These small humanoid people have long since been integrated into the great societies of their larger brethren. In the case of halflings, whose villages and burrows are found throughout the human lands of the old empire, they have for the most part simply taken up the worship of the human gods. However, there is one exception to this, only a single halfling deity has survived intact to the present day; Rallo. It is unknown whether Rallo was always a god, or if he represents an ancient halfling culture hero but one thing is clear, Rallo represents the epitome of all of the virtues that halflings most admire. He is a sensible being who enjoys nothing more than the comfort of a warm safe burrow and a good meal. However, when the situation calls, Rallo has been known to perform great feats and is renowned for his ability to out-think his opponents. Given the lack of physical prowess, it is very important for both a halfling and a halfling god be sly, and a fiendish sense of humor is another trait that marks Rallo as a true halfling.
Gnomes are a slightly larger people that lived originally in the foothills of the great mountain ranges. It was long before the emergence of mankind that they met and befriended the ancient dwarves. Although they live in separate communities for the most part, gnomes are not uncommon in dwarven holds and vice versa. Unlike halflings, gnomes never took to worshiping the gods of their benefactors and in fact, if gnomes ever worshiped that has long since changed. Unlike any other people gnomes are rational beings by nature and inclination and do not expend effort in trying to placate the fickle supernatural egos of the divine entities. Instead the gnomes look to better understand the world in the most complete way possible. Because of this gnomish technology is far in advance of any of the other people of the world, but due to their distate for large populations this technology is not disseminated efficiently and most gnomish devices are merely prototypes.
The elves have a well established pantheon of gods that predates any other organized religion. In fact some people say that the human gods are merely shadows of the great elven gods that are more active in the mortal plain simply because they lie closer to the mundane than the unfathomable nature of the elven deities.
Regardless, the elven gods rarely intercede on behalf of their people directly. This has caused the elves to focus more strongly on developing their own supernatural power through the path of Arcane magic. Elven religion also enshrines the idea of the spirit as a object of reverence so elves can be described as powerful animists, and while the great gods are not listening, an elf cleric is quite capable of calling upon the spirits of the land and sky to heed his call.
Aside from the numberless host of spirits both great and small; the elves of any kindred will worship these major gods to some degree or another.
Aeguo Anwarunya is the elven god of magic and scholarship. He is the most revered of all the elven deities but also the most remote. It is said that his only connection to the elves was to breath in the essence of magic into the first elves at the very instant of their creation so that they might make their own way in the world. Needles to say most elves pay him great respect, but his temple is small and relatively uninfluential because he so rarely manifests on the mortal plan.
Finarfin is the elven god of sea-faring and also the representation of storms. As such, he is also recognized as the lord of fate and sits in judgement of all living things while on the mortal plan. He is most widely worshiped amongst the sea elves. His fickle nature is often cited by high elves as the reason they behave in such an unseemly manner.
Gelmir and Nolofinwe are two sides of the same coin. Both hold sway over death, but Gelmir is recognized as the dark side of elven nature. He is the god of war and murder and he is found in the deep pools of emotion that like under the seemingly serene face of the elf.
Nolofinwe is the other elven death god. Her nature is diametrically opposed to the brutal, bloody aspect of her sibling. She is the goddess of peace and serenity and also holds authority over dreaming, both in sleep and as a form of prophecy.
Feanaro Arnatuile is the shimmering goddess of life and beauty. She represents all the is good and pure in the world and is considered incorruptible by the elves.
Celahir Carnesir is the elven god of light and the sun. He is most often depicted as a warrior in shining golden armor riding a flashing chariot pulled by a pair of fiery steeds. He is spouse to Feanaro Arnatuile and even though he is considered a force of good, his jealous nature sometimes causes him to lose control of his temper and act rashly.
The dwarves have a much more intimate religious tradition. Although they do recognize three primary deities, the majority of dwarven worship is directed towards the spirits of their noble forebears. That is to say that any given dwarf will recognize the three main gods, but most of his or er devotion will be given to the ancient progenitors of his clan or hold. In this way, heroic and venerable dwarves can be objects of great respect after their deaths, and slowly become minor local gods, although ancestor worship is less formal than a true temple and will not have a specific clergy as that is restricted to the gods of the dwarven people as a whole. These deities are briefy described below.
Although the dwarven pantheon is far less hierarchical than the human gods, Hendurs could be considered the primary god and patron of the dwarven people as a whole. His primary area of concern is that of crafting and hence proficiency; age and wisdom, and wealth. These three things being of paramount importance to all dwarves he is a very well respected god.
Kerdic is the dwarven god of war and is also the manifestation of the absolute fidelity of the dwarf. Kerdic represents the unquenchable fury of the dwarf who is wronged, as well as the implacable nature of the hold when engaged in conquest. As he is also the epitome of loyalty he holds sway over the concept of friendship and alliance, and is often invoked when negotiating or engaging in a business deal.
Aella is the only major dwarven goddess and her realm is that of hearth and home. Although she is a domestic goddess and is most often thought of as a nurturing and peaceful entity, her wrath is legendary when her family and home is threatened. Indeed in dwarven legends it is Aella who delivers the deathblow of the great serpent Galuagh as he stands over the badly injured Kerdic.