Homebrew Challenge: Pantheon Generator


Homebrew and House Rules

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JosMartigan wrote:
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?

I think those were atheistic domains in UM, so I wouldn't add them

Dark Archive

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Alignment: 1d9 ⇒ 2 Lawful Neutral
Domain 1: 1d33 ⇒ 26 Ruins
Domain 2: 1d33 ⇒ 24 Protection
Domain 3: 1d33 ⇒ 16 Knowledge
Domain 4: 1d33 ⇒ 6 Community

Folsey, the Tutor
Alignment Lawful Neutral
Portfolio Learning, Teaching, and Recovering Forgotten Knowledge
Worshippers Teachers, Archaeologists, and Scribes
Domains Community, Knowledge, Law, Protection, Ruins
Subdomains Aeon, Defense, Education, Inevitable, Memory, Solitude
Favored Weapon rapier
Symbol glasses on top of an unrolled scroll
Sacred Animal owl
Sacred Colors brown and yellow

Once a mortal man, Doctor Folsey would often risk his life in search of knowledge in danger of being forgotten forever. Whenever he'd find a forgotten civilization or a long-lost journal or tome, he'd either begin restoring the ruins or feverishly translate and copy the original text and would ensure the revived artifacts were secure and safe.

In his golden years, he died in an accident whilst on an expedition. It is said that he was searching for a source of divine power, rumored to be the origin of many deities. He ascended to the realm of the gods, but refused to reveal whether he found this source or not. Instead, he began to build his church to ensure that his work in life continued into the future.

He appears as an aged professor still wearing some of his old adventuring gear.

His temples are styled like universities, with classrooms and colleges dedicated to various studies. His priests range from clerics, alchemists, wizards, and select bards that all must partake in at least one expedition before dedicating their lives to spreading their knowledge with others.

Glad to see that this thread has picked up speed.

To amend my other entries for the sake of that glorious Document Dasrak made up for us, I'm going to list my other additions to the pantheon with their subdomains.

Arkatos - Animal (fur), Evil/Law (devil, tyranny, slavery), Glory (honor), Nobility (leadership)
Dormagna - Artifice (construct), Darkness (night), Good (agathion), Madness (nightmare), Protection (defense, purity)
Moloh Cali - Chaos/Evil (demon, demodand, corruption), Fire (arson), Glory (honor), Magic (divine)
Plaeguis - Death (murder, plague), Evil/Law (devil, fear), Magic (arcane), Travel (trade)

Dark Archive

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dicelog used for rolls

Mavhereth, the Wyrm of Desolation

Alignment: Neutral Evil
Portfolio: undeath, volcanoes, and desolation
Worshippers: dragons, liches, and destructive spell casters
Domains: Death, Earth, Evil, Fire, Void
Subdomains: ash, caves, daemon, fear isolation, undead
Favored Weapon: heavy mace
Symbol: an active volcano styled to look like a dragon's head
Sacred Animal: dragon
Sacred Colors: black and red

In the beginning before the world's formation, a war was waged between the old gods and Mavhereth. The gods were busy with Creation, and so did not see the Destroyer before it was too late. Mavhereth sought to bring an end to the gods' works, for if he loved anything, it was the darkness and ruin of oblivion. The ancient wyrm devoured the worlds the gods made and set ablaze those he could not. As the smoke filled the cosmos, the gods finally set aside their works and fought Mavhereth over control of Creation. Overpowered, Mavhereth could not be killed or destroyed, so the gods forced the Destroyer to become their most perfect creation (the world that serves as the setting of this homebrew universe). The gods then created life on this world to serve as Mavhereth's chains, for as long as their was life on this world the Destroyer could not escape and return to his ways.

Enraged but unable to return to his preferred form of a world-sized draco-lich, he instead withdrew into himself, constantly testing the bonds of his "prison". His struggles take the form of the mightiest and most devastating of volcanoes. His direct influence in these displays of destruction is shown in a presence of unique undead in the afflicted regions. Known as Ashen Walkers, those killed in volcanoes rise again as undead with powers over fire.

Cults that venerate Mavhereth arise wherever survivors of volcanoes are found. Humans, kobolds, undead, and dragons are all found amongst Mavhereth's faithful. Worship to the Destroyer is based on the cycle of active volcanoes, and the ceremonies take place near or in inactive volcanoes. Sacrifices are tied onto a pyre shaped like a mountain, then the high priest casts a fire-based spell into the center of the pyre, lighting the fuel first, then burning the sacrifices. These sacrifices are to the Destroyer, hoping to revive the volcano so as to spread destruction once again. There is sometimes a second ceremony, where the cultists then coat themselves in the ashes of sacrifices and cut themselves with obsidian daggers, mixing the ash and the blood into a bowl the priests then use to create artifical Ashen Walkers. The contents of the bowl are consumed by a chosen target, who is then transformed into an Ashen Walker.

I think I have a candidate for our homebrew setting's big bad


TheChelaxian wrote:

dicelog used for rolls

Mavhereth, the Wyrm of Desolation

Looks like a cross between Rovagug and Khyber.

1d9 ⇒ 3 CG
1d33 ⇒ 28 Trickery
1d33 ⇒ 19 Plant
1d33 ⇒ 8 Destruction
1d33 ⇒ 15 Luck
1d10 ⇒ 7

Bolaro, god of humor.
Chaotic Good
Domains: Chaos, Good, Luck, Plant, Trickery
Subdomains: Deception, Growth, Imagination, Innuendo, Revelry, Whimsy

Don't take the world too seriously, and always make time to stop and smell the flowers. If you see someone down, help them turn that frown upside-down.

The Laughing Flower seems like your average benevolent trickster god, except for his strange affinity for plants. His followers like to follow his example by surrounding themselves with plant-life and good friends.

Bolaro's holy symbol is a flower decorated like a laughing face. His favored weapon is a quarterstaff.


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Ciaran Barnes wrote:

I thought I would post this, in case it helps anyone who hasn't tried this yet...

.
.
Here is a link to a DICE ROLLER.
.
.
1 CG
2 CN
3 CE
4 NG
5 N
6 NG
7 LG
8 LN
9 LG

1 Air
2 Animal
3 Artifice
4 Charm
5 Community
6 Darkness
7 Death
8 Destruction
9 Earth
10 Fire
11 Glory
12 Healing
13 Knowledge
14 Liberation
15 Luck
16 Madness
17 Magic
18 Nobility
19 Plant
20 Protection
21 Repose
22 Ruins
23 Rune
24 Scalykind
25 Strength
26 Sun
27 Travel
28 Trickery
29 Vermin
30 Void
31 War
32 Water
33 Weather

LG is listed twice #7, #9. Also, Mysticism never made it from 3.5? No Famine for Death? No Time Domain in the Core? (Could have been over Ruins which could have become a sub-domain),


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I put NG on there twice too. Dang it. Those are both great alignments. :)

You are welcome to modify the list however you like. I just used the 33 Paizo domains that appear on PFSRD website.


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Silent Saturn wrote:

There are 33 domains in core Pathfinder. Four of those domains are tied to an alignment; Good, Evil, Law, and Chaos. Every Golarion deity has five domains, including whichever alignment domains (if any) correspond to their alignment. Each deity also has six subdomains, further defining it. Most homebrew/3pp deities I've seen follow this pattern.

Here's my challenge to you: Pick five domains at random, and then come up with a deity based on the five you pick. Describe the deity's portfolio, and who would worship such a deity and why. Pick a favored weapon of your choice for this deity, and pick six subdomains out of the possible ten.

Here's an algorithm for doing so:

** spoiler omitted **

I'll add a few of my own in a bit.

1d9 ⇒ 2 CN

5d29 ⇒ (23, 14, 11, 19, 28) = 95 Rune, Liberation, Glory, Plant, Trickery

Grandmother Haagni, the Yew of Stories
Alignment: Chaotic Neutral
Domains: Chaos, Rune, Liberation, Glory, Plant, Trickery
Portfolio: Legacies, storytelling, exaggerations, escapes, secrets.
Favored Weapon: The greatclub.

They say that deep, deep within the land's oldest forests, deep, deep below, in the darkest depths of the sea, and deep, deep down, in the most forgotten and unhallowed of tombs, Grandmother Haagni's roots poke and pry, pushing away stone, jabbing out of bedrock to drink in the black waters of the ocean's trenches, curling around unwanted skeletons and wearing them away.

This is the Yew of Stories. This is Grandmother Haagni, the oldest tree in the world. They say that Haagni is so old her trunk stopped growing wider, and has since been weathered by the wind to naught but a hair's strength, climbing up, up into the sky. Where it is, nobody knows. But the roots still grow. Roots cannot be held back, or held down, or contained. And those who are fortunate enough to stumble upon one of these roots just might find something worth knowing, for within Haagni's millions of rings are scrawled stories. Many have rotted or withered away into illegibility by now, but her clerics always bear pieces salvaged from her roots. They study them, telling the tales of great battles and mighty adventures—and making up what they can't make out.

Haagni's followers are storytellers, historians and performers, particularly those who take certain liberties with the truth. Haagni is also an inspiration to make who are kept down, as there are countless tales within her rings of other gods and entities attempting to contain her countless secrets—all to no avail. The truth always gets out. Haagni is held dear by many who wish for their deeds to be remembered, and these followers seek to accomplish as much as possible, believing that their stories will be told in more legible text the more notable they are.


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Y'know, Jos, if you're going to point out mistakes, you might as well amend them yourself.

1d9 ⇒ 2 Chaotic Neutral! Again!
5d30 ⇒ (16, 7, 4, 28, 9) = 64 Madness, Death, Charm, Trickery, Earth

Brother Snikket, the Winding Shell
Alignment: Chaotic Neutral
Domains: Chaos, Madness, Death, Charm, Trickery, Earth
Portfolio: Inevitability, recursion, hypnosis, molluscs.
Favored Weapon: The bolas.

Loathsome little snail, nibbling on my chives, whither do you go from hither, witherer of lives? I see you, little snail, crawling o'er my toes. What woes he knows who goes before you, crawling forward so slow. See that spiral, see it bend. It winds around your mind, my friend.

Brother Snikket, the Winding Shell. Patron to those approaching the ends of their lifespans. Included in fearful prayers by those tasked with looking after the very old—prayers that the old might still recover, prayers that the old might pass more quickly—nobody mentions Brother Snikket gladly. Snikket's seductive spirals have claimed too many minds and lives for them to be able to.

The humble Brother Snikket is close to the ground, and some druids hold great respect for his role as a decomposer. Snikket is certainly one of the more benign death gods—being himself a nearly mindless entity, his motivations are entirely what his followers ascribe upon him. Some follow his spiral, using his guidance to lure victims into the embrace of madness. Some view him as a friend to the downtrodden, and worship his trickster angle—Brother Snikket cannot be outsmarted, but many outsmart themselves trying.

Most, however, worship him as a god of death and decay. All things rot away, and when placated, Brother Snikket can make that passage less painful, faster, easier. When angered, he sends his regards with outbreaks of unexplained dementia, with strange drummers who steal the children of town away with their hypnotic melodies. When angered, the dying linger, refusing to pass on, trapped in an existence of pain while the other gods impatiently await the opportunity to pass judgement. Brother Snikket is not a god people like to attract attention from.

Dark Archive

Hey, Kobold, we're supposed to have five domains total, including chaos, law, good, and evil. You've got six for these last two deities.

Dark Archive

Ciaran Barnes wrote:

I put NG on there twice too. Dang it. Those are both great alignments. :)

You are welcome to modify the list however you like. I just used the 33 Paizo domains that appear on PFSRD website.

I checked the source and Ruins and Vermin are Druid domains, and probably shouldn't be listed as Cleric options on PFSRD.

OTOH, any of the Druid domains can be used by other nature-themed classes, which would presumably include Clerics of nature-themed gods, according to their writeup in Ultimate Magic. That would open up a lot of new options.


I was following what IHIYC did earlier—five domains, plus the automatic alignment domain.


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Alignment: 1d9 ⇒ 6 - Chaotic Neutral
Domain 1: 1d29 ⇒ 28 - Void
Domain 2: 1d29 ⇒ 14 - Knowledge
Domain 3: 1d29 ⇒ 4 - Chaos
Domain 4: 1d29 ⇒ 20 - Protection
Domain 5: 1d29 ⇒ 20 - Protection (duplicate)

Scecherm, The Unknown Knower
Alignment: Chaotic Neutral
Domains: Chaos, Knowledge, Protection, Void
Portfolio: Paradoxes, pursuit of knowledge at all costs, anamnesis
Symbol: Pair of faded eyes, peering out from a black-and-white Mobius strip
Favored weapon: Bladed scarf

I pray, Scecherm, that when you come into being, you answer my prayer.

Scecherm (Sheh-CHERM with a guttural 'ch') is an odd deity, in that (despite granting spells) she is believed by her followers not to exist - yet. As such, they only speak of her in negative terms. Scecherm is not nonexistent, might be the strongest credal statement her worshipers would make.

Scechermites (as best one can glean from their apophatic utterances) hold that their god will arise when knowledge folds back in on itself and knowing becomes capable of knowing. The key to her apotheosis then, is the creation and preservation of all forms of knowledge, no matter how obscure... or dangerous. From her non-place in the void of all potentials, Scecherm protects those who seek out Things Man Was Not Meant to Know; or at least does not allow them to come to harm.

The Scechermitic faith is an esoteric one, whose adherents seldom find one another. It has no formal hierarchy or scriptures, nor holidays nor set rituals. It is most often discovered in moments of insight, when two or more texts are placed serendipitously side by side and an unexpected correlation revealed.

Scechermites adventure to gain knowledge, protect scholars, and peer into the void that defines the edges of existence.


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Haagni can spare Trickery or Liberation. Snikket can definitely spare Trickery—that was always by far the weakest link.

1d9 ⇒ 1 Chaotic Good
3d33 ⇒ (25, 3, 32) = 60 Strength, Artifice, Water

I'm going to look at the other Water gods here, I think. Let's see . . .

We have the Spiritwhale, a halfling ocean deity who sends friendly dolphin ghosts to watch over the living.
We have Aerun, an evil but largely beneficial storm deity.
We have Quoroch, a goddess of ruination, balance, and nature. Sort of like Brother Snikket, come to think of it, but a bit on the grander side.
We have Harkon, scourge of pirates and ocean ne'er-do-wells.
We have Senathay, the deity of celebration and good cheer.
We have Sinaa, a remote and eccentric goddess of the North Pole.
We have Tork, the structured god of hard work (I'm guessing water for him is largely in mills, irrigation, and useful rivers/coasts).
We have Odzrzrezia, a largely unknown dinosaur deity.
We have Ja'Daar, the god of something or other, who cares, I guess Atlantis is kind of cool.

Alright, with all this established, I think it's time to break from the Haagni Clan.

Wunslurr, Demigoddess of River Traffic
Domains: Chaos, Good, Artifice, Strength, Water.
Portfolio: Confusion, collision, collusion, collection.
'Scuze me. Pardon me. Important priest of Wunslurr coming through. Hey. Mind the skiff. Excuse me. Would you please—Wunslurr-damned—EVERYBODY MOOOOVE!

The hustle and bustle of bustling boats is the hustle that Wunslurr, the usher of floats, prefers to associate herself with most, when the river grows bloated with all that connotes. Derision for fishin' boats having collisions inspires her followers to undertake missions to ensure the fission of rivers too crowded: They go out and ensure that raft traffic's rerouted.

Some of her followers, lacking those scruples (and sensing that traffic's where panic quadruples), offer their services keeping boats safe—for a small fee to keep crafts unchafed. Otherwise, regards come from the boaters themselves—as well as druids and aquatic river elves—to keep things onboarded and uncrashed and unlooted.

(And to keep the poor rivers mostly unpolluted!)

Traffic is wild, and so is the river. So is Wunslurr, and so are the flivvers and the skiffs and the rafts as all crash and collide. So be strong, be industrious, and buckle up for the ride.

Relations:
Wunslurr's relations bear much agitation. Tork tends to chasten her lack of calculation. No, the other water gods hold her in at best mixed regard. She drops garbage in rivers with flippant disregard. Her job's to keep order, but it always goes wrong. Harkon thinks she's—okay, this has gone on too long.

Tork, being a fellow celebrator of nature's practical applications, should logically get along well with Wunslurr. They hate each other. Wunslurr's system has no order, no logic to it. He knows he could do better at enforcing a more rigid system, but whenever he tries, she defends her portfolio rabidly, seeing him as a stodgy busybody who doesn't "understand" her rivers. Harkon has more regard in general for Wunslurr, but she has a tendency to excuse "petty" crime that he thinks leads to greater harm later, especially once the pirates she tolerates exit the river. As for the nature deities, they almost universally hold Wunslurr in varying degrees of disgust, as her traffic causes immense pollution.

Exactly where her domain over river traffic ends and their domain over unsullied rivers and tributaries begins is always a point of especial contention. For her part, she tries to avoid their attention and greatly resents their condescending pretension.

Ja'daar's cool, she guesses. Maybe.


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Alignment: 1d9 ⇒ 8 - Neutral Evil
Domain 1: 1d29 ⇒ 18 - Magic
Domain 2: 1d29 ⇒ 8 - Destruction
Domain 3: 1d29 ⇒ 29 - War
Domain 4: 1d29 ⇒ 4 - Artifice
Domain 5: 1d29 ⇒ 3 - Charm

Chatru
Titles: Seduction of the Reave, Smile of the Scourge, The Blood in the Machine
Domains: Artifice, Charm, Destruction, Magic, War
Portfolio: Civil war, siege machines and battle magic, the eroticization of mass violence
Symbol: A five-toothed iron gear, with blood dripping from the teeth
Favored weapon: Temple sword

Bring me the wine that is bottled in bone!
Crush my lover upon my chest!
Dismember my friends, throttle my foes,
Dance with Chatru till all battle ends.

A beautiful god, even covered in blood, five-armed Chatru leers over the fields of civil war. Some of his followers dedicate themselves to making machines and magic for mass combat, while others practice the arts of seduction to turn kin against kin. They bear no allegiance except to a perverse notion of beauty; one that sees the mangled corpses of battle as something to be savored with connoisseurial pleasure.

Chatruans are shunned by nearly everyone, as their dedication to slaughter is not impeded by bonds of friendship. Yet they are not mad as demons. Rather, they plot a grim middle course between the rigorous, systematic slaughters of Hell and the uncooth barbarism of the Abyss. Still, they know the general view of their faith, and many take pleasure in concealing their true allegiance, even as they seduce kings and councilors alike, nudging them inevitably down the path to war.

Some leaders have been known to cultivate the reclusive cult of the Blood in the Machine, hoping to harness their knowledge of siege engines and battle magic. Such an arrangement nearly always ends in tragedy, for the Chatruans have no compunctions about building weapons of mass destruction for one side, then giving the same weapons to the other.


Set wrote:
Ciaran Barnes wrote:

I put NG on there twice too. Dang it. Those are both great alignments. :)

You are welcome to modify the list however you like. I just used the 33 Paizo domains that appear on PFSRD website.

I checked the source and Ruins and Vermin are Druid domains, and probably shouldn't be listed as Cleric options on PFSRD.

OTOH, any of the Druid domains can be used by other nature-themed classes, which would presumably include Clerics of nature-themed gods, according to their writeup in Ultimate Magic. That would open up a lot of new options.

Great thanks. I guess not all domains are cross purpose. Regardless I'm not trying to nitpick, just sort of surprised some big options are not core. I saw in Midgard setting a list of domains and,sources. Unsure which might 3pp. Would that be helpful here or no?


1d9 ⇒ 9 CE
1d33 ⇒ 1 Air
1d33 ⇒ 6 Darkness
1d33 ⇒ 29 Vermin
1d33 ⇒ 12 Healing
1d10 ⇒ 4

Hakath, goddess of strife and plagues.

Domains: Air, Chaos, Darkness, Evil, Vermin
Subdomains: Cannibalism, Corruption, Demodand, Loss, Plague, Riot

Some gods deliver misfortune as punishment, but Hakath does so out of sheer enjoyment of the suffering she causes. Mere physical pain isn't enough to satisfy her, however, and she also delights in breaking minds and blackening souls.

Worshipers of the Mistress of Suffering work hard to deliver her "blessings" upon others, in the hopes that she will be satiated and not turn her gaze on them. Hakath's worship is outright banned in most civilized societies, so her followers must hide their true natures in public.

Hakath's unholy symbol is a blood-covered locust. Her favored weapon is the scorpion whip.


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Let's give this another try!

Alignment: 1d9 ⇒ 2 CN

Domain: 1d33 ⇒ 7 Death
Domain: 1d33 ⇒ 18 Nobility
Domain: 1d33 ⇒ 23 Rune
Domain: 1d33 ⇒ 11 ... Glory

OK. So that's an interesting line-up, to say the least. For the record, I'll be using the Pharasma-friendly version of the Death domain in this case.

Maleidian, Goddess of Glorious Ends

Domains: Chaos, Death, Glory, Nobility, Rune
Subdomains: Revelry, Heroism
Portfolio: Impressive deaths, stories, calls to action
Favored Weapon: Hurlbat

All our stories come to an end one day, sweetie. But that doesn't mean that they should be forgotten! So go out there and have your fun! I'll make sure they all remember you!

Maleidian loves a good story, particularly those that end in death and bloodshed. The manner of death doesn't particularly matter to her, and she is equally accepting of martyrs dying in the name of a cause as she is of frenzied killers slaughtering their way through a town. She also has no qualms about talking people into performing such acts, and promises that their wonderful stories will be passed on for generations to come, preserved in exacting detail in her tomes.

Her followers tend to celebrate at any and every opportunity, and are often viewed as near suicidal in their bravery when it comes to battle. They frequently travel with adventurers of all stripes, and it's rare to see any army without at least one Maleidist tagging along, looking for their next good story.

Oddly, Maleidists are rather attentive to any and all details relating to their stories, and will often go out of their way to record the truth as best possible, leading some investigators and city guards seeking them out in order to get information about sensationalist crimes from long ago or current times.


Kobold Cleaver wrote:


Grandmother Haagni, the Yew of Stories
Alignment: Chaotic Neutral
Domains: Chaos, Rune, Liberation, Glory, Plant, Trickery
Portfolio: Legacies, storytelling, exaggerations, escapes, secrets.
Favored Weapon: The greatclub.

They say that deep, deep within the land's oldest forests, deep, deep below, in the darkest depths of the sea, and deep, deep down, in the most forgotten and unhallowed of tombs, Grandmother Haagni's roots poke and pry, pushing away stone, jabbing out of bedrock to drink in the black waters of the ocean's trenches, curling around unwanted skeletons and wearing them away.

This is the Yew of Stories. This is Grandmother Haagni, the oldest tree in the world. They say that Haagni is so old her trunk stopped growing wider, and has since been weathered by the wind to naught but a hair's strength, climbing up, up into the sky. Where it is, nobody knows. But the roots still grow. Roots cannot be held back, or held down, or contained. And those who are fortunate enough to stumble upon one of these roots just might find something worth knowing, for within Haagni's millions of rings are scrawled stories....

Huh. Completely missed this when I was writing up Maleidian. Maybe the two are related.


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Yeah, and I only noticed there was already another "god tree" after posting Haagni—Neodoric, the mysterious tree born of a druid's noble sacrifice. Haagni is barely a tree at this point, though, if she ever was. Maybe your god planted Haagni's seed, or maintains her mysterious branches. I sort of like the former—it seems more her style. Sort of like Loki to Fenrir, but not quite as, y'know, evil.

The key difference between them is that Haagni doesn't always tell the truth—she tells stories, and exaggerations are encouraged. So she's a bit of a tabloid, while Maleidian is just a really clickbaity but essentially accurate article.

Y'know, it could be a fun exercise to try building a world with the idea that five of these gods (determined randomly or deliberately) each played major roles in its development. Like, I'll just roll five up from those on the last page and this one.

5d39 + 1d39 ⇒ (29, 5, 9, 37, 35) + (27) = 142 Okay, that's two of my own gods, I'm going to reroll Wunslurr there.

The Ivy Man, Vyzyx, Quoroch, Brother Snikket and Tarna. This should be interesting. Three of these gods are gods of varying types of entropy (Quoroch is goddess of apocalyptic ruination, the Ivy Man is the god of gradual downfall, Brother Snikket is the god of mental and physical decay, and, hell, Vyzyx is a daemon). In retrospect, it might be better to make sure you get someone with the Life and Death domains, but this should work.

Spoiler:
They say the Rotting World was built on the shell of a snail. Dirt packed on dirt—perhaps by some benevolent creator god, perhaps by simple chance. The snail's occupant did not remain, however, and the void in the shell has had serious consequences. The world is hollow. It wants to crumble away again. And it was founded on the shell of a creature that was scarcely even a god.

The Rotting World is suffused with the slime of Brother Snikket, and most of it is swamps and forest. From primordial slime came the first oozes, and gradually, as more world accrued, the swamps and forests followed—then the first animals. In spite of all the will of a world determined to decay into oblivion, the spark of sapience found tinder amid the soddenness. The goblins were the first inhabitants of this world. Whatever the aboleths say, whatever the gibbering mouthers, well, gibber, the goblins know the truth. Their world hated them. Evolution hated them. Goblins did not care.

The Ivy Man allowed the goblins to begin building, sheltering them from the cruel elements, teaching them to build. He likewise took pride in watching his first worshipers descend back into anarchy as the ivy returned and tore their buildings down. But the goblins learned to live within ruins, and he began to grow weary of his easily-pleased faithful. They refused to build again. He knocked over their blocks, and they made do in the debris. It was disappointing.

Meanwhile, a different sort of struggle was taking place beneath the waves. The aboleths, who had come into being soon after the goblins (no matter what the aboleths say about it), were determined to exist, and here they had a very real enemy: Quoroch. She believed that their civilization's time had come. They disagreed. The aboleths fought the Reclaimer at every turn, refusing to give up an ounce of territory to her relentless forces. This fight had kept Quoroch occupied, unable to bother the goblins, forced to trade blows with a mere mortal civilization. It was frustrating.

It was then that Tarna came to the world, fleeing a terrible force that had engaged her family in a seemingly neverending war. She had been badly injured, and there, amid the reeds and mud, sought shelter to heal. She brought with her her faithful—elves, who swiftly colonized the forests. As she mended her wounds, Tarna began to turn her attention to the world around her, trying to encourage it to grow, to halt the incessant rot. She became increasingly aware of the world's fouler properties as she did so, however. Even as she was healing, she realized, she and her followers were being sapped, weakened, in a very particular way. The will to leave the Rotting World had left them. They were trapped in this pocket of the multiverse—possibly forever—and all they could do was keep trying to make it a better place to live in. It was embarrassing.

And then came Vyzyx, and for some time, there was nothing but war. Aboleths and goblins, elves and the very forces of the ocean, all found themselves struggling for basic survival against the hordes of daemons that had followed him to the Rotting World. Fire seared away swarms and left blackened deserts. Daemon-blooded tieflings began to surface in the world. Aboleths died by the dozens, their memories forever lost, their connections to their gillmen eternally severed.

In the end, the daemons were forced back into a single valley. The world they had sought to conquer had begun to sap their will and strength, and just like Tarna, they realized they had allowed themselves to be caught by the seductive forces of the Rotting World.

Now, four species vie for survival in a world that never should have been. The gillmen, creations of the aboleths designed to fight the Daemonic Wars, now free to roam as they please as their masters drift lifelessly in the depths. The goblins, those insistent survivors, worshiping a god they barely understand, living in the ruins of the one and only great goblin civilization. The elves, loyal servants of Varna, desperate to heal the world and arrest the corruption. And the tieflings, outcasts, products of an ongoing conflict that everyone involved sorely wishes had never started.

Wow, that was actually a lot harder than I'd expected. It's hard to write a creation story around random gods, though it was a lot of fun!


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1d9 ⇒ 6 NE
4d33 ⇒ (17, 13, 31, 10) = 71 Fire, Knowledge, Magic, War
Oh, gosh, it would be so easy to go bog-standard on this.

...Bog-standard, huh?

Mokker, the Marshlight
Domains: Fire, Knowledge, Magic, War, Evil
Alignment: Neutral Evil
Favored Weapon: The heavy crossbow.
Holy Symbol: A lily pad, but a simplistic orange fire is burning where the lily would be.
Portfolio: Fire, corruption by necessity, magical advancement, arms races, despair.

The lizardfolk follow many wise and benevolent deities. But when worst comes to worst, and their traditions seem to fail them, some turn to a darker deity. They follow the marshlights out, away from their tribes, and commune with Mokker: The lizardfolk shaman who rose to godhood through sheer force of hatred. The Maker of Sacrifices.

Mokker does not ask for living sacrifices. They do not ask for cattle, or humans, or squawking birds. Mokker states that it is only through matching the power of one's enemy that one can win. In truth, Mokker just wants them all to burn. Mokker's own tribe was destroyed long ago, guided by a well-meaning community leader who preached commitment to their ideals of peace and diplomacy even as the humans prepared to blast the tribe into oblivion. Mokker hates civilization, but Mokker also hates their own kind's naivete.

The intersexual deity encourages their followers to learn more magic, to spy upon the enemy and use their tactics. Communities that resort to Mokker's worship turn their backs on other gods, on their old allies, even, and become forces not unlike those that sought to conquer them. Mokker has no particular stomach for construction and artifice, however, and their followers do not bother with such things. Instead, they pursue more magic, pursue more information, and take what else they need from their surroundings. Mokker does not care about the ecosystem. Mokker does not care about friends, or allies. Moker does not even care about cultural heritage. Mokker wants their whole species to be like them—a bitter, hateful loner, ready to bring the whole world down with them.

But when tribes are desperate enough, sometimes Mokker's path seems like the only way out. Perhaps sometimes it is.


Might as well bump this up while I run some cleanups on my three previous deities. Just making sure they all have the same sets of info (and having some fun expanding on them).

Spoiler:
Wunslurr, Demigoddess of River Traffic
Alignment: Chaotic Good
Domains: Chaos, Good, Artifice, Strength, Water.
Worshipers: Merchants, barge captains, ferrymen, fishers, loggers, river giants, kappas, vodyanois.
Portfolio: Confusion, collision, collusion, collection.
Symbol: Two wooden boats colliding.
Sacred Animal: The nutria.
Favored Weapon: The longspear.

Brother Snikket, the Winding Shell
Alignment: Chaotic Neutral
Domains: Chaos, Madness, Death, Charm, Earth.
Worshipers: Caretakers, nurses, druids, the very old, bleachlings, gibbering mouthers, sentient oozes.
Portfolio: Inevitability, recursion, hypnosis, molluscs.
Symbol: A simple black-and-white golden spiral winding counterclockwise.
Sacred Animal: The snail.
Favored Weapon: The bolas.

Grandmother Haagni, the Yew of Stories
Alignment: Chaotic Neutral
Domains: Chaos, Rune, Liberation, Glory, Plant.
Worshipers: Bards, skalds, con artists, warriors, mediums, treants.
Portfolio: Legacies, storytelling, exaggerations, escapes, secrets.
Symbol: Any piece of Grandmother Haagni, no matter how small, counts as her symbol.
Sacred Animal: The naked mole-rat.
Favored Weapon: The greatclub.

Mokker, the Marshlight
Alignment: Neutral Evil
Domains: Fire, Knowledge, Magic, War, Evil
Worshipers: Lizardfolk, boggards, hags, witches.
Portfolio: Fire, corruption by necessity, magical advancement, arms races, despair.
Symbol: A lily pad, but a simplistic orange fire is burning where the lily would be.
Sacred Animal Creature: The kawa Akago.
Favored Weapon: The heavy crossbow.


1d9 ⇒ 1 LG
1d33 ⇒ 16 Madness
1d33 ⇒ 7 Death
1d33 ⇒ 7 Death
re-roll: 1d33 ⇒ 4 Charm
1d33 ⇒ 32 Water
1d10 ⇒ 8

, goddess of .
Lawful Good
Domains: Law, Good,
Subdomains:

Okay, this one's real tricky, I'm quite sleep-deprived, and she's very similar to the Azata Trio. Anyone that wants to flesh her out, be my guest.


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Vutava wrote:

1d9 LG

1d33 Madness
1d33 Death
1d33 Death
[dice=re-roll]1d33 Charm
1d33 Water
1d10

, goddess of .
Lawful Good
Domains: Law, Good,
Subdomains:

Okay, this one's real tricky, I'm quite sleep-deprived, and she's very similar to the Azata Trio. Anyone that wants to flesh her out, be my guest.

Freehold has been summoned.

Ophelia, Goddess of Tragedy
The Eternal Tear
Domains: Law, Good, Water, Madness, Death, Charm
Alignment: Lawful Good
Favored Weapon: Sling(bow and arrow only when used by zen archer monks)
Holy Symbol: A blue, red or white teardrop, rarely all three with the points facing each other
Portfolio: Tragedy, unluck, death via misadventure, madness, succor

Robed in the strictures of Law and Good to keep herself from succumbing to the sorrow-induced madness that has gripped her, Ophelia- so named for a character in a play that an insane scribe dedicated to her worship wrote after it became known that hearing her true name too times drove listeners mad- is an ancient goddess that has traveled throughout several realities. In modern times she exists as a goddess of succor, offering a sturdy shoulder for those who have suffered the slings and arrows of outrageous fortune once too often. Her priests often run sanitariums and hospitals, and are rarely seen as adventurers, for only the most desperate party would turn to a priest of The Eternal Teardrop for divine magical support. Blue, red and white are her sacred colors, for those of tears, blood, and...other...humors that often surround tragic events. Her sacred weapon is the sling, although a monastery dedicated to her worship is known for their zen archery. Her holy symbol is a teardrop of one of her sacred colors. For some reason, colorful koi fish are sacred animals to the faith.


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Set wrote:


I checked the source and Ruins and Vermin are Druid domains, and probably shouldn't be listed as Cleric options on PFSRD.

OTOH, any of the Druid domains can be used by other nature-themed classes, which would presumably include Clerics of nature-themed gods, according to their writeup in Ultimate Magic. That would open up a lot of new options.

Ruins and Vermin, and Druid domains in general, probably shouldn't be included. It's unfortunate that we've gone this far with a bunch of deities with domains, and I'm not sure what's the best way to deal with this going forward. For the time being it's probably best if we don't generate any more deities with the Ruins or Vermin domains, but what to do with the existing deities is an open question.

Also, since this is a new page, I'll link to the document again.

I'm going to list deities that have problems here:

Deities with No Subdomains
Aerun
Brother Snikket
Chatru
Grandmother Haagni
Ja'Daar
Mokker
Ophelia
Spiritwhale
Vesper
Wunslurr

Deities with Too Few Subdomains
Maleidian

Deities with Too Many Domains
Chatru
Mizodahvvar
Odzrzrezia
Ophelia
Senethay
Spiritwhale
Titechcualtia
Uoriteph

Deities with Too Few Domains
Scecherm

Deities with No Favored Weapon
Kester
Rifu Pavg
Shask

Deities with the Ruins or Vermin Domains
(note, we may decide this is not an issue, but I'm listing them for posterity)
Eosshorm
Folsey
Hakath
Ivy Man
Ja'Daar
Lady of Vines
Mizodahvvar
Quoroch

---

Lastly, here's a domain chart that doesn't include the druid domains. Please keep in mind your deity should have exactly 5 domains and 6 subdomains. Alignment domains (good/evil/law/chaos) are always given automatically to deities that match the domain's alignment.

1 Air Domain
2 Animal Domain
3 Artifice Domain
4 Charm Domain
5 Community Domain
6 Darkness Domain
7 Death Domain
8 Destruction Domain
9 Earth Domain
10 Fire Domain
11 Glory Domain
12 Healing Domain
13 Knowledge Domain
14 Liberation Domain
15 Luck Domain
16 Madness Domain
17 Magic Domain
18 Nobility Domain
19 Plant Domain
20 Protection Domain
21 Repose Domain
22 Rune Domain
23 Scalykind Domain
24 Strength Domain
25 Sun Domain
26 Travel Domain
27 Trickery Domain
28 Void Domain
29 War Domain
30 Water Domain
31 Weather Domain


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Personally, I don't particularly mind too much for those who already have Ruins and Vermin, as it adds a nice bit of flavor to them. So let them keep and enjoy it!

Maleidian Fixes:
Maleidian, Goddess of Glorious Ends

Domains: Chaos, Death, Glory, Nobility, Rune
Subdomains: Riot, Revelry, Heroism, Murder, Leadership, Martyr
Portfolio: Impressive deaths, stories, calls to action
Favored Weapon: Hurlbat

All our stories come to an end one day, sweetie. But that doesn't mean that they should be forgotten! So go out there and have your fun! I'll make sure they all remember you!

Maleidian loves a good story, particularly those that end in death and bloodshed. The manner of death doesn't particularly matter to her, and she is equally accepting of martyrs dying in the name of a cause as she is of frenzied killers slaughtering their way through a town. She also has no qualms about talking people into performing such acts, and promises that their wonderful stories will be passed on for generations to come, preserved in exacting detail in her tomes.

Her followers tend to celebrate at any and every opportunity, and are often viewed as near suicidal in their bravery when it comes to battle. They frequently travel with adventurers of all stripes, and it's rare to see any army without at least one Maleidist tagging along, looking for their next good story.

Oddly, Maleidists are rather attentive to any and all details relating to their stories, and will often go out of their way to record the truth as best possible, leading some investigators and city guards seeking them out in order to get information about sensationalist crimes from long ago or current times.

Many suspect some sort of connection between Maleidian and Grandmother Haagni, due to their similar natures and portfolios. However, any and all inquiries about the relationship between the two gods elicits amused laughs from Maleidian, who often simply states that she won't spoil that story so easily.


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I'm of similar mind on Ruins and Vermin, although it's going to mean those deities that have 'em are going to stick out.

Anyways, now that I've got the document updated it's time to add a new god!

law/chaos: 1d3 ⇒ 1 Lawful
good/evil: 1d3 ⇒ 3 Evil

domain 1: 1d31 ⇒ 8 Destruction
domain 2: 1d31 ⇒ 30 Water
domain 3: 1d31 ⇒ 6 Darkness

gender: 1d2 ⇒ 2 female

So, the question is: do I try to avoid making this a cliche evil sea goddess, or do I embrace it to its fullest extent?

Narukalor, Lurker in the Deeps
Lawful Evil
Domains: Darkness, Destruction, Evil, Law, Water
Subdomains: Fear, Hatred, Kyton, Loss, Oceans, Torture
Favored Weapon: Whip
Portfolio: Sea Monsters, Sadism

Narukalor is a vindictive goddess who takes pleasure only in the suffering of others. Her following draws in all kinds of monsters - both the literal and figurative variety - and her influence and hatred have brought many to their graves. It is not their destruction, per say, that pleases her but rather their suffering. Narukalor may be indiscriminate in her hatred, but her actions are very cold and calculated. She is mindful of the pacts she makes with other entities, be they mortal, divine, or in between, and always delivers upon what she promises. Those who deal with the terrifying queen of the depths know her good graces mean nothing, only a pact in the manner of the old ways brings any protection.

Legends do say that Narukalor was once a loving goddess who nurtured and protected her followers, but something happened in eons past that tore at her heart and left it empty. This void has festered over the ages and has utterly consumed her. The benevolent Narukalor of old has been all but forgotten and consigned to legend, and few but the most studied scholars of archeology would even fathom that the name Narukalor could have once been spoken with loving reverence.


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And now onto the next god for me!

Alignment: 1d9 ⇒ 9 CG

Domain: 1d31 ⇒ 4 Charm
Domain: 1d31 ⇒ 15 Luck
Domain: 1d31 ⇒ 28 Void
Domain: 1d31 ⇒ 10 Fire

Hrm. Think I've got an interesting idea for this one.

Shrvanoxdi, The Woven Watcher

Domains: Chaos, Fire, Good, Luck, Void
Subdomains: Entropy, Friendship, Ash, Dark Tapestry, Curse, Stars
Portfolio: Degredation of hidden knowledge, dying embers, meteor showers
Favored Weapon: Sting or Rapier

"'That which is not dead may eternal lie, and after countless aeons even death may die.' But even when Death itself lies dead, The Watcher will remain, ensuring that their sleep remains.

The Elder Gods aren't known for their friendly nature. Indeed, most are rather dangerous to most sane lifeforms, and the worst are outright apocalyptic in their scope. However, there exists at least one who seems to have taken a liking to the brief existences of those who reside in reality, and who has taken measures to preserve their existence in the face of others of their kind.

Shrvanoxdi speaks to mortals through the dying embers of fires, the crumbling facades of ancient monuments, and through formations of falling meteors. According to the few able to interpret such signs, Shrvanoxdi became enamored of one of the young gods (a nature deity of some sort by most interpretations), only to see their paramour cut down by others of their kind. Enraged by the act, Shrvanoxdi set itself against its fellows. Now it fights to preserve the reality that its fallen love held so dear.

Flumphs are the most common worshippers of Shrvanoxdi, though other races are not unheard of in the worship of this strange god as well. Those who worship the Woven Watcher are often guided against the cults of other Elder Gods, either to slowly disable their organizations or to guard sites "holy" to the dangerous fanatics.


You know, maybe it would be helpful if you petitioned the mods to edit the first post. I didn't know we were even doing subdomains. We need a proper list of alignments, a list of domains, and a list of subdomains.

How do we even generate subdomains?


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The original post wasn't phrased particularly well and more than a few people have misunderstood, but it did explicitly state 5 domains, 6 subdomains, and a favored weapon:

Quote:

Every Golarion deity has five domains, including whichever alignment domains (if any) correspond to their alignment. Each deity also has six subdomains, further defining it. Most homebrew/3pp deities I've seen follow this pattern.

Here's my challenge to you: Pick five domains at random, and then come up with a deity based on the five you pick. Describe the deity's portfolio, and who would worship such a deity and why. Pick a favored weapon of your choice for this deity, and pick six subdomains out of the possible ten.

As for how to pick, you just take six that you deem appropriate for your concept.


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Okey-dokey. Not really a fan of a lot of these things (maybe they'd be less frustrating if I'd designed the gods with them in mind, but as is, they fit really poorly), but rules are rules.

Wunslurr Subdomains: Resolve, Toil, Protean, Ferocity, Resolve, Construct.
Brother Snikket Subdomains: Caves, Undead, Insanity, Madness, Love, Nightmare.
Grandmother Haagni Subdomains: Decay, Growth, Heroism, Freedom, Language, Wards. These ones fit mostly okay.
Mokker Subdomains: Ash, Thought, Memory, Tactics, Arcane, Blood.


Kobold Cleaver wrote:

You know, maybe it would be helpful if you petitioned the mods to edit the first post. I didn't know we were even doing subdomains. We need a proper list of alignments, a list of domains, and a list of subdomains.

How do we even generate subdomains?

I'm not a huge fan of subdomains, but I can see how they would be useful.


Dasrak wrote:

I'm of similar mind on Ruins and Vermin, although it's going to mean those deities that have 'em are going to stick out.

Anyways, now that I've got the document updated it's time to add a new god!

[dice=law/chaos]1d3 Lawful
[dice=good/evil]1d3 Evil

[dice=domain 1]1d31 Destruction
[dice=domain 2]1d31 Water
[dice=domain 3]1d31 Darkness

[dice=gender]1d2 female

So, the question is: do I try to avoid making this a cliche evil sea goddess, or do I embrace it to its fullest extent?

Narukalor, Lurker in the Deeps
Lawful Evil

Domains: Darkness, Destruction, Evil, Law, Water
Subdomains: Fear, Hatred, Kyton, Loss, Oceans, Torture
Favored Weapon: Whip
Portfolio: Sea Monsters, Sadism

Narukalor is a vindictive goddess who takes pleasure only in the suffering of others. Her following draws in all kinds of monsters - both the literal and figurative variety - and her influence and hatred have brought many to their graves. It is not their destruction, per say, that pleases her but rather their suffering. Narukalor may be indiscriminate in her hatred, but her actions are very cold and calculated. She is mindful of the pacts she makes with other entities, be they mortal, divine, or in between, and always delivers upon what she promises. Those who deal with the terrifying queen of the depths know her good graces mean nothing, only a pact in the manner of the old ways brings any protection.

Legends do say that Narukalor was once a loving goddess who nurtured and protected her followers, but something happened in eons past that tore at her heart and left it empty. This void has festered over the ages and has utterly consumed her. The benevolent Narukalor of old has been all but forgotten and consigned to legend, and few but the most studied scholars of archeology would even fathom that the name Narukalor could have once been spoken with loving reverence.

Nasrak I think I like your 1d3 per alignment access better than 1d9 alignment choice


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JosMartigan wrote:
Dasrak I think I like your 1d3 per alignment access better than 1d9 alignment choice

It eliminates the need for a table to roll on, since if I say "law/chaos" it's pretty obvious that 1=law, 2=neutral, 3=chaos. It does mean I need to copy/paste one more dice block, but I think the additional clarity is worth it.

Kobold Cleaver wrote:
Wunslurr Subdomains: Resolve, Toil, Protean, Ferocity, Resolve, Construct.

Resolve is listed twice.

In any case, here's a corrected list of deities with problem:

Deities with No Subdomains
Aerun
Chatru
Ja'Daar
Ophelia
Scecherm
Spiritwhale
Vesper

Deities with Too Few Subdomains
Maleidian
Mizodahvvar
Ri'ifu Pavg
Tork
Wunslurr

Deities with Too Many Subdomains
Blastari
Duraga

Deities with Too Few Domains
Scecherm

Deities with Too Many Domains
Apoclamau
Chatru
Mizodahvvar
Odzrzrezia
Ophelia
Senethay
Spiritwhale
Titechcualtia
Uoriteph


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Welp. Back to trying to find a subdomain that isn't too absurd. "Water" only offers Ice and Oceans, neither of which work for Wunslurr the river goddess, so that's out right off the bat...

I'm going to turn to the PFSRD. Yeah, okay, I had a feeling the subdomain list I was working with seemed incomplete.

Wunslurr Subdomains: Industry, Toil, Riot, Competition, Rivers, Flotsam.

1d3 ⇒ 11d3 ⇒ 3 Lawful Evil.
3d31 ⇒ (18, 23, 12) = 53 Healing, Nobility, Scalykind

Well, this is pretty clearly a kobold god. Even though I didn't get Community, Artifice or Protection. Damn it.

Currently, we've got Ri'ifu Pavg (god of preservation of the reptilians), Zekelor (god of kobold superiority), Eosshorm (god of spiteful legacies), and Xol Akhmu (god of the sun, so I can't imagine many kobolds love him that much).

Me'ekmakkle, Keeper of the Nursery
Alignment: Lawful Evil
Domains: Evil, Healing, Law, Nobility, Scalykind
Subdomains: Cannibalism, Loyalty, Leadership, Martyr, Venom, Dragon.
Worshipers: Noncombatant kobolds, lizardfolk and troglodytes.
Portfolio: Eggs, healing of the wounded, pacifism, childhood.
Symbol: A sitting stick figure holding a large egg between its knees and its chest.
Sacred Animal: The dire termite (termites roughly a kobold's handlength, commonly fed to young kobolds).
Favored Weapon: The longspear.

Me'ekmakkle, Keeper of the Nursery, is most respected by the kobolds, though he does have other worshipers. At full strength, his churches dominate the nurseries of tribes that honor him, practically holding the eggs hostage in exchange for influence over the tribe's behavior.

Me'ekmakkle is a paradox to other races. He raises the young, teaching them to be strong, raising them with values the surface races would regard as "civilized". His followers are taught to willingly die before letting harm befall their charges. His followers heal the wounded, and warn their tribes away from seeking war with their neighbors.

But when hard times come around, they are taught that sacrifices are needed. If one hatchling must die for two more to be fed, Me'ekmakkle will see to it that the hatchling dies a painless death—and if his favor is lacking, his followers will do the dirty job themselves.

Me'ekmakkle's attitudes towards other kobold gods tend towards belligerence and condescension, further complicating his followers' relationships with their tribes. Ri'ifu Pavg is highly respected as a protector of the species, even if she's a bit too unstructured for Me'ekmakkle's liking. Zekelor is seen as a dangerous reactionary, and Me'ekmakkle's priests and Zekelor's tend to engage in volatile power struggles when they exist in the same tribe. Civil wars have been fought to prevent a tribe from going to war against another species. Me'ekmakkle is a paradox in many ways.


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law/chaos: 1d3 ⇒ 2 Neutral
good/evil: 1d3 ⇒ 1 Good

domain 1: 1d33 ⇒ 17 Magic
domain 2: 1d33 ⇒ 6 Darkness
domain 3: 1d33 ⇒ 26 Travel
domain 4: 1d33 ⇒ 1 Air

Okay, I know exactly where I want to go with this.

Cassyros the Sky Captain
Alignment: Neutral Good
Domains: Air, Darkness, Good, Magic, Travel
Subdomains: Arcane, Cloud, Exploration, Moon, Trade, Wind
Favored Weapon: Longsword
Portfolios: Airships, Safe Travel by Night

The many land-bound races of the world, humans in particular, have often looked to the skies with wonderment and aspired to take flight themselves. Magical beasts of burden and complex arcane spells have all been devised to grant the power of flight, but it was Cassyros who first devised the glorious airship. Aloft effortlessly above the clouds she could travel faster and further and longer than anyone else, and with her great craft she set out to explore the vast uncharted reaches of the world.

Cassyros evaded all attempts to steal her command of her glorious airship. She escaped the schemes of countless rulers who sought to seize her ship; she eluded, defeated, and thwarted all manners of attackers who sought to destroy her ship; yet if truth be told it was the management of funds and the wages of her crew that proved hardest for her to sustain, for whatever gold she happened upon in her trading and adventuring it would end up spent in short order. Yet her generosity, especially to the her fellow airship captains as more followed in her footsteps, became legendary.

After nearly forty years of adventuring and travel, even the half-elf was beginning to feel the ravages of time, and her worn and ragged airship bore the scars of many battles. She received word that her homeland had been invaded by the Dragon King of the West, and called in a lifetime worth of favors. It was a crisp night under the full moon that the Dragon King and his army was faced by an armada of airships. The two proud leaders, Dragon King and Airship Queen, sought each other out in battle and struck each other from the sky. Come morning the Dragon King's dead body could be seen splayed across the ground and his army splintered without its leader. But there was no sign of Cassyros or her airship. A hundred captains toasted to her courage, and for the rest of their days asked her spirit for guidance and protection in their voyage. This tradition continued for generations, and through her legend and the faith of those who yet remembered her Cassyros became the goddess of airships.


Dasrak wrote:


Deities with Too Many Subdomains
Blastari
Duraga

Deities with Too Many Domains
Chatru
Mizodahvvar
Odzrzrezia
Ophelia
Senethay
Spiritwhale
Titechcualtia
Uoriteph

Deities with No Favored Weapon
Kester
Rifu Pavg
Shask

I know that Blastari has one too many subdomains, but I still can't pick one to dump, and I see these rules more as guidelines anyway.

Senathay has exactly the right number of domains and subdomains, so I don't know why she's on this list.

Kester and Shask are really hard to come up with favored weapons for, as Kester doesn't really approve of constructing things, and Shask doesn't really care what his followers use.


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1d9 ⇒ 2 NG
1d31 ⇒ 17 Magic
1d31 ⇒ 31 Weather
1d31 ⇒ 11 Glory
1d31 ⇒ 31 Weather
re-roll: 1d31 ⇒ 18 Nobility
1d10 ⇒ 5

The Martyr King, god of self-sacrifice.
Neutral Good
Domains: Glory, Good, Magic, Nobility, Weather
Subdomains: Divine, Heroism, Honor, Leadership, Martyr, Seasons

There once was a prince with a generous heart. Whenever he met someone in need, he would give whatever he had to render aid. This displeased his family, but the prince was so sweet and kind, and they loved him so much, that they could not bear to punish him. They tried various tactics to keep him in line, but eventually the royal coffers were starting to show the losses the prince would incur. Desperate to teach him that he couldn't help everyone and that he must accept acceptable losses (and desperate to avoid poverty for themselves), the prince's family shipped him off to the military.

The prince was first offered officer training, but he refused, saying that he was not yet worthy, and that he would earn it first. Renouncing his name and titles until such time as he deserved them, the former prince became nothing more than an ordinary recruit. At first, his fellow recruits would take advantage of his generosity, and he very nearly starved during this time. However, his fellows quickly grew to appreciate his kindness, eagerness to learn, and insightful suggestions. Soon enough, they were as loyal to him as to their instructors, and would defend against any that would abuse his trust.

As the years wore on, the recruit became a soldier, steadily rising in rank as his accomplishments and the incredible trust he engendered in his subordinates reached the ears of his superiors. This time, when he was offered an officer position, he accepted. He climbed these ranks with the same relentless spirit as before, and he was eventually promoted to high general.

Sadly, the general's kingdom was not an entirely peaceful place, and he fought many battles defending his home. The general developed a reputation for leading from the front and taking blows that might have killed his men. He frequently spent the aftermath of combat being healed from his grievous injuries.

When assassins from an enemy nation slew most of the royal family, the succession came down to him, and the general became king. The enemy mounted a full-scale assault, expecting to find a kingdom reeling from tragedy. What they found was the king at the head of the greatest fighting force his nation had ever fielded, filled with experienced soldiers to resolute civilians. The king charged the surprised enemy, quickly followed by his loyal horde. Many died that day, not the least of which was the king himself, but not before he managed to fell almost every enemy commander, along with the enemies' ruler (who had arrogantly come to watch the expected slaughter).

The kingdom mourned and the king's younger sister, the last of the royal line, became queen. At the king's funeral, the crowds were shocked when the body disappeared in a burst of golden light that streaked into the sky. The faith he had engendered in his people had ignited his divine spark, and his final sacrifice had completed his ascension.

The Martyr King's mortal name is long forgotten, but his faith remains, teaching the virtues of self-sacrifice and standing up for what is right. They also teach that the raising and harvesting of crops and livestock is a group effort, and the group should share in the reward.

His holy symbol is a sword breaking across a scarred back, and his favored weapon is a morningstar.

Damn, this was practically a novel.

Edit: Crap, I never worked seasons into the story. Um, something something sharing resources. Yeah, that'll have to do.


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Eh, I'm bored. I'll bite.

Neutral Evil

Charm
Repose
Rune
Air

Valana, Lady of the Souls

Subdomains: Lust, Wind, Souls, Ancestors, Wards, Corruption

Valana does not take souls beyond, rather she is said to trap souls in the sky. Phantoms, those in the ether, revere Valana as their patron saint. Most of her worship comes from these departed ones and any mediums, spiritualists, or similar casters they speak to. She is said to be an alluring call from the winds. A siren of the sky guiding souls to be trapped in runic alters. Her corporeal followers often put out extravagant banners hoping to gain her favor and be visited by a spirit of their ancestors they lost.


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law/chaos: 1d3 3 = Chaos
good/evil: 1d3 1 = Good

domain 1: 1d31 12 = Healing
domain 2: 1d31 18 = Nobility
domain 3: 1d31 20 = Protection

Jovan, The Courtly Benefactor
Alignment: CG
Domains: Chaos, Good, Healing, Nobility, Protection
Subdomains: Aristocracy, Friendship, Martyr, Purity, Revelry, Restoration
Favored Weapon: Rapier (a traditional weapon of the courtier)
Portfolio: The Joy of Savoring and Sharing the Good Things in Life, Generosity of the Upper Class.

The nobility of many cultures are known to rest upon the back of the folk below them; sometimes even callous or cruel. Jovan reminds the well-to-do to share the bounty of their station with everyone; to appreciate those who help to make life worth living.
Popular more among the youthful nobility than the more established patricians, his followers are fond of going about putting on a good face for the upper class. His faith is tolerated by the more miserly or less sympathetic nobles for the public relations benefits alone, regardless of the loss of wealth that accompanies the spreading of his message.


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Vutava wrote:


and I see these rules more as guidelines anyway.

I totally respect that for homebrew worlds, but I think in this context having everyone work within the same framework makes sense.

Quote:
Senathay has exactly the right number of domains and subdomains, so I don't know why she's on this list.

You're right, I don't know why I listed Senethay.

Quote:
Kester and Shask are really hard to come up with favored weapons for, as Kester doesn't really approve of constructing things, and Shask doesn't really care what his followers use.

A lot of non-militant gods don't really make sense as having a favored weapon, but it's pretty ingrained as a part of what pathfinder deity is so we roll with it. For Kester an unarmed strike would work, and for Shask... why not Spiked Chain?


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A god who doesn't approach of constructions could favor a sling, an unarmed strike, a club, or a quarterstaff—all are weapons that require essentially no industry.


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Chaos/Law: 1d3 ⇒ 3 Lawful
Evil/Good: 1d3 ⇒ 2 Neutral

Finally, no chaos! I get a nice stable deity!

Domain: 1d31 ⇒ 19 Plant
Domain: 1d31 ⇒ 12 Healing
Domain: 1d31 ⇒ 19 No
Domain Reroll: 1d31 ⇒ 25 Sun
Domain: 1d31 ⇒ 25 No.
Domain Reroll: 1d31 ⇒ 30 Water

... Perhaps a little too stable.

Marzin, the Clockwork Harvest
Domains: Healing, Law, Plant, Sun, Water
Subdomains: Restoration, Inevitable, Slavery, Growth, Light, Rivers
Portfolio: Farming, Fair Trade, Serfs
Favored Weapon: Sickle

Put down the swords. No need to get all worked up about things those adventurers bring in: They'll pass, like they always do. Just work on your crops like the good folks you are, and get ready for the next winter.

Marzin is not exactly what one would call a popular deity among adventuring sorts. However, among common folk, he's one of the most popular gods, with virtually no settlements without a lay priest or two that pass down the god's law and provide much needed aid to commoners. Marzin knows that a good harvest and solid rules make for a happy life for everyone, and that the world would be a better place if everyone settled into their proper positions in society and worked a real job.

However, for all the good that Marzin can do, he also allows some truly horrific things to happen as well. Some people are simply born to serve, and need this fact beaten into them from time to time. This doesn't bother the Clockwork Harvest too much, for he realizes that blood can grease the wheels of commerce and bodies can feed next years crops. Indeed, this is sometimes the only fate that the truly rebellious deserve, and one that they seem to work quite hard to achieve at times. If that's their wish, then who is he to stop their foolishness? Best to let them serve as an example to those who come after.

Marzin is also in somewhat of an odd place when it comes to his relations with other divine beings. He's a bit too close to nature for most civilized gods, leading a great deal of them to look down on him for his "uncultured" ways. And most nature gods tend to view him as a despoiler who drags civilization where it doesn't belong. He tends to ignore both points of view and focuses entirely upon his work though, showing only the faintest of irritation when it comes to overweening limitations from civilization or disruptions in his carefully maintained schedule from nature.

Dark Archive

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Kobold Cleaver wrote:
A god who doesn't approach of constructions could favor a sling, an unarmed strike, a club, or a quarterstaff—all are weapons that require essentially no industry.

I like the sling (or some sort of upgraded 'warsling?') as a favored weapon for someone like Azathoth, all concerned with planetary movements and orbital dynamics and the angular movement of the spheres.

OTOH, I don't really like giving out favored weapon options that the cleric already has as Simple weapons, like staff or dagger or spear or mace.


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Okay, I note, now, that many have altered how the OP handled thing. That's really a better way. But as I've not read past the first page, I'm doing this one for now.

Should have slept instead. Oh well.

My Many Battles with Repeated Results:
Alignment: 1d10 ⇒ 10 Roll again. Okay.

Alignment: 1d10 ⇒ 4 LN? I think?
1) LG, 2) NG, 3) CG, 4) LN, 5) N, 6) CN, 7) LE, 8) NE, 9) CE

Law Domain, Auto-choice.

Domain: 1d31 ⇒ 21 Magic Domain
Domain: 1d31 ⇒ 12 Fire Domain
Domain: 1d31 ⇒ 12 Whoops! Repeat!
Domain: 1d31 ⇒ 14 Good Domain: oops! Again! Non-valid!
Domain: 1d31 ⇒ 10 Earth Domain
Domain: 1d31 ⇒ 18 Liberation Domain

1) Law Domain: 9 Subdomains; 2) Magic: 2 Subdomains; 3) Fire: 3 Subdomains; 4) Earth: 3 Subdomains; 5) Liberation: 2 Subdomains.

Source Domain: 1d5 ⇒ 2 Subdomain: 1d2 ⇒ 1
Source Domain: 1d5 ⇒ 2 Whelp, I just get both of 'em.
Source Domain: 1d5 ⇒ 1 Subdomain: 1d9 ⇒ 9 ... Tyranny? This'll be interesting.
Source Domain: 1d5 ⇒ 2 Uh, I already got both.
Source Domain: 1d5 ⇒ 5 Subdomain: 1d2 ⇒ 2 ... aaaand Revolution. Of course.
Source Domain: 1d5 ⇒ 2 ... okay, now.
Source Domain: 1d5 ⇒ 4 Subdomain: 1d3 ⇒ 1 ... Caves. Right.
Source Domain: 1d5 ⇒ 2 No! NO MORE MAGIC SUBDOMAINS! Dangit!
Source Domain: 1d5 ⇒ 1 Subdomain: 1d9 ⇒ 3 ... Inevitable. Huh.

This... this is an interesting thing.

Malachite; Ewolla
Titles: (Malachite) The Sign and Source, the Green Stone, the Giver, the Establisher; (Ewolla) The Cycle and Cynic, the Earth Blood, the Great Voice, the Demand
Home: Copper Delve, Axis
Alignment: Lawful Neutral
Areas of Concern: Controlled Social Order, Revolutionary Transformation; (Malachite) Copper Mining; (Ewolla) Volcano
Worshipers: Malachite is effectively unknown, now, by the living; its portfolio largely considered irrelevant. A few primitive people in scattered worlds recognize it, however. Ewolla is more often worshiped, but is also found only among the most primitive of folk.
Domains: Earth, Fire, Law, Liberation, Magic
Subdomains: Arcane, Caves, Divine, Inevitable, Revolution, Tyranny
Favored Weapon: Light Hammer (Mere Club is acceptable substitute in some societies)
Symbol: A green stone, a lump of copper, or a controlled fire; some few stylized copper fire with green rock flecks have been found among the last and most advanced worshipers.
Sacred Animal: Donkey and Pig
Sacred Colors: Fire (Copper) and Green

Death. Discovery. Fascination. Fire. Ignition. Life. Melting. Pain. Prosperity. Sacrifice. Sanctuary. Toil. Transformation. Wealth.

A single highly mysterious god, its nature inscrutable, its purpose to guide its chosen people; Malathite or Ewolla goes by two different names, depending on where and how the god is worshiped.

Malachite is an ancient and highly obscure version of the deity, who's religious observance has long been lost to the mists of time. Recent scholarly research, however, has begun to uncover its existence by ancient long-abandoned dig-sites and occult discoveries allowing the tracing of the origin of any given bit of copper to these various ancient sites across the world.

In ancient times, before the rise of the Azlanti, possibly before humanity (it's unclear), an ancient primitive people first discovered the stone malachite. With skill, practice, and determination, this stone's secrets were uncovered - it held the mystical substance eventually known as "copper" -, as was a god whose essence seemed deeply tied to the rock and the copper that flowed from it.

This ancient spirit quickly became an incredibly powerful and necessary part of the every day life of those who discovered the rock and the copper within. Malachite led them, showed them where to dig, gave forth its untold wealth from within, and throw society into a weirdly stable cycle of change and revolution. Under the guidance of Malachite, powerful social upheaval was created, as elaborate (if primitive) social contracts were created between "finder" (or "possessor") and "digger" (or "worker") - an archetype for a now-accepted concept of the noble and her common people.

But Malachite demanded toil and hard work from both "finder" and "digger" - that possessors and workers alike put in many hours of labor and effort into a mutually beneficial cooperation; and Malachite was not shy about making its displeasure known with a leader, if it felt the social contract was not being upheld in a reasonable way. If a Finder was found wanting, Malachite was not shy about imposing harsh penalties or even deposition, collapse, or other deadly effects; a finder was always expected to be the absolute master, but also to know and understand everything about what they have found: there was no room for the foolish. Similarly, a Digger was expected to follow a wise Finder with absolute obedience - anything less was considered sacrilege; but it was equally sacrilegious to follow an excessively foolish Finder. Failing to live up to their end of the bargain could lead to the collapse or sudden flooding of the mines or destruction of the local area. Either Finder or Digger could experience severe poisoning and food and trade shortages, or perhaps suffocation from smoke inhalation, or death, injury, or serious setback by uncontrolled flames that escaped their containers.

For those who followed Malachite well, the rewards seemed effectively limitless, in terms of copper wealth drawn forth from the earth. Copper mines remained unflooded and unending, toil went quickly and rest and recuperation swift. Boar (and later Pigs) would find their way into pits - stuck and ready for becoming food. Donkeys would come to aid work and honor new masters. The very mining caves would become protective places and homes for those who made them. Fire was always contained and smoke quickly discovered outs and flutes to avoid suffocation. Powerful magical forces were channeled through pure or tempered copper works, and life would be good.

As Malachite, the deity often got along well with beings like Marzin or Erastil.

Eventually, the world moved on - copper became a tertiary concern, common as it was, and other, better things came along. In this, Malachite was effectively forgotten as an entity, though its legacy persists as a fundamentally important part of society even today - the most worthless coins of the realm.

How the first people who learned of Ewolla by that name did so is unknown; what is known is that the same deity that answers prayers to Malachite answers to Ewolla as well. Either way, Ewolla was discovered and imagined to be the personification of the various volcanoes whose shores and slopes were settled by the early people.

Ewolla is still worshiped by a number of disparate folks today. As Ewolla, the god is still a harsh, hard deity who, nonetheless, grants succor aid and guidance to those who follow it.

Ewolla's will establishes the presence of a voluntary absolute autocrat - a dictator and tyrant who holds absolute sway over the people, but who only does so for two decades (if human; a similar "relative" lifetime, if not), or until that ruler fails to uphold ancient laws or compacts of their duty. At the end of that time, the autocrat takes a long walk up the slopes of the volcano to enter the lake, vent, dome, or even caldera. Should the dictator fail to uphold their duties, it is the moral obligation of those under that ruler to select a new volunteer and enforce the ruler's exit into the 'centerpiece' of a given volcanic locale. In all cases, the dictator is not seen again; though their fates are varied, the most common result of the exile is the most obvious: mortal death.

It seems Ewolla uses the sacrifice of the master of its people as a method of generating a cultivated sense of nobility within the volcanic system itself for the protection of the people, to the point that a few volcanoes are said to have gained sentience and speak for Ewolla, becoming an active servitor and guardian of the people for the god. This is most likely apocryphal at best, as no current evidence for such remain. Nonetheless, those who follow Ewolla properly simply do not suffer for their choice of residence (that is: near a volcano). In order to honor this sacrifice, the observances must be strict, however.

Ewolla's gifts of prosperity, food, security, shelter, and wealth, however, remain the same; even donkeys remain as beasts of burden, while pigs arrive as food sources.

None living know exactly what Malachite or Ewolla look like, though various cultures have their own takes on it. The most common (though generally denied as its true form by the deity itself) is a cavernous likeness of a face with a flame inside. Those few scholars who have managed to learn of or attempt contact with Malachite's or Ewolla's servants have been entirely unable to get the god to describe itself in any terms other than broad concepts involving the discovery and refinement of copper or living in harmony with or near a volcano.

Three servants have been successfully identified over the years. Each are relatively unique-looking inevitables, each with two names for the roles they serve for their god. Regardless, each of their various insides are made of different kinds of malachite, copper, and stone that copper mines or the volcanoes are found in - the last seemingly tailored to each people group it comes to. The fourth seems to be composed of lava and malachite, and has never been seen on the material.

  • Finder-Finder or People's Will (for Malachite and Ewolla, respectively): a very small thronefused suzerain stone idol arbiter who bestows authority or takes it away from those who are deemed worthy or unworthy (respectively) by Malathite or Ewolla. It is possible that there is an entire swarm of these creatures, and different ones are summoned at different times, as it doesn't seem to truly remember everything that it's supposedly seen, but such is speculation at best.
  • Burner or Flow: a primordial fire chthonic kolyarut; sent to enforce the contracts between ruler and ruled, and correct (through whatever means necessary) error and imbalance within the society that serves Malachite or Ewolla.
  • Herald or Tongue: poisonous scalding cave zelekhut. Generally, this the most dreaded of Malachite or Ewolla's servitors. Herald is usually the servitor that comes when both ruler and ruled have fundamentally strayed so far beyond the bounds of proper society that it is no longer possible to save anyone. Occasionally, a particularly overzealous priest will summon Herald to enact its destructive potential. If Malachite or Ewolla has not sent it, however, though it will arrive, it will merely refuse the request, and warn the summoner against attempting to do so again, on pain of death; summoners often sicken and get poisoned, however, even from this minor contact.
  • Knower: an advanced fiery time seer magma dunesage axiomite blessed to be a lore oracle and trained as a loremaster. This creature is known as a close adviser to Malachite/Ewolla, and a valued servant. Her precise relationship with the deity is unknown, but she is only seen by the most faithful and then only in powerful dreams or visions.

For more, I'm drawing inspiration from both Hawaiian religion and ancient copper mining. But I'm stopping here, for now.


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The Mortonator wrote:
Valana, Lady of the Souls

Wow, was I ever lazy.

I guess that random generation just didn't appeal to me. Eh, I'll say her holy weapon is a pointied stick. Seems about right.


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Heh. Slowly doing some secretive lore and world-building, muwahahahah~!

Liberty's Edge

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Alignment:Chaotic Evil

Domains:
1.Chaos
2.Evil
3.Liberation
4.Sun
5.Void

Subdomains: Entropy, Whimsy, Fear, Freedom, Revelation, Dark Tapestry

Flidotia, Duchess of Forbidden Secrets

Favored Weapon: Iron Brush

There are some secrets the mortal mind is not meant to know, or at least is better off not knowing. Flidotia has made it her duty to collect it all, believing in the freedom to pursue the dangerous Elder Knowledge, no matter what the cost. Her layer of the Abyss, the "Citadel of the Mind," is tended over by her fearsome brood, as she rewards the loyal with the "enlightenment" they so desire.

The daughter of Xol Akhmul and one of his many concubines, Flidotia soon found herself questioning the validity of her father's mission alongside the whispers of beings long forgotten. Embarking on a long trek across the planes, during which she began her slow descent to depravity, she stumbled across the Citadel. She has guarded it zealously ever since.

Her followers have but one purpose in service of the Duchess: gather dark knowledge, that Flidotia might extract it from their minds as they sleep.


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Dasrak wrote:
For Kester an unarmed strike would work, and for Shask... why not Spiked Chain?
Kobold Cleaver wrote:
A god who doesn't approach of constructions could favor a sling, an unarmed strike, a club, or a quarterstaff—all are weapons that require essentially no industry.

Club's about the limit for what Kester would endorse, so we might as well go with that.

I can see Shask favoring a spiked chain as his own weapon, but he would never actually tell his followers to use it themselves. That's too much like what the Man would do. But hey, that's probably the closest thing to a favored weapon his faith is gonna get.

1d9 ⇒ 9 CE
1d31 ⇒ 3 Artifice
1d31 ⇒ 28 Void
1d31 ⇒ 6 Darkness
1d31 ⇒ 8 Destruction
1d10 ⇒ 10 Ooh, this one looks positively Lovecraftian.

Chranix, deity of endings.
Chaotic Evil
Domains: Chaos, Darkness, Destruction, Evil, Void
Subdomains: Catastrophe, Corruption, Dark Tapestry, Entropy, Fear, Isolation

Whether by sudden cataclysm or gradual wasting, all things come to an end. Chranix is there to make sure of it. Everything you know, everything you do will be rendered less than worthless by the vastness of time and space. Even the universe itself will one day die, empty and unmourned, with only Chranix as witness. Chranix is patient, but it would still prefer that day happen sooner than later.

The Ultimate End has no unified church, only small, isolated pockets of worshipers. These cults generally plot to enact Chranix's apocalyptic agenda, but are usually caught before they can do so. It matters little in the end, though. Chranix always wins eventually.

Chranix's unholy symbol is a black, twisted shape with numerous tentacle-like extrusions. Its favored weapon is a dagger.


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I'll put in my own version of this. It includes all the subdomains as well as the Druid domains. I gave them the option to reroll so if someone wants to use them, they can, if not they don't have to:
*
*
*
*
Alignment Domain Roll (1d10)

1 CE
2 CN
3 CG
4 NG
5 NN
6 NE
7 LE
8 LN
9 LG
10 Reroll

Chaos Domain:

1 Azata
2 Demodand
3 Demon
4 Entropy
5 Protean
6 Revelry
7 Riot
8 Whimsy

Evil Domain:

1 Cannibalism
2 Corruption
3 Daemon
4 Demodand
5 Demon
6 Devil
7 Fear
8 Kyton
9 Plague

Good Domain:

1 Agathion
2 Archon
3 Azata
4 Friendship
5 Redemption

Law Domain:

1 Archon
2 Devil
3 Inevitable
4 Judgment
5 Kyton
6 Legislation
7 Loyalty
8 Slavery
9 Tyranny

--------------------------------------------------------------------------- --------------------------------------------------------------------------- ------------------------------------------------------------------
Non-Alignment Domains (5d8-4)

1 Air Domain:

1 Cloud
2 Wind

2 Animal Domain:

1 Feather
2 Fur

3 Artifice Domain:

1 Construct
2 Industry
3 Toil
4 Trap

4 Charm Domain:

1 Love
2 Lust

5 Community Domain:

1 Cooperation
2 Education
3 Family
4 Home

6 Darkness Domain:

1 Loss
2 Moon
3 Night

7 Death Domain:

1 Murder
2 Plague
3 Psychopomp
4 Undead

8 Destruction Domain:

1 Catastrophe
2 Hatred
3 Rage
4 Torture

9 Earth Domain:

1 Caves
2 Metal
3 Radiation

10 Fire Domain:

1 Arson
2 Ash
3 Smoke

11 Glory Domain:

1 Heroism
2 Honor

12 Healing Domain:

1 Restoration
2 Resurrection

13 Knowledge Domain:

1 Aeon
2 Education
3 Espionage
4 Memory
5 Thought

14 Liberation Domain:

1 Freedom
2 Revolution

15 Luck Domain:

1 Curse
2 Fate
3 Imagination

16 Madness Domain:

1 Insanity
2 Nightmare

17 Magic Domain:

1 Arcane
2 Divine

18 Nobility Domain:

1 Aristocracy
2 Leadership
3 Martyr

19 Plant Domain:

1 Decay
2 Growth

20 Protection Domain:

1 Defense
2 Fortifications
3 Purity
4 Solitude

21 Repose Domain:

1 Ancestors
2 Psychopomp
3 Souls

22 Rune Domain:

1 Language
2 Legislation
3 Wards

23 Scalykind Domain:

1 Dragon
2 Saurian
3 Venom

24 Strength Domain:

1 Competition
2 Ferocity
3 Fist
4 Resolve

25 Sun Domain:

1 Day
2 Light
3 Revelation

26 Travel Domain:

1 Exploration
2 Trade

27 Trickery Domain:

1 Ambush
2 Deception
3 Espionage
4 Greed
5 Innuendo
6 Thievery

28 Void Domain:

1 Dark Tapestry
2 Isolation
3 Stars

29 War Domain:

1 Blood
2 Duels
3 Tactics

30 Water Domain:

1 Flotsam
2 Flowing
3 Ice
4 Oceans
5 Rivers

31 Weather Domain:

1 Seasons
2 Storms

32-34 Druid Domain/reroll:

32 Ruins
33 Vermin
34 Both (to allow for the possibility of having both of them without having them as the result of two separate rolls within the table proper)

35-36 Reroll:
Because 6d6-5 would give 31 and I can't figure out a math equation in die that will exactly equal 32.


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Quote:
Non-Alignment Domains (5d8-4)

This method of generation is no good; it has ludicrously uneven odds, with the most common domains literally being thousands of times more likely than the least common. The only way to get the air domain is to roll 1 five times in a row, which is nearly impossible (1 in 32,768 chance) whereas there are a huge number of combinations of dice rolls that will create the number 19. Specifically, there are 2,460 different combinations of 5d8-4 that will total to 19. Needless to say, this is not a fair selection method.

If you want to do a physical die roll, the most sensible way is to roll (1d4-1)*10 + 1d10 and reroll as necessary. If you don't want to reroll, you could take advantage of the fact that 32 is a power of 2; a formula of 1d4 + (1d4-1)*4 + (1d2-1)*16 will get you a uniform distribution between 1 and 32 with no need for rerolls. I'd recommend just sticking with the reroll, myself ;-)

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