorded. While these dwarven ancestors are usually verifiable, and their behaviors and qualities rarely supernatural, they are still treated with reverence and ideal in much the way that other religions would treat their gods. All dwarves believe they are descendent of The Great Dwarf.
Orcs believe in spirits that represent emotions, physiology, and concepts. These spirits are invoked through the creation of totemic objects carried by individuals. These objects are often hand-crafted statues and medallions in the form of a geometric shape or animal. Some totems are common across all orc tribes, but others are unique to a particular tribe, or even to a single individual. Orcs are not obliged to loyalty to any particular totem, and as such, totems are often shared, exchanged, or abandoned when they no longer have personal relevance. Goblins have coopted the orcish totems into gods of their own, often idols made of discarded totems embellished with sticks, rocks, and treasures.
While the totemic system does not have a formal institution, they do often have permanent temples called Kuntu which are the residences of shamans who aid followers in finding a totem, or offer wisdom regarding any totem they specialize in.
Gnomes idealize a constantly growing and updated set of philosophies they call Paradigms. These Paradigms can split, merge, or overlap, and frequently represent the prevailing ideals, theories, and lifestyles of major gnome populations. While these paradigms rarely include the worship of supernatural entities like a god, they are sometimes represented by a mascot that embodies the components of a Paradigm and helps its appeal.
Financial Conservativism
Magical Experimentation
Technological Supremacy
Colorfulness
Steam Power
Electrical Power
Marketplace of Ideas
Maritime Trade
Brevity in Stories, Discussion, and Conflict, represented by Fleck who is always slightly late to something
Humans believe in a hierarchical set of anthropomorphic deities. These deities possess superhuman qualities, but are also characterized with many human qualities such as the ability to have children, die, or make mistakes. Consequently, the Human Pantheon is constantly shifting, with its gods in constant conflict with each other, fighting for dominance, worshippers, and control over domains of magic. Due to the diversity inherent to the human gods, and the frequent missions of their priests to spread the religion, they are often adopted by individuals of other cultures, particularly those seeking a social connection to their deity. Only Iban and Amaleah are universally venerated, with bitter disagreements on the goodness of the minor gods.
The Church of the Empty Road is an institution of immense but waning power, with its two Major Cathedrals on either side of the Holy City of Provenance. It is said that the 10 Earthly Gods first arrived there at the first sunset, after the death of the Allfather Iban. The head of the church is known as the "Earthen Allfather", to underscore the believe that the Earthen Allfather is the messenger of Iban's will. The current Earthen Allfather is Helveticus XII, who has reigned since SA 2899. He is 98 years old.
The Gods of "The Empty Road" are:
Iban
The creator God, Iban “outranks” all other Gods and Goddesses in the Pantheon. Often depicted as a strong, middle-aged man with a thick beard and holding a massive hammer called “Worldforger”, Iban rarely has churches built specifically in his honor, but is worshipped in any Ibanist place of worship. His wife, Amaleah and him had six children, three male, three female. They were Profero, Lord of Ambition and Trickery; Temperance, lady of wisdom; Dirk, Lord of Bravery and Warfare; Evensong, Lady of Music and the Arts; Doric, Lord of Knowledge and Travel; and Aesta, Lady of the Sea. He was betrayed by the trickster God, Profero, into gazing back at his own creation from high above Blimnor (which he had pledged not to do). At this moment, Profero pushed him out of heaven and his body crashed into the depths, killing Iban instantly. His body is said to have become the continent of Ibanfall, also known as the Great Eastlands. He is sometimes referred to as "The Allfather" or "Iban Allfather". He has no sigil.
Amaleah
It is said that Iban, lonely in his neverending quest of creation, created Amaleah for himself as a companion and equal. Indeed, Amaleah is one of the only universally-loved deities in Ibanism. In early Blimnorian history, before the Prohibition of Divine Intervention, it is said that she frequently journeyed among the peoples of Blimnor, offering counsel. Amaleah guided Iban on his quest to populate the heavens with many great worlds, forbidding him to ever once look back on one of his creations. In the absence of Iban, Amaleah is typically seen as the leader-Goddess of Ibanism. The great Oracles of Sygl all follow Amaleah exclusively, and are known counsel that seems to be divinely-inspired. The Symbol of Amaleah is The all-seeing eye.
Profero
Dirk
Doric
Temperance
Evensong
Aesta
Qirvis
Oreth
Urdu
D&D 5E Clerical Domains for Reference
Arcana - magic and stuff
Death - necromancy, death stuff
Forge - identifying things, making things, animating things
Grave - soft necromancy, more like gravekeeping or full resurrection
Knowledge - divination, mind control
Life - healing, protection
Light - By "light" they mean fire
Nature - Druidy stuff, animals, plants
Order
Peace
Tempest
Trickery
Twilight
War