Homebrew Challenge: Pantheon Generator


Homebrew and House Rules

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I threw every entry so far into a nicely-organized spreadsheet. I put an asterisk if there is some kind of legality issue (too many domains/subdomains, too few, no favored weapon). I also had to take a stab at a "portfolio" for some of the gods where the writer didn't give a clear and concise single sentence. If anyone sees any errors or the authors would like to make corrections, let me know.

The Document

It's actually a pretty balanced pantheon we having going, if slightly on the insane side. We currently have 2 lawful good, 4 neutral good, 4 chaotic good, 3 lawful neutral, 4 true neutral, 4 chaotic neutral, 3 lawful evil, 3 neutral evil, and 2 chaotic evil gods. Meanwhile, we have a very nice mix of domain availability, with Air and Community being the only two that haven't come up yet.

Scarab Sages

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The trouble with a lot of my gods' "portfolios" is that I didn't always wind up thinking of them in the typical "god of XYZ" fashion. A lot of gods don't necessarily work that way; they're characters in a wider story, with personal themes and objectives. For instance:

Apoclamau - sort of a "Cat Messiah" whose role is actually kind of limited; there's kind of an implication that cats in general are nearly as divine (or whatever) as He is, and He's just a sort of a chief activities coordinator

Mizodahvvar - "Redemption and Ruins" wouldn't be a terrible portfolio, but He's more of a "hero-god" who learns and teaches a profound lesson by example, and whatever He would be up to as a god would be guided less by a "portfolio" and more by the lessons He learned that earned Him godhood.

Odzrzrezia - this one's more in the "Crom-and-Cthulhu" vein of mysterious pulp gods whose theological particulars are seldom explained very well, all anyone really knows is "temples and traps and weird magic that touches on modern science HOLY TOLEDOES!"

Titechcualtia - this one's pretty simple; a stereotypical Aztec-style god who grants abundance at the price of blood, but in a specifically Lawful Goood mold

Uoriteph - instead of a "hero-god" like Mizodahvvar above, Uoriteph is more of a "god-hero" with readily-obvious Egyptian inspiration, but also kind of like one of the more benevolent kaiju; the thing is "Alchemists and Apothecaries" is what most people would think of Him for, but it isn't really what He cares most about, which is offering special aid and reward to an extraordinary minority who may have been dealt an unfair hand - one might even call them His "Chosen People," save that they're handpicked individuals instead of just some ethnic group (so maybe more like the far more recent Abrahamic concept of "the Elect")

Cool spreadsheet and all, but we might want to reconsider adhering to the standard D&D/Pathfinder divine portfolio system in favor of a broader way of describing a deity's "vocation."

Liberty's Edge

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Alignment=True Neutral

Domains
1. Rune
2. Scalykind
3. Strength
4. Sun
5. Healing
Subdomains:Wards, Dragon, Light, Resolve, Ferocity, Resurrection

Xol Akhmul, the Enduring Light
Holy Symbol: A dragon with a miniature sun above its head
Favored Weapon: Lucerne Hammer

Whatever else there is in life, the Sun rises every day, Xol Akhmul having done his duty. When it falls, however, it is his charge to defend it against those who would plunge the world into eternal darkness. With his kin, the dragons, Akhmul holds steady each night against an onslaught of demons and other horrors. He and his followers face death with a grim determination, knowing that with the rising of the sun, so too shall they find new life to fight again.


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I'm Hiding In Your Closet wrote:
The trouble with a lot of my gods' "portfolios" is that I didn't always wind up thinking of them in the typical "god of XYZ" fashion. A lot of gods don't necessarily work that way; they're characters in a wider story, with personal themes and objectives.

Portfolio is a simplification; it's not like it's all the god is about, just a succinct breakdown of areas of interest. I'm perfectly fine writing "god of cats" next to Apoclamau.

Also, all your deities have one too many domains. It should be 5 domains, 6 subdomains.

Liberty's Edge

Added in the extra subdomain for Xol Akhmul. This was fun, let's do another!

Liberty's Edge

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Alignment: Lawful Good Ooh, fun!
Domains:
1.Law
2.Good
3.Fire
4.Community
5.War
Subdomains:
Judgement, Redemption, Smoke, Cooperation, Duels, Ash
Favored Weapon: Rapier
Holy Symbol: A sword lit aflame

Connela, the Charred Inquisitor

Connela was born in fire, child of an Efreeti tyrant and a demonic mother. Trained as a young girl to be the warrior son her father never had, his arbitrary punishments overwhelmed the young girl's innate fire resistance, leaving her burned on her entire body. During a raid on the palace, a group of adventurers rescued the child, and hid her away in a temple on the plane of Heaven. She was nurtured by the angels, and given a strong sense of justice, as well as an appreciation for the value of teamwork. Returning one day at the head of a small army of Archons, she herself stormed her father's palace, beat him in single combat...and forgave him for his crimes, lest she become like the monsters that spawned her. While her prowess in single combat is unmatched, she recognizes the value of cooperation in the pursuit of justice.

We have a Community, you guys! Aaah!


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lucky7 wrote:
Added in the extra subdomain for Xol Akhmul. This was fun, let's do another!

Was about to mention the missing subdomain. Added to the spreadsheet.

Also, while I'm here, let's do another myself!

law/chaos: 1d3 ⇒ 1 lawful
good/evil: 1d3 ⇒ 2 neutral

domain 1: 1d33 ⇒ 30 Void
domain 2: 1d33 ⇒ 1 Air
domain 3: 1d33 ⇒ 11 Glory
domain 4: 1d33 ⇒ 11 Reroll
domain 4: 1d33 ⇒ 19 Plant

gender: 1d2 ⇒ 1 male

Okay, well, that's a weird mishmash... but I think I can see where to go with this.

Neodoric the Great Tree
Lawful Neutral
Domains: Air, Glory, Law, Plant, Void
Subdomains: Cloud, Dark Tapestry, Growth, Honor, Isolation, Wind
Favored Weapon: Glaive

Eons ago the druid Neodoric sacrificed himself to protect his people, and from the site of his death sprung a tree. The people venerated this tree as a divine miracle, for it grew with incredible speed. Within a year it towered above all other trees, and within a single lifetime it extended into the skies above. The tree never stopped growing, pushing higher and higher into the skies and beyond. It has attracted countless worshipers who believe that Neodoric's spirit transcended mortality in his death, and the great tree is a physical manifestation of his desire for enlightenment. Others think it's just a supernaturally large tree.

Those who meditate under the tree seek pilgrimages to higher vantage points. At first the wisdom imparted by the tree seems ordinary, but those who venture higher and higher increasingly find their contemplation disturbed by horrific visages that appear for only an instant then are washed away from the mind of the supplicant. The tree knows something, but as yet its followers are unsure of what it is trying to tell them.

Liberty's Edge

Apparently I can't make a deity without a few errors. Got the favored weapon and holy symbol down now. One final one before bedtime, coming up!

Liberty's Edge

Alignment:Chaotic Evil
Domains:
1.Chaos
2.Evil
3.Glory
4.Plant
5.Protection
Whaaaaaa?
Subdomains:
Decay,Corruption,Honor,Riot, Revelry, Defense
Favored Weapon: Syringe Spear

Izreus of the Forgotten Places
There exists a parasite who finds joy in the destruction of the great ruins of the world. A madcap creature who defends its territory zealously, turning those who would dare intrude against each other in a frenzy before ending themselves, victim to the vile toxins infesting the very air in its unholy presence. Its name is Izreus, and while not aggressively expanding its influence on this plane, every new ruin it claims for itself (leaving those who stay away mercifully alive and sane, alongside those who flee) furthers its end goal, whatever it may be.

The cultists who flock to these dead cities and temples soon find themselves lost in the revelry those toxins bring, minds worn away by narcotics and orgiastic displays of debauchery into puppets to nurture Izreus' latest conquest.


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I'm interested. Let's see what we get. Results coming from Ciaran Barnes's useful summary on the last page.

Alignment: 1d9 ⇒ 2 = Chaotic Neutral (Chaos Domain)
Domain 1: 1d33 ⇒ 22 = Ruins
Domain 2: 1d32 ⇒ 4 = Charm It's this one, mainly, that's throwing me a loop here...
Domain 3: 1d31 ⇒ 7 = Death
Domain 4: 1d30 ⇒ 3 = Artifice

The Ivy Man
Portfolio: God of entropy, wilderness cities and ruins, the fallen rise and fall of civilization
Worshipers: Druids, guardians of ruined realms, explorers
Holy Symbol: An anvil covered in winding foliage
Favored Weapon: Greatclub (specifically the kind where you bind a large branch or stump with bands of iron or steel)
Domains: Artifice, Chaos, Charm, Death, Ruins
Subdomains: Entropy, Industry, Plague, Revelry, Riot, Toil

A mysterious figure even among the old gods, the Ivy Man is at best misunderstood and generally feared among "civilized" society. Often depicted as a towering man in rusted armor covered over in moss and vines, the Ivy Man, whose name must be long forgotten to the inexorable passage of time, represents that doom which must befall all the creations of mortals. Not wicked, simply unpredictable and implacable, the Ivy Man supports the endeavors of mortals to build and forge, to create new cities and wonders; yet even more eagerly he watches (and, some say, brings about) their ultimate and inevitable downfall. The guardian of ruined places, from abandoned hunting shacks to sprawling cities centuries overrun by jungle, the Ivy Man is also a god of beauty in his own way, embracing the capacity for the artistic renderings of mortals as well as the indefinable, haunting charm of a castle covered in moss.


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Fun enough to go again!
Alignment: 1d9 ⇒ 2 = Chaotic Neutral again? so Chaos
Domain 1: 1d33 ⇒ 16 = Madness
Domain 2: 1d32 ⇒ 27 = Trickery
Domain 3: 1d31 ⇒ 7 = Death
Domain 4: 1d30 ⇒ 1 = Air
Hmm.

Pisepis, the Bedlam Breath
Portfolio: Whispers, plots, deceptions, insane murmurings
Worshipers: Lunatics, conspirators; some scholars suggest some gibbering mouthers might worship this god, but such belief is considered borderline insane
Holy Symbol: A tongue split into three ends
Favored Weapon: Tri-bladed katar
Domains: Air, Chaos, Death, Madness, Trickery
Subdomains: Deception, Innuendo, Insanity, Murder, Revelry, Whimsy

Usually considered the patron of those better kept in check, Pisepis is a dangerous and capricious god. His domain extends over all manner of madness and disunity, from the careful plot of the treasonous society to the senseless mutterings of an insane killer, always focused on speech and breath. Pisepis also loves the trickster and reveler, though, and so he is sometimes called on during the height of drunken celebration. Woe to they who call Pisepis without knowledge of his demeanor, though, for who can say if the stumbling, murmuring man is merely drunk, or struck with a tilted view of the world.


With trickery, death, and air I would have done some kind of a bird of prey themed deity. Or a vulture deity driven mad from hunger. Nice write up though.


Good to have some free randomly genned deities. ;)


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Alright, how about I have a go?

Alignment Law/Chaos: 1d3 ⇒ 1 = Lawful
Alignment Good/Evil: 1d3 ⇒ 3 = Evil

Additional Domain 1: 1d33 ⇒ 23 = Rune
Additional Domain 2: 1d33 ⇒ 4 = Charm
Additional Domain 3: 1d33 ⇒ 31 = War

Garrikhan, the Father of Seiges
Alignment: Lawful Evil

Domains: Charm, Evil, Law, Rune, War
Subdomains: Fear, Language, Loyalty, Lust, Tactics, Tyranny

Favored Weapon: Orc Skull Ram

Back in the dawn of prehistory, Garrikhan was one of the first mortals who ever attempted to build an empire. His tactics, however, were unlike anything there had been seen before. Rather than destroy his enemies via overwhelming force, he instructed his troops to destroy their foes with patience and cunning. His most famous tactic was the siege, a strategy which starved enemies into submission before bringing the hammer down. His ascension to godhood was because of the fact that these tactics continued to be used; in fact, his mortal empire was ended when his enemies used them against him.

As a God, Garrikhan exhorts his followers to destroy their foes completely using whatever strategy works best. It is not enough to win if you want Garrikhan's favor; you must win intelligently. The armies dedicated to him utilize codes and cyphers to keep their plans unknown to their enemies, waiting until the right moment to spring the trap. The practice of taking spoils of war, whether loot or captives, is considered a sign of Garrikhan's favor.


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Ciaran Barnes wrote:
With trickery, death, and air I would have done some kind of a bird of prey themed deity. Or a vulture deity driven mad from hunger. Nice write up though.

My first thought with the combination was something to do with birds, but I felt like that begged the Animal domain with Feather as a subdomain. Then I got the idea of breath and it just seemed perfect.


But while I'm here, let's roll another one up... (Also decided to just roll 33s and reroll if necessary because I'm tired of doing math.
Alignment: 1d9 ⇒ 4 = Neutral Good (Good)
Domain 1: 1d33 ⇒ 8 = Destruction
Domain 2: 1d33 ⇒ 15 = Luck
Domain 3: 1d33 ⇒ 25 = Strength
Domain 4: 1d33 ⇒ 5 = Community

Oh, simple. Something something God of Athletes, especially wrestling most likely. Let's say a lot of adventurers like him, too. I'll do a simple full writeup I guess, minus a description since it's not gonna be anything special.

Valhalt, Lord of the Field
Portfolio: Athleticism, championship, heroics
Worshipers: Athletes, gladiators, adventurers
Holy Symbol: A clenched fist, raised as in triumph
Favored Weapon: Unarmed strike
Domains: Community, Destruction, Good, Luck, Strength
Subdomains: Competition, Cooperation, Ferocity, Fist, Friendship, Resolve


Gotta do another one to make up for blandness.
Alignment: 1d9 ⇒ 1 = Chaotic Good (Chaos, Good)
Domain 1: 1d33 ⇒ 14 = Liberation
Domain 2: 1d33 ⇒ 12 = Healing
Domain 3: 1d33 ⇒ 25 = Strength

Oh look. Milani and Marishi rolled into one. Maybe next I'll get something interesting...

Alignment: 1d9 ⇒ 6 = Neutral Evil (Evil)
Domain 1: 1d33 ⇒ 30 = Void
Domain 2: 1d33 ⇒ 13 = Knowledge
Domain 3: 1d33 ⇒ 31 = War
Domain 4: 1d33 ⇒ 11 = Glory
That's more like it. Gimme a minute and I'll be back with a write-up.

Scarab Sages

Dasrak wrote:

Also, all your deities have one too many domains. It should be 5 domains, 6 subdomains.

I didn't think we all had to conform to a number when this was started; I put in one more because it seemed to me like it was a little more fair to extreme-alignment deities that way (3 domains other than alignment domains feels a little like getting docked, whereas 4 feels okay).

Also, why one more subdomain than domain? That I simply I don't understand.


Vyzyx, Inheritor of Wrath
Portfolio: Conquest, strategy, battle for battle's sake
Worshipers: Urdefhan, evil warlords
Holy Symbol: A rhoka that reflects the night sky, pitch black with tiny white stars
Favored Weapon: Rhoka
Domains: Evil, Glory, Knowledge, Void, War
Subdomains: Daemon, Dark Tapestry, Fear, Honor, Isolation, Tactics

Dark legends, recounted only in the wicked Aklo tongue far below the surface of the world, speak of an urdefhan general of particular tenacity and skill. This warlord led his people from the front of the battlefield, and he drove all others before him, seeking conquest and dominion, and to extinguish all life he could find. Yet in time, this general, Vyzyx, discovered that his crusade would only bring him so far; no matter how he strove, his armies would only cull so many, his mortal reign would only take them so close to that ultimate goal. And so one day, he placed his lieutenants in charge and strode off alone, into the empty, silent chambers of the deepest Darklands.

Just what he found there is not entirely known, but when he returned, Vyzyx's mind was not the same. He claimed to have found truths from beyond the stars, in an external void as dark and as empty and as undeniably eternal as the depths of Orv. Two things became forever clear, though: Vyzyx led his people to even greater victories than before, and he had gained some level of divinity, now able to grant power to his devout followers.

Today, Vyzyx is a minor god, perhaps even only of demigod stature, and still rarely worshiped by any but the mad, vicious urdefhan. Yet still he remains, somewhere in the void, leading his warriors in some twisted sense of honor, and always with strategies as efficient as they are horrific, marching on ever closer to their goals of domination and genocide.


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This thread is a good resource to plunder for homebrew worlds.
Alignment: 1d9 ⇒ 7 LG (Good)
Domain 1: 1d33 ⇒ 14 Liberation

Domain 2: 1d33 ⇒ 11 Glory
So far, seems like a cliche "freedom" god :(
Domain 3: 1d33 ⇒ 27 Travel
Ooooooooooh...
Domain 4: 1d33 ⇒ 15 Luck
Aldir: God of Nomads
Subdomains:Exploration, Fate, Freedom, Honor, Friendship, Loyalty.
When empires were first created, tyranny blossomed. People could proclaim that they were "better" and rule, crushing the people under an iron fist. The followers of Aldir went back to the old ways, becoming nomadic hunter-gatherers, wandering about, and teaching any they met their ways. Aldir believed that without kings, people would be free. To keep his people safe, Aldir manipulated fate; a storm went the other way, a would be conqueror died, are examples of Aldir helping keep the nomadic ways alive. Aldir also taught honor and integrity. A chieftain without those qualities, would become a tyrant.
Portfolio:Nomads, tribal customs, "old ways"
Holy Symbol:A crown, split in half by a tomahawk
Favored Weapon:Tomahawk (mechanically a handaxe in PF)
Domains:Good, Travel, Liberation, Glory, Luck
Worshipers:Nomads


Dasrak wrote:

I threw every entry so far into a nicely-organized spreadsheet. I put an asterisk if there is some kind of legality issue (too many domains/subdomains, too few, no favored weapon). I also had to take a stab at a "portfolio" for some of the gods where the writer didn't give a clear and concise single sentence. If anyone sees any errors or the authors would like to make corrections, let me know.

The Document

It's actually a pretty balanced pantheon we having going, if slightly on the insane side. We currently have 2 lawful good, 4 neutral good, 4 chaotic good, 3 lawful neutral, 4 true neutral, 4 chaotic neutral, 3 lawful evil, 3 neutral evil, and 2 chaotic evil gods. Meanwhile, we have a very nice mix of domain availability, with Air and Community being the only two that haven't come up yet.

You spelled Thenaka wrong. Was her name already taken?

Dasrak wrote:
Also, all your deities have one too many domains. It should be 5 domains, 6 subdomains.

To be fair, Blastari has one too many subdomains.

I apologize for not including favored weapons for many of mine, but I'm far too lazy to go digging through weapon lists to find something thematically appropriate. You can put down "claw or dagger" for Khaivara, "bastard sword" for Zalsha, and "spear" for Zekelor, though. Maybe "bladed scarf" for Senathay?


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I'm Hiding In Your Closet wrote:


I didn't think we all had to conform to a number when this was started; I put in one more because it seemed to me like it was a little more fair to extreme-alignment deities that way (3 domains other than alignment domains feels a little like getting docked, whereas 4 feels okay).

Also, why one more subdomain than domain? That I simply I don't understand.

Paizo set the convention of 5 domains per deity in the core rulebook and 6 subdomains per deity in the APG, and has held to it consistently for every single deity since then. In addition, the mythic rules practically spell out the transition between mortal to deity by having your character grant more domains and subdomains to worshipers as you progress - capping out at 5 domains and 6 subdomains. So the 5 domains/6 subdomains is deeply entrenched in the Pathfinder rules, and we should be sticking to that guideline out of consistency.

Vutava wrote:
You spelled Thenaka wrong. Was her name already taken?

I must have copied it down incorrectly, then copy/pasted the error over and over again. I've fixed the name, and also included the favored weapons updates. Everything else is added up to here.

Also, thank you to those of you who put your domains/subdomains in alphabetical order. It really is such a small thing, but it's nice to skip a step :-P

Edit: I just noticed that we have 9 gods of war and 8 gods of death out of a pantheon of 39... what does that tell you about the hypothetical setting where these deities exist?


1d9 ⇒ 5 TN
1d33 ⇒ 16 Madness
1d33 ⇒ 25 Strength
1d33 ⇒ 33 Weather
1d33 ⇒ 14 Liberation
1d33 ⇒ 5 Community
1d10 ⇒ 4

Sterahsi, goddess of storms and cooperation.
True Neutral
Domains: Community, Liberation, Madness, Strength, Weather
Subdomains: Cooperation, Freedom, Home, Resolve, Seasons, Storms

Sterahsi can be unpredictable. She can summon up terrible storms without warning, reveling in the power unleashed and saving no thought for those caught in their path. She can just as easily banish foul weather and bask in the serenity. Through it all, her followers are taught to turn to each other for help and to give aid when needed. This is the only mercy she shows.

The Storm Queen has far more druidic worshipers than clerical ones, and they usually worship at open-air shrines in the form of stone circles. Her faithful tend to form very strong communities, which are not always welcoming to outsiders. They also can be extraordinarily fierce when embracing their goddess' wild side.

Sterahsi's holy symbol is a storm cloud partially obscuring the sun, and her favored weapon is a spear.


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Dasrak wrote:
Edit: I just noticed that we have 9 gods of war and 8 gods of death out of a pantheon of 39... what does that tell you about the hypothetical setting where these deities exist?

Don't forget how often Madness comes up.


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law/chaos: 1d3 ⇒ 1 lawful
good/evil: 1d3 ⇒ 3 evil
domain 1: 1d33 ⇒ 20 protection
domain 2: 1d33 ⇒ 22 ruins
domain 3: 1d33 ⇒ 24 scalykind
domain 4: 1d33 ⇒ 31 ignored
gender: 1d2 ⇒ 1 male

Whew, another god of war just barely averted by virtue of his alignment.

Eosshorm the Devourer
Lawful Evil
Domains: Evil, Law, Protection, Ruins, Scalykind
Subdomains: Demodand, Kyton, Plague, Fortifications, Solitude, Dragon
Favored Weapon: Two-Bladed Sword

In life Eosshorm was a dragon born of great avarice, and he built for himself a stronghold that he filled with treasures and servants. The great citadel of Eosshorm was one of the finest cities in the world, its economy consisting of exactly one thing: tribute flowing to the mighty dragon king. Nothing of value was permitted to leave the city, and no trader dared approach Eosshorm's domain. Cities that failed to provide sufficient tribute were annihilated, and vast swaths of land surrounding the domain of the dragon were turned to ash.

When Eosshorm finally died his spirit could not rest. He could feel the plunder of his wealth by his so-called "loyal" followers, and he lashed out from beyond the grave. A wave of death passed across the citadel and few managed to escape their dead master's wrath. Eosshorm's great citadel was reduced to an empty ruin, and the dragon's spirit was left to guard it for all eternity. Few worship the cursed wyrm, but there are always those attracted by the tales of his great power... and wealth. Others are drawn to the aspect of his death - of pitiless spite against those who would undermine one's legacy.

Vutava wrote:
Don't forget how often Madness comes up.

A fair chunk of which are the good-aligned deities. We've also got quite a few Scalykind gods, so I think Kobolds are probably a pretty dominant race in this setting...

Updated the document up to here; 41 deities so far in this increasingly-terrifying world where the insane mavericks are the good deities.


1d9 ⇒ 1 LG
1d33 ⇒ 26 Sun
1d33 ⇒ 12 Healing
1d33 ⇒ 4 Charm
1d33 ⇒ 29 Vermin
1d10 ⇒ 3

Davane, god of hospitality. That's pronounced duh-VAH-nay, by the way.
Lawful Good
Domains: Charm, Good, Healing, Law, Sun
Subdomains: Archon, Friendship, Judgement, Light, Love, Lust

When people speak of the "laws of hospitality", they are Davane's laws. These laws extend beyond the home, also dictating the behavior of those with goods or services to sell and their customers. Slavery is heavily frowned upon, for if a person is brought into a home or business, they are a guest and should be treated as such. More recently, he has been adopted as a patron by members of the oldest profession, as his laws defend them just as much as the common worshiper.

His temples are most common in the desert land of his origin, though his popularity is growing in other lands, and usually serve as places of shelter and healing in addition to their more obviously religious roles. Whether or not they frequent his temples, followers of the Sheltering Sun almost always keep a shrine to him in their home or business to signify their compliance with his laws, and in hope of earning his blessing and protection.

Davane's holy symbol is a sunburst shining down on a simple home. His favored weapon is a scimitar.


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law/chaos: 1d3 ⇒ 3 chaotic
good/evil: 1d3 ⇒ 1 good
domain 1: 1d33 ⇒ 18 nobility
domain 2: 1d33 ⇒ 11 glory
domain 3: 1d33 ⇒ 15 luck
domain 4: 1d33 ⇒ 3 (ignored)
gender: 1d2 ⇒ 1 male

Nice change of pace from all all the lawful evil ones I've generated so far!

Felwryn Frossheim the Improbable
Chaotic Good
Domains: Chaos, Glory, Good, Luck, Nobility
Subdomains: Azata, Curse, Heroism, Imagination, Protean, Whimsy
Favored Weapon: Pistol

The tales of Felwryn Frossheim form a legendary saga, but outside of the faith few believe there is much truth to the outlandish stories. If they are be believed, Felwyrn slipped on some ice, dropped his sword which struck a glacier at a key weak spot and caused it split asunder, preventing the military expedition chasing him (due to his previous misadventure that culminated in accidentally getting married to both the duke's daughter and the duke on the same day). Trapped on the glacier without proper attire or supplies Felwryn would have surely perished had he not happened upon an intelligent bear who had been injured by a hunting trap. Nursing the bear to health while it kept him warm, the two of them proceeded to new lands. Upon entering a city on the back of a giant talking white bear, Felwryn understandably got a bit of attention... not the least of which because the king had just that morning boasted that "if there is a finer man to lead my armies than my son, then the gods themselves can send their chosen champion mounted on a bear!", at which point Felwryn was drafted into leading a military campaign... which was quite possibly the first and last time in history that generals had to consider the strategic implications of pineapples used as catapult munition.

Over the course of his illustrious adventures, Felwyrn assumed no fewer than seventy noble titles, but as luck would have it something would always propel him to somewhere new and he was never able to settle down. In the end, the man's reputation alone transcended mortal stature. Somewhere among the gods is Felwyrn Frossheim, wondering just how he got there and how he can get out of it with only a spool of string, two thirds of a quart of milk, and a chamberpot...


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Let's go for another round, since it's neat and fun.
Alignment: 1d9 ⇒ 8 = Lawful Neutral (Law)
Domain 1: 1d33 ⇒ 19 = Plant
Domain 2: 1d33 ⇒ 22 = Ruins
Domain 3: 1d33 ⇒ 8 = Destruction
Domain 4: 1d33 ⇒ 28 = Trickery
Oh, interesting. I think we need a counterpart to my first creation.

The Lady of Vines
Portfolio: Natural order, regrowth, cycles
Worshipers: Druids, ecoterrorists (if such a thing exists?)
Holy Symbol: A tree growing from a house cracked in two
Favored Weapon: Totem spear
Domains: Destruction, Law, Plant, Ruins, Trickery
Subdomains: Ambush, Catastrophe, Decay, Greed, Growth, Judgment

The daughter of the Ivy Man, at least according to ancient myth and what little the gods share of themselves, the Lady of Vines is in many ways her father's foil. Where he is wild and capricious, she is cold and calculating; where the father revels in the beauty of nature's reclamation, she seeks simple destruction of civilization, which she perceives as a blight upon the natural order of the world. Not truly evil, the Lady is simply driven and possessed of a narrow view of "the way things ought to be," a trait often shared by her devout clergy. Not above deceit or preying upon the weakness of mortals' minds, the Lady of Vines is unflinching in her protection of the natural world and her quest to see the collapse of modern life and a return to the old traditions.

Liberty's Edge

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Alignment:Lawful Good
Domains:
1.Law
2.Good
3.Charm
4.Void
5.Death

What the heck?

Subdomains: Friendship, Loyalty, Love, Isolation, Psychopomp, Stars

Okay, now this is starting to take shape.

Ditana, Queen of the Remembered Dead
Favored Weapon:Scythe
Holy Symbol:A withered rose, clasped by a small hand.

When a loved one passes on, the bereaved pray to Ditana. Queen of the Palace Beyond the Stars, she herself lost her family at the dawn of creation, and so offers strength and what blessings she can to those who remain on this mortal plane. Her clergy typically find themselves in professions involving funerals and the burial of the dead. In any region struck by disaster, you can be sure to find them offering protection to those who still yet live.

Dark Archive

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Alignment: 1d10 ⇒ 4 Lawful Neutral
Domain 1: 1d30 ⇒ 15 Good (Ignored/Swapped for Law)
Domain 2: 1d30 ⇒ 8 Death
Domain 3: 1d30 ⇒ 30 Weather
Domain 4: 1d30 ⇒ 6 Darkness
Domain 5: 1d30 ⇒ 25 (Extra Roll for a 5th Domain) Travel

Subdomains: Storms, Loss, Night, Psychopomp, Inevitable, Exploration

OK, so this at first feels like two different themes normally clustered together (death/darkness & the natural world) mashed together under an alignment that doesn't full work for both without resorting to some of the more overused tropes.

Enkim, Herald of the Long Night
Alignment: LN
Areas of Concern:Endings, declining civilizations, natural disasters, night
Domains: Darkness, Death, Law, Travel, Weather
Subdomains: Exploration, Inevitable, Loss, Night, Psychopomp, Storms
Favored Weapon: Sickle
Holy Symbol: A pale sun being eclipsed by darkness.

Enkim exists outside the pantheon, a force remaining from the dawn of creation as a stark reminder that the universe continues on a slow march towards the end of all things. He teaches his followers that all things: relationships, families, lives, civilizations, and even whole worlds are pre-ordained to inevitably end. Enkim and his followers work to herald endings, both small and large, to ensure that no being escapes theirs. When all creation has ended, it is Enkim who shall snuff out the last traces of life and light before the universe becomes still.

It is said that great storms and other natural disasters are caused by Enkim coming to ensure the end of something or someone important before heralding them onwards towards the afterlife. Enkim and his heralds have appeared to personally bear witness to the fall of great empires, important historical figures, and even the destruction of landmasses in some great catastrophe.

The Herald's priesthood does not work as an organized bureaucracy, but instead a network of traveling priests whose job is to bear witness to the endings considered pre-ordained or inevitable. This can be as simple as bearing witness to the death of a loved one or witnessing the shift in power from one ruling family to another. They remain impartial observers, acting only when some force would threaten to upset the natural order (and in turn, endings) of those around them. When such an event occurs, the Herald's priests act swiftly and decisively to set events back upon their natural course. What constitutes a "natural course", however, can often be left up to the interpretation of a particular priest or order.

Liberty's Edge

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Alignment: Neutral Evil
Domains:
1. Evil
2. Weather
3. Glory
4. Artifice
5. Madness
Subdomains:
Cannibalism, Storms, Heroism, Trap, Toil, Nightmare

Krongar, the Mountain of Madness
Portfolio:Labyrinths, Defensive Structures

Holy Symbol:An Orcish skull impaled on a spike
Favored Weapon: Dwarven Urgrosh

In the Age of Smoke and Fire, the Dwarves of Nar Todir looked to their great rulers for defense against the horrific assaults of the Serpentfolk from below and the Orcish hordes from above. Their ruling dynasty, the Torviniels, proved capable military leaders through the first half of the Age. Then Grodebor Greataxe fell in battle, and his weakling son Krongar ascended to the throne. At first, his advisers assumed they could rule through him, but the young man proved stronger-willed than they had anticipated. They caught the young king while he was asleep, and cast him down a sinkhole that had opened up a few weeks before. Krongar died, impaled on a stalagmite, gasping for breath as blood filled his lungs. But some souls do not go quietly. The Dwarven defenders soon suffered nightmares of a labyrinth that, when constructed after a decade of ceaseless toil, successfully repelled the Orcs. Sensing that the mountain itself was responsible, the citizens of Nar Todir embraced their new god: Krongar.

And so Nar Todir has stood through the ages, defended by the storms without and the maze within, a testament to the visions that wracked the city so long ago. Those who seek him feel the call to consume the flesh of others, and a pressure in the back of their skull pointing them towards the mountain. Most simply pray at the foot of Nar Todir, but those brave or foolhardy enough to complete the pilgrimage down to Krongar's broken form find themselves rewarded with his visions.

Is this setting neutral enough?


1d9 ⇒ 1 LG
1d33 ⇒ 20 Protection
1d33 ⇒ 20 Protection re-rolled
1d33 ⇒ 5 Community
1d33 ⇒ 18 Nobility
1d33 ⇒ 7 Death
1d10 ⇒ 10

Thalakos, deity of graves.
Lawful Good
Domains: Death (Pharasma-friendly version), Good, Law, Nobility, Protection
Subdomains: Archon, Aristocracy, Fortification, Judgement, Psychopomp, Solitude

Thalakos once existed only to watch over the tombs of royalty, but now expands its reach to encompass all places where the dead rest. Such places are sacrosanct and should remain undisturbed, save for remembrances of the deceased.

The Silent Guardian's clergy primarily serve as custodians of the graveyards, crypts, and tombs of the mortal world. They also send their inquisitors to hunt the grave robbers and necromancers who would disrupt the eternal sleep of their victims.

Thalakos' holy symbol is a sealed crypt with a padlock holding heavy chains in place. Its favored weapon is the bec de corbin.


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Alignment: 1d10 ⇒ 8 = Chaotic Neutral

Additional Domain 1: 1d33 ⇒ 31 = War (again?)
Additional Domain 2: 1d33 ⇒ 13 = Healing
Additional Domain 3: 1d33 ⇒ 1 = Air
Additional Domain 4: 1d33 ⇒ 9 = Earth

Orrook, The One Who Understands
Alignment: Chaotic Neutral
Portfolion: Half-Orcs, Conflict, Heritage

Domains: Air, Earth, Healing, Law, War
Subdomains: Blood, Caves, Resurrection, Revelry, Tactics, Wind

Favored Weapon: Weighted Spear

Orrook is an odd God. His contradictory powers over Earth & Sky, Healing & War, have made him a popular deity among half-orcs. His Earth & War aspects cover the orcish blood that drives their aggression, while his Healing & Air aspects cover their more human side. He is a God who does not care what your creed is, as long as you stick to it. He does not intervene too often, but his followers do not care. It is enough that there is a God who watches over them and understand them.


Dasrak wrote:

[dice=law/chaos]1d3 chaotic

[dice=good/evil]1d3 good
[dice=domain 1]1d33 nobility
[dice=domain 2]1d33 glory
[dice=domain 3]1d33 luck
[dice=domain 4]1d33 (ignored)
[dice=gender]1d2 male

Nice change of pace from all all the lawful evil ones I've generated so far!

Felwryn Frossheim the Improbable
Chaotic Good
Domains: Chaos, Glory, Good, Luck, Nobility
Subdomains: Azata, Curse, Heroism, Imagination, Protean, Whimsy
Favored Weapon: Pistol

The tales of Felwryn Frossheim form a legendary saga, but outside of the faith few believe there is much truth to the outlandish stories. If they are be believed, Felwyrn slipped on some ice, dropped his sword which struck a glacier at a key weak spot and caused it split asunder, preventing the military expedition chasing him (due to his previous misadventure that culminated in accidentally getting married to both the duke's daughter and the duke on the same day). Trapped on the glacier without proper attire or supplies Felwryn would have surely perished had he not happened upon an intelligent bear who had been injured by a hunting trap. Nursing the bear to health while it kept him warm, the two of them proceeded to new lands. Upon entering a city on the back of a giant talking white bear, Felwryn understandably got a bit of attention... not the least of which because the king had just that morning boasted that "if there is a finer man to lead my armies than my son, then the gods themselves can send their chosen champion mounted on a bear!", at which point Felwryn was drafted into leading a military campaign... which was quite possibly the first and last time in history that generals had to consider the strategic implications of pineapples used as catapult munition.

Over the course of his illustrious adventures, Felwyrn assumed no fewer than seventy noble titles, but as luck would have it something would always propel him to somewhere new and he was never able to settle down. In the end, the man's...

Felwryn Frossheim is Baron Munchhausen meets MacGuyver. Such a great character!

Liberty's Edge

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This is addicting. Can't...stop.

Alignment:Neutral Good

Domains
1.Water
2.Death
3.Madness
4.Weather
5.Good

Alright...

Subdomains:

Friendship, Murder, Storms, Oceans, Insanity, Flotsam

Harkon, the Dweller in the Depths

Holy Symbol A kraken destroying a ship.

Favored Weapon:Boarding Pike

As long as the seas have been commanded, there have been those who would earn a living taking from honest sailors and seafolk. When the black flags are seen in the distance, they pray to Harkon, captain of the Balanced Scales. An ancient being whose cult began sometime in the Age of Smoke and Fire, Harkon's church, while ill-organized, has gained a significant foothold along the coast, and no fisherman's home would be complete without a small shrine to him.

His favor comes in the form of brutal accidents befalling the plunderers, storms sinking the entire ship, or the emergence of a ship belonging to his cult, the Dweller's Own. The Dweller's Own are more than happy to rescue any would-be victims they can find free of charge (though a small donation is always appreciated), but towards the pirates they show no mercy, executing them and dooming their souls to an eternity in Harkon's court at the bottom of the sea.

Liberty's Edge

I think I'm going to base a campaign setting off of this ever-expanding pantheon.


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lucky7 wrote:

This is addicting. Can't...stop.

Alignment:Neutral Good

Domains
1.Water
2.Death
3.Madness
4.Weather
5.Good

Alright...

Subdomains:

Friendship, Murder, Storms, Oceans, Insanity, Flotsam

Harkon, the Dweller in the Depths

Holy Symbol A kraken destroying a ship.

Favored Weapon:Boarding Pike

As long as the seas have been commanded, there have been those who would earn a living taking from honest sailors and seafolk. When the black flags are seen in the distance, they pray to Harkon, captain of the Balanced Scales. An ancient being whose cult began sometime in the Age of Smoke and Fire, Harkon's church, while ill-organized, has gained a significant foothold along the coast, and no fisherman's home would be complete without a small shrine to him.

His favor comes in the form of brutal accidents befalling the plunderers, storms sinking the entire ship, or the emergence of a ship belonging to his cult, the Dweller's Own. The Dweller's Own are more than happy to rescue any would-be victims they can find free of charge (though a small donation is always appreciated), but towards the pirates they show no mercy, executing them and dooming their souls to an eternity in Harkon's court at the bottom of the sea.

Bravo, very creative!


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Eh, one more can't hurt... *dies of starvation*

Alignment Law/Chaos: 1d3 ⇒ 3 = Chaotic
Alignment Good/Evil: 1d3 ⇒ 1 = Good

Additional Domain 1: 1d33 ⇒ 10 = Fire
Additional Domain 2: 1d33 ⇒ 23 = Rune
Additional Domain 3: 1d33 ⇒ 20 = Protection

Feira, Keeper of the Hearth
Alignment: Chaotic Good
Portfolio: Warmth, Cuisine, Protection

Domains: Air, Earth, Healing, Law, War
Subdomains: Azata, Defense, Friendship, Revelry, Smoke, Wards

Favored Weapon: Longspear

An especially popular Goddess in the colder areas of the warm, Feira's favor is indicated by a warm hearth, good food, and a safe place to sleep. She is the guardian of hosts; the words of power that she provides helps them keep their guests safe, and the warming heat of her fire makes them comfortable. Travelers also say prayers to her when setting up camp for the night; those who she favors finds that their campfires feel just a little more homely than they usually do. Smoked meat is considered to be a gift from her to mortals; food prepared via heat that remains just as good a month from now as it does today.

Her holy symbol resembles a roaring fireplace, though its lines form a protective rune.


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This looks like fun! Been looking forward for a free moment when I could try.

Going to make it a halfling god, see what happens:

Alignment: Neutral Good

Domain 1: 7 Death. (Ooo, a good god of death. Interesting already.)
Domain 2: 5 Community. (Very Halflingy)
Domain 3: 23 Strength.
Domain 4: 21 Repose. (Weird that got both death and repose.)
Domain 5: 28 Water. (hmmmmm)

From the sea we came, and to the sea we return, those of us that are worthy. Together, we are strong, and those who spend their strength for the group are also strong. They tirelessly watch over the living from the water. It is an honor and a privilege to be chosen by the Spiritwhale, to be one of it's watchers. Petitioners of the Spiritwhale take an active role, often appearing to the faithful, and those that use their strength to make the whole community stronger. It's servitors appear as ghostly dolphins of light.

Colors: a deep sea blue, and bone grey.

Favored weapon: net

Holy symbol: A petrified clam or mussel

Priesthood: Main job is escorting the bodies of the worthy on their journey back to the sea. Funerals are worship ceremonies.


A campaign setting based off of these deities would be a very... chaotic world, to say the least. Next up:
Alignment: Neutral Good
Domain 1: War
Domain 2: Glory
Domain 3: Death
Domain 4: Knowledge (???)
Domain 5: Good

Batte, God of Just War
Domains: Death, Glory, Good, Knowledge, War
Subdomains: Agathion, Duels, Heroism, Honour, Redemption, Tactics
Holy Symbol: Two hands holding the pommel of a sword.
Sacred Weapon: Longsword
Portfolio: Battle, Unity, Combat, Honour

Batte (pronounced BAT-tay) is a strong believer in combat, and that might is right. While she can be headstrong at times, she acknowledges that there is a time to fight and a time to regroup.

The bonds of battle will never be broke,
We fight for the good of all.
When it is time to answer the call,
In the blood of our foes the field will be soak'd
But the lost, we will always recall.
- Common prayer of Batte

The poems pretty rough, but it should give a basic idea of Batte


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Alignment: Neutral Good 4

Domain 1: Magic 17
Domain 2: Travel 27
Domain 3: Community 4
Domain 4: Knowledge 13

Hmm... Here goes nothing.

Talathel, the Travelling Sage
Alignment: Neutral Good
Portfolio: Education, Friendship, Journeys, Scholarship
Domains: Community, Good, Knowledge, Magic, Travel
Subdomains: Arcane, Cooperation, Education, Exploration, Friendship, Thought
Favoured Weapon: Quarterstaff

As a mortal, Talathel was a Forlorn elf who went headlong into learning in order to distract himself from the pain of losing nearly everyone he would ever know. His knowledge grew, and with it his power, but there was something... missing. He lacked contentment, and it affected his development. He chose to reenter the wider world where, against all odds, he found friends. Many of them were of shorter lived races, and he knew he would someday lose them too, but he resolved to face that when it came. He saw the world and the planes with them, and more importantly, he learned to see existence through their eyes as well as his own. When he ascended, he resolved to use his position to bring knowledge to others, and to teach them of the magic of friendship.

Liberty's Edge

JosMartigan wrote:


Bravo, very creative!

Thank you kindly!


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Evan Tarlton wrote:

Alignment: Neutral Good 4

Domain 1: Magic 17
Domain 2: Travel 27
Domain 3: Community 4
Domain 4: Knowledge 13

Hmm... Here goes nothing.

Talathel, the Travelling Sage
Alignment: Neutral Good
Portfolio: Education, Friendship, Journeys, Scholarship
Domains: Community, Good, Knowledge, Magic, Travel
Subdomains: Arcane, Cooperation, Education, Exploration, Friendship, Thought
Favoured Weapon: Quarterstaff

As a mortal, Talathel was a Forlorn elf who went headlong into learning in order to distract himself from the pain of losing nearly everyone he would ever know. His knowledge grew, and with it his power, but there was something... missing. He lacked contentment, and it affected his development. He chose to reenter the wider world where, against all odds, he found friends. Many of them were of shorter lived races, and he knew he would someday lose them too, but he resolved to face that when it came. He saw the world and the planes with them, and more importantly, he learned to see existence through their eyes as well as his own. When he ascended, he resolved to use his position to bring knowledge to others, and to teach them of the magic of friendship.

WHOWTHPH


1d9 ⇒ 3 CG
1d33 ⇒ 16 Madness
1d33 ⇒ 20 Protection
1d33 ⇒ 13 Knowledge
1d33 ⇒ 25 Strength
1d10 ⇒ 9 Again? Looks like Senathay and Zalsha have another sibling.

Tarna, deity of self-improvement.
Chaotic Good
Domains: Chaos, Good, Knowledge, Protection, Strength
Subdomains: Azata, Defense, Ferocity, Memory, Resolve, Thought

Where Senathay's domain covers the enjoyment of life, and Zalsha's the conclusion, Tarna covers the desire to better oneself. While celebration and battle have their places, one must work hard to live long enough for ample opportunities at both. To do this, one must learn the limits of their capabilities and work to surpass them. Whether one seeks to improve their mind or body, Tarna approves of the effort.

Tarna's church is heavily entangled in those of their siblings, and each seeks to fill a different niche in the lives of their followers. Clergy of the Teacher work to improve the lives of their fellows by offering training and education.

Tarna's holy symbol is a sword lying across an open book, much like a bookmark. Their favored weapon is a longsword.


Alignment: 1d9 ⇒ 7 Lawful Evil. Fun.
Domain Options: 1d29 ⇒ 28 Water
Domain Options: 1d29 ⇒ 18 Liberation?!
Domain Options: 1d29 ⇒ 1 Air
Domain Options: 1d29 ⇒ 15 Healing

I... I... Hoo boy, this one's tricky.

EDIT: So Tricky I don't think I can get it to work.


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Aerun, The Summer Storm

A newly-raised goddess, Aerun is a contradiction in terms. She is associated with the short, harsh rainstorms that bring devestation even as they provide life-giving water during the burning months of the dry season of her native land. To her dedicated worshippers and clerics, she also embodies the positive aspects that come out of tragedy, as well as the negative aspects of things that are needed to keep daily life going. Her sacred weapon is a javelin, and her holy symbol is a lightning bolt. Sky blue, white, and light brown are the colors most readily associated with the faith, and secretary birds are considered holy animals.


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JosMartigan wrote:

Felwryn Frossheim is Baron Munchhausen meets MacGuyver. Such a great character!

That's pretty much exactly what I was going for. Glad it entertained :-)

lucky7 wrote:

I think I'm going to base a campaign setting off of this ever-expanding pantheon.

You're not the first to have considered it, my friend. Of course, the ideal way to go about the creation of the setting would be some kind of randomized process that other posters could contribute to :-P

One thing I will note is that we're still missing some subdomain combinations. Specifically the following ones:

Chaos (Demodand)
Community (Family)
Destruction (Hatred, Rage, Torture)
Knowledge (Aeon, Espionage)
Law (Slavery)
Liberation (Revolution)
Magic (Divine)
Travel (Trade)
Trickery (Espionage, Thievery)

Also, now that I've updated the spreadsheet I think I'll add another!

law/chaos: 1d3 ⇒ 2 neutral
good/evil: 1d3 ⇒ 2 neutral
domain 1: 1d33 ⇒ 19 plant
domain 2: 1d33 ⇒ 21 repose
domain 3: 1d33 ⇒ 32 water
domain 4: 1d33 ⇒ 26 sun
domain 5: 1d33 ⇒ 22 ruins

gender: 1d2 ⇒ 2 female

Well, that's an earthmother nature goddess if I've ever seen one... so let's do something a little different ;-)

Quoroch
True Neutral
Domains: Plant, Repose, Ruins, Sun, Water
Subdomains: Day, Decay, Flotsam, Flowing, Light, Revelation
Favored Weapon: Flail

Quoroch has many epitaphs: the balancer, the ruiner, the reclaimer. She is an entity that seeks to devour all of civilization and return it to the wilds. Quoroch is slow to deliberate and quick to act; when she deems that a city's time to be reclaimed has come, its end is swift. Within a matter of days the greatest cities of the world have disappeared into ruin; beneath the waves or choked by plant life. Some see Quoroch as an implacable enemy that must be fought, others as a threat that must be appeased, but her followers simply regard her as a force of nature to be respected.


Idea...

Why not roll and then the next person in the thread creates a god using that? Or would that be silly?

Just a thought from my old gaming days.

Silver Crusade RPG Superstar 2014 Top 16

alignment: 1d9 ⇒ 2 => CN
domain 1: 1d33 ⇒ 16 => Animal
domain 2: 1d33 ⇒ 31 => Madness
domain 3: 1d33 ⇒ 12 => War
domain 4: 1d33 ⇒ 8 => Destruction
Domains: Chaos, Animal, Madness, War, Destruction
Subdomains: Entropy, Riot, Fur, Blood, Catastrophe, Rage

Grashar is a chaotic deity worshipped mostly by lycanthropes. She appears in scriptures as a massive humanoid woman with fur and hides of every conceivable animal sewn across her skin in a strange patchwork pattern. Her holy symbol is a pair of fangs ripping into an iron gauntlet, and her favored weapon is the spiked chain.

Grashar rewards her followers who win battles, and encourages them to let go of their inhibitions and embrace the animal within, winning the favor of barbarians and bloodragers around the globe. She does not, however, condone destruction and murder for its own sake, and frowns upon those who might start fights without an appropriate cause to fight for. She revels in the destruction of material possessions, and her followers are encouraged to rip apart their spoils of war instead of donning them, though she can forgive the use of weapons or other items which might enhance their ability to defeat their enemies.


OK so I was about to give in and try to create a few for the thread. I noticed Druids have Animal and Terrain domains. Are they allowed to to be added to the list or no due to them not having sub-domains to choose from?

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