Miracles

Faith
The Gods of Savagea are always present in the background, and it's possible for the devout to ask for their help in an adventure. This is done by praying for a full round. Tell the GM what you want to do, and make a special die roll: take your faith and add 2d3 (a d3, or three sided die, means you halve the result of a regular d6 roll). Add one to this roll if you're on ground sacred to your deity. This is not considered a test - it's not affected by severe injuries, fumbles, criticals or adrenalin.
The attempt costs a point of mana. If you succeed in the roll, a small (or large) miracle happens and you're aided. If you miss the roll by three points, you lose two additional points of mana. If you miss by four or more, you lose all your mana. Repeating a prayer after it fails is considered an insult and fails automatically (and costs mana). If you attempt something that your deity strongly disagrees with, expect to be punished.
Other than for known miracles, you can try and pray for help. This doesn't cost any mana and you don't need to roll dice, but you need a faith of five or more, an appropriate sacrifice is a big plus, and it had better be for a good reason. This may or may not work, depending on how hopeless your situation really is.

Miracle effects
Certain miracles have better effects if the roll is better. For instance, if you were to roll 11 and you roll 14, you passed the roll by three, and this increases some effects. Some miracles only work on the devout, or on heathens (from your deity's perspective), which means that if the deity doesn't agree with your choice of targets, the miracle fails. A devout is not necessarily one who worships the same deity as you do, but at least someone whose ideas align with your deity's. A follower of an opposing deity is never devout, nor is one with a low rank in faith.
Most effects last for ten minutes, or work instantaneously. One can resist a miracle by making a test on one's current psyche; a result of 19 is needed to resist the effect, partial resistance is not possible. Adrenaline may not be used to influence this test, nor does the attribute anti-magic help, as miracles aren't magic.

Duties
As a loyal follower of whatever deity, you have certain duties. What those are differs among religions and your rank in faith (and/or rank in the religious order, which is not necessarily the same). In the very least, you have to behave yourself according to the deity's codes of behaviour; if you don't, don't count on any prayers being answered. For instance, a follower of Altharn may never lie, and an Eryonixim may not use magic for evil aims.
If you ever get the idea of changing faith, think well before you decide. For people with an average or low rank in faith this isn't much of a problem, but it is for the faithful. If you lose your religion, you lose a number of ranks in faith, depending on the situation and how well you roleplay. You can't be a high priestess of Ratyva and then switch to become a high priestess of Ferizz. Also, dependent on your old and new faith, you can be cursed by your 'previous' deity and/or be declared outcast or marked for death by your old priesthood. Nobody leaves the Order of Ehrdrayl while alive, and that may hold for certain other religions. If you want to become atheist, you lose all ranks in faith above four, and you may or may not be returned some of the experience points by the GM.

Known miracles
Gods of Savagea
FenyelaThalaraLorinyeh
YequayAltharnSartho
YirrickEldanoThazuun
RatyvaAndanaShagodan
JolinaFerizzEhrdrayl
EryonixXaosChoanax
Eldano ('el-dah-noh) the Philosopher
Andana ('an-dah-nah) the Storyteller
symbol: the Moon, the circle
symbol: the Sun, the circle

This god and goddess are inseparably tied together as creaters of the world and keepers of the Circle, symbol of balance. Humans, the most succesful race on Savagea, are their creation. As firstborn, humans are most versatile and tolerant, which makes them the best traders and diplomats. Human cities are therefore the only places where each other race is welcome.
Eldano and Andana are the cooperating opposites, that, from the background, watch everything, explain it and write stories and songs about it. Only when it's really necessary will they interfere, but if they do, they are unstoppable. A very small group of priests keeps a closer eye on the world in their name, as impartial lookers-on unless one side gets too great an advantage. For these priests, very strict rules have to be kept, and expulsion from the order is bad enough punishment for those that do chose a side.
Powers: Eldano: Attention (14), Anti-element (14), Insight (13), Location (13), Vision (13), Truth (14), All (15)
Andana: Attention (13), Anti-element (14), Empathy (13), Calmness (13), Morale (14), Suggestion (14), All (15)
The difficulty of any defense Eldano and Andana's miracles is two points higher.


Altharn ('al-tarn)
symbol: a straight line or unbendable metal bar

Certain gods are only referred to by whispered nickname, out of fear. For Altharn this is the other way around - he is the symbol of honesty and justice, and considers a nickname an insult, because it takes away from the power of his real name. Just as many of the dwarves, which he created, he is silent, indefatigable and stern. He believes strongly in his task to banish all injustice from the world. His priests are often asked for impartial judges. Powers: Attention (13), Alarm (12), Anti-magic (14), Arrest (12), Healing (13), Insight (12), Imprisonment (15), Order (13), Supremacy (14), Seance (14), Battle Cry (13), Countercurse (13), Accurse (14), Vision (14), Truth (13)


Choanax ('choh-naks) Serpent Lord
symbol: a hissing snake

This sadistic god derives great pleasure from sowing pain and misery. Painfully slow he breaks down everything the people and gods trust upon. Among his hated priesthood, torture is all in a day's work, even among one another if they can't find an unbeliever as a victim. The snake is this god's symbol, and crawls unseen until it reaches your feet, after which you will die a slow death in its twists.
Powers: Hesitation (14), Fear (14), Chaos (12), Heal Self (13), Illusion (14), Claws (13), Fog (13), Desoul (15), Skeleton Guard (14), Traceless (13), Storm (15), Toxify (12), Rot (15), Accurse (14), Weakness (13)


Ehrdrayl (er-'drale), Avenging Tyrant
symbol: a black claw

This goddess feels left behind in the division of power, and does everything to obtain more of it. Manipulation, threats or downright murder are things she won't step back from; to her, each mortal is no more than a pawn. The same goes for her priests, who strive to rule the known world together, but at the same time won't hesitate betraying one another so as to get a higher rank in their order. Most major cities have a hidden temple to Ehrdrayl somewhere; villages do not concern her.
Powers: Hesitation (13), Fear (13), Arrest (14), Peace of Mind (15), Inferno (15), Claws (13), Fog (14), Morale (13), Desoul (15), Summon (14), Order (13), Supremacy (14), Skeleton Guard (13), Accurse (14), Vision (14)


Eryonix (er-'joh-niks) the Mystic
symbol: a glowing pentagram

Though he is given to unpredictability at times, this faithful god is entrusted the magic of the aether. Many magicians can be counted among his worshippers, and his priests, too, are granted mysterious powers. The majority of people that can't use magic he considers inferior, and he doesn't really understand them, because magic can make things so much easier. That message he wants to spread among all of Savagea - put woe to him who abuses the magic!
Powers: Fear (13), Anti-element (14), Chaos (13), Animal Form (15), Exorcism (13), Healing (13), Illusion (14), Insight (13), Levitate (14), Location (14), Storm (15), Countercurse (15), Telekinesis (13), Recall (15), Fireball (14)


Fenyela (fen-'jay-lah) the Honorable
symbol: a gold cup

Many claim to be loyal followers of Fenyela, or strive to be, but only few possess the strength of spirit to be admitted to her priesthood. As goddess of honor and courage, she's a perfectionist and demands much of the same of her followers. The priests and crusading knights that follow her, do so without fail or falter, and make excellent leaders, kings or field marshals, loyal and dependable until death.
Powers: Alarm (14), Anti-magic (14), Exorcism (13), Healing (13), Insight (13), Might (14), Morale (14), Rainbow (15), Regeneration (15), Shield (13), Battle Cry (13), Antidote (15), Countercurse (15), Vision (14), Truth (14)


Ferizz (fu-'reesz), Lady Mysteria
symbol: a tiny key, or nothing at all

This goddess is only depicted as a cloud of mist or a shadow, if at all. Her priests, too, are nowhere to be found, and according to every attempted counting they don't even exist - sometimes even Ferizz herself appears not to exist, even if the elves, her creation, clearly do. But, even though they cannot be found, they won't allow you to forget them. They are ones who break into your house when you're away, or even when you're there, and don't steal anything but merely leave a note saying 'buy a better lock'. Rumor says that lady Mysteria, although she's not telling anything, knows everybody's secrets or how to find out about them.
Powers: Hesitation (13), Chaos (12), Animal Form (15), Healing (13), Levitate (13), Location (14), Fog (12), Invisible (13), Seance (14), Traceless (12), Telekinesis (14), Recall (15), Vision (15), Truth (14), Water Breath (14)


Jolina (jo-'lee-nah) Queen of Hearts
symbol: a white heart

As goddess of life and love, Jolina is one of the most worshipped deities on Savagea. Especially on the farmlands around the cities, many shrines and temples are devoted to her. The priests help with harvest and childbirth, seal marriages, and take care of the wellbeing of the entire community. They are not a strong military force, but can always count on aid of the many friends and people they aid and aided. Jolina has a soft spot for the small halfling; it is said that she has had something to do with their creation, even though halflings are a crossbreed race.
Powers: Alarm (12), Anti-element (14), Empathy (13), Exorcism (13), Peace of Mind (15), Healing (11), Calmness (11), Growth (15), Regeneration (14), Resurrect (15), Shield (14), Antidote (13), Stamina (12), Calm Weather (13), Purify (12)


Lorinyeh (loh-'rene-yea), Master of the Dead
symbol: a skull

He is generally reckoned among the evil gods; this is not justified, as he only does his job, which is taking care of an essential part of the circle of life. Usually he doesn't concern himself with life on Savagea, because he is well aware of the temporariness of everything. When he does, he is extremely powerful. He has very few faithful, but those who follow him are unquestioningly loyal and have great powers over life and death.
Powers: Attention (13), Earthquake (15), Fear (13), Exorcism (12), Insight (13), Fog (14), Desoul (14), Order (12), Supremacy (13), Resurrect (14), Seance (12), Skeleton Guard (12), Stamina (13), Accurse (13), Weakness (12)


Ratyva (ra-'tee-vah) the Artist
symbol: a palette with seven colors of paint

Art in all forms is Ratyva's terrain. Be it a painting, a song, an artistically forged sword or even a simple but well-made table, these are the things she cares for and helps with. Her greatest creation, the race of gnomes, do enjoy constructing things a lot. Ratyva's priesthood is a group of irregulars that's always willing to help with anything, then later sit down in an inn and write a song about how well it went. They prefer diplomacy to battle, and attempt to get combatants away from each other to prevent them from getting hurt.
Powers: Attention (12), Lightning (15), Empathy (12), Exorcism (14), Healing (13), Illusion (12), Fog (13), Invisible (14), Rainbow (14), Traceless (13), Suggestion (14), Countercurse (15), Vision (12), Purify (13), Weakness (13)


Sartho ('sar-toh) the Possesser
symbol: a coin

Material possession is all that matters to Sartho. Like a small child she can hold on screaming to the smallest of her many possessions. Her followers, therefore, do everything to become rich quickly. A small part of these are honest traders, but the major part is not entirely honest, or downright a thief. The riches they gather aren't displayed in a temple, because the Sarthoni are terrified that somebody, not to mention one of them, will take the treasures away. Powers: Hesitation (14), Alarm (12), Anti-magic (14), Arrest (13), Heal Self (12), Inferno (15), Location (12), Fog (13), Desoul (15), Invisible (14), Suggestion (14), Telekinesis (12), Toxify (13), Rot (14), Accurse (13) Shagodan ('shah-goh-dan) the Brave
symbol: a clenched fist

This god lives for battle. Whether it's a duel or a barfight, he wants to be in it. Large-scale battle fields are great! He's no great stragiest or diplomat, and prefers survival of the strongest. Diplomats tend to use ruses, and thus don't fight fair on equal footing. Thus Shagodan is worshipped by many warriors, soldiers and adventurers, and the orcs, which he aided in creating. The battle cry of his legions is terrifying, but they usually leave good opponents alive in hopes of another great battle later on.
Powers: Fear (15), Anti-element (14), Healing (14), Claws (12), Might (13), Morale (12), Summon (14), Order (14), Supremacy (13), Shield (13), Battle Cry (11), Stamina (12), Flameblade (13), Fireball (15), Purify (14)


Thalara (tah-'lah-rah), Rock amidst the Waves
symbol: a perfect stone cube

She has tried to create the dwarves in her image - indestructably sturdy, straightforward, and stubborn as an ox. That's why most dwarves prefer living in caves and mines, and know a lot about stone and metal found there. Apart for the dwarves, people who need her endurance tend to worship her, which is basically everybody who has a tough life and hopes for better days.
Powers: Earthquake (15), Anti-element (13), Elemental (15), Exorcism (12), Peace of Mind (15), Healing (13), Might (14), Morale (13), Order (12), Regeneration (15), Shield (12), Antidote (14), Stamina (12), Truth (14), Calm Weather (13)


Thazuun (tah-'tzune) the Devourer
symbol: a flame

This hot-tempered goddess is the symbol of fire, strength and destruction. The same holds true for the orcs, whom she created. In Thazuun's hierarchy, the strongest is right - disagreements are fought out, under the eyes of a cheering crows. No man, no forest and no city is safe for the all-consuming flames.
Powers: Earthquake (15), Anti-element (13), Lightning (14), Chaos (12), Elemental (15), Inferno (15), Might (12), Storm (14), Battle Cry (13), Tsunami (15), Rot (14), Flameblade (12), Fireball (13), Fire field (14), Weakness (14)


Lord Xaos ('khay-ohs)
symbol: a blue amorphous mass

The most unpredictable of gods. He rules the oceans, and like the seas he can be both a calm source of food or a stormy destructive whirlpool. Xaos's motives are never really clear and can change from hour to hour. He is a symbol for the eternal change of all of Savagea, which is maybe why the elves, whom he created, are so good at adapting themselves to virtually any situation.
Powers: Hesitation (12), Fear (13), Anti-element (12), Anti-magic (13), Chaos (11), Elemental (14), Healing (13), Fog (13), Summon (14), Storm (13), Countercurse (14), Tsunami (15), Accurse (14), Fire field (15), Water Breath (12)


Yequay (ju-'kay) the Silent
symbol: a leaf

This god of nature cares little for humans or other 'higher' life forms, but a lot more for forests, woods and plains and everything that lives there. His temples are never found in big cities, only occasionally in small villages and usually somewhere deep in the wilderness, where they are visited more by the local animals than by actual believers. Forest elves have an affinity with Yequay, and occasionally there is a fanatic hoping to destroy entire cities for the glory of nature.
Powers: Animal Form (14), Empathy (13), Healing (12), Calmness (12), Claws (12), Fog (13), Invisible (15), Summon (13), Growth (14), Rainbow (15), Traceless (11), Antidote (13), Stamina (13), Calm Weather (14), Purify (13)


Yirrick ('jir-rik) Windmaster
symbol: a cloud with lightning

Many sailors put their faith in Yirrick to send them the good winds of fortune, and many sages for the same wind to bring new, fresh ideas. A part of the small but tight priesthood takes care of windmills, ships, libraries and schools throughout the cities; another part wanders the world out of curiosity and hoping they can make themselves useful to the Savagean population. Both the god and his followers are calculating, dependable and creative.
Powers: Anti-element (13), Lightning (15), Elemental (15), Empathy (12), Exorcism (12), Peace of Mind (15), Healing (12), Insight (13), Levitate (13), Storm (15), Suggestion (14), Countercurse (13), Vision (13), Water Breath (14), Calm Weather (14)
Simplex