Homebrew - borrowed gods or custom


Gamer Life General Discussion


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As a pretty hardcore worldbuilding homebrewer who is nearly obsessive-compulsive in my quest for creativity, (I am even averse to stealing names from other settings) I was wondering what you fellow homebrewers used for your home campaign pantheons. In two of my past campaigns I ran a monotheistic setting. Now I'm crafting another campaign and looking to incorporate deities from an existing setting, mostly to avoid the intense amount of work involved in even fleshing out a single deity.

For you homebrewers out there, do you borrow a pantheon from another setting like Golarion, or do you create your own? I used to exclusively use the Greyhawk deities in my games and I still have a soft spot for them. I think the Pathfinder deities would work, but it just makes me think of Golarion, and like Forgotten Realms, it just reminds me too much of that setting and distracts me from the game.

I don't know, maybe I'm just being too OC about it. In any event, what do you folks use for your home settings? For those who flesh out their own deities, how much work to you put into it?


Pipeweed Connoisseur wrote:

As a pretty hardcore worldbuilding homebrewer who is nearly obsessive-compulsive in my quest for creativity, (I am even averse to stealing names from other settings) I was wondering what you fellow homebrewers used for your home campaign pantheons. In two of my past campaigns I ran a monotheistic setting. Now I'm crafting another campaign and looking to incorporate deities from an existing setting, mostly to avoid the intense amount of work involved in even fleshing out a single deity.

For you homebrewers out there, do you borrow a pantheon from another setting like Golarion, or do you create your own? I used to exclusively use the Greyhawk deities in my games and I still have a soft spot for them. I think the Pathfinder deities would work, but it just makes me think of Golarion, and like Forgotten Realms, it just reminds me too much of that setting and distracts me from the game.

I don't know, maybe I'm just being too OC about it. In any event, what do you folks use for your home settings? For those who flesh out their own deities, how much work to you put into it?

Because I'm obsessed with RW myth I like to use real ancient gods. The twist is that I used their Indo-European antecedents for names (Dyaus for Jupiter/Zeus/Tyr etc.) and core identity, so there are not hundreds of major gods floating around my mythic Earth.


I make my own. I feel Gods are a big part of flavor of any given world. So for every world I make I always make new Gods that fit the world and have grown around the world.

As for how much work, well each god gets at lest a paragraph, domains, profolio and Favored weapon. Most get a history and church/worshiper work up as well. I often also work up some details on orders of each Gods or its church.

The Exchange

Jeff de luna wrote:
Pipeweed Connoisseur wrote:

As a pretty hardcore worldbuilding homebrewer who is nearly obsessive-compulsive in my quest for creativity, (I am even averse to stealing names from other settings) I was wondering what you fellow homebrewers used for your home campaign pantheons. In two of my past campaigns I ran a monotheistic setting. Now I'm crafting another campaign and looking to incorporate deities from an existing setting, mostly to avoid the intense amount of work involved in even fleshing out a single deity.

For you homebrewers out there, do you borrow a pantheon from another setting like Golarion, or do you create your own? I used to exclusively use the Greyhawk deities in my games and I still have a soft spot for them. I think the Pathfinder deities would work, but it just makes me think of Golarion, and like Forgotten Realms, it just reminds me too much of that setting and distracts me from the game.

I don't know, maybe I'm just being too OC about it. In any event, what do you folks use for your home settings? For those who flesh out their own deities, how much work to you put into it?

Because I'm obsessed with RW myth I like to use real ancient gods. The twist is that I used their Indo-European antecedents for names (Dyaus for Jupiter/Zeus/Tyr etc.) and core identity, so there are not hundreds of major gods floating around my mythic Earth.

I would love to see a list of these.


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Crimson Jester wrote:
Jeff de luna wrote:
Pipeweed Connoisseur wrote:

As a pretty hardcore worldbuilding homebrewer who is nearly obsessive-compulsive in my quest for creativity, (I am even averse to stealing names from other settings) I was wondering what you fellow homebrewers used for your home campaign pantheons. In two of my past campaigns I ran a monotheistic setting. Now I'm crafting another campaign and looking to incorporate deities from an existing setting, mostly to avoid the intense amount of work involved in even fleshing out a single deity.

For you homebrewers out there, do you borrow a pantheon from another setting like Golarion, or do you create your own? I used to exclusively use the Greyhawk deities in my games and I still have a soft spot for them. I think the Pathfinder deities would work, but it just makes me think of Golarion, and like Forgotten Realms, it just reminds me too much of that setting and distracts me from the game.

I don't know, maybe I'm just being too OC about it. In any event, what do you folks use for your home settings? For those who flesh out their own deities, how much work to you put into it?

Because I'm obsessed with RW myth I like to use real ancient gods. The twist is that I used their Indo-European antecedents for names (Dyaus for Jupiter/Zeus/Tyr etc.) and core identity, so there are not hundreds of major gods floating around my mythic Earth.
I would love to see a list of these.

Most also have a shadow-side, an evil counterpart, btw, not all of whom I've defined:

The Ancestors, LN/The Hungry Dead, NE
Azhi, the Serpent, CN/Semjaza, CE
Dahnu, River Mother, CG/The Drowner, CE
Dega, Earth Matriarch, N
Dyeus, Sky Patriarch, LN/Cannibal Grandfather, NE
Estera, Queen of Heaven, CG/The Dark One, CE
Iao, Immanent Creator, LG/God of the Wastes, NE
Iehu, Rising and Dying God, NG
Imar, Keeper of the Dead, LN/Volos, God of Wealth, LE
Kerho, Wild God, CN
Mehnot, Moon, CG
Mres, God of War, CN/Ares, God of Violence, CE
Napat, Lord of the Deep, N
Ourana, King of Secrets, LN
Perkuonos, Lord of Storms, CG
Prihya, Love's Mistress, CG
Pusan, Trickster, CN/Loki, CE
Sakamunyi, the Enlightened, NG
Sehul, Unconquered Sun, LN/Appolyon, God of Disease, NE
Tapati, the Hearthfire, LG
Tuisto, Forgefire, NG
Vortumna, Lady Luck, N


I always do my own pantheon when I homebrew. While I can't say that every god is uniquely original, they do work to fit the flavor of the game world. I tend to borrow from real world mythology, or occasionally from existing game gods I really like. The line-up for my Wounded Earth campaign:

Baal LN
Areas of Concern (AoC): creation, crafting, the forge, kingship, oaths
Domains: Artifice, Fire, Law, Nobility, Protection
Favored Weapon: Warhammer

Mimir N
AoC: knowledge, wisdom, language, history, magic, wells, gatekeeper of the afterlife
Domains: Knowledge, Magic, Repose, Rune, Water
Favored Weapon: Unarmed Strike

Ran CN
AoC: the ocean, waves, typhoons, sea beasts, travelers at sea
Domains: Animal, Chaos, Protection, Water, Weather
Favored Weapon: Trident

Erda LG
AoC: the earth, fertility, birth, life, the harvest
Domains: Community, Earth, Good, Healing, Plant
Favored Weapon: Quarterstaff

Daena NG
AoC: the moon, freedom, hope, wonder, lunacy
Domains: Charm, Glory, Good, Liberation, Luck
Favored Weapon: Shortbow

Kurnan CG
AoC: beasts, hunting, cunning, journeys, the wilderness
Domains: Animal, Chaos, Strength, Travel, Trickery
Favored Weapon: Longbow

Mitra LE
AoC: raptors, the wind, vengeance, retribution, oathbreakers, conflict
Domains: Air, Evil, Law, War, Weather
Favored Weapon: Spear

Umbra NE
AoC: the night, shadows, secrets, temptation, hidden things
Domains: Charm, Darkness, Evil, Knowledge, Magic
Favored Weapon: Shortsword

Null CE
AoC: blackness, emptiness, entropy, dissolution, despair
Domains: Darkness, Death, Destruction, Evil, Madness
Favored Weapon: Scythe

The Iron Marches are, in theory, monotheistic. However, the worship of "pagan" gods is fairly widespread, but clandestine. The druidic faith likewise is present, but secret. Then there are the worshipers of the "small gods." Small gods are creatures of power (certain creatures of CR5 or above) that have gathered devotees to them, and are able to grant power to some of their disciples. Disciples are able to cast like clerics, but gain no domains. They do, however, have the distinct advantage of calling direct intervention by their deity. The greater the personal power of the small god, the more followers it has, and the greater the potential of their disciples.


Will post my pantheon later.


Humm this is fun. I'll put up some of my gods.

Gods of man

Ari: The mother goddess, The mother of man
Portfolio: Birth, family, agriculture, Healing, weather, home
Domains: Community, earth, healing, plants, weather
Weapon:Staff

Ari, is thought to be the mother of man of and youngest of the three elder gods. She is the goddess of birth, families and farming. She is often invoked for healing, child birth, weddings and harvest. She uses common farm animals as her messengers. She is often depicted as a motherly anzari woman

Hanathes: The horned one, lord of the hunt, he of wondering paths
Portfolio: Beasts,hunting,wilderness,paths and travel
Domains: Animal, plant, liberation , strength, travel
Weapon; Long spear

Hanathas is the 2nd of the elder gods and consort to ari. He is the lord of beats and wild places and father of the hunt. It is he who gifted man with tools and the knowledge of the spear. He is most invoked for hunting, at feast and upon undertaking a journey. He uses horned beats as his messengers and is depicted as a brown skinned man with antlers

Nasiess: The night maiden, The gatekeeper, lady of ravens, keeper of future fate
Portfolio: Death,darkness,natural law, magic, wind and night, ravens, prophecy
Domains: Air,darkness, magic,knowledge, death, repose
Weapon: Dagger

Eldest of the elder gods, it was Nasiess who handed the laws of magic to man. She is the gatekeepr of deaths realm, the keeper of nature's most unbending laws. Master of the wind and mistress of ravens.

She is invoked at death, divination,or works of great magic most often. Her messengers are ravens and she is depicted as a crone or a maiden dressed in black

Karish: Lord of law, father of civilization
Portfolio: Civilizations, knowledge,right of rule, law
Domains: Community,protection,knowledge,law, nobility
Weapon: Mace

Son of Ari and Hanathes, Karish was the first god to grant the secrets of magic to man, along with law, culture and learning. He is invoked at trials, legal proceeding, at nobles births, oaths of new rulers and for protection: His messengers are hawks or celestial creatures. He is depicted as a regal looking Anzari man with a mace and scroll of laws

Thernon: The iron lord, lord of forges
Portfolio: Craftsmanship,skill, apprenticeship,metalwork
Domain: Artifice,fire, knowledge,strength
Weapon: Warhammer

Brother of Karish, it was Thernon that gifted man with the secret of iron and craftsmanship. Invoked for forgework and when learning a new skill or craft. He speaks though flames in place of an animals unlike most gods . He is depicted as a large Anzari man with a hammer of black iron.

Beduis: Lady of the blade, reaper of the red harvest
Portfolio: Glory, honor,war, personal combat
Domain: War, chaos, glory,protection,
Weapon: Falcuta

Beduis is the daughter of Nasiess she is the embodiment of war. Known as the reaper of the red harvest she is often invoked before battle. While not a god to shun duel is also encourages a good planning on the battlefield, as the most cunning warrior is often the one still standing. She often uses crows as her messengers and is depicted as a proud Anzari woman in full battle gear

Salissa: The charming one, Mistriess of hearts passion
Portfolio: Love, marriage, lust, sunlight, revenge
Domains: charm,luck,madness,trickery , chaos
Weapon: dagger

Salissa is the goddess of love, affairs and lust. She is also known as the goddess of trickry and vengeance. She is invoked for weddings, nights of passion, by those seeking love and by those seeking vengeance.
Colorful birds are seen as her messengers and she is often depicted as a Merbress woman in flowing garments

________________________________________________________________________

Gods of the elves

Unlike the race of man, elves do not have gods, in their place they worship being far older. The Animal lords of the great beyond predate the gods of man, much like elves themselves predate man. Each animal species has a lord but all are alike in how they grant power

Animal lords:
Portfolio:Nature, one animal.
Domains: Animal,air,earth, fire,community,plant,weather, water, strength, trickery
Weapon: None or by Animal Lord

Each lord can call upon set domains, the domains change from lord to lord but are always drawn from the above

________________________________________________________________________

Gods of the dwarfs

The dwarves are of the sea and sail. They have few Gods and many turn to human Gods or Animal lords. The few gods they have are listed below.

Kempashi:Lord of storms, Father of sail
Portfolio:Storms, wind, sailing,good weather and sea birds
Domains: Air, water, weather, Travel
Weapon: Bow

Kempashi is the dwaven God of wind and storms, the father of sail. It is he who taught the dwarves to harvest the wind and ride the waves. He is depicted as a dwarf with clouds for hair. Seagulls are his scared beasts

HazunLord of battle, Lord of the frenzy, The Black God
Portfolio:Battle, glory, death,anger, rrage and needless bloodshed
Domains:Glory, war,str, Maddens, chaos,
Weapon: Saber

Hazun is the God of needless battle and bloodshed. He is favored among the dwaven pirats and often praised to before battle by many dwaves. He favors the bold and the merciless. His Animal is the shark and captives are often sacrificed to them in his name.

Jistra:Maiden of the waves, the merciless queen, the lady of fortune.
Portfolio:The sea, waves, sea life,luck, drowning
Domains:Water, destruction,animal, luck
Weapon: Harpoon

Jistra is the heartless lady of the sea, she is seen in every moment of life and in its death. she is both the life giver and the life taker and is seen as the mother of luck. Her animal are schools of fish


seekerofshadowlight wrote:

Humm this is fun. I'll put up some of my gods.

See, this is where it gets fun. You get to see where GM inspiration comes from. Note the similarities between my Kurnan (also known as the Horned God, and Lord of the Hunt) and Seeker's Hanathas. Likewise Ari and Erda, Baal and Thernon. Where deities are concerned, archetypal imagery and themes are often the norm. This is one reason I always like world development discussions: there can be so much variety while maintaining certain familiar themes.


Heh, the fact I am pagan with a love for mythology may have something to do with some of it :) The Known lands, which would be my homebrew is a very celtic inspired iron age setting. And most likely we took inspiration from the same gods or group of gods.

But like you I love, simply love threads like this. It is fun to see what others come up with and to see the parallels to what you have done.


One relevant thing about the gods of the Forgotten Realms is that the pantheon was mostly RW gods. Aphrodite, Demeter and some others were renamed, Oghma, Tyche, Mielikki, Tyr were examples of wholesale copying.


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I like to create worlds where every ethnic group has it's own pantheon of deities, and some have more than one pantheon, leading to a world with thousands of gods. As a result, I let the PCs create their own deities (within reason). These get written into the campaign setting as examples of deities that exist.


seekerofshadowlight wrote:

I make my own. I feel Gods are a big part of flavor of any given world. So for every world I make I always make new Gods that fit the world and have grown around the world.

As for how much work, well each god gets at lest a paragraph, domains, profolio and Favored weapon. Most get a history and church/worshiper work up as well. I often also work up some details on orders of each Gods or its church.

Pretty much my story as well.

Dark Archive

Kelsey MacAilbert wrote:
I like to create worlds where every ethnic group has it's own pantheon of deities, and some have more than one pantheon, leading to a world with thousands of gods. As a result, I let the PCs create their own deities (within reason). These get written into the campaign setting as examples of deities that exist.

I wish I could get my players to do that.


In my homebrew setting that I try to tie every campaign that I run into somehow, I have lost track of all the gods, since when a player has a specific concept for a divine spellcasting character, I usually just let them make up a deity to fit.

The conceit if this setting is that it is essentially an infinite number of Material Planes all floating around in the Astral Plane with the Traditional Outer/Inner Planes mostly blocked off. In this composite setting I have a very specific way that the gods work which is part of the overarching conflict. (Spoilered because it contains big potential spoilers for both PbP games that I am DMing and for possible irrelevance.)

The gods of the Multitude:

In the multitude the gods (or aspects as I referred to them originally to make clear that they were not mechanically deities according to 3.5) are actually just fragments of the demiurge, the original deity who created the multiverse. These aspects can incarnate by posessing mortals and in this form they can grant divine spells and are thus worshiped. Thus the physical form of a god can be slain but the aspect itself will just go on to posses the nearest mortal being. Gods can also kill each other, and consume the essence of the fallen god. This act works towards restoring the demiruge and thus towards undoing creation. Some of the gods, both good and evil want the world to stay around and some, both good and evil want to recreate the demiurge and destroy the world.

As I describe it to my players whose characters figure out what is going on:
In the Beginning was the Demiurge, from which was created the Multitude. But in that act of creation the one was made many for the Demiurge could not exist without the void and the void had been filled by creation. As the Demiurge split, the Aspects came into being with no purpose, no form. From their first thoughts were created the Realms in which they dwelt. For untold ages the Aspects existed alone with no sensation until other life evolved within creation.
Aspects are the shards of the Demiurge which was shattered when the Multitude was created, and the closest thing to deities which exists within the Multitude or Realms. They naturally have no material form and inhabit the Realms, however they can posses the bodies of sentient creatures of the Multitide, killing the creature agonizingly in the process. All aspects feel fundamentally incomplete, as they are each only part of a whole and feel a desire to complete themselves by joining with or devouring other aspects to ultimately reunite the Demiurge and be whole once again. However reuniting into the Demiurge will unravel all of creation, destroying everything which exists. Aspects are effectively immortal, as when one host body dies, they are capable of infecting and possessing anyone in the vicinity. The only way to stop an Aspect is to magically imprison them in unincarnated form.

The BBEG across several campaigns now has been Ajheer, an evil god who has already consumed one world (due to an unfortunate campaign ending TPK) and seeks to devour all other gods to increase his own power.

So yes I would say that in my own world building I give it quite a bit of thought.

However, to answer the original question here are some of the gods which pop up most often in the Multitude:

Marduk
One of the oldest gods, Marduk is a deity of magic and culture. He is credited on many worlds and by many races as teaching them the arts of civilization. Due to a great calamity which he could have prevented, he has retired to the astral plane, and allows near him only the order of monks who built a monastery at his place of exile. Marduk appears as a tall and alien looking six-armed humanoid with unnaturally long limbs and a strange but beautiful face. I have ultimately made a special exception to allow paladins of Marduk as defenders of civilization even though he should not have LG priests.
Alignment:N Favored Weapon: Quarterstaff. Domains: Magic, Nobility, Knowledge, Artifice.

Ramlor
Ramlor was once a barbarian god of strength and war in the ancient past. Now, however, he is a shadow of his former self, having fought off an attempt to consume his essence and barely escaping with his life. He has few worshipers any more, and those that he does have tend to be Oracles who reflect their god's grievous wounds with their curses. Ramlor appears as a large and clearly one powerful man with long hair and beard which are streaked with white from their original red. However he looks emaciated and drained, and his legs and right arm are withered. Alignment:CN Favored Weapon:Battle-Axe Domains:Strength, War, Travel, Luck, Chaos.

Dwarven Ancestors
The Dwarves on all worlds have had a civilization which was ancient long before even Marduk incarnated himself among mortals. Thus their divine spellcasters have always been granted powers by the collective will of the ancestors, who the dwarves venerate with careful attention to genealogical records going back millennia. The ancestors have no physical form, but are portrayed much as they appeared in life.
Alignent:LN Favored Weapon:Warhammer Domains:Rune, Protection, Community, Repose, Healing.

Ajheer
Ajheer is the Destroyer of Worlds, Eater of Gods and Great Unraveler. He is the first of the gods to realize the truth of their existence and will not stop his deicidal rampage until he has taken the power of all other gods for himself. Ajheer appears as a titanic humanoid robed in shadows and with five shadowy tentacles writhing from his back. He carries the only means of killing him, a sword forged at the dawn of history for the purpose of slaying gods safely.

Azrael
Azrael is the Keeper of the Underworld, who sees it as her mission to collect all mortal souls due to her belief that they too are ultimately a part of the demiurge. She appears as an unassuming woman with jet black hair and eyes and bone white skin dressed in many layered robes of every shade of black never imagined by mortal minds. This appearance is due to a necromancer (former PC) who misunderstood the lore about the gods and tried to achieve apotheosis. She succeeded, but not in the way she envisioned.
Alignment:N Favored Weapon: Dagger. Domains: Death, Knowledge, Repose, Magic.

and a bunch more which I can dig out of my old campaign notes if you want to hear about them, such as Ereshkegal, Loki, Urael, Setebos, The Unincarnate and the Dragon God...


I do indeed want more, Caleth.

Liberty's Edge

I just borrowed Donblas and the Lords of Chaos for my homebrew, setting it in a corner of Moorcock's Eternal Champion multiverse (yeah, the Vanishing Tower pops up on occasion).

Donblas is worshipped differently by different cultures (he's called Arabas in one corner of the world, for example). Arioch and co. pretty much just stir up trouble where they can, trying to weaken the fabric hat ties the world together (as they're wont to do).

Other than that, they're pretty "hands off". Paladins of the different aspects of Donblas get their full bonuses against other sects (if their cultures are enemies) as their powers are based on their strength of conviction as opposed to their divine connection to Donblas (Donblas is VERY aloof of mortal concerns in my homebrew).

One major culture's higher priests cannot even cast divine spells, as they are venal and more interested in temporal power, they've "lost their faith", so to speak, and many use arcane magic or proxies to keep the masses convinced they're still "in tune" with the gods.

There are several cults that worship lesser divine beings, hedge gods, celestials, demons, etc. Some of these cults worship openly, most are secret, as the venal priests from above try to stomp out any threat to their power over the masses.


Not bad HD. Not bad at all...


Sometimes I use the Greek and/or Norse gods from the 3.0 Deities & Demigods, and/or a sprinkling of Cthulu Mythos gods, etc., from the d20 CoC.

Other times I research existing myth and adapt old Earth gods, and/or heroes. Sometimes I change their names a little, or use a more obscure, lesser-known or more ancient name.

It's pretty easy to use such gods without actually writing pages and pages of stuff on them. They basically mostly come with a profile, easily found on Wikipedia. You just look at what the god was known for, and assign the corresponding domains and use their actual holy symbols, or come up with something that suits.

Sometimes I choose an idea, such as a virtue or sin, or an emotion, or an element or natural phenomena, and I just search for an ancient root word for it, or change an existing word slightly, and call that a god, and assign domains, etc.

There are all sorts of ways to do this, really, and none of them need be too exhaustive or exhausting. After all, though the gods do make an appearance in some way on occasions in my games, they aren't generally going to be combatants. So you need the idea, the symbol, the name, a weapon and the domains and you're pretty much set. The dogma usually writes itself, either from the source or the basis of the god.


houstonderek wrote:
I just borrowed Donblas and the Lords of Chaos for my homebrew, setting it in a corner of Moorcock's Eternal Champion multiverse (yeah, the Vanishing Tower pops up on occasion).

Cool. Good to know I'm not the only one around that still goes back to the classics. My goddess Mitra (yeah, I repurposed the name)was partially inspired by the Tyaa, one of the forbidden gods of Lankhmar.

Liberty's Edge

Freehold DM wrote:
Not bad HD. Not bad at all...

I'm really itching to get it going again, actually. I need to find all my notes in storage (I started rebuilding everything after I got out the first time) and get a "player's guide" type thing together.

Maybe I'll run a pbp using either Pathfinder or Kirth's rules when I get it back to playing shape.


Shadowborn wrote:
houstonderek wrote:
I just borrowed Donblas and the Lords of Chaos for my homebrew, setting it in a corner of Moorcock's Eternal Champion multiverse (yeah, the Vanishing Tower pops up on occasion).
Cool. Good to know I'm not the only one around that still goes back to the classics. My goddess Mitra (yeah, I repurposed the name)was partially inspired by the Tyaa, one of the forbidden gods of Lankhmar.

It's kind of weird to hear of a Mitra as an evil goddess, given the male god/hero by that name in Hinduism and Zoroasterianism - a candidate for Paladin-hood, basically. He's also found in Robert E. Howard. I found it a little confusing initially. But that's OK.


Jeff de luna wrote:


It's kind of weird to hear of a Mitra as an evil goddess, given the male god/hero by that name in Hinduism and Zoroasterianism - a candidate for Paladin-hood, basically. He's also found in Robert E. Howard. I found it a little confusing initially. But that's OK.

Yeah, I occasionally like to turn things inside out and upside down for my own enjoyment. She is evil, but she's also the patron of those seeking righteous retribution. On the flip-side, I made the Baal of my world a creator and crafter, connected to fire rather than the sky, but still connected to rulership and the overall lord of the pantheon.


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I really like that it seems most people who have taken the names of their gods from actual myths have done their research and taken attributes of those deities as well.

Freehold DM wrote:
I do indeed want more, Caleth.

Since you asked for it...

Setebos
Setebos is the god of madness and the freedom that it can bring. While not evil per say, most people assume that he is, due to the appearance and public personas of his followers. Setebos appears as a large, misshapen humanoid who walks on a dozen spindly arms where his legs should be. When the player who wanted the non-evil god of madness described Setebos to me I literally had a nightmare about it that night, which I consider a successful description of the god of madness.
Alignment:CN Favored Weapon:Kukri Domains:Magic, Knowledge, Void, Madness, Luck

Ereshkegal
Ereshkegal, the Sleeping Lady, is the consort of Marduk, and the first victim of Ajheer. For millenia,she has been sleeping due to her wounds, protected by Marduk until the time that she awakens.

The Host
The Host are a group of deities who believe that the way to recreate the Demiurge is to act with a single will and unity of purpose. They appear as nearly identical perfect angelic humanoids, distinguishable only by their wings, which appear to be made of various materials. The Host is lead by Uriel and opposes any aspects who refuse to join them in their purpose. They grant spells separately.

Uriel
Uriel is the leader of The Host, and one of the few gods still willing to fight Ajheer directly. Urial appears as one of the Host whose wings are made of tendrils of fire, and who wields a flaming sword. It was Urial who imprisoned the previous incarnation of Azheer in a great battle at the dawn of time.
Alignment:LG Favored Weapon:Greatsword[/b] Domains:Good, Law, War, Fire, Destruction (Specifically that of evil)

More to come later when I find my older campaign notes from before I did them all on the computer and update them to PF...


I am not very fond of deities because it became a bit of a cliche lately. Instead I use spirits - nature spirits, ancestor spirits, emotion spirits and so forth. A spirit can be as tiny as a spirit of a pretty tree in a green valley, or as epic as the spirit of the northern wind. Spirits can be reasoned with, angered, bribed and sometimes even intimidated (of course, trying to bully the spirit of a mountain, for example, might have crushingly bad results...).

Every spirit is dominant in its area and to be able to cast spells and perform rituals, the PCs must establish peaceful relations with the relevant spirits and keep them pleased throughout the campaign.


We have had this conversation a few time here on the forums over the years; you might check the archives as there is some good stuff about this topic. Am not cool enough to link some or I would.

The Exchange

Wat

Wat the Mad, Chief of all the tribes, took his daughters as wives causing the formation of the wheel of Wat where the daughter of each wife would become his Wife - consequently his fifth Wife gave birth to his first wife closing the wheel. His sons were banished that they might select wives from the other 'lesser' races.

Alignment:N
Favored Weapon: Club
Domains: Time, Law, Chaos
Symbol: The Wheel of Wat (a five spoke wagon wheel)

The Wives of Wat
Eos, Goddess of Dawn (Mother: Kel)
Wei, Goddess of Rainbows (Mother: Eos)
Astu, Goddess of Crafts and Towns (Mother: Wei)
Kre, Godess of Agriculture (Mother: Astu)
Kel, Godess of the Underworld (Mother: Kre)

Sons of Wat
Os, God of Men and Demons (Mother:Kel)
Ner, God of Water (Mother:Eos)
Tig, God of Sky and War (Mother: Wei)
Stene, God of Thunder (Mother: Astu)
Vanr, God of Fertility (Mother: Kre)


Not bad, yd.

yellowdingo wrote:

Wat

Wat the Mad, Chief of all the tribes, took his daughters as wives causing the formation of the wheel of Wat where the daughter of each wife would become his Wife - consequently his fifth Wife gave birth to his first wife closing the wheel. His sons were banished that they might select wives from the other 'lesser' races.

Alignment:N
Favored Weapon: Club
Domains: Time, Law, Chaos
Symbol: The Wheel of Wat (a five spoke wagon wheel)

The Wives of Wat
Eos, Goddess of Dawn (Mother: Kel)
Wei, Goddess of Rainbows (Mother: Eos)
Astu, Goddess of Crafts and Towns (Mother: Wei)
Kre, Godess of Agriculture (Mother: Astu)
Kel, Godess of the Underworld (Mother: Kre)

Sons of Wat
Os, God of Men and Demons (Mother:Kel)
Ner, God of Water (Mother:Eos)
Tig, God of Sky and War (Mother: Wei)
Stene, God of Thunder (Mother: Astu)
Vanr, God of Fertility (Mother: Kre)

The Exchange

Uri Kurlianchik wrote:

I am not very fond of deities because it became a bit of a cliche lately. Instead I use spirits - nature spirits, ancestor spirits, emotion spirits and so forth. A spirit can be as tiny as a spirit of a pretty tree in a green valley, or as epic as the spirit of the northern wind. Spirits can be reasoned with, angered, bribed and sometimes even intimidated (of course, trying to bully the spirit of a mountain, for example, might have crushingly bad results...).

Every spirit is dominant in its area and to be able to cast spells and perform rituals, the PCs must establish peaceful relations with the relevant spirits and keep them pleased throughout the campaign.

Quote:

Way out here they have a name

For wind and rain and fire
The rain is Tess, the fire's Joe,
And they call the wind Miriah

Miriah blows the stars around,
Sets the clouds a'flyin'
Miriah makes the mountain sound
Like folks was up there dyin'

Miriah, Miriah
They call the wind Miriah.

Before I knew Miriah's name
And heard her wail and whinin'
I had a gal and she had me
And the sun was always shinin'

Then one day I left my gal,
I left her far behind me
And now I'm lost,
So gol-durned lost
Not even God can find me

Miriah, Miriah
They call the wind Miriah.

Out here they have a name
For rain wind and fire only
When you're lost and all alone
There ain't no name for lonely

I'm a lost and lonely man
Without a star to guide me
Miriah, blow my love to me,
I need my gal beside me

Miriah, Miriah
They call the wind Miriah.

Mairiah, Miriah
They call the wind Miriah.

Alan Jay Lerner - Frederick Loewe

There is three Spirits - my favourite is Miriah.

Miriah: Wind Spirit
Alignment: Neutral
Domains: Air, Death

'Miriah makes the mountain sound
Like folks was up there dyin'


For my current campaign I'm borrowing deities from Celtic, German and Greco/Roman mythos and renaming most of them, in some cases just using a more obscure version of they're name.

In addition there is also elements of animistic worship, with local spirits and the like.

Sovereign Court

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Good
1. Lawful Good – Ceartais – Justice, Law, Community – (Scale) - Male
2. Lawful Good – Bellezza – Beauty, Charm, Love (Fan) - Female
3. Lawful Good – Fenra - Protection and the Hunt - (Howling Wolf head) - Female
NOTE: Her pack is lorded over by Rennus, the Master of the Hunt, a mounted bipedal figure with the body of a male human, but with large, resplendent elk antlers upon his head. He is considered to be Fenra ’ s lover and attends to her needs.
4. Neutral Good – Celf – Art, Crafts, Poetry, Bards, Courtship, Music (Lyre) - Male
5. Neutral Good – Gwella – Healing, Medicine, Apothecary – (Mortar and Pestle) - Female
6. Neutral Good – Händler – Merchant, Trade, Commerce – (Money Bag) - Male
7. Chaotic Good – Draumur – Divination, Dreams – (Crystal Ball) - Male
8. Chaotic Good – Uisce – Water, Ocean, Sea, Ships, Sailors, Weather, Journey – (Wave) - Female
9. Chaotic Good – Deghiza – Theater, Disguise, Acting, Illusion - (Mask) - Female

Neutral
1. Lawful Neutral – Brann – Fire, Forge, Anvil, Dwarves – (Anvil) - Male
2. Lawful Neutral – Selva – Forest, Elves, Nature – (Tree) – Male
3. Lawful Neutral – Wissen – Knowledge, Learning, Philosophy (Open Book) - Male
4. True Neutral – Verán - Summer, Light, Warmth, Sun - (Sun) - Female
5. True Neutral – Mola - Spring, Love, Fertility, Sowing, Wine - (Grapes) Female
6. True Neutral – Cair – Fall/Autumn, Harvest, Plenty, Beer, Mead - (Sickle and Wheat) - Female
7. True Neutral – Invernia – Winter, Decay, Darkness (Leafless Tree/Cresent Moon) - Female
8. Chaotic Neutral – Stolthet – Pride, Hubris, Vanity – (Mirror) - Male
9. Chaotic Neutral – Pettus – Thieves, Fraud, Swindling, Traps – (Hand Missing Finger) - Male
10. Chaotic Neutral - Trolsk – Magic – (Staff) - Male

Evil
1. Lawful Evil – Rhyfel – War, Conflict – (Axe) - Female
2. Lawful Evil - Folter – Torture, Mutilation – (Scourge) Male
3. Lawful Evil – Rache – Revenge, Retribution, Obsession – (Dagger) - Female
4. Neutral Evil – Morte – Death – (Skull) - Male
5. Neutral Evil - Gier – Corruption, Immorality, Deception, Greed – (Gold Bar) - Male
6. Neutral Evil – Frosseri – Gluttony, Over Indulgence –(Obese Person) - Female
7. Chaotic Evil – Groumph – Orcs, ogres, Hobgoblins – (Spiked Club) - Male
8. Chaotic Evil – Enfermidia – Disease, Pestilence, Madness – (Insect Swarm) - Female
9. Chaotic Evil – Remus - Slaughter, Murder, Destruction – (Bloody Eye) – Male

Brenin is the over all ruler of all of the deities. He holds power over the entire pantheon of deities. No one really worships him yet everyone respects him. He normally keeps a neutral hand to everything but is the final judge if their needs to be one.

It is a very common practice for people to worship more than 1 deity. Even Cleric’s and Paladin’s who may dedicate their life to a particular god can and will pay homage to the other gods and make small donations to them.

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