The alignment, if mentioned, has two values, the first one being the attitude towards alignments of people: if good, the deity/spirit(s) despises evil beings and vice versa, and a neutral alignment means certain tolerance towards everyone. The second value tells the deity/spirit's behaviour: good means being friendly, protective and "fighting on the side of Good", evil mostly means every man for themselves, lust for power at the expense of others and "fighting on the side of Bad". Neutral stands in between.
The worshipping of Antana includes living by the 10 standards written by Antana (with the help of the guildmasters, I believe) and regularly confessing your sins. The collection of standards includes dont's like killing fellow people, stealing and using foul language. It encourages a calm, peaceful and relatively quiet life.
In return of following her laws, Antana is always there for her worshippers to offer comfort and protection. She seldom appears to her followers, but exists mostly in their hearts. There are evil and nasty Monks as well.
Antana doesn't mind a person's "bad" alignment as long as s/he doesn't rebel against her will. Her alignment seems to be neutral-good. When asked to give a reason why to follow Antana, a Monk replied: Her purity and goodness. And, of course, the people. Besides worshipping Antana, you see, the Monks also enjoy the company of the like-minded. The community seems to be a friendly one. The "natural enemy" of Antana seems to be Chaos. By D&D standards the Monks would then most probably be considered Lawful beings. The order doesn't allow necromancers to call themselves Monks of Antana.
I was obliged to ask if women and children are slaughtered as well. The Arakarian giving the interview assured me that only those who draw their weapons first are killed - Arakara believes in peace and optimistically looks forward to a day when blades are not needed. He tells his followers not to bring quarrel to peace and strongly disencourages them from being unkind to those who haven't done anything offending, excluding those who are considered a serious threat. As for other laws or guidelines, thieving and other rogue actions are forbidden. Arakara is more Neutral Good than Lawful Good, however, true, his followers aren't to break any dwarven laws but only as long as it doesn't violate anyone. "Our laws aren't always right.", my interviewee admits, and Arakara looks for bettering things. And, not entirely surprisingly, "--the laws of the brute are of no value."
Those who are evil and disobey Arakara's will, are to be banished by law, never gaining back citizenship unless they face their god, unarmed, in his temple, and ask for redemption. If Arakara then senses any evil, the violators are sent to the outer realms, and they never may return home, "and when evil is alone it takes sides amongst itself." The best way of teaching them a lesson is making them stop and think, it seems.
Many habits and traditions of the followers are kept secret from the mundane, for security. The sect is somewhat secretive, only standing out to help others fighting eg orcs.
The followers of Arakara include dwarves, humans and also a few elves. The latter are being kept an eye on, though, after some extremist elves attacking the Arakarian high guards. The elves who have applied often become a threat to the security of those around them, I was told. Looks like racial conflict is still a major problem, even among those who share a purpose.
My only source for more information on Arakara and his followers was corporal Spoo of Drin's Army, but he seems to have gone missing.
There are no known temples devoted to Blawnostron, and his clerics are wanderers, not much wanted in any dwarven settlement due to their prankster nature. Dwarven miners, gamblers and others who rely on luck may secretly yank one hair out of their beard and mutter a short phrase to pay their respects to the god every now and then.
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All known clerics of Drelin are female, and they consider a male cleric of Drelin an impossibility. It is not known if this is a requirement of Drelin or just a tradition. Besides her numerous female worshippers, dwarven farmers wish the grower goddess's goodwill for good crops.
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The dwarves have five gods, each of whom have a well-defined role. There are no regional gods or "clan gods". However, some dwarves have turned to worshipping non-dwarven gods, like Antana and even evil ones.
Besides worshipping their gods, dwarves may also seek help and guidance from their ancestors. They are not worshipped, however, at least not in the traditional sense.
The five gods, Rukan, the creator, Tarran, the defender, Drelin, the grower, Blawnostron, the prankster and the Dark One are presented in here in the same alphabetical order as other gods.
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In exchange of sacrificing their kills to their guardian spirit and thus earning spiritual nirvana, the Bears recieve protection and some mystical powers that are based on the spirit's favours. By strengthening their guardian spirit through sacrifices enough the Bears can also gain guild titles. There are no standards or laws the guardian spirits demand the Bears to follow, the rules inside the guild are mostly social.
The alignment of the guardian spirits seems to be neutral-neutral. They have no actual enemy, perhaps excluding the things that lead into the destruction of the creatures of the wild or corrupt the elements.
The followers are mostly guildless rangers. Their way of life is neutral-neutral.
There are no temples dedicated to Rukan, and there are hardly any formal ceremonies in his name. The explanation to this is that the entire world is considered to be Rukan's temple - no building could compete with that - and every object created by dwarven hands is in itself a ceremony dedicated to the god of creation.
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Tarran is primarily the god of dwarven fighters, but also the protector of dwarven homes.
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All orcs don't follow the Tusked One, and there doesn't seem to be The Official Orc Religion (TM) any more than official human, elf or dwarf religion. For the followers of the Tusked One other orcs aren't sacred either - they have sworn to kill the Dalairi Orcs (King Kazarov) "because they are traitors who sold out and made a treaty with the humans". There has been vague talk of alliance with the Scythe, but the worshipper I talked with suspected that it would be for convenience only.
The Tusked One doesn't hold non-orcs worthy followers. They shall all be eliminated and/or enslaved (in any order). The alignment of the Tusked One seems to be evil-evil. His natural enemies are humans, elves and dwarves for invading the land that rightfully belongs to orcs, and also the heretic orcs who have betrayed their own kind. All these shall be punished and the True Orcs shall rule the realm.
More information on the Tusked One can be found in the orc slaver camp in the woods, or from the followers, eg. Bunnyfoofoo or Ransome.