Worshiped across the whole world--and recognizable to many of you, I'm sure--are the Kin-Gods. The doctrine of the Blood Faith says that for each Kind, there is a Kin-God--creator, protector, nurturer, and the being who ushers people of that Kind to greatness. While all adherents of the Blood Faith agree that all of the other Kin-Gods exist, the ways in which they are believed to be interconnected depend entirely on who's telling the story. For instance, the elves see Corellon and Gruumsh as lovers brought by fate and circumstance into tragic conflict, whereas the orcish story is one of an aloof elder brother and the younger brother who grows bitter and angry at his repeated mistreatment. Regardless of the particulars--relationships, genders, and who is in the right all vary significantly--there is a general consensus about the broad patterns of religious truth (no matter who you ask, Corellon put out Gruumsh's eye), and that shared belief and identity unites at least as much as the differences in opinion separate.
Historically, the Blood Faith has drawn lines between people, and worship of another Kind's god was taboo--however, over the past century and a half or so, however, a set of new beliefs have come about, pioneered primarily by humans and those with the blood of more than one Kind in their veins.
This new branch of the Blood Faith sees all the Kin-Gods as equal, and the Kinds more as metaphor than as literal truth. Corellon is a god of beauty first and elves second, and for a person of any Kind to emulate Corellon's divine grace is a noble and appropriate path--so say the Progressives. They decry the older, Traditionalist beliefs as a rigid and bigoted interpretation of doctrines meant to be read metaphorically, while the Traditionalists see the Progressives as sorely misguided.
Some prominent deities of the Blood Faith are detailed here.
Bahamut. A god of protection, selflessness, leadership, and the proud, confident authority of the powerful; god of chromatic dragons. Portrayed as a--the--platinum dragon.
Corellon. A god of beauty, magic, art, and song; god of the elves. They are depicted variously with a bow, a blade, a paintbrush, or a musical instrument--usually a harp or lyre. Portrayed as male by most, the elves typically consider Corellon to be without gender.
Garl. A god of curiosity, learning, ingenuity, perseverance, and failure; god of the gnomes. It is said that when Garl was creating gnomes, it took him ten thousand and one tries to get it right--every other god was satisfied with their first attempt, but Garl kept tinkering, finely adjusting the details. Traditionalists say this joyous experimental spirit was passed on to the gnomish people he created; Progressives read this story as allegorical and take from it a lesson in optimism and learning from one's mistakes.
Gruumsh. A god of bravery, strength, honor, and determination; god of the orcs. Usually shown as a powerful orcish man clad in armor and with an axe, Gruumsh is never depicted as smiling. It is said when Corellon put out his eye, he robbed Gruumsh of beauty and joy, and he has set himself to grim determination ever since.
Moradin. A god of creativity, creation, fire, effort, and the satisfaction that comes with having worked hard on something; god of the dwarves. Portrayed as a muscular dwarf with a great beard, often with a smith's hammer or a miner's pickaxe.
Serafina. A goddess of protection, justice, order, and cooperation; goddess of the humans. Almost universally portrayed as a tall, proud woman--powerful moreso than beautiful--in simple metal armor with a halberd in one hand and a giant shield in the other. However, halflings--who revere her, even amongst Traditionalist sects--sometimes worship her as a handsome man with a sling in light mail armor. This man, called Aphon, is commonly understood to be the same divinity as Serafina.
Tiamat. A goddess of ambition, desire, egoism, and the proud, confident authority of the powerful; goddess of chromatic dragons. Depicted as a many-headed dragon--with one head for each color of chromatic dragon, and a great grey body.
The Church of the North Star is a faith born in the last years of the Age of Fire. Its central religious text, the Book of Guiding Light, proclaims that a life of virtue is the path to an afterlife among the Heavens-Beyond-the-Stars, and that the North Star is a guiding light, a beacon to the Heavens. Those who live a good, faithful life will find their way to the Heavens. Those who fail to walk the path of virtue, however, will be damned to the Hells-Where-No-Light-Shines until the sun goes dark.
The Church of the North Star does not have deities, but it does have a pantheon of sorts: there are five Prime Saints, and many people follow one in particular as a patron saint. Still, most people venerate all five, and will pray to whichever saint they believe can help them. Members of the Church of the North Star are called Seekers. They have a tendency towards evangelism, which bothers some, although it has certainly been effective in spreading their faith—at least in the Western Isles. Most Seekers are Aelic humans.
Saint Alyssa the Prophet. Alyssa is chief among the saints, patron to no-one save priests, lighthouse-keepers, and lamp-lighters. Whenever a prayer is too great for any other saint, she is the one Seekers pray to. The Basilica in Vanderston is dedicated to her, and the Path of Saint Alyssa is a pilgrimage commonly made by Seekers. She exemplifies the Virtue of Faith--complete and willing trust in the North Star to guide you to a better place.
Saint Viktor the Maimed. Viktor is the patron saint of fishermen, sailors, and any who sail river or sea, as well as lookouts and guardsmen. He is associated with weather, protection from those who prey on the innocent, and wounds that never heal. Port St. Viktor is named for him. Saint Viktor exemplifies the virtue of Altruism--giving one's own bread to another, sharing one's roof with another, giving one's own life for another.
Saint Sofia the Redeemed. Once a high-born courtesan, Sofia turned from that path--a life of sex and excess which the Church would consider extremely sinful--and gave herself entirely to the North Star, walking the path towards the Heavens and staying clear of her vices (and helping others to do the same, later becoming a mother and, years later, a nun). She is the patron saint of the not-yet-converted, the addicted, the impoverished, and the pious who turn to sex work out of desperation. She is also commonly invoked in confessionals--if any saint understands what it is like to have sinned, it is thought, it is Sofia. She exemplifies the Virtue of Abstinence--the avoidance of excess, intoxication, and sex not meant for procreation.
Saint Adrian the Compassionate. After his wife was murdered, Adrian--a young farmer--dedicated himself to finding her killer and avenging himself upon them. When he found the woman, however, with a sword to her throat, he was overcome by compassion. Instead of killing her, he forgave her and brought her into the light of the Star. He is the patron saint of farmers, herders, those with a tragedy in their past or present, and charitable work. The House of Saint Adrian--an organization responsible for He exemplifies the Virtue of Mercy--forgiveness for those with repentance on their lips and true remorse in their hearts, no matter the gravity of their sins.
Saint Katrine the Martyr. A powerful knight and crusader, Katrine fought not only to establish Church morality across Aeldynn, but also to establish just and humane laws of war--and she sought parlay, instead of battle, at every opportunity. The code of conduct she established, the Laws of Katrine, are simple but widely-acknowledged--and that was her real victory, since she was martyred during the final battle of her ultimately unsuccessful crusade. She is the patron saint of soldiers, knights, and stable-keepers, as well as any who dedicate themselves entirely (or give their lives) to a doomed cause. She exemplifies the Virtue of Justice--the upholding of the divine law of the Star, and dedication to not only abiding by the laws of mortals, but making them more just, and punishing those who have transgressed.
The Old Faith was practiced across most of the Western Isles prior to the conflagration, but in recent centuries it is the purview of the very rural, the strange, and the now-conquered peoples living on the Isle of Vess (who now face significant religious repression from the Vessic Empire). The Old Faith centers around the worship of six main gods, each of whom are seen through multiple different lenses--one might pray to Ashtora Tzara for protection and Ashtora the Mother for a good harvest. Because of this, each deity has a wide range of possible dominions--but some common associations are below. (Descriptions are rather brief, since most people know little about the Old Faith. I'm happy to explain more if you want your character to be involved with the Faith.)
Ashtora. Goddess of life, fertility, war, and justice, and the queen of heaven. She was born of the union of the sea and the earth on the same day as her sisters, Eossa and Ereshkalla, but she is the firstborn and the greatest among them. She is married to Tjernon, her near-exact inverse.
Eossa. Goddess of order, law, history, and the sun--and sometimes also time, fate, or cycles. She is married to Wynn, the moon.
Ereshkalla. Goddess of the underworld and death in all its forms. She is worshipped variously as a calm mother who brings needed endings, a grim arbiter of death, or a terrifying and cruel queen of the damned. She is married to Tjernon, her
Wynn. God of the moon, secrets, darkness, and knowledge. Some see him as a light in the darkness, but to others, he is the darkness.
Nerkesh. God of plagues, storms, and destruction. Nerkesh is a cleansing wildfire to some, a being of needless trauma and violence to others, and a protector straining to keep the destructive forces of the world at bay by others to others still. Not even those who would call on him willingly are without fear for him. Most commonly, Nerkesh is called to for protection against all the things he represents.
Tjernon. God of madness, fear, intoxication, and all the wild places of the world. It is Tjernon, not Nerkesh, who is the most feared of the gods--Nerkesh brings only material destruction, whereas Tjernon will twist and madden and corrupt and damn. Most try to placate him, rather than truly praying to him--but to some he is a symbol of primal freedom, and a symbol for utter honesty about the way of the world.