As you explore Andrus you may notice the lack of details on faith and deities throughout the setting material.

Faith in role-playing games is nearly always a rehash of familiar, real-world pantheons and powers. The cosmic conflicts deities bring to a setting can be formative, but they also come with the danger of not being overly unique. World creators are often limited in their perception of faith and divinity by the influence of personal beliefs, real history and previously published materials.

I decided to use the term Ethos instead of Faith in Heritage entries. Ethos scales seamlessly to individual, cultural, and organizational levels. This is more indicative of “a distinguishing character, sentiment, moral nature, or guiding belief of a person, group, or institution.” If a character wishes to personify their Ethos with a name and revere it in some way, that is their choice.

In Andrus, a character’s personal convictions and cultural values are more of a motivating factor than the belief in a deity or pantheon. Of course, there are powers at work that could be construed as ‘deities’ but that’s because of their level of power relative to the rest of the setting. Medusa and Naga were effectively the top of the food chain in power for a very long time. Even the nebulous power behind the Sepulcher Throne, the Shadow, is intentionally beyond most mortal comprehension for story purposes. None of these entities grant power directly to those who may perceive them as deities.

A player can absolutely develop a personal story based on their character’s beliefs, but it isn’t specifically reflected through game mechanics. Access to any of the Magic related Traits could easily be justified by a player’s application of faith but that is not the default interpretation for this setting.

Building Faith

Faith is often tied to a culture’s perception of creation, morality and an attempt to explain the great ‘why’ of existence. Deities are essentially elevated vessels for ideals, a personification of frightening or awe-inspiring phenomena and paragons for cultural norms. Positive ideals are worshiped while undesirable ideals are vilified. It’s often the interpretation of what is positive, ‘good’, or undesirable, ‘evil’, that causes friction between cultures.

The concepts represented by primal deities are typically physical, moral or natural. These concepts do not really require a name because every culture can recognize their power and influence.

Below is a basic list of some of the most common influences for deities. This is not a comprehensive list, just a starting point. There is no designation of ‘good’ or ‘evil’ leaving that to each culture’s interpretation.