Amtia - Goddess of love and childbirth. Alignment: Chaotic Good. Favored weapon: None. Domains: Family, Good, Pleasure
Amtia’s worship is warm, intimate, and ever-present in the quiet corners of life. Her shrines are adorned with flowers, soft fabrics, and tokens from mothers and lovers alike. Midwives serve as her de facto clergy, and nearly every birth is accompanied by whispered prayers in her name. Her followers believe love is a wild, sacred force that resists structure, and her rites often involve private vows, shared offerings, and the binding of lives together through simple, heartfelt acts.
Aurelisse - Lady of the Living Earth, goddess of healing, marsh, and ancestral land. Alignment: Neutral Good. Favored weapon: Sickle. Domains: Healing, Plant, Community
Aurelisse is revered in the quiet, living spaces of the world - marshlands, cypress groves, and the fertile edges where water meets soil. Among Cajun communities, she is understood not as a distant deity, but as a spirit present within the land itself, honored through humble shrines of herbs, bone, and woven reeds. Her followers, known as traiteurs or traiteuses, practice healing as a balance between body, spirit, and environment, drawing on generations of inherited knowledge, natural remedies, and ritual tradition. Those who live in harmony with Aurelisse are said to receive her quiet blessings of restoration, while those who exploit the land without respect risk inviting slow and certain retribution from the very earth beneath them.
Bridia - Goddess of sacrifice and protection. Alignment: Lawful Good. Favored weapon: None Domains: Denial, Devotion, Protection
Bridia’s temples are austere sanctuaries - strong stone, steady candlelight, and an atmosphere of solemn duty. Her clergy are caretakers of the vulnerable, overseeing orphanages, shelters, and places of refuge. Worship revolves around sacrifice - fasting, vows, and the surrender of personal comfort for the sake of others. It is widely believed that Bridia listens most closely when devotion costs something real.
Cavdes - God of paladins. Alignment: Lawful Good. Favored weapon: Longsword. Domains: Exorcism, Good, Sun
Cavdes’ churches gleam with polished steel and radiant light. His followers - especially paladins - live lives of strict discipline, blending martial training with constant prayer. They serve as protectors and judges within the city, admired for their righteousness but often feared for their severity. To Cavdes’ faithful, evil is not theoretical - it is an enemy to be found and destroyed.
Danreus - God of the journey and animals. Alignment: Neutral Good. Favored weapon: Staff. Domains: Animal, Travel, Wood
Danreus has no true temples - only roadside shrines, marked trees, and offerings left at crossroads. Travelers, hunters, and laborers favor him, and his clergy are wanderers who rarely stay in one place long. His faith teaches that life is movement, and that to remain still too long is to invite decay of the spirit.
• Edmos - God of power and domination. Alignment: Lawful Evil. Favored weapon: Mace. Domains: Domination, Evil, Law
Edmos is worshiped behind closed doors and beneath polite society. Nobles, crime lords, and the quietly ambitious whisper prayers to him in private. His rites focus on control - of others, of circumstance, of the self. His followers believe the world is divided between those who rule and those who are ruled, and that mercy is merely weakness dressed as virtue.
Gavren - God of harvest, soil, and the turning seasons. Alignment: Neutral Good. Favored weapon: Scythe. Domains: Plant, Renewal, Community
Gavren’s worship is humble and cyclical, strongest in the fields beyond the city but present in every kitchen and marketplace. His shrines are made of earth, grain, and simple tools, often rebuilt with each season. Farmers, laborers, and cooks alike honor him, thanking him for each meal. His faith teaches patience - that all things grow, wither, and return. Festivals in his name mark planting and harvest, filled with shared meals and communal labor, reinforcing the idea that survival is a collective effort.
• Idros - God of luck and chaos. Alignment: Chaotic Neutral. Favored weapon: None. Domains: Chaos, luck, Trickery
Idros thrives in gambling halls, festivals, and back-alley games of chance. His symbol is often scratched into surfaces or carried as a hidden charm. Worship is less about prayer and more about risk - dice rolls, wagers, and reckless decisions made in his name. To follow Idros is to trust that fortune favors the bold, or at least the entertaining.
• Iyja - Maiden of winter. Mother of Northmen. Alignment: Neutral Evil. Favored weapon: Icicle. Domains: Death, Ice, Trickery
Iyja’s worship is cold, quiet, and deeply unsettling. Her followers embrace hardship as truth, often enduring freezing conditions or emotional detachment as acts of devotion. Originating from northern traditions, her faith teaches that warmth and compassion are illusions, and that only endurance and survival are real.
• Khorus - God of evil and destruction. Alignment: Lawful Evil. Favored weapon: Flaming morningstar. Domains: Destruction, Evil, Fire
Khorus is worshiped by zealots who see destruction as a sacred act. His rituals are violent and symbolic - burning, breaking, and unmaking. His followers believe that all things are temporary, and that only through destruction can something stronger emerge. His presence in the city is rare, but catastrophic when revealed.
Lunemère - The moon mother. Alignment: True Neutral. Favored weapon: Sickle. Domains: Healing, Knowledge, Magic, Moon
Lunemère’s worship is subtle and introspective. Her temples are quiet, bathed in soft light, and filled with whispered prayers. She governs mystery, intuition, and hidden truths. Scholars, healers, and mages often follow her, seeking understanding beyond the obvious.
Marelle - Goddess of rivers, storms, and the drowning deep. Alignment: Chaotic Neutral. Favored weapon: Trident. Domains: Water, Storm, Travel
Marelle is both giver and taker, worshiped along docks, riverbanks, and in flood-prone districts. Offerings are cast directly into the water - coins, flowers, or even blood in desperate times. Sailors and rivermen pray for her favor, while entire neighborhoods fear her wrath during storm season. Her moods are unpredictable, and her clergy reflect this - some gentle guides of the current, others wild prophets of the coming flood. To cross water without acknowledging Marelle is considered a dangerous arrogance.
Maxdal - God of bards, music and communication. Alignment: Chaotic Good. Favored weapon: None. Domains: Charm, Communication, Knowledge
Maxdal lives in laughter, song, and whispered secrets. His “temples” are taverns, stages, and street performances. His clergy are performers and messengers, believing that stories carry truth across time. A well-told tale or perfectly delivered joke is considered an act of worship.
Olene - Goddess of honor and strength. Alignment: Lawful Neutral. Favored weapon: Longsword. Domains: Exorcism, Law, Strength
Olene’s faith is disciplined and precise. Strength is measured not just in muscle, but in restraint and adherence to a code. Her followers often act as duelists, guards, or arbiters, believing honor must be upheld constantly through action, not merely claimed.
Omtia - Goddess of home and hearth. Alignment: Neutral Good. Favored weapon: None. Domains: Good, Healing, protection
Omtia’s worship is quiet but universal. Nearly every home contains a small shrine to her, and daily acts - cooking, cleaning, caring - are considered sacred. Her clergy blend seamlessly into the population, as her faith teaches that the home itself is holy ground.
• Selkyr - The Laughing Mask, god of deception, wit, and hidden truths. Alignment: Chaotic Neutral. Favored weapon: Dagger. Domains: Trickery, Charm, Chaos
Selkyr is a trickster with a personality - bold, clever, and dangerously charming. His symbol, a split-faced mask, appears in theater troupes, con artists’ rings, and whispered jokes that carry more truth than they should. Unlike Idros, who governs chance, Selkyr governs intentional deception. His followers prize cleverness over luck, and many see lies as tools rather than sins.
Solpère - The sun father. Alignment: True Neutral. Favored weapon: Spear. Domains: Balance, Fire, Sun, War
Solpère represents balance through force and inevitability. His temples are grand and aligned with the cycles of the sun. His clergy often serve in military or governing roles, teaching that war and destruction are necessary components of cosmic balance.
• The Nameless One - Diety of corruption and decay. Alignment: Chaotic Evil. Favored weapon: None. Domains: Corruption, Destruction, Pestilence
The Nameless One is never openly worshiped. Its presence is felt in rot, sickness, and quiet degradation. Hidden cults embrace decay as the ultimate truth, believing all things must break down. Their rituals are secretive, grotesque, and often buried beneath the city itself.
• Tielia - Mother of pain. Alignment: Lawful Evil. Favored weapon: Dagger. Domains: Denial, Evil, Pain
Tielia’s followers believe pain reveals truth. Some are self-mortifying ascetics, while others inflict suffering in controlled, ritualistic ways. Pain is clarity, devotion, and purification. Whispers suggest her influence can be found in interrogation chambers and darker corners of justice.
Tyzotl - Diety of magic and mystery. Alignment: Chaotic Neutral. Favored weapon: None. Domains: Confusion, Magic, Mysticism
Tyzotl’s worship is unpredictable and experimental. His followers are mages and seekers who treat magic as an ever-changing question rather than a tool. Rituals are rarely repeated, and discovery itself is the highest form of devotion.
Uhther - God of war and judgement. Alignment: Lawful Neutral. Favored weapon: Two-handed sword. Domains: Inquisition, Law, War
Uhther’s temples double as courts, and his clergy act as judges and executioners. Justice is not kind - it is precise. His followers deliberate carefully, but once judgment is made, it is carried out without hesitation or mercy.
• Uthgon - Barbarian god of war and destruction. Alignment: True Neutral. Favored weapon: Bearded Axe. Domains: Death, Destruction, War
Uthgon’s worship is primal and visceral, often brought into the city by outsiders. Strength and survival define his faith. His followers respect power above all else and view civilization as fragile, something that can be torn down at any moment.
Valtrenne - Goddess of wealth, trade, and contracts. Alignment: Lawful Neutral. Favored weapon: Dagger. Domains: Commerce, Law, Trickery
Valtrenne’s worship is woven into markets, counting houses, and whispered negotiations behind closed doors. Her shrines are small but meticulously maintained - scales, ledgers, and coins arranged with ritual precision. Merchants, bankers, and smugglers alike invoke her, for she governs not morality, but agreement. A contract made in her name is considered binding beyond law, and breaking such an oath is said to invite ruin both financial and personal.
• Vorathis - Keeper of forbidden knowledge and terrible truths. Alignment: Neutral Evil. Favored weapon: None. Domains: Knowledge, Darkness, Madness
Vorathis is not widely named, and those who speak of him do so carefully. He represents knowledge that costs something - sanity, safety, or soul. His worship is secretive, often taking place in hidden libraries, sealed chambers, or beneath the city itself. Scholars, occultists, and the dangerously curious are drawn to him, seeking answers that should perhaps remain unknown.
• Vyrtia - Goddess of death and the undead. Alignment: Neutral Evil. Favored weapon: Dagger. Domains: Death, Necromancy, Undead
Vyrtia’s worship is a quiet, lingering dread. Her followers do not fear death - they manipulate it. Some funerary rites secretly invoke her, ensuring the dead do not fully rest. Necromancers revere her openly, while others invoke her in fearful secrecy, knowing death is never truly the end under her gaze.
Non-human peoples of Ville des Marie are free to worship the same gods as the human population, and many do so when it suits their lives within the city. An elf might offer a quiet prayer to Amtia at a birth, a dwarf may invoke Bridia in a moment of sacrifice, and a halfling might keep a small shrine to Omtia within their home. The loa, too, are open to them, and it is not uncommon to see non-humans participating in shared rites, festivals, and quiet devotions alongside their human neighbors.
However, most non-human races remain rooted in the faiths of their own kind, worshiping the deities as they are known in the outer planes and across other worlds. For example, elves revere Corellon Larethian, dwarves honor Moradin, and orcs follow Gruumsh, among many others. These gods are not seen as foreign by their followers, but as the true and ancient powers of their people, whose names and forms have endured across planes of existence. In this way, Ville des Marie becomes a place of overlapping faiths - where human gods, loa, and the divine patrons of other races all coexist, sometimes in harmony, and sometimes in quiet tension. These "other gods," as they are known, rarely have temples in the city and are usually honored by small home altars of their faith.
Agnostics and even true atheists do exist within Ville des Marie, but they are exceedingly rare, for the presence of the gods is not a matter of distant faith but observable reality. Miracles are witnessed, divine magic is wielded openly, and the influence of higher powers is felt in both subtle and undeniable ways. Those who deny or question the existence of the gods are often seen not as heretical, but as willfully blind, stubborn, or deeply skeptical of interpretation rather than truth itself - for while few can deny that something answers prayers, not all agree on what those powers truly are.
Creature Worship
Across the marshes and forgotten edges of the world, the thinking creatures that dwell beyond the reach of cities - lizardfolk, ogres, kuo-toa, and countless others - do not bend knee to the structured pantheons of humankind, but instead venerate older, narrower powers through the guidance of shamans rather than formal clergy. These spiritual leaders do not preach doctrine so much as interpret signs - ripples in black water, the behavior of beasts, the slow decay of things left undisturbed - and from these omens they speak the will of their patrons, whether god, spirit, or something less easily named. Their faiths are intimate, territorial, and often bound to specific places or conditions, unlike the broad, ordered worship of the civilized world. Those few among these creatures who adopt the human pantheon are typically seen as aberrant by their kin, for to follow such distant, structured deities requires a rejection of the immediate, living presence of their own primal powers, and an abandonment of the older truths that lurk in the wild and patient places of the world.
• Sstheres - Demi-Goddess of the Still Mire. Alignment: Neutral Evil. Favored Weapon: Heavy Mace (often shaped like a knotted root or bone cudgel). Domains: Water, Death, Evil, Plant
Sstheres has no temples in the traditional sense - only places where the land has already begun to forget itself. Half-sunken towers, drowned roads, stagnant pools choked with reeds, and long-abandoned structures claimed by slow water all serve as her sanctuaries. Her followers do not build; they inherit what the world has discarded, believing that anything left behind has already been chosen by their goddess. Once a patient hunt-mother among lizardfolk, Sstheres learned that prey did not need to be chased when the world itself could be allowed to close around it. In time, she turned that same philosophy toward the divine, and when the greater gods looked elsewhere, she quietly claimed a fragment of their power without challenge or proclamation. Her doctrine teaches that urgency is weakness and that all things eventually slow, falter, and sink - and that true power lies not in force, but in the certainty of waiting until resistance no longer matters.
Roughly ¼ of the population of Ville des Marie follow a belief known as Vaudou. Vaudou is a worldview encompassing philosophy, medicine, justice, and religion. Its fundamental principle is that everything is spirit. Humans are spirits who inhabit the visible world. The unseen world is populated by loa (spirits), mystè (mysteries), anvizib (the invisibles), zanj (angels), and the spirits of ancestors and the recently deceased.
The primary goal and activity of Vaudou is to sevi loa (“serve the spirits”) - to offer prayers and perform various devotional rites directed at Kiliitu and also particular spirits in return for health, protection, and favor. Spirit possession plays an important role in the religion, as it does in many other world religions. During religious rites, believers sometimes enter a trancelike state in which the devotee may eat and drink, perform stylized dances, give supernaturally inspired advice to people, or perform medical cures or special physical feats; these acts exhibit the incarnate presence of the loa within the entranced devotee, and the loa are inferred to be "riding" the devotee. Vaudou ritual activity (e.g., prayer, song, dance, and gesture) is aimed at refining and restoring balance and energy in relationships between people and the spirits of the unseen world.
Vaudou teaches that there are over a thousand loa (or lwa). They are regarded as the intermediaries of Kiliitu, the supreme creator deity in Vaudou. The sage Clément Gagneux argued that by learning about the various loa, practitioners come to understand the different facets of Kiliitu. There are no buildings dedicated to the loa, and religious services always take place outside of the city walls. This is done out of necessity, as vaudouists and deity worshipers are sometimes at odds. Vaudouists are tolerated by law, and visual acts of intolerance are illegal (bigotry runs rampant, however, in the form of higher prices, lower wages, being ignored or passed over for important functions, etc).
The loa can offer help, protection, and counsel to humans, in return for ritual service. They are thought of as having wisdom that is useful for humans, although they are not seen as moral exemplars which practitioners should imitate. Each loa has its own personality, and is associated with specific colors, days of the week, and objects. The loa can be either loyal or capricious in their dealings with their devotees; Vodouists believe that the loa are easily offended, for instance if offered food that they dislike. When angered, the loa are believed to remove their protection from their devotees, or to inflict misfortune, illness, or madness on an individual.
During rituals, the loa are summoned through designs known as veve. These are sketched out on the floor of the ceremonial space using cornmeal, ash, coffee grounds, or powdered eggshells.
For game purposes, the multiple types loa are treated as having purviews with the devotee, and as such have many more "domains" than a standard god or goddess do. The devotee is able to honor and bargain with multiple loa, and as such have access to different domains depending on the type of loa.