What follows are the records of beings whose mere presence can inspire awe and fear amongst even the hardiest of mortals. They are the gods of Aelros, in all their glory and horror.
Deities and Regions
While all deities have a region of influence, this has little effect on player characters. A character that worships a deity associated primarily with a custom region still has access to their spells and channel divinity abilities no matter where they go. They're just less likely to encounter members of their church the further out they go.
Greater Deities
Eem, Humus, Betri, Th'kelo and Wrelon are all campaign standard deities. The likelihood of their existence changing is extremely low. Together they form the Divine Council (see below), and constitute Aelros' five greater deities. Each of them is tied to, or attributed with, one of the four seasons, with the exception of Wrelon, who is said to watch over the others.
Each deity is generally associated with the colours of their header fields, though not always. The concepts beside their names are examples of what you might find in their divine portfolio, also known as what they represent. These lists are not all encompassing, for each greater deity governs a very large number of concepts. For this reason they have lesser deities (see below) to assist them in their duties.
| Eem | Creation, Day, Fire, Freedom, Healing, Hope, Life, Luck, Music, Sun, Travel, Wilderness |
| Humus | Cold, Darkness, Night, Moon, Murder, Sea, Skill, Stagnation, Tyranny, Undeath, War, Winter |
| Betri | Bravery, Civilization, Earth, Fate, Fertility, Growth, Justice, Love, Night, Protection, Storm, Strength |
| Th'kelo | Change, Death, Destruction, Dusk, Madness, Poison, Ruin, Terror, Torment, Trickery, Vengeance |
| Wrelon | Arcana, Evolution, Knowledge, Patience, Time, Wisdom, Pragmatism |
It's important to note that, despite being named for the seasons, the time of year has little relevance on the power of each individual deity. Scientifically, the axial tilt of the planet means that while it's winter or fall in one hemisphere, it's summer or spring in the other, and it's always daytime, nighttime, dusk and dawn somewhere in the world. For this reason, the influence of the gods is paired winter-summer and spring-fall, such that during one pairings season, the other pairings power is diminished (though only slightly).
Lesser Deities
Throughout the realms there are a plethora of other deities that uphold and further the goals of their patrons. These lesser deities all work within the portfolio of one of the greater deities, often acting as their representative. While some of these gods are more powerful than others, it is entirely possible that they could change later on, whether through divine assassination, resignation, or other means. If you're a game master and would like to design a lesser deity for your own custom region, please see the designing lesser deities section in the Game Master's Guide.
Divine Consorts
These deities have been accepted by the divine council, acting as their advisers and consorts. They have their own followers throughout the lands, and share a season or portfolio with their patron.
These deities have been approved for play by campaign staff.
Divine Pledges
The deities below have yet to be accepted by the divine council. Though there is no denying their might, they have been left in limbo, and yet need to demonstrate their worth.
These deities are either pending approval or under construction. If one of these deities is yours, please view the page or contact campaign staff to see what can be done to push them along.
Alignment
The alignment headers shown above are simply the commonly perceived alignment of a given season, not a requirement for all deities of that season.
Duties of the Council
When a new god rises to power, it is the five greater deities that decide their final station. More often than not, however, it is Wrelon that casts the deciding vote, with the other four almost always banding against their paired opposites.