At the start of the campaign, very little about the religions and faiths of the world is known to the group – the village has adopted its own teachings and knowledge based on traditions and stories. Each of these are small cults, with very limited resources, limiting believers to a very narrow set initially. As they grow, experience alternative world views and believes, the group gains the ability to adapt to new concepts, spells, and teachings.
| Religous Symbol | Faith/Philosophy | Influences |
![]() | The Hearth Circle | Hearthfire, Protection of home, Family bonds, Endurance through hardship |
![]() | The Greenwarden | Guardian of wild places and natural balance, Patron of growing things, beasts, seasonal cycles |
![]() | The Open Road | Travel, Trade, Hospitality, Honest Dealing, Mutual Aid, Promises between strangers |
![]() | The Eternal Ledger | Order, Accountability, Contracts, History, Governance, Record Keeping, Consequence, Legacy |
![]() | Ironroot | Survival, Endurance, Resilience, Preparation, Sacrifice, Self-Reliance, Community Duty, Perseverance |
![]() | Black Harvest | Opportunity, Resourcefulness, Preservation, Ambition, Adaptation, Bargains, Knowledge, Gain |






