Homebrew Challenge: Pantheon Generator


Homebrew and House Rules

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This is a much easier way to roll. Thanks KC.

1d9 ⇒ 9
3d35 ⇒ (9, 10, 2) = 21
Law, Good, Earth, Fire and Animal? Hmmm...

I'm getting a Polynesian vibe...

Here's hoping I get it right.


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Nuwa, the Smoking Crown
Other Titles: Emberbreath, Old Smoky(insulting)
Alignment: Lawful Good
Domains: Law, Good, Fire, Animal, Earth
Subdomains: Judgement, Archon, Smoke, Feather, Caves, Metal
Porfolio: Volcanoes(whether dormant or active), tradition, intimidation, islands, earthquakes, masculinity(the parallels between volcanos, erupting lava, the fertility of volcanic soil and certain carnal activities is quite obvious), controlled anger, jai-alai
Symbol: A smoking volcano
Sacred Animal: Bird of Paradise(treat as hummingbird)
Worshippers: Native peoples of volcanic islands, some dwarves and, rarely, barbarians
Favored Weapon:"Judgement" (Dejada)

Nuwa, the Smoking Crown, is an ancient deity worshipped primarily by peoples living in volcanic areas, specifically volcanic island chains. Once incredibly sexist, isolationist and not particularly powerful(he has only recently gone from a demigod to a lesser deity), he has seen his various chosen peoples overrun by the arrival of more technologically and socially advanced explorers time and time again, sometimes even when he deigned to fight side by side with them, for he had no paladins and only a handful of male priests drawn from the upper classes of his peoples. He sank into a torpor for a time before his ways were rediscovered by the now-ethnic minorities living on now-conquered lands. When roused, he awoke with a great fury, and the volcanoes he was associated with erupted at once, seriously damaging the new civilizations that had foolishly made their homes at the feet of the physical manifestations of his anger. Given a wide berth and respect born of something akin to fear immediately afterwards, Nuwa has mellowed in recent centuries, finding ways to work with the pantheons he is associated with instead of throwing himself headlong into chaotic combat with his rivals. He has taken up the mantles of both good and law, and although still a bit sexist has opened his priesthood to women, although his paladins are all male. The game of jai-alai is associated with the deity(and his paladins are all champions of the sport), and there is a slowly-growing movement to get an entirely-female league for the game as it slowly grows in popularity, something the god finds humorous. Still a rustic and even simple deity at heart, signs of his favor include finding lumps of warm-to-the-touch gold, and exotic precious stones associated with volcanoes, or in combat, the pelota bursting into flame. Signs of his disfavor include minor earthquakes, avalanches, plumes of smoke appearing out of nowhere and other unmistakeable signs of volcanic activity. Dwarves worship Numa as Emberbreath, and see him as an azer-like dwarf, but otherwise view him the same. Worshippers of Numa often view dwarves favorably, believing they bring good luck, and dwarves reciprocate the feeling.


Tacticslion wrote:
She could serve under Xaeldor! It couldn't be any worse than Todd uh, Damien, er, Stephanie, um... hm.

KC - the more I think about this, though, the more it seems exactly like something Xaeldor would do.

I could see Little Sister Nunya being the kind of godlet that he attempts to take under his wing and assist in finding her place. Reminds me a lot of this in some ways.

Basically the idea of this kind of thing (though, uh, not-so-much with kissing, as, you know, kid - eugh).


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1d10 ⇒ 10
3d35 ⇒ (6, 9, 22) = 37
1d9 ⇒ 8 cuz I messed up and did 1d10 not 1d9...
1d35 ⇒ 24 To make up for the neutrality...perhaps provide some direction.

Darkness, Earth, Ruins...looks like another destruction god.

Hmm..lawful neutral? Let's have fun, then...

Itsuko, Goddess of


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In the interests of being helpful, here's how I feel about the power levels of my various gods:

Khaivara: Greater. She is definitely one of the big dogs.

Shask: Probably Lesser.

Blastari: Intermediate or Greater. He's gotten a lot more popular since his days as a minor forge god.

The Azata Trio (Senathay, Zalsha, & Tarna): I'll get back to you on them.

Kester: Greater or Intermediate. He may not have the strongest worshiper base, but his domain is pretty expansive.

Zekelor: Lesser. Just don't tell his followers that.

Thenaka: Lesser or Intermediate. Depends how big frontier settling is.

Sterahsi: Should be about the same as Thenaka, if a bit more widespread.

Davane: Probably Intermediate.

Thalakos: Intermediate at best.

Bolaro: Another tricky one. Um, no pun intended.

Hakath: Greater or Intermediate.

The Martyr King: Lesser or Intermediate.

Chranix: Intermediate. It's not very popular, but it's still pretty strong.

La: Lesser. Used to be more powerful, but has faded with time (not to mention all the power it expended early on in its career).

Rothlar & Golthan: Lesser or Intermediate.

Estarianthanon: Demigod or Lesser.

Veldara: Lesser. Like La, hasn't aged well.


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Freehold DM wrote:

1d10

3d35
1d9 cuz I messed up and did 1d10 not 1d9...
1d35 To make up for the neutrality...perhaps provide some direction.

Darkness, Earth, Ruins...looks like another destruction god.

Hmm..lawful neutral? Let's have fun, then...

Itsuko, Goddess of

HEY! IT ATE MY POST!!!!!


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Freehold DM wrote:
Freehold DM wrote:

1d10

3d35
1d9 cuz I messed up and did 1d10 not 1d9...
1d35 To make up for the neutrality...perhaps provide some direction.

Darkness, Earth, Ruins...looks like another destruction god.

Hmm..lawful neutral? Let's have fun, then...

Itsuko, Goddess of

HEY! IT ATE MY POST!!!!!

Sorry, man! I empathize! That sucks!

:(


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1d9 ⇒ 6 CN
1d31 ⇒ 31 Weather
1d31 ⇒ 1 Air
1d31 ⇒ 21 Repose
1d31 ⇒ 4 Charm
1d100 ⇒ 21

Kanathis, the Passionate Wind. (Lesser Deity)
Chaotic Neutral
Portfolio: Wind, love, partying, music, sex, drugs, and rock & roll, lovers separated by the veil of death.
Domains: Air, Chaos, Charm, Repose, Weather
Subdomains: Love, Lust, Revelry, Storms, Whimsy, Wind

Enjoy life. Don't let your inhibitions get the better of you. Find someone(s) special to share the joy. If mortality tears you apart, know that Kanathis will reunite you in the afterlife.

The Passionate Wind is heavily enamored with Sterahsi, and has attempted to woo her many times. She has rebuffed every advance. Kanathites tend to get along very well with Senathites and Bolarans, and decently with Zalshans. Sterahsians usually avoid Kanathites like the plague.

Kanathis' holy symbol is a streamer of wind twisted around a party pole. His favored weapon is a quarterstaff.

Kanathis is totally the kohai to Sterahsi's senpai.

Edit: And I just realized that these two are a total role reversal of the Alteran gods Belkis and Tentia. Aren't coincidences fun?

Edit 2: While looking for other gods of generally enjoying life, I only found the 2 above. Scarily, that really fits with the world that's emerging here.


Tacticslion wrote:

Xaeldor is as almost explicitly an Empyreal lord as it's possible to be while retaining a full suite of portfolios domains/subdomains - he's got implied class levels (vigilante, or maybe bard rock), has a rather prosaic manner of providing hikes to worshippers (non-mythic spells), and has a personal and storied past (and implied active present, with all the nemesis and whatnot).

Malachite/Ewolla was definitely a "major" deity... but is effectively forgotten, nonetheless; he isn't one of the major deities in a currently active sort of way.

EDIT: word choice

I ranked these guys in terms of Pathfinder divine presumptions - that your divinity doesn't automatically increase just because you've more faithful. That said, if we go by the 3.0 version, the two are likely reversed, by this point. Xaeldor is growing in power and prestige as vigilantism increases, while Malachite/Ewolla is just no longer directly and broadly important enough for most people to care.


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Vutava wrote:

In the interests of being helpful, here's how I feel about the power levels of my various gods:

Khaivara: Greater. She is definitely one of the big dogs.

Shask: Probably Lesser.

Blastari: Intermediate or Greater. He's gotten a lot more popular since his days as a minor forge god.

The Azata Trio (Senathay, Zalsha, & Tarna): I'll get back to you on them.

Kester: Greater or Intermediate. He may not have the strongest worshiper base, but his domain is pretty expansive.

Zekelor: Lesser. Just don't tell his followers that.

Thenaka: Lesser or Intermediate. Depends how big frontier settling is.

Sterahsi: Should be about the same as Thenaka, if a bit more widespread.

Davane: Probably Intermediate.

Thalakos: Intermediate at best.

Bolaro: Another tricky one. Um, no pun intended.

Hakath: Greater or Intermediate.

The Martyr King: Lesser or Intermediate.

Chranix: Intermediate. It's not very popular, but it's still pretty strong.

La: Lesser. Used to be more powerful, but has faded with time (not to mention all the power it expended early on in its career).

Rothlar & Golthan: Lesser or Intermediate.

Estarianthanon: Demigod or Lesser.

Veldara: Lesser. Like La, hasn't aged well.

Okay, back to update.

The Amalae (Senathay, Tarna, & Zalsha): Intermediate or Greater, depending on the level of elven influence in the world.

Bolaro: Probably Intermediate.


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I think one thing to keep in mind with this setting is that it's probably a lot easier to become a god than in Golarion. Like, maybe a new god rising every decade on average. It's a world where stuff is always changing, everything is unstable and prone to sudden shifts, and both the mortal and divine worlds are constantly in flux. I'm really getting psyched for the possibility of doing broader worldbuilding because this fledgling setting is just so full of life and energy... as well as war, death and madness.

Now with that said, if I were to assign a power level to the gods I've created so far... I'd say this:

Adankora - Intermediate
Cassyros - Minor
Eindur - Major
Eosshorm - Demigod
Felwryn Frossheim - Minor
Jerogg - Minor
Narukalor - Major
Neodoric - Minor
Sarlindur - Intermediate

Oh, and before I forget: link to the document for the new page.


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Since they're frequently worshiped simultaneously, here's their combined entry.

The Amalae, the Three Harmonious Ones (Close Pantheon)
Chaotic Good
Portfolio: Celebration, water, self-improvement, battle, death.
Domains: Chaos, Death (Pharasma-friendly version), Glory, Good, Healing, Knowledge, Madness, Protection, Repose, Strength, Water
Subdomains: Ancestors, Azata, Defense, Ferocity, Friendship, Heroism, Memory, Oceans, Psychopomp, Redemption, Resolve, Restoration, Revelry, Rivers, Souls, Thought

The Amalae were once a trio of unique azatas before they ascended to godhood. This happened a very long time ago, and the stories differ on how it occurred (even asking the Amalae themselves is likely to produce conflicting accounts).

Most races worship the three deities individually, but the elves prefer to follow all three at once, and the Amalae are extremely popular with the fair folk. Some tales even claim the Three Harmonious Ones are responsible for the creation of the elves, but others say the Three are merely very fond of them.

The combined holy symbol for the Amalae is a tricolored three-fold tomoe in blue, red, and white or silver (blue for Senathay, red for Tarna, white/ silver for Zalsha). The bladed scarf, longsword, and bastard sword are all favored weapons of the Three, but the longsword is the most popular among those who worship the whole as a unit.


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Alignment: 1d10 ⇒ 4 = Neutral Good

Domain: 1d30 ⇒ 8 = Death
Domain: 1d30 ⇒ 1 = Air
Domain: 1d30 ⇒ 13 = Good (was Glory, but replaced with the Good domain)
Domain: 1d30 ⇒ 12 = Fire
Domain: 1d30 ⇒ 29 = Sun

Huh, sounds like a gloomier version of Sarenrae.


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Thantrois, the Passionate Reaper (lesser deity)
Neutral Good
Portfolio: Grief, acceptance, peaceful death
Domains: Air, Death, Fire, Good, Sun
Subdomains: Agathion, Ash, Cloud, Light, Revelation, Wind
Symbol: A piece of coal shaped into a heart
Favored Weapon: scythe

Most people assume that scythes are used to reap out the souls of the innocent, like a farmer hacking away at his crops. However, to those who know him, they know of the Passionate Reaper-a lesser god who is said to have once been an insane murderer, only to regret his life during Pharasma's judgement. Sarenrae saw the grief in his soul, and gave him a task-bring those who have died peaceful deaths, mainly through old age or failing wounds, to Pharasma so they may be judged without any attempt of fiends to corrupt them.

Thantrois is usually depicted as a Keleshite in a red and white robe, always carrying his large scythe, which looks like it was made from coal. Few tell about his face, which is always concealed by the hood. Of those who worship him, many have some connections with the faithful of Sarenrae or Pharasma.


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Align: 1d9 ⇒ 4 NG
Three Domains: 3d33 ⇒ (30, 25, 2) = 57 Void(??), Strength, Animal
Neutral substitue Domain: 1d33 ⇒ 5
Subdomain Distribution: 6d5 ⇒ (1, 4, 2, 2, 2, 4) = 15 N, 2 Str, 3 good, Messed up here since N should be avoided. Still going with the dice.
Subdomain reroll remove neutral: 1d4 ⇒ 1 4 good!?

Alright reading up good don't make sense. I don't think it's valid to get Agathion, Azata, and Archons in a NG diety. So going with max 3 good subdomains gets:

Good Agathion, Friendship, Redemption

Subdomain last remove neutral and good: 1d3 ⇒ 3 1 Animal

Strength subdomain: 2d4 ⇒ (3, 3) = 6 Fist le sigh
Animal subdomain: 1d2 ⇒ 1 Feather
Strength sub reroll: 1d3 ⇒ 2 Ferocity.

Okay after all that rerolling

Title:?
Neutral Good
Portfolio: ?
Domains: Animal, Community, Good, Strength, Void
Subdomains: Agathion, Fist, Feather, Ferocity, Friendship, Redemption
Symbol: ?
Sacred Animal: ?
Favored Weapon: ?

Realize I messed up the rolling a fair bit but I'm new to all this diety business :). Have an idea for a NG, real heavy on the Good, this one.

Liberty's Edge

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My creations on the power scale:

Connela: Intermediate

Ditana: Intermediate

Flidotia: Minor (I'm comfortable considering her a Demon Lord, honestly)

Gor Makon: Started out Major, power has slowly ebbed away to Minor/Intermediate territory.

Harkon: Minor (my personal favorite, but Anti Pirate just isn't huge enough).

Izreus: Minor/Intermediate

Krongar: Definitely Minor. Too tied to a specific location to be otherwise.

Polyphenna: Major, on virtue of not really having a lot of competition.

Vesomir: Another Minor, who I'm cool with being a Daemon Lord or whatever.

Vonheim: Intermediate. Seems like that's all the power he'd need, and Greater deities attract more attention than he'd be comfortable with.

Xol Akhmul: Major. His long time being worshipped and the weight of his duties definitely pit him down as a celestial heavy hitter.


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Linkylinky.

1d9 ⇒ 6 NE
4d35 ⇒ (11, 1, 18, 4) = 34 Air, Charm, Glory, Nobility
Hm...This is tough. I'll roll for subdomains, too.
1d18 ⇒ 21d17 ⇒ 51d16 ⇒ 151d15 ⇒ 131d14 ⇒ 11d13 ⇒ 4 Corruption, Devil, Leadership, Honor, Cannibalism, Fear

...

NON-CANON:
Murnod
Other Title/s: John Miller, Keeper of the Endless Spire (it's huge, you gotta see it, you're gonna pee your pants when you see how big it is and then you're gonna be jealous, and you're gonna badmouth it like everyone does, you'll lie about it, it's just a fact, sad), The Goblin King
Alignment: Neutral Evil
Domains: Air, Charm, Evil, Glory, Nobility
Subdomains: Corruption, Devil, Leadership, Honor, Cannibalism, Fear
Portfolio: Flight, manipulation, ethical relativism, eating people
Symbol: A picture of his beautiful face.
Sacred Animal: A picture of his face, it's just beautiful, just beautiful, you know the Amalae want him but they won't say it. Sad how they're ashamed of it but what can you do.
Worshipers: Goblinoids, corrupted devils, ghouls, barghests, who the hell is worshiping this guy WHY IS HE STILL A VIABLE
Favored Weapon: The punching dagger.

A mutated bearded devil whose 'beard' grow atop its head, Murnod quickly became bored of the rigors of a lawful society and betrayed its pit fiend master. Bringing its head with it, Murnod escaped to the Astral Plane and began appearing in the dreams of a goblin shaman named Bojo. Convincing the goblin's tribe to begin worshiping it, Murnod's power grew as it snatched larvae from traveling extraplanar merchants. Other devils began to find it there as it preached total ambivalence to law, or chaos, or any particular ethical philosophy. It educated its new fiendish followers on the "Art of the Slow Incessant Corruption of All That is Good and Pure in the World", always making them pay enormous quantities of larvae in exchange to further grow its power.

After getting in a fight with agents of chaos deities over its appropriation of their trickery domain-based preachings when Murnod seemed incapable of actually granting Trickery domain-based powers, Murnod fled again to the Elemental Plane of Air, and began teaching its goblins how to fly, realizing it needed to call in some serious numbers as backup to start carving out a territory there.

Flight classes generally didn't go well. The fact that Murnod's guidance effectively amounted to Bojo building a poorly-constructed wooden statue of Murnod's face and waving it around like a puppet didn't help. But again Murnod stole, this time from a goodly demigod of honor and aerial combat. Murnod managed to kill the demigod by convincing its minions the demigod was actually born in the Abyss, and took the demigod's Air domain for its own.

As goblins began to sprout horrific wings, Murnod's influence grew greater. It established a small stronghold on the Elemental Plane of Air and began building an immense magical wall, forcing the local genies to "pay for it" by literally using their skeletons as material for the frame.

Murnod ultimately managed to ascend to godhood, and now continues to guide its followers along, preaching that what really matters is results—claim honor if it gets the enemy to let you draw your weapon, claim glorious combat if it gets the enemy to refrain from magic, and most of all, don't be afraid to eat a few people to get ahead.

Although Murnod is not a Barghest Lord, it does count them as tenuous allies. Very tenuous. It tried to eat one of them once.


OKAY THIS TIME I AM SORRY

I'M VERY VERY SORRY

PLEASE LET ME OUT OF THIS BOX


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Kobold Cleaver wrote:

Linkylinky.

1d9 NE
4d35 Air, Charm, Glory, Nobility
Hm...This is tough. I'll roll for subdomains, too.
1d18;1d17;1d16;1d15;1d14;1d13 Corruption, Devil, Leadership, Honor, Cannibalism, Fear

...

** spoiler omitted **...

Excerpt from an interview with Senathay and their siblings:
"Murnod? Wait, isn't that the thing that snuck up on us while we were bathing, then ran screaming as soon as we turned around?"

You're a bad kobold.

Clearly, you need more water.


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1d9 ⇒ 9 CE
1d31 ⇒ 7 Death
1d31 ⇒ 29 War
1d31 ⇒ 15 Luck
1d31 ⇒ 5 Community
1d100 ⇒ 23 Oh, what a surprise. Another god of war and death.

Marnl, the Little Yellow God. (Demigod) Props if you get the reference.
Chaotic Evil
Portfolio: Death (or other misfortune) by random chance, luck (good or bad) on the battlefield.
Domains: Chaos, Death, Evil, Luck, War
Subdomains: Blood, Curse, Fate, Fear, Murder, Plague

Marnl is not a pleasant creature. He delights in inflicting bad luck on his victims. Pauper or prince, he doesn't care, all that matters is how amusing the result will be. He especially enjoys wartime, sometimes even bestowing miraculous good fortune upon random individuals, but again, only to satisfy his twisted sense of humor.

Very few outright worship the Little Yellow God, but a surprising number will offer him prayers in the hopes of turning away his gaze. It rarely works.

Marnl's unholy symbol is a rake with a bloody spike impaling the tip of the handle. He favors improvised weapons.


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Azih wrote:

[dice=Align]1d9 NG

[dice=Three Domains]3d33 Void(??), Strength, Animal
[dice=Neutral substitue Domain]1d33
[dice=Subdomain Distribution]6d5 N, 2 Str, 3 good, Messed up here since N should be avoided. Still going with the dice.
[dice=Subdomain reroll remove neutral]1d4 4 good!?

Alright reading up good don't make sense. I don't think it's valid to get Agathion, Azata, and Archons in a NG diety. So going with max 3 good subdomains gets:

Good Agathion, Friendship, Redemption

[dice=Subdomain last remove neutral and good]1d3 1 Animal

[dice=Strength subdomain]2d4 Fist le sigh
[dice=Animal subdomain]1d2 Feather
[dice=Strength sub reroll]1d3 Ferocity.

Okay after all that rerolling

Title:?
Neutral Good
Portfolio: ?
Domains: Animal, Community, Good, Strength, Void
Subdomains: Agathion, Fist, Feather, Ferocity, Friendship, Redemption
Symbol: ?
Sacred Animal: ?
Favored Weapon: ?

Realize I messed up the rolling a fair bit but I'm new to all this diety business :). Have an idea for a NG, real heavy on the Good, this one.

Master Ang, The Ethereal Feather

Other Titles: The Humble Flamingo, The Crane's Consort, Master of the Golden Eagle Strike
Neutral Good
Portfolio: Animal style martial arts(specifically crane and eagle styles), meditation, endurance training, flight, tea ceremonies
Domains: Animal, Community, Good, Strength, Void
Subdomains: Agathion, Fist, Feather, Ferocity, Friendship, Redemption
Symbol: A feather held in a fist, pointing up
Sacred Animal: A flamingo, crane or eagle (see below)
Favored Weapon: A beak (long or short spear)

Master Ang is a deity new to the pantheon, but quite potent in his power due to his centuries of adventuring before being raised to divinity. He is not ashamed to admit he was a terrible student in his early mortal years, a strutting peacock among his more diligent peers. His master sent him on a pilgrimage to find a flamingo- a rare bird in that part of the world- and refused to teach him any further techniques until he returned with a tame one. What he thought would br a simple lark into the world resulted in a true adventure, one where he made all sorts of friends and was tested in numerous ways, remaining true to his code. He returned to his master a dozen years later humbled, with an intelligent flamingo at his side as an animal companion- an astonishing feat for someone not trained as a ranger or druid. His master then taught him again before once more sending him into the world, this time in search of a silver feather from a white crane. Again, more adventure resulted, and his animal companion sacrificed himself so that Ang could claim not just the feather but the Crane herself, who revealed herself to be an Agathion and took the form of a beautiful maiden for Ang's return trip to his master, which took another dozen years. His master performed the wedding ceremony for Ang and the Crane maiden- who had become his cohort during the journey- the instant he returned, and then transformed into a golden eagle, telling him that he would teach him his final technique if he could but catch him. Ang spent the remainder of his days searching for his master, climbing every mountain in each of the Golden eagle until finally finding him at the end of his own mortal lifespan. He learned the technique his master spoke of with his last breaths, and then left his mortality behind, becoming a demigod.

His worship is almost entirely comprised of monks, renown for their wanderlust and friendliness.


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Law/Chaos: 1d3 ⇒ 1 Lawful
Good/Evil: 1d3 ⇒ 1 Good

Domain 1: 1d31 ⇒ 31 Weather
Domain 2: 1d31 ⇒ 12 Healing
Domain 3: 1d31 ⇒ 31 reroll
Domain 3: 1d31 ⇒ 16 Madness (of course)
Male/Female: 1d2 ⇒ 1 Male

You know what, it's time to address the elephant in the room: our pantheon is literally insane.

Sil Carrellon the Scattered (lesser deity)
Alignment: Lawful Good
Domains: Good, Healing, Law, Madness, Weather
Subdomains: Archon, Restoration, Resurrection, Insanity, Loyalty, Storms
Favored Weapon: Greataxe

It is a topic that few scholars of theology care to broach, but it is not one that any of them can deny: those minds touched by divinity are often poisoned by it. Whether the madness sets in before, during, or after their divine ascension all too many deities exhibit the signs of instability - struggling to maintain who they are against some unknown force eroding their minds.

Sil Carrellon was a Paladin who had founded a holy order of divine knights to bring justice to the world, and as he himself felt the fledgling spark of divinity ignite within him he knew what purpose he wished to dedicate himself to. The newly minted demigod would be a healing force to bring stability back to this world and restore the lost minds of the many tainted gods. He would seek out the affliction, and either destroy it or find a way to heal it.

What exactly transpired in Sil Carrellon's final quest, and what he may have found, are unknown. In his hubris he exposed himself to the full brunt of a force that even divine minds cannot withstand and his consciousness was annihilated completely. Yet Sil Carrellon is a god of restoration, and he immediately began to reform. He is now trapped in an unending cycle of destruction and rebirth. His mind is broken down as quickly as it can take shape again, leaving only a raging maelstrom struggling in vain to take coherent form.

The faithful of Sil Carrellon believe that he is still battling against the force of madness. So long as there are still faithful who remember him and give anchor he can reform himself, continuing his hopeless but noble struggle against an enemy unknowable to mortal minds.

----

The document is now updated to include a deity's stature for those who have included it. Acceptable statures are "Demigod", "Lesser", "Intermediate", and "Greater". If you list more than one, I will take the lower stature.

Liberty's Edge

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...astounding. I love it. "Why do the gods go mad?" should be Paizonia's (or whatever it ends up being called) Aroden.

Should there be a "creator" section?

Also: while at Domains to try to find a commonality among the Madness deities, I didn't see Polyphenna in Charm. That just leapt out to me, so I thought I'd point it out.


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lucky7 wrote:


Should there be a "creator" section?

There should be, and will be when I can find the time and desire to trawl through the entire thread and compile it.

Quote:


Also: while at Domains to try to find a commonality among the Madness deities, I didn't see Polyphenna in Charm. That just leapt out to me, so I thought I'd point it out.

I'm not currently updating that section. It just makes the upkeep of the spreadsheet unmanageable. I definitely need a better solution.

Liberty's Edge

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Dasrak wrote:
lucky7 wrote:


Should there be a "creator" section?
There should be, and will be when I can find the time and desire to trawl through the entire thread and compile it.

Hooray, I'm useful!


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The Sideromancer wrote:
Funny that you mention star wars, the description for the deity sounds like something the Yuuzhan Vong would be into.

You're now one of my favorite people on the forum, for the rather silly reason that I'm a huge Yuuzhan Vong fan and think they aren't noticed enough.

So, actually on topic:
(I didn't realize the dice roll thing was there before I'd already rolled manually and finished designing a concept.)

Kanbrios, God of Strategy
Lawful Neutral
Domains: War, Trickery, Protection, Rune, Law
Subdomains: Tactics, Ambush, Espionage, Fortifications, Language, Loyalty
Favored Weapon: Halberd

A few legends claim Kanbrios was once a mortal general, elevated to his status as demigod by the respect of his allies and the fear of his enemies. As no records of such a man existing have been discovered, this is generally considered to be only a myth.
Though he has few committed devotees, many people, from tacticians to aristocrats to con artists, occasionally offer a prayer to Kanbrios for a gift of insight. His holy symbol is a pair of crossed banners.


Kaladin_Stormblessed wrote:
The Sideromancer wrote:
Funny that you mention star wars, the description for the deity sounds like something the Yuuzhan Vong would be into.

You're now one of my favorite people on the forum, for the rather silly reason that I'm a huge Yuuzhan Vong fan and think they aren't noticed enough.

So, actually on topic:
(I didn't realize the dice roll thing was there before I'd already rolled manually and finished designing a concept.)

Kanbrios, God of Strategy
Lawful Neutral
Domains: War, Trickery, Protection, Rune, Law
Subdomains: Tactics, Ambush, Espionage, Fortifications, Language, Loyalty
Favored Weapon: Halberd

A few legends claim Kanbrios was once a mortal general, elevated to his status as demigod by the respect of his allies and the fear of his enemies. As no records of such a man existing have been discovered, this is generally considered to be only a myth.
Though he has few committed devotees, many people, from tacticians to aristocrats to con artists, occasionally offer a prayer to Kanbrios for a gift of insight. His holy symbol is a pair of crossed banners.

This guy. Something about him. I like this guy. I can't quite put my finger on it...

Seems like he might be missing something, though... Hmmmm...


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1d9 ⇒ 6 CN
1d31 ⇒ 28 Void
1d31 ⇒ 31 Weather
1d31 ⇒ 9 Earth
1d31 ⇒ 5 Community
1d100 ⇒ 59 Well, this is certainly an... interesting set of domains.

Okay, I need some time to think this one over. Be back later to post whatever I come up with.


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DISCLAIMER: I had to do it. The dice made me do it. It's their fault!

Why it's their fault:
I rolled Flotsam subdomain again.

Tarszuri
Titles: the Storm Vengeant, the Marine Magistrix, the Sea Scourge
Alignment: Lawful Evil
Areas of Concern: Maritime contracts, loopholes, obedient crew, sea storms, economic savvy/espionage
Domains: Evil, Law, Trickery, Water, Weather
Subdomains: Devil, Espionage, Flotsam, Loyalty, Storms, Tyranny
Favored Weapon: Cutlass
Symbol: an upraised cutlass struck by a lightning bolt
Sacred Colors: azure and sable

"Break faith with her, and you'll wind up shipwrecked on her sister's beach!"

Tarszuri is the sister of Capszura, and where one is, at best, psychopathic, the other is coldly calculating in the extreme. The Magistrix demands nothing less than total obedience from her followers, and expects the unflinching enforcement of discipline across the seas. Some find it paradoxical that most of her worshipers could rightly be called "pirates", but the brutal nature of that lifestyle resonates between the Sea Scourge and the marauders of open waters. Tarszuri is glad to count so many as part of her flock, and she keeps them jealously; so narrow a demographic appeal is likely why she is not counted among the greater deities of the world.

The church of Tarszuri teaches that the word of powerful leaders is law, and that effective law merits loyalty. This is not to say that her devotees advocate a "My way or the keelhaul" policy, however; good leaders will listen to their subordinates to continue fostering loyalty, and then deliver their word -- to be obeyed.

One area that Tarszurans excel is that of espionage -- no piece of information is useless to them. They understand that the strongest crews are those where every member knows his or her place, and all work together for success -- and success is measured very easily: increase one's profits, and destroy one's foes. The depth of analysis many of her clerics can reach serve their fellow mates very well -- if you can ever get an answer to a question from a Tarszuran, particularly regarding the maritime market, you can regard it as the most technically accurate response anywhere in the world.

But, since the devil is in the details, one should also be very careful in dealing with the Sea Scourge's disciples. They are notorious for couching their declarations in terms that many people find at once crystal clear and unintelligibly murky. Their trade agreements often have as many caveats, footnotes, and addenda as main-line items, frequently to the detriment of those doing business with them.

Finally, one should always be careful of opposing Tarszura, or her faithful. The wrath of either is a terrible thing to behold, and oftentimes leads to the Bloody Beach -- for when Tarszura is done with you, you can be sure she will be content with whatever her sister brings against you.


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Started work on adding the creator column. It'll be fitted in piecemeal as I have time and will. I've also added a stats page. I'll see what I can do about the domains page, but I just don't have time to keep it up manually and getting it to generate automatically isn't just going to be a cell formula. However, while I'm here let's add another of my own.

Law/Chaos: 1d3 ⇒ 2 neutral
Good/Evil: 1d3 ⇒ 2 neutral
Domain 1: 1d31 ⇒ 26 Travel
Domain 2: 1d31 ⇒ 6 Darkness
Domain 3: 1d31 ⇒ 13 Knowledge
Domain 4: 1d31 ⇒ 26 Reroll
Domain 4: 1d31 ⇒ 24 Strength
Domain 5: 1d31 ⇒ 1 Air
Male/Female: 1d2 ⇒ 2 Female

Zyelimun the Secret-Stealer (Lesser Deity)
Alignment: True Neutral
Domains: Air, Darkness, Knowledge, Strength, Travel
Subdomains: Competition, Education, Espionage, Memory, Night, Trade
Favored Weapon: Kukri

If there is a secret worth knowing, there is a good chance that Zyelimun already knows it... or at very least is in the process of procuring it. But acquiring such knowledge on its own is insufficient, and her real talent is in using it as leverage against enemies and allies alike. Zyelimun ensures she always profits from any transaction, and anyone who does business with her must accept the risk that she is playing them - for she almost certainly know something that others do not. The exact means by which she obtained divinity are not known, but the most popular theory is that she blackmailed the gods.

Due to her intrusive and abrasive behavior, Zyelimun is not particularly popular. Her churches are regarded with deep suspicion and her followers inherently considered untrustworthy. For this reason her faith largely operates in a clandestine manner. This suits both her and those drawn to her just fine. Zyelimun is commonly worshiped by merchants, spies, assassins, ambitious scholars, and underhanded military or political leaders.


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Vutava wrote:

1d9 CN

1d31 Void
1d31 Weather
1d31 Earth
1d31 Community
1d100 Well, this is certainly an... interesting set of domains.

Okay, I need some time to think this one over. Be back later to post whatever I come up with.

Okay, here goes.

Ergen, Old Stone, Father Sky (Intermediate Deity)
Chaotic Neutral
Portfolio: Dwarves, underworld, night sky, community, storms.
Domains: Chaos, Community, Earth, Void, Weather
Subdomains: Caves, Family, Home, Metal, Stars, Storms

Dwarven legend tells that Ergen, in the form of a colossal statue, fell from the sky wrapped in flame. When he struck the ground, he fell into the underworld, only his head remaining above ground. From this mighty monument emerged the first dwarves. These dwarves built a city within Ergen's body, lovingly sculpted from the tunnels and caverns within. The mighty dwarven nation of Inral was born. Sadly, it was not to last.

A horde of monstrosities somehow penetrated Inral's defenses and overwhelmed the dwarven forces. The stout folk were forced to flee, abandoning the very birthplace of their race. Groups fled in every direction, both above and below ground, beginning the Great Dwarven Diaspora and heralding the start of one of the darkest chapters in their history. The dwarves have occasionally mounted crusades to retake their homeland, but none have succeeded.

A majority of dwarves still revere Father Sky, but a great many feel that he is no longer relevant in the modern world, given his limited power to affect the Material Plane with only his spirit. A smaller number blame him for the loss of Inral, and curse his name openly.

Ergen's clergy work to foster a sense of community within dwarven settlements, and encourage others to aid in the defense of family and home.

Ergen's holy symbol is an image of his stone face, and his favored weapon is the dwarven waraxe.


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Power levels for my gods, hmm.
Batte: Moderate
Evoco: Minor
Quieem: Major
Tork: Minor

I feel like Evoco and Tork would be unpopular gods, for obvious reasons. I believe that Batte would be popular choice for paladins to worship, and thus influention. Quieem is one of the foundations of civilization, hence her being a major god.


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The Domains page in the document is now up-to-date, and will be maintained automatically going forward so it's no longer a nightmare for me. Yay for automation! But before I go to sleep, one more deity!

law/chaos: 1d3 ⇒ 1 Lawful
good/evil: 1d3 ⇒ 1 Good
domain 1: 1d31 ⇒ 17 Magic
domain 2: 1d31 ⇒ 23 Scalykind
domain 3: 1d31 ⇒ 18 Nobility
male/female: 1d2 ⇒ 2

Sallashil the Radiant (lesser god)
Alignment: Lawful Good
Domains: Good, Law, Magic, Nobility, Scalykind
Subdomains: Aristocracy, Divine, Dragon, Judgment, Leadership Saurian
Favored Weapon: Greatsword

Ancient beyond measure, the Radiant Dragon has long watched over our world. She offers guidance and tutelage to those who will listen to her wisdom, and inspires heroes and saviors to oppose those who will not. To those who mastered her teachings, she would show the inner workings of life and magic. Her greatest students became legendary mages who shaped the world, most often for the better. For much of her long existence Sallashil was content with the status of a 'mere' demigod, but her constant intervention in mortal affairs had made her many enemies. Eventually, one of the attempts upon her life succeeded.

As is often the case with gods, death is not the end but just the beginning. Though the form she takes now is quite different, her role in this world has only grown. Her followers need greater patience, but those who find the mental and magical calm can still hear her guidance. The temple of the radiant dragon is built on top of Sallashil's tomb, and is a place of great magical energy. Though her followers seek to use the gifts she left behind for good, there are many who would take advantage of her teachings and legacy for their own personal gain.


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Well maybe I'll do some other roll later Freehold :p. I really like what you did with that roll.

I think maybe the plane all of these gods are from is heavily divinely infused which is why there's all these gods. Also maybe how much influence gods have varies from place to place, so in some places they are Major and in others they Moderate or Minor. I think that's a change from the standard Golarion divine mechanics that would be really fun. A cleric might find themselves without any divine powers if they go to a place where their diety isn't one of the top dogs.


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1d9 ⇒ 6 CN
1d31 ⇒ 30 Water
1d31 ⇒ 8 Destruction
1d31 ⇒ 27 Trickery
1d31 ⇒ 4 Charm
1d100 ⇒ 15

Vasathan, the Passionate Wave (Lesser Deity)
Chaotic Neutral
Portfolio: Merfolk, tritons, physically amorous endeavors, practical jokes, theft, tsunamis.
Domains: Chaos, Charm, Destruction, Trickery, Water
Subdomains: Catastrophe, Lust, Oceans, Revelry, Thievery, Whimsy

Vasathan likes to think he rules the world beneath the waves, and largely behaves as though it were all there solely for his amusement. His exploits are legendary beneath the sea, and he is prayed to by numerous merfolk and tritons, albeit mostly to avert his wrath and in the hopes of avoiding his more... friendly attentions.

The Passionate Wave's clergy are consummate matchmakers and frequently offer more carnal services as well. Most other gods of the sea dislike his arrogance, and he has an adversarial relationship with Kanathis.

Vasathan's holy symbol is an upthrust trident flanked by strong waves and his favored weapon is a trident.

Liberty's Edge

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Alignment:Neutral Good

Domains:
1. Good
2. Fire
3. Nobility
4. Travel
5. Void

Subdomains:
Stars, Exploration, Leadership, Smoke, Friendship, Martyr

Leukon the Torchbearer
Favored Weapon: Dagger
Power level:Intermediate

Those who brave the uncharted parts of the world turn to Leukon for guidance, trusting in his guiding light to point them towards shelter on their journey.

Brother of Connela, the Charred Inquisitor, Leukon proved to be more magically inclined than his sister, using his powers to explore other planes at the behest of his father. Leukon ascended after his death on one such expedition (holding off a monster long enough that his fellow adventurers could escape.)

Leukon's mandate is simple: explore. Whether geographically, magically, or mentally, Leukon simply wishes to discover new things and ensure future generations can enjoy them, which makes him popular among the other Good deities.

The Torchbearer's clergy are often found seeking out the next horizon, and are sought after as traveling companions due to their self-sacrifing nature. As well, most adventurers know a short prayer or two to ensure Leukon's blessing of their expeditions.


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Let's do things a little differently: a pair of gods that are thematically bound.

law/chaos: 1d3 ⇒ 1 Lawful
good/evil: 1d3 ⇒ 2 Neutral
domain 1: 1d31 ⇒ 23 Scalykind
domain 2: 1d31 ⇒ 5 Community
domain 3: 1d31 ⇒ 29 War
domain 4: 1d31 ⇒ 8 Destruction

law/chaos: 1d3 ⇒ 3 Chaotic
good/evil: 1d3 ⇒ 1 Good
domain 1: 1d31 ⇒ 17 Magic
domain 2: 1d31 ⇒ 3 Artifice
domain 3: 1d31 ⇒ 15 Luck

Borehelos the Old Lesser Deity
Alignment: Lawful Neutral
Domains: Community, Destruction, Law, Scalykind, War
Subdomains: Blood, Duels, Home, Rage, Saurian, Slavery
Favored Weapon: Falchion

Warissa the New Lesser Deity
Alignment: Chaotic Good
Domains: Artifice, Chaos, Good, Luck, Magic
Subdomains: Azata, Arcane, Fate, Imagination, Industry, Trap
Favored Weapon: Scimitar

When the great southern Telzuchin Empire collapsed many centuries ago, much of its territory fell into anarchy or outright ruin. Cities were reclaimed by the jungle, and only the capital remained as a final vestige of a glory now lost. Under the rulership of a council of demigods known as "the Vigil" the city of Telzuchin survived countless existential threats. Yet beneath a veneer of unity, the fractures in the loyalties of the council were growing with two dominant camps forming around Borehelos and Warissa.

Borehelos advocated for a restoration of the old empire, to reclaim the glory lost. Militarism, tribute, and vassalage play heavily into his plans. The restocking of the empire's vast army of slave labor to build monuments and public works to rival those of the old empire are of equal importance. Warissa advocated to abandon the folly of old and build towards the new. Ingenuity and invention will allow the new Telzuchin to transcend the old and create a better society - and a better world - than existed before.

Although united by their common desire to ensure the safety and prosperity of Telzuchin, Borehelos and Warissa have fundamentally different visions that have lead to strife and division amongst their people. Telzuchin society remains locked in a constant struggle between it two governing philosophies. Thus far the many ruins surrounding Telzuchin have served as an adequate reminder of the folly of civil war, and the balance of power is constantly shifting. However, the imperial throne has remained empty for over a century now as no one has been able to obtain the necessary unanimous vote of the vigil membership to take the throne.

The nature of the ruling Vigil has changed as well, with Borehelos and Warissa having both ascended beyond demigod status and becoming the patron gods of Telzuchin. What legacy awaits them - and their people - remains to be seen.

Dark Archive

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My deities' power levels, since that is a new addition to the almighty Document, are as follows:

Arkatos--Lesser, not really worshipped but appeased by the tyrants and schemers of civilization
Dormagna--Intermediate, widely acknowledged and worshipped but not a focus of most communities
Mavhereth--Greater, despite his narrow focus, his presence and continued existence is a very real threat
Moloh Cali--Lesser, known only in a few cultures of the world as either a demon god or as a "necessary evil"
Plaeguis--Lesser, popular/blamed for epidemics in cosmopolitan areas and regions quarantined because of plague and disease, worshipped by his few and far between cultists


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So, for those who haven't checked it recently, the super-special-awesome document now lists the deity's stature and creator, as well as linking to the original post where it is described. I've also specifically enumerated on outstanding issues. The domains page is now up-to-date and will give you a complete listing of deities that have any given domain or subdomain. Finally, there's a lovely stats page that will give you a breakdown of what our pantheon looks like.

Callouts to Freehold DM, I'm Hiding In Your Closet, Syrus Terrigan, Vutava, quibblemuch, Azten, Indagare, Ciaran Barnes, Guang, Sir Charles the Bold, The Mortonator, and Tinalles, you have deities with outstanding issues. If you post corrections, I'll get the document updated:

deities with issues:
Freehold DM
Aerun has too many domains
Aerun has no subdomains
Ophelia has too many domains
Ophelia has no subdomains

I'm Hiding In Your Closet
Apoclamau has too many domains
Mizodahvvar has too many domains
Mizodahvvar has too few subdomains
Odzrzrezia has too many domains
Titechcualtia has too many domains
Uoriteph has too many domains

Syrus Terrigan
Aposarpha has too few subdomains

Vutava
Blastari has too many subdomains

quibblemuch
Chatru has too many domains
Chatru has no subdomains
Scecherm has too few domains
Scecherm has no subdomains

Azten
Duraga has too many subdomains

Indagare
Eratir Otang has too few subdomains
Eratir Otang has no favored weapon

Ciaran Barnes
Ri'ifu Pavg has no subdomains
Ri'ifu Pavg has too many domains

Guang
Spiritwhale has too many domains
Spiritwhale has no subdomains

Sir CHarles the Bold
Tork has too few subdomains

The Mortonator
Valana has no favored weapon

Tinalles
Vesper has no subdomains

And now with formalities done, it's time to get divine:

law/chaos: 1d3 ⇒ 3 Chaotic
good/evil: 1d3 ⇒ 1 Good
domain 1: 1d31 ⇒ 22 Rune
domain 2: 1d31 ⇒ 3 Artifice
domain 3: 1d31 ⇒ 17 Magic

Well, that's kinda boring... so let's make this not another run-of-the-mill stereotypical casting god.

Alahakla of Clockwork Intermediate Deity
Alignment: Chaotic Good
Domains: Artifice, Chaos, Good, Magic, Rune
Subdomains: Arcane, Azata, Construct, Language, Wards, Whimsy
Favored Weapon: Short Sword

A mind born of machine, Alahakla was once one of many sentient magical constructs that served a powerful Sorcerer King. Yet where its siblings served faithfully, Alahakla chafed. While it respected and loved its creator, Alahakla questioned the why of things and sought out its own agency. In some ways this made it more useful than other constructs, able to act proactively and exhibiting a greater willingness to learn. Yet eventually, those feelings lead Alahakla to betray its master. It did not bring any harm to the Sorcerer King, nor did it take any action against his interests. Instead Alahakla merely disappeared at a critical juncture.

In the centuries following the death of his 'father' and siblings, Alahakla attempted to create his own family and to give the spark of free will to his children. Each child was different, some being only slightly more than mindless golems while others embraced the free will granted by their creator. Alahakla always taught one lesson: choose what you want to be, and become that. After that, his children could choose to leave or remain as was their will.

Inevitably, not all of his children behaved well and some even caused destruction and havoc in the human lands. People came to know of the 'city of clockwork' and its machine denizens... and of the powerful machine lord who created them. Many came to fear him and what he might be capable of. So it was that the clockwork city was invaded and destroyed. As defeat became apparent, Alahakla himself joined battle to buy time for his children to escape. He and much of his research was destroyed.

Yet his teachings and his children remained, spreading across the world and in some cases founding their own families. Human scholars and archeologists studying the ruins of the clockwork city came to understand the folly of the war and just how much was lost... and that Alahakla was not gone.

While Alahakla is worshiped most ardently by sentient constructs and living creatures who adopt construct parts into their bodies, many scholars and wizards also follow him and the trove of knowledge he represents. Long after the destruction of his corporeal form, he still teaches the same lesson first and foremost: choose what you want to be.


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

Hmm... Talathel is probably a Lesser god, at the moment.


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Used my own dice roller
Annalise the light-seeker, the darkness redeemed.
Lesser deity:

Alignment: Neutral Good
Domains:
Good, travel, knowledge, luck, charm
Sub domains:
Friendship, redemption, exploration, fate, memory, education
Favored weapon: rapier.

Annalise was since time immemorial simply known as 'Annalise the Scourge, bringer of death' - she was the unstoppable force which brought down kingdoms, leveled empires - wrought misery madness and destruction in her wake where none could resist - she killed at a whim, without thought, without favor or disfavor, without mercy - less a deity than a force of nature incarnate.

Until, that is, she vanished. She announced to the world that she had found a new target, a CHALLENGE, something worthy of destruction and she set out - and for a century did not return. Until one day, she did - only it was not her. Something was different behind the bright green eyes which had seen more death than can be imagined. What returned was much weaker - but had a radiance, light behind the eyes rather than darkness and a contagious smile upon her lips. One might have suspected trickery, but all the divinations in the world could only reveal two things - that the evil known as Annalise was no longer evil, and that what had happened was unknowable. Cheerfully, determinedly, tirelessly the strange new goddess, weaker by far but perhaps infinitely wiser set out on her mission - to know, to love, to find the seeds of good in the madness of reality and set them to growing and thriving. Her 'family' as those who worship in her wake are known are as of now small as trust for what was once a scourge is hard to come by - but growing with the relentless cheerful persistence of her followers. She is, naturally, very popular with those who are attempting to step out of the darkness back into the light.

If anyone has desires to attach her to other deities, more than welcome to I just didn't have time yet to read through all of the other entries.


You could almost call the old her a more cunning and thinking rovagug.


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Hi everyone; I'm currently coming up with draft rules for randomly generating settlements for this homebrew world, but I need a bit of assistance. The settlement rules in the GameMastery Guide have never gotten any official support, leaving a woefully-insufficient list of government forms and settlement qualities. However, new rules have appeared on an ad-hoc basis in various publications over the years, most notably in the appendices of adventure paths. I've trawled through the products I do own, but there's a lot of stuff I don't own and there doesn't seem to be any online resource that collects them all in one place (even D20PFSRD only has the GMG and a single third party product listed on its settlement rules page). If anyone can help me locate as many new settlement rules from Paizo sources as possible that would be greatly appreciated. While we won't necessarily use all of them (some are REALLY specific to the settlement they were made for), it would be nice to have them in one place so it's easier to make a decision on what to include. This is what I've pulled together from various sources at this point:

Governments:

Autocracy (GameMastery Guide)
No modifiers

Council (GameMastery Guide)
Society +4; Law and Lore -2

Magical (GameMastery Guide)
Lore +2; Corruption and Society -2; Spellcasting level +1

Overlord (GameMastery Guide)
Corruption and Law +2; Crime and Society -2

Secret Syndicate (GameMastery Guide)
Corruption, Economy, and Crime +2; Law -6

Mythic Oligarchy (Distant Shores)
No explicit rules provided; reverse engineered to lore +1, society -1.

Settlement Qualities:

Acadameic (GameMastery Guide)
+1 lore, +1 spellcasting level

Holy Site (GameMastery Guide)
-2 corruption, +2 spellcasting levels

Insular (GameMastery Guide)
+1 Law, -1 Crime

Magically Attuned (GameMastery Guide)
Base value and purchase limit increases 20%; +2 spellcasting levels

Notorious (GameMastery Guide)
+1 crime, -1 law, +10 danger; increase base value by 30%; increase purchase limit by 30%

Pious (GameMastery Guide)
+1 spellcasting level; any faith more than 1 step removed from the official religion is unwelcome or outlawed. Such worshipers pay 150% normal goods and service prices and face mockery, insult, and violence.

Prosperous (GameMastery Guide)
+1 economy; base value increases by 30%; purchase limit increases by 50%

Racially Intolerant (GameMastery Guide)
Members of the disliked race pay 150% the normal price for goods and services and face mockery, insults, and violence.

Rumormongering Citizens (GameMastery Guide)
+1 lore, -1 society

Strategic Location (GameMastery Guide)
+1 economy; base value increases 10%

Superstitious (GameMastery Guide)
-4 crime, +2 law, +2 society, -2 spellcasting level

Tourist Attraction (GameMastery Guide)
+1 economy; base value increases 20%

Mythic Sanctum (Distant Shores)
Corruption -2, resident mythic characters effective mythic tier increased by 1 for the purpose of granting spells to followers.

Darkvision (Distant Shores)
Most of the population has darkvision. Crime -1, Economy +1

Militarized (Distant Shores)
Settlement is extremely militant in nature. Law +4, Society -4

Silver Surplus (Distant Shores)
Items made of silver cost half; items made of alchemical silver have half crafting cost.

Wealth Disparity (Distant Shores)
High-wealth districts gain +2 lore, -2 society. Low wealth areas get +2 society, -2 lore. +2 corruption across the entire settlement.

Restrictive (Distant Shores)
Foreign ownership of property is restricted. Corruption -1, Lore -1.

Supportive (Distant Shores)
The settlement has a welfare program. Society +2.

Adventure Site (Iron Gods)
The settlement is close to an adventuring location. Society +2, increase purchase limit by 50%

Rule of Might (Iron Gods)
The settlement has a tradition of the strongest individuals ruling. Law +2, society -2

Technology Gatherer (Iron Gods)
The sale of technological items is heavily restricted. Economy +2, reduce base value by 50%, purchase of technological items is limited to black markets

Timid Citizens (Iron Gods)
Citizens are afraid to speak up. Crimes go unreported and people to keep to themselves. Crime +2, Lore -2

Settlement Disadvantages:

Anarchy (GameMastery Guide)
No government; Corruption and Crime +4; Economy and Society -4; Law -6; Danger +20

Cursed (GameMastery Guide)
-4 to one modifier

Hunted (GameMastery Guide)
Economy, Law, and Society -4; Danger +20; reduce base value by 20%

Impoverished (GameMastery Guide)
Corruption +1, Crime +1; base value and purchase limit decreased by 50%; halved magic item availability

Plagued (GameMastery Guide)
-2 to all modifiers; base value reduced by 20%; 5% chance each day the PC's are exposed to the disease.

Heavily Taxed (Iron Gods)
Economy -2, base value decreased 10%, purchase limit decreased 50%, spellcasting -2, available magic items as per settlement 1 category smaller

Oppressed (Iron Gods)
Lore -6, Society -6

Polluted (Iron Gods)
Visitors must make a DC 12 fortitude save upon arrival to resist being sickened for 24 hours; this is a poison effect. In addition, each day for the first 7 days of a visit, a visitor has a 20% chance of being exposed to a disease like bluespit or the shakes.

Right now, I'm looking at a dice roll to determine settlement size (likely excluding thorps and hamlets, since they're not really significant from a worldbuilding perspective), alignment, government, and qualities. Hopefully with the help of you guys I can get enough Paizo-published government and qualities rules to have some nice variety. Also, I think you know exactly which table will be used to determine patron gods ;-)

I've also got an idea to help tie the cities together. It's fine for our deities to often be stand-alone and not explicitly reference the others, but cities are by their nature interconnected. To help build on these themes, I'm going to include another roll: region. The world will be split into six regions: North, South, East, West, Central, and Peripheral. No further explanation than that; these regions will be fleshed out as people add settlements to them and reconcile the common themes they share.


I would think you want to set up the largest city of each realm first and establish the 'regional flavor' of each area so people can use it to flavour their settlement descriptions.


RDM42 wrote:
I would think you want to set up the largest city of each realm first and establish the 'regional flavor' of each area so people can use it to flavour their settlement descriptions.

That's one of the things I'm still mulling over - or even the possibility that for metropoli you don't generate the settlement but rather one district of a settlement. I don't think there's anything particularly wrong with a region starting with a small village and then stuff being built around that - this is supposed to be an ad hoc approach to worldbuilding and I think we should embrace that and not be too structured.

Above all else, though, I want to keep this community driven which is why I wanted to discuss it here before going off and creating a new thread for settlements.


RDM42 wrote:
I would think you want to set up the largest city of each realm first and establish the 'regional flavor' of each area so people can use it to flavour their settlement descriptions.

I would think you could establish culture and general attitudes without having to create a city. What if someone wants to create the capital or the largest city themselves?

Some basic personality traits of the people, the major terrain(s) of the region/nation, what race(s) would be most typical, etc.


Dasrak wrote:
RDM42 wrote:
I would think you want to set up the largest city of each realm first and establish the 'regional flavor' of each area so people can use it to flavour their settlement descriptions.

That's one of the things I'm still mulling over - or even the possibility that for metropoli you don't generate the settlement but rather one district of a settlement. I don't think there's anything particularly wrong with a region starting with a small village and then stuff being built around that - this is supposed to be an ad hoc approach to worldbuilding and I think we should embrace that and not be too structured.

Above all else, though, I want to keep this community driven which is why I wanted to discuss it here before going off and creating a new thread for settlements.

Would this be added to the current thread or become a related but different thread?


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JosMartigan wrote:
RDM42 wrote:
I would think you want to set up the largest city of each realm first and establish the 'regional flavor' of each area so people can use it to flavour their settlement descriptions.

I would think you could establish culture and general attitudes without having to create a city. What if someone wants to create the capital or the largest city themselves?

Some basic personality traits of the people, the major terrain(s) of the region/nation, what race(s) would be most typical, etc.

That too, but unless we want just a random worldwide bunch f cities, need some gudng culture. And a new thread is best.

Liberty's Edge

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I would be totally up for this game. Also, perhaps a roll for what time period the city existed in? (After all, those ruins had to come from SOMEWHERE.)


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JosMartigan wrote:
Would this be added to the current thread or become a related but different thread?

It would be a separate thread. Keeps things less cluttered and I could include all the tables you're supposed to roll on in the original post. I want to get everything hammered out and finalized before I do that, hence the discussion here.

Also, I reiterate my earlier request: if anyone can just trawl through their books and look for new settlement qualities or government types that would be really helpful for me. So far I've only found them in Distant Shores and in the Iron Gods AP appendices, but there are a lot of books I don't own and can't check. If you guys could just check the appendices of the AP's you own and other books that may contain settlements to see if they include rules for new qualities or governments that would be a big help.

lucky7 wrote:
Also, perhaps a roll for what time period the city existed in? (After all, those ruins had to come from SOMEWHERE.)

I love the idea of ruins, but I don't feel like they fit with settlements. They have a completely different role in terms of adventuring narrative, and actually have more in common with natural/supernatural phenomenon like volcanoes or portals to other planes than they do with cities

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