Symbol of the House of Kreav
House of Kreav
Kreav -
(Kriv)- Major Deity
Deity of: Frontiers, seafaring, pioneers and lost souls and redemption.
Form: A big, healthy weather-beaten man dressed as either a sea captain or a pioneer. He is serious but with a sympathetic and kindly manner.
Colours: Yellow and black, sometimes blue is added in seafaring areas.
Cardinal Direction: South-west.  Kreav usually occupies a place that could be termed 'north-east' but his goal is always to bring people to the health, prosperity and comfort of the 'south-west'.  South is associated with health and warmth, west with civilization.  For more details read the section in Theology.
Alignment: Neutral Good.
Church and Following: The followers of this mysterious god are devoted to keeping humanity safe from getting lost. The seas, the frontiers and the places where lost minds and souls get lost are where the minions of Kreav go. They bring civilization to the frontier. They help the lonely sailors. Very importantly, they tend the mad and bless the dying.
There is a strong correlation in the minds of Kendrish followers between the physical frontier, the mental frontier and the final journey following death. Those that wander into the frontiers are often mad, or become so after long separations from normal society - at least in the eyes of society at large.
This church holds power on frontiers, coasts and in areas of especially brutal weather. In non-coastal areas the church is concerned with the mentally (but not physically) disturbed. Their biggest draw in civilized inland areas are from those expecting to die or from family members of the recently deceased. This church usually organizes funerals and factors very heavily in the minds of the elderly or terminally ill. All view Kreav as the best guide to the afterworld.
Church and State: Relations with states tend to be good.  The church of Kreav will often work with states in bringing civilization to the frontier, handling relations with seafarers and aiding in rescue operations.  Additionally, the state is usually pleased with this church for removing the headache of handling the insane.
Relations within the Pantheon: This church often comes into conflict with the followers of Dorenne. Dorenne's followers dislike the intrusion of civilization on the frontiers. Usually, this conflict is not violent as neither Kreav nor Dorenne likes the shedding of blood. Violent confrontations occasionally do occur when the situation is particularly acute and the followers less than pure.
Kreav and Priests: The tasks of a priest of Kreav will vary radically in accordance to their location and position within the church. Some council the mad. Many provide succor to the dying and bless funerals. Others bless ships or wagons for their journeys ahead. They are often to be seen moving amongst sailors, pioneers, plague victims and soldiers expecting to die. In less populated areas, a single church may often provide many or all of these services.
The special attributes of this church are entirely related to individual spells.

Read a description of a Kendrish funeral in the Dagorian style


Rendy, Cordon and Raen -
Minor Deities, House of Kreav
Deities of: Guides and transport.
Forms: Healthy looking young men in rough, practical dress.
Colours: Rendy- Yellow, black and brown. Cordon- Yellow, black and blue. Raen- Yellow, black and green.
Church and Following: Rendy, Cordon and Raen don't have strong followings of their own, they are conceived of as being helpers of Kreav in his various tasks. Cordon is noted for his love of ships and often attracts shipbuilders. Raen, similarly, blesses the land vehicles. Rendy blesses guides.



Holynem -
Minor Deity, House of Kreav
Deity of: Human relations with the other planes. Retrieving wandering souls. Guiding souls to their final resting place.
Form: A sad, dark and grim figure.
Colours: All colours. Often Holynem must stand for the entire Kendrish Pantheon.
Church and Following: This deity works with all deities. When a patron deity of a dead soul decides on the fate of that soul, Holynem is summoned to guide the soul to its final resting place, be it a heavenly abode, the abyss or a hellish plane. He bridges the gap between the other planes, the planes of the Kendrish Pantheon and the planes of other pantheons. Often he is the roaming ambassador.
In mythology, he is sometimes moved to ignore the orders of the other deities, or gets caught between two deities fighting over the same soul. As a result, he figures quite prominently in many of the stories of inter-heavenly strife, at least in the beginning of the tale. This sends many people to his church before death hoping for his aid in any questions the deities may have on the final disposition of their souls.
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