| Dasrak |
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I've been putting the finishing-touches on my home-brew pantheon of deities. A couple of these deities subtly break the normal "rules", and I'd like to extend that to every deity rather than having a few odd cases. Each deity would have their own little quirk. The difficulty is that I do not want this to impart any significant mechanical advantage, and this makes it difficult to come up with something that fits that narrow "sweet spot" that adds a bit of flavor without affecting game balance. I also would like to avoid re-using the same effect twice.
So far, I've decided on these effects:
* accepts clerics up to two alignment steps removed from his own.
* has three similar favored weapons: shortspear, spear, and longspear.
* an evil deity who has the sun domain, allowing his clerics to channel positive energy instead of negative energy.
* clerics can choose which auras (good, evil, law, chaos) they have, irrespective of their own alignment. Once this choice is made it cannot be changed.
* clerics add knowledge (geography) and knowledge (local) to their class skill list, replacing knowledge (nobility) and knowledge (history).
* clerics can use the decapitated head of a recently-slain enemy as an impromptu unholy symbol.
That's a total of six, but the are nineteen deities in my pantheon. I'm nowhere close to filling this out. I'm open to any suggestions that people may have. The full pantheon is listed below, to give some more context. General feedback on the pantheon is good too, but my primary focus is filling out these quirks.
Rahast
Alignment: chaotic evil
Portfolio: god of conquest, predators, and night
Domains: animal, darkness, death, evil, war
Subdomains: blood, demon, fur, feather, murder, night
Inquisitions: conversion, fervor, heresy, persistence, torture
Favored Weapon: falchion
Special: Rahast is more lenient with regards to alignment than most deities, and accepts clerics and inquisitors up to two alignment steps removed from him. All clerics of Rahast channel negative energy and have an aura of evil and chaos regardless of their own alignment. Good-aligned clerics of Rahast are not prohibited from casting spells with the [evil] descriptor.
Rahast is the current Patriarch of the “old pantheon” of deities. The fact that it is referred to as the “old” pantheon should speak to the decline of its influence. Much of the blame for that is born on Rahast's shoulders. He spent the better part of the last era undermining his rivals in order to claim his current place of power, and in doing so weakened the very institution he now holds dominance over. It has been a little over a century since his ascension, and the power of his faith his grown enormously in that time. The other members of the old pantheon are Tuur, Amlil, Zasasci, Chira, Uma, and Ephi Cana. Kets and Yaaru are former members.
Rahast extols the virtue of “might”; the strong shall rule over the weak and by this virtue alone they are entitled to whatever their hearts may desire. To Rahast the concepts of “fairness” and “justice” are nothing but naive fallacies, and those who hide behind them are too cowardly to stand on their own strengths. Rahast respects those who can seize and hold power, and does not particularly care what means they use nor what ends they may seek. He regards strength of arms and cunning subterfuge as equal merits.
Somewhat unique amongst evil deities, Rahast has many good-aligned followers. He does not have any particular misgivings regarding acts of compassion, as it is the right of the mighty to determine the fates of those beneath them. While Rahast may consider the decisions his followers make to be foolish, it is their choice to bear the burden of whatever consequences may follow from it. Thus, good-aligned followers of Rahast do not so much see their god as evil but rather expecting that his followers must fight to uphold their own moral values or else perish along with them.
Rahast's faith distinguishes between the concepts of loyalty and obedience. Those who obey do so out of fear or apathy; such is a sign of weakness and submission. Loyalty, on the other hand, is a mutual respect that is given freely; it is a sign of strength and confidence for all involved. Rahast extols the virtue of loyalty, particularly amongst family. In this context, he is often viewed as a protective patriarch.
Despite his darker overtones, Rahast's religion is very popular and widely observed. The world is a very violent and dangerous place, and Rahast speaks a simple truth that people must be ready to defend themselves and their interests. This mantra of preparedness, combined with his philosophy of personal freedom makes him very appealing in this time of uncertainty. Others are horrified by the widespread acceptance of this deity's ethos. It justifies oppression, slavery, and genocide on the sole pretence that the victims lacked the strength to resist.
Tuur
Alignment: lawful good
Portfolio: father of civilization, the immovable guardian
Domains: artifice, good, law, strength, sun
Subdomains: agathion, archon, day, light, resolve, toil
Inquisitions: conversion, heresy, justice, truth, valor
Favored Weapon: shortspear, spear and longspear
Special: clerics get all three favored weapons when worshipping Tuur
(house-rule note: the longspear and spear can be wielded as one-handed weapons with martial weapon proficiency)
An age ago when the great glaciers receded, Tuur appeared before the seven great tribes of human-kind and brought each to a different sacred place where they would lay the foundation of civilization to come. Tuur watched and guided his children, and was venerated by humans as the greatest of all deities. But there were also six other great tribes, three whom were guided by the vigilant eagle-god Kets and three of whom were guided by the maverick raven-god Zasasci. Together these three deities were an alliance known as the “Triumvirate of Light”, and prior to the ascension of Rahast they ruled over the old pantheon. Kets was the leader of the group, with Tuur as his right hand and Zasasci as his left.
After the death of the god Kets, Tuur briefly assuming the rule of the pantheon, but he abdicated this position to enter into a self-imposed exile. This sudden and poorly explained absence has caused his religion to collapse to a fraction of its former glory and many turn to the upstart “new gods” or the rising power of Rahast for guidance. Tuur has never been widely worshipped by non-humans, and is often regarded with contempt for having selected seven tribes of humans and not one of any other race. This choice on Tuur's part is singled out as the reason why humans now dominate most of the civilized world, while other races live in their shadow.
Tuur believes in selfless service as part of the greater good of society. Hard work, honesty, and perseverance are their own reward. His followers are to uphold the tenets of law, which should be even-handed and unbiased. Truth, responsibility, and obedience are central to his faith, and those who follow him must set an example for others to follow. Tuur has very much an opposite view to Rahast, and regards those with power as having a responsibility to use it wisely and for the greater good. The strong should protect the weak such that society may persevere in peace and discard the vulgarities of war and strife.
The temples of Tuur are mostly relics from when his power was far greater. They are large and domineering buildings of great decor and architectural beauty. In places where his religion is still strong, his priests are often called upon as judges to oversee trials and resolve disputes. Though their god is now silent, the faithful of Tuur remember his teachings and continue uphold the principles of law and justice.
Amlil
Alignment: neutral good
Portfolio: god of compassion, family, and redemption
Domains: community, darkness, good, protection, repose
Subdomains: defense, family, home, loss, purity, souls
Inquisitions: conversion, heresy, oblivion, truth, valor
Favored Weapon: unarmed strike
Amlil is a deity found amongst the shadows, both literal and metaphorical. His origins and nature are an enigma, but they are as irrelevant to him as they as they are to his faithful, for he is a beacon of hope and light in a world of darkness and despair. This is a god that does not seek to dictate or dominate, but rather to guide and counsel mortals to change history for the better. His methods are varied and strange, and is less likely to appear before a mighty and opulent king as he is before an orphan beggar child.
Despite comprising a god of darkness and loss, Amlil is distinctly a good deity. He seeks not to cause these things, but rather to aid those afflicted by them to rise above the evil around themselves. Followers of Amlil shall not wallow in despair, but shall grow stronger by overcoming it. Good shall arise from evil, whatever its source, and this is the central tenet of his faith. It is what draws mortals to worship him in their darkest hour; it is the crucible in which heroes are born.
Amlil's religion seeks redemption and forgiveness. In his view the sins of the past cannot be undone, but some may yet be set right and redeemed. His followers are implored to seek peaceful resolution first, to resort to violence only when other avenues are closed, and to seek contrition afterwards. To act out of fury and rage is to forget the teachings of Amlil; only by forsaking hatred can evil be undone. A follower of Amlil must be as quick to act in the defense of the innocent as he is reserved in judgement against the guilty.
Perhaps the most interesting tradition in Amlil's religion is the “act of contrition”. To commit acts of violence is to admit a failure to find peace, a failure to redeem evil. Left unchecked, the cycle of hatred and violence shall only continue. The followers of Amlil must seek to break this chain by seeking restitution with the kin of their enemy. It may seem foolish to seek forgiveness for acts of heroism, but this is exactly what is to be done. The faithful of Amlil recognize the consequences of their own actions, and seek redemption both for themselves and others.
The faithful of Amlil are expected to show generosity towards their fellows, particularly children. Most temples of Amlil are also orphanages, and the majority of donations go towards supporting these charitable operations. One of the more difficult tasks Amlil takes upon himself is collecting the souls of departed children, sparing them the difficult journey to the afterlife that most mortal souls must take. Grieving parents will often pay homage to the twilight god, as will the old and infirm seeking to cast aside their last earthly regrets before their final breath.
Zasasci
Alignment: chaotic good
Portfolio: god of culture, heroism, and curiosity
Domains: charm, fire, glory, good, travel
Subdomains: azata, exploration, heroism, love, lust, smoke
Inquisitions: conversion, heresy, fervor, illumination, truth
Favored Weapon: short bow
In his youth, Zasasci was a god beholden by wanderlust, ever chafing at his responsibilities as a member of the old pantheon. This caused him no small amount of grief with his father, Kets, who desired a faithful god of vigilance to follow in his own path. Yet when Tuur came before Zasasci and shared his plan for a civilization of mortal kind, Zasasci was intrigued and against his better judgement agreed to become the third member of the “Triumvirate of Light”. Together with Kets and Tuur, he was responsible for shaping much of the present age.
The faith of Zasasci believes strongly in the growing of culture and tradition. To remain static is to fail to find meaning; each generation must add to what was given to them by the last. The temples of Zasasci reflect this, they are slowly changed throughout the years with the young and old collaborating to add their statements to its rich history. Celebrations and rituals are unique to each temple, whose traditions are expected to grow independently. Priests of Zasasci often spend their wealth supporting great artists and performers, and when they die their funerals are some of the most spectacular events and celebrations as each of these individuals pays tribute to their patron.
Zasasci expects his followers to find time for creative endeavours. To simply create a piece of art or prose and then lock it away is unacceptable. It is the performance, display, and sharing of the piece that allows it to become part of the larger experience of culture that truly fuels the faith of Zasasci. Even those of modest creativity can still contribute in meaningful ways; for instance, by adapting and retelling an existing story in a new way. The only failure is to abstain altogether.
Due to their similar focus on creative endeavors, the religions of Zasasci and Chira are often closely associated. This often manifests as a friendly rivalry as both sides attempt to upstage the other with shows of grandeur. However, a key difference between the faiths is the emphasis that Chira places upon wealth and hard work and the emphasis that Zasasci places upon change and originality. They are opposite sides of the same coin.
Chira
Alignment: lawful neutral
Portfolio: goddess of craftsmanship, wealth, and development
Domains: artifice, earth, fire, plant, strength
Subdomains: ash, caves, construct, decay, ferocity, metal
Inquisitions: conversion, fervor, heresy, imprisonment, persistence
Favored Weapon: battleaxe
In an elder age, Chira was a lesser goddess of dragonkind. She herself was ascended from those mythic creatures, and venerated for her might and power. Yet Chira was enraptured by the works of Tuur and his followers, and she forsook her dragon-kin to become a god of creation and craftsmanship. While dragons now curse her as a traitor, she alone remains of the dragon gods of old. The others failed to heed to growing influence of civilization, and fell from divinity.
The temples of Chira are lavish places that extol the virtues of architectural beauty and design. They often display the works of her greatest followers, and the priesthood are expected to each have their own craft with which to fuel the church's coffers. Hard work is a central aspect of Chira's religion, but those who maintain discipline shall be rewarded for doing so.
Chira expects followers to donate to the temple. Monetary donations shall suffice if they are unable to muster anything more, but a better donation is something of value that the follower has created. These crafts are often placed on display and sold to fund the temple, and the showcase of these works can help build the reputation and clientele of a craftsman who venerates Chira. There is no better way to find a skilled craftsman than to take a brief visit to the local temple of Chira and peruse their finest works. Chira is not disdainful of less skilled craftsman, and so long as they put effort and pride into their work it is sufficient for her graces.
In times of war, Chira revels in the craft and ingenuity that is born of necessity. Siege engines, fortifications, weapons of steel; she considers them beautiful implements, and has a profound respect for those who can use them to their greatest efficacy.
Uma
Alignment: neutral evil
Portfolio: god of waters, monsters, and disaster
Domains: animal, destruction, evil, water, weather
Subdomains: catastrophe, fur, ice, oceans, rage, storms
Inquisitions: anger, conversion, heresy, torture, zeal
Favored Weapon: glaive
As a bestial god born of a more primal era, Uma is an oddity amongst the standing pantheon. All of his remaining brothers and sisters have fallen from divinity over the course of the past age, and those that yet retain the status of demigod cling to their great sibling. Uma is ever mindful that his own divinity hangs by a thing thread and may be lost if he does not make efforts to consolidate and grow his power. He is one of the most ancient deities, and some scholars hypothesize that he is the oldest of all that yet live; this would explain his alien appearance, as his origins are steeped in a murky time before any other recollection.
While Uma remains cool to civilization, he is not opposed to human followers and makes some effort to maintain his religion. The majority of his time and interest is still in monsters associated with the oceans and waterways, and his temples as such are usually located in secluded coves or estuaries. They are often built into natural caves or rock formations, giving the appearance of being a monster's lair (though it's not uncommon for monsters associated with Uma to actually reside in one of his temples). Within city limits, his priesthood usually only maintains a modest shrine for offerings and the main temple is located in a more remote reach.
The sea-god demands regular offerings, at minimum once every lunar cycle. The exact nature of the tribute is rather inconsequential, so long as it has sufficient meaning to the one offering it. The offering of a few coins would be sufficient from a poor farmer, but a rich merchant would be expected to offer something of appreciable value. It is the act of sacrifice, not what is sacrificed that is important. Offerings are collected at a shrine, and then taken out to sea by a priest who casts them into the depths en-mass that they be added to Uma's great trove. Inland temples often cast the treasures into swamps or deep lakes. If a follower cannot reach a shrine, casting his offering directly into the deep waters to the best of his abilities is also acceptable. Stealing from a shrine of Uma or salvaging from the deeps is certain to bring the wrath of this covetous god.
Ephi Cana
Alignment: true neutral
Portfolio: goddess of nature and renewal
Domains: air, earth, healing, plant, weather
Subdomains: caves, cloud, decay, growth, resurrection, seasons
Inquisitions: conversion, fate, heresy, imprisonment, oblivion
Favored Weapon: scythe
Ages ago, long before the rise of civilization, Ephi Cana ruled over all deities. There was no concept of a pantheon in that time; all deities were presided over by the Earthmother, who laid down the edicts by which the other gods would behave. An eon of absolute power took its toll upon her, and slowly boredom and apathy poisoned her mind. At the turning of an age, she resigned from her position of power. Though the presence and threat of Ephi Cana still keeps the pantheon mostly intact, its complete hegemony over the divine has been lost without her stringent enforcement. She has become exceedingly passive, preferring to watch the machinations of the other gods and mortals while interfering as little as possible.
As the goddess of the very earth and world itself, of life and death and renewal, Ephi Cana has been venerated by mortal kind since time immemorial. Her followers mark the passing of seasons and the changing of the world, observing the rise and fall of the sun to the drift of the heavens that occurs too slowly to observe within a single mortal lifetime. Her temples are usually open outdoor places built to mark the passing of auspicious times and cycles – essentially acting as calendars in their own right.
Druids in this world rarely venerate deities, preferring to give their respects directly to the natural spirits of the world itself. Ephi Cana is the sole exception, as her followers believe that she is the natural world. Other followers find the Earthmother to be a very quiet goddess; she prefers to watch and her interference in matters are rare events.
Kets
Alignment: lawful neutral
Portfolio: former god of agriculture, domestication, and vigilance
Domains: air, animal, law, sun, weather
Subdomains: cloud, day, feather, light, seasons, wind
Inquisitions: conversion, heresy, justice, order, tactics
Favored Weapon: javelin
Most deities that are slain are of weak stature and their priesthood quickly collapses without their support. Kets, however, was one of the most powerful deities of his time and his death was both sudden and unexpected. It was by the trickery of Rahast that he was goaded into battle with an upstart demigod upon an auspicious battleground. While locked in combat with his foe, the two were ambushed by Rahast's greatest mortal champions and their physical forms destroyed. The place of their battle, however, was an entrance to the underworld itself. Weakened and without a physical body, Kets was drawn into the underworld.
But the power of Kets' faith is too great to be extinguished even by his own end. Enough mortals still cry out to the god of vigilance that his clerics retain power and influence. The clerics of Kets are few in number, and new ones can only come into existence when old ones willingly relinquish their powers and pass their torch to a new generation. As such, their numbers are dwindling and they will eventually be driven to extinction. However, there are still enough of them remaining that the faith shall endure for centuries more. They still believe that Kets will be reborn.
Most of Kets' temples have long since been re-purposed by other faiths. With his death he is no longer part of the old pantheon or protected by its code, so the temples of Kets can be freely ransacked by other followers of the old gods. The churches of Tuur, Zasasci and Ephi Cana still provide some semblance of protection to the faith of Kets, and a few temples have remained untouched in distant and remote locales.
The old traditions of Kets called for vigilance, and followers were expected to volunteer for local militias to protect their homes and neighbours. Cremation was the method of burial of the honored dead, and the temples often included high towers that touched the sky. The followers of Kets will often sneak into these temples (regardless of their current owner) to throw offerings of seeds into the winds from the tower's peak. They shall remain vigilante, awaiting their god's return.
Quezolcol
Alignment: lawful evil
Portfolio: god of fertility, seasons, and blood sacrifice
Domains: air, animal, sun, war, weather
Subdomains: blood, day, feather, seasons, storms, wind
Inquisitions: conversion, heresy, illumination, imprisonment, order
Favored Weapon: throwing axe
Special: Clerics of Quezolcol who select the sun domain have the ability to channel positive energy despite their alignment and that of their god. Such clerics also spontaneously convert for cure spells instead of inflict spells, and are eligible for the “versatile channeler” feat to channel negative energy.
When the deity Kets was drawn forcefully into the underworld, his essence slowly reformed, but in a way that was completely unrecognizable. Born of the fused divine essence of the god Kets and the demigod Azol, there is no other deity of similar stature or kind to Quezolcol. He is the youngest of all the deities, but being formed from the perverted spirit of a powerful and ancient being he has inherited much wisdom and memory that goes back eons. The remaining followers of Kets denounce this deity as an empty mockery, unfit to carry any semblance of their former patron.
In the eyes of Quezolcol, there is only one true god: himself. All others exist to be subservient to him, and his aim is to create a single monotheistic religious order with Quezolcol at the peak. This has made implacable enemies of every other deity. Quezolcol eschews the very concept of allies or friends, there are only servants whose allegiance is given unconditionally to their lord and master. Ordinarily deities as brazen as this do not survive long, but no other deity wields the kind of power that is possessed by Quezolcol.
Quezolcol is a god of fertility and vitality, and he asks that his followers build great nations and cities in his name. He shall watch over them, and provide those people his favour, but in return he asks for his share of the life force that flows within their walls. Upon the altars dedicated to Quezolcol, the blood of living people is spilled to quench the thirst of their ravenous god. Animal sacrifices are meagre consolations suitable only from small villages; it is the lifeblood of thinking creatures who are the pinnacle of civilization that has true value and power. If the rulers of any city displease their patron, Quezolcol shall send his agents to collect their blood as payment.
Cities prefer not to sacrifice their own, and take great efforts to capture slaves from rival cities for this purpose. Criminals and other unsavoury individuals are often selected for sacrifice, and the rule of law in places that venerate Quezolcol is draconian. The sacrifice must always be made daily, and as the city grows so too must its tribute. The bodies of the deceased are to be thrown into mass graves. They are not to be burned, but left to rot. In some of the older cities that have been worshipping Quezolcol since his rising there are entire mountains of human remains underneath many layers of construction that form the temples to this bloodthirsty god.
Niev Nara
Alignment: lawful good
Portfolio: goddess of cities and nations
Domains: community, glory, good, nobility, protection
Subdomains: defense, family, heroism, home, honor, leadership
Inquisitions: conversion, heresy, illumination, imprisonment, justice
Favored Weapon: longsword
Niev Nara regards herself as a beacon of light to stand against the threats presented by Quezolcol and Rahast. With Tuur in exile and no other deities strong or willing enough to fight against the darkness, she presents herself as the only answer for those who seek salvation from evil. Despite the best efforts of her enemies to hold her in check, her prophets continue to spread her word far and wide, and people are listening. She seeks to create a new pantheon to replace the old, but thus far she has only a few fickle allies; the vengeful goddess Malrith and the vagrant god Huradi.
The followers of Niev Nara are called to make donations to their local temples. From this pool of tribute, projects of great magnitude can be undertaken. Cities which venerate Niev Nara often build glorious monuments and host festivals and events that draw travellers from across the known world. Prestige is central to Niev Nara's religion, and those better able to support the grandeur of their city should do so that all may benefit from its stature. At the same time, much of the coffers of Neiv Nara's clergy go towards the continued defense and the cities in which they reside, ensuring that walls are properly built and maintained and good soldiers are trained and retained.
As a relatively new goddess, Niev Nara places a high value on spreading her word and influence, and followers travelling abroad are to ensure that her presence is known. To wear her symbols openly even in places where doing so brings mortal danger is a great sign of faith, that her followers are unafraid to step forth and be counted even when it comes at great personal peril.
Yaaru
Alignment: true neutral
Portfolio: god of secrets, scholarship, and magic
Domains: artifice, knowledge, magic, rune, trickery
Subdomains: arcane, construct, deception, language, memory, thought
Inquisitions: conversion, fate, heresy, oblivion, truth
Favored Weapon: dagger
Special: A cleric of Yaaru may choose which auras (good, evil, law, chaos) he exudes, irrespective of his own alignment. Once this choice is made, it cannot be changed. This allows a cleric of Yaaru to masquerade as a cleric of a completely different deity.
It is perhaps unsurprising that little is known of the origins of the god of secrets. In fact, many have noted that it's uncertain whether it is Yaaru the god or Yaaru the goddess. Whatever the case, the god of secrets fostered amongst mortals a tradition of scholarship and magical study. His students were the first wizards, and to each he passed different sacred knowledge. For passing on these forbidden secrets to mortals, Yaaru was expelled from the old pantheon. Followers of Yaaru must practice in secret, as their temples are often persecuted and even sought out for the supposed riches they hoard. This faith is not protected by the code of the old pantheon, and any follower of another god can simply enter their halls, slaughter their faithful, steal their treasures, and desecrate their altars. As such, the chapters of Yaaru's faith have become adept at hiding in plain sight or in unusual and expected places.
Most followers of Yaaru will worship a different deity in public, but in private they shall venerate the masked one. As a sign of their true faith, they shall take a symbol of Yaaru and affix it in secret somewhere within the temple of the deity they ostensibly worship, reminding those who notice it that Yaaru still walks amongst their numbers.
Followers of Yaaru do not show their faces to each other, and instead attend their temples while wearing masks. Their true identities are secrets to be shared only when absolute trust is gained, or if that knowledge is earned through other means. This preserves the integrity of the followers even if the temple is compromised and some of their numbers captured and interrogated.
The followers of Yaaru frown upon selling arcane secrets upon the open market. The sale and purchase of common scrolls is not an issue, but rarer and highly-prized ones should be earned rather than merely purchased by a sum of coins. To either reveal or destroy a great secret knowledge is the most terrible crime one can commit against this faith. It is by the pursuit of knowledge that one is proven worthy of it.
Huradi
Alignment: chaotic neutral
Portfolio: god of seafaring, navigation, and exploration
Domains: air, liberation, travel, trickery, water
Subdomains: exploration, freedom, oceans, thievery, trade, wind
Inquisitions: conversion, heresy, illumination, persistence, valor
Favored Weapon: longbow
Special: Clerics of Huradi replace knowledge (nobility) and knowledge (history) with knowledge (geography) and knowledge (local) on their class skill list.
Anyone who travels upon the waters of the world may find the graces of Huradi to their liking. He offers freedom; the freedom from society, from obligation, from places and people and gods who would tie down the heart that yearns for freedom. A small donation and prayer when arriving safely at a destination is all that Huradi asks, and beyond that he expects his followers to live life to the fullest.
Huradi's faith is strongest in port cities, but this puts it in direct competition with the faith of Uma, and the two are effectively in a state of open war, with both sides attempting to destroy and weaken the temples of their foes. Battles between the faithful of Huradi and Uma have become the subject of story as of late, exaggerated far beyond their actual scope. This has ironically served to strengthen the followings of both gods by glorifying their influence.
Shrines of Huradi are often simple structures built outdoors. Offerings are left anonymously and received by a priest who services the shrine daily. Thieves quickly learn this mark is not as easy as it appears, since a mob of faithful dock-workers are often much less lenient than the town watch.
Phinico
Alignment: chaotic evil
Portfolio: god of vengeance, death, and undeath
Domains: chaos, death, destruction, madness, strength
Subdomains: catastrophe, ferocity, insanity, murder, nightmare, undead
Inquisitions: anger, conversion, heresy, persistence, vengeance
Favored Weapon: bastard sword
Special: a Cleric of Phinico may use the decapitated head of a freshly killed enemy as an impromptu unholy symbol.
Phinico was a powerful but erratic mortal who made scores of enemies where-ever he walked. He was eventually brought down in an orgy of violence. After his death, his corpse miraculously regenerated, and he returned to pursue vengeance against the ones who had defeated him. One by one he destroyed each of the individuals involved in his downfall. The legend of the “immortal” Phinico grew; he was a wanderer dressed in tattered red rags, and any that angered him would be hunted to extinction. Many attempted to claim the title of the one who killed Phinico. His body was burned, cast over cliffs, fed to terrifying monsters, dismembered and spread across the realms, and destroyed in every way imaginable. Nothing would prevent the inevitable; Phinico would rise again with even greater strength.
Phinico expects his followers to fulfil any oath of vengeance, and to punish any slights against them. Phinico delights in acts of spite, and the destruction of something an enemy once held dear (preferably while they yet live to see it) is the greatest offering a follower can show him. Phinico's faith has a penchant for the undead, and reanimating the dead body of a passed individual is commonplace.
Those who seek revenge for wrongs committed against them often ask for Phinico's favour that they may draw upon his wrath. This god is fickle, however, and his religion is more like a cult with no hierarchy or structure between small followings throughout the world. The chapters of Phinico's faith are little more than a collection of like-minded individuals united by common enemies, but powerful individuals may act as a temporary cohesive of much larger movements.
One would imagine such a disorganized faith would be easily put down, but Phinico's cults have the same persistence as their lord. There is always an endless supply of disillusioned and disowned youth, and the faith of Phinico offers an easy path to power. Command over the dead is considered a great show of strength, and those who can lead the undead are the prized pupils of Phinico's faith.
Malrith
Alignment: chaotic good
Portfolio: goddess of rebellion, dignity, and restitution
Domains: chaos, healing, liberation, protection, nobility
Subdomains: freedom, martyr, purity, restoration, resurrection, revolution
Inquisitions: conversion, fervor, heresy, vengeance, zeal
Favored Weapon: kukri
Malrith is one of the few mortals to have risen to the stature of deity after her own death. In life, she tended to the sick, the needy, and the condemned. She constantly fought against injustice and sought peaceful resolution and progress. By her actions Malrith challenged the powers that ruled her land, and for that crime she too was thrown into a prison deep beneath the earth where she died emaciated and alone. Her spirit could not rest, however, and as her legend grew her spirit reached outwards until at least she arrived upon full divinity. Her imprisonment and death still weigh heavily upon her, and when she appears she still bears the burden of the shackles and rags that she wore at the time of her death.
The matron goddess Malrith espouses the belief of forgiveness towards those of weakness and desperation, and of revolution and retribution against those who would misuse greater powers. She is a martyr at her heart, helping others absolve themselves of sin and to overcome violence and hatred, or channel it against those worthy of such feelings. She is sometimes called the two-faced god for her merciful and vindictive attitudes. Rejecting the laws of mortals and immortals alike, the only authority she believes is absolute is the moral compass of compassion. Regarded as naive and extremist by most other gods, Malrith has none-the-less found a following amongst those few mortals that are willing to sacrifice everything in the hopes of building a better world.
Temples of Malrith are usually simple and humble places which often reach out to the poor. In this sense, her faith acts very similarly to that of Amlil. More extremist branches also exist, seeking to bring down corrupt and evil powers by force. Even the most innocuous temple may house a den of militants. This often makes nations uneasy about the presence of this religious institution, despite the fact that it is most often quite benign and passive. Persecution only strengthens the resolve of this religious order, drawing more followers into their ranks.
Yasasca
Alignment: lawful neutral
Domains: charm, glory, law, luck, repose
Subdomains: ancestors, curse, devil, honor, inevitable, lust
Inquisitions: anger, conversion, heresy, tactics, zeal
Favored Weapon: spiked armor
As the daughter of Kets, there were no opportunities deprived of the fair Yasasca. She pleased her father with her courteous and faithful nature, something that was in stark contrast to her rebellious brother Zasasci. She held little interest in the world of mortals, and ultimately gained her father's leave to retired to the planes beyond to rule over the outsiders who reside there.
The only active gods on the mortal plane that concern her are Quezolcol and Rahast. Revenge for her murdered father is her strongest interest on the mortal plane, but her ability to put any plans into motion are limited. She has almost nothing to do with her brother, and while she wouldn't pass up an opportunity to humiliate him if it came up, she is not overly pressed to pursue a now-ancient childhood rivalry.
In the inner planes, Yasasca is constantly pitted against the various factions vying for supremacy. Though her plane of Sanctuary is a powerful and defensible fortress, it is exposed to assault from many angles. She is constantly doing battle with Ereshkagel and Nergal for the position as dominant deity, but her central position makes her an easy target for agnostic outsiders who refuse to bow down before any deity. None-the-less, she is a deity with the force of will to make devils and angels cooperate under one banner, and this alone grants her the broadest and most formidable support base.
Since the death of her father, Yasasca has made more effort to keep at least a modicum of visibility on events in the mortal plane. She occasionally sends outsiders in her service to seek out champions to consecrate as clerics. She demands exactly what her father did; vigilance before threats and dutiful adherence. Because her interests are not directly involved in the mortal world, she expects her followers to be faithful to their rightful liege lord in her place.
Ereshkagel
Alignment: lawful evil
Domains: evil, knowledge, law, nobility, rune
Subdomains: daemon, devil, inevitable, thought, undead, ward
Inquisitions: conversion, heresy, torture, vengeance, zeal
Favored Weapon: scimitar
The daughter of an Archduke of the hells, Ereshkagel was born into a time of strife and civil war that destroyed most of her kin. Her father was slain when she was young, and she was mentored by her uncle. She was barely an adult by the standards of devils when her uncle was slain by the goddess Yasasca, and she took the mantle of rulership. Ereshkagel grasped the power once held by her family and demonstrated a keen and tactical mind that allowed her to survive where stronger entities were failing.
She ultimately made a pact with the demon lord Nergal, hoping to rule together over all the inner planes. By their alliance they slaughtered the last true contenders for the throne of devil-kind, clearing the way for Ereshkagel's ascension. Though she was once a close ally and lover of Nergal, she has since broken away from him in disgust. Whatever she thought could work between them is clearly impossible, and the two are now bitter enemies. She understands the danger Nergal presents, and has built a great defensive network on the plane of Tatarus. Nergal has proven he can assault and destroy any single fortress of hell, so Ereshkagel will not make the mistake of presenting a stationary target. She is always on the move.
Ereshkagel aims to bring all (or at least most) of devil-kind under her rule, but the age-long civil war has divided the vast majority of the hells into independent duchies that scheme against each other for dominance and do not recognize her rule as legitimate. With the constant threats of Yasasca and Nergal she has been unable to attain her aims of unification. She has expressed some interest in the mortal plane, but does not have the capacity to invest in a significant presence there.
Nergal
Alignment: chaotic evil
Domains: chaos, evil, fire, trickery, war
Subdomains: ash, smoke, tactics, demon, protean, daemon
Inquisitions: conversion, heresy, tactics, valor, vengeance
Favored Weapon: greatsword
The demon princes of the deep abyss have rarely risen to the status of true deities. Though their power might rival the divine, they themselves are barred from making that final step. Nergal is one of the few to have breached that threshold. In his wake lie the tattered bodies of one deity after another which has crossed him. How many have died to his blade are unknown, but by his cunning and ruthlessness the number that yet remain in the inner planes can be counted upon a single hand.
For a time, Nergal was the lover and husband of Ereshkagel, and the two conspired to destroy and unseat her rivals for power. However, they had a falling out of sorts and now the two are irreconcilable. Nergal has besieged her fortresses on Tatarus a thousand times over and conquered lesser planes in her service time and time again. He rarely loses a battle, but in the same breath he seldom holds territory for very long. Nergal can only be in one place at a time, and none of his generals share his divine aptitude for warfare.
Nergal is the sole deity of the inner planes that lacks a great stronghold plane to make a seat of power. Instead of brooding over a single domain, Nergal constantly invades new planes to claim them as his own. He doesn't have the time or will to settle in any one, as he is always on the move to lead his forces in their conquest of new targets. Nergal seldom reaches out to mortals of his own accord, but many learned individuals reach out to him, seeking just a moment of inspiration from the perfect general.
Archaeus
Alignment: neutral good
Domains: charm, good, healing, magic, madness
Subdomains: archon, agathion, azata, love, divine, nightmare
Inquisitions: conversion, fate, heresy, justice, oblivion
Favored Weapon: quarterstaff
He is a remnant of an ancient era long before the remembrance of even most deities. His true name is lost, and his followers call him “Archaeus”, the ancient one. He slumbers restlessly, his body contorted amidst the depths of the void. Those who meditate nearby understand by a natural empathy his plight. He is stricken by a terrible malady that even a god cannot overcome, and in his madness he destroyed everything he loved and held dear. Until such time as he can cure himself, he has been cast into a great slumber.
For many eons he merely floated amidst the void, but slowly matter and substance collected around him, and some wandering outsiders took notice. In time, the entire plane of Morpheus formed around this sleeping deity. Though Archaeus slumbers and cannot take any action to defend himself and his interests, all the denizens of Morpheus are willing to fight to the death should any entity threaten their revered deity. So Archaeus continues to rest even as countless other deities in the beyond were cut down and slaughtered in the great culling.
Little is known of how Archaeus would dictate his will upon his followers. Whatever vague dictum may occur in a vision or dream from this insane god, it always clouded and difficult to interpret. Yet one thing is clear; he is reaching out to others, trying to cure them of their afflictions even if he is unable to save himself.
Powerful mortals with the strength to navigate the treacherous underworld will make the pilgrimage to the plane of Morpheus, that perhaps the terrors that ravage their soul may be healed by this slumbering deity. Many return bearing his mark, to restore others just as their god has restored them. It is quite possible Archaeus shall remain entranced for all eternity, his malady beyond anything short of oblivion to remedy.
Siax
Alignment: true neutral
Domains: knowledge, luck, magic, repose, travel
Subdomains: fate, curse, memory, souls, trade, arcane
Inquisitions: conversion, heresy, order, tactics, torture
Favored Weapon: ranseur
Supposedly he came into existence as a lowly outsider in a time when the powers of chaos were just beginning to gain their dominance in the inner planes. Siax became a trader, dealing in all things imaginable, even those that were dangerous traffic in. His ability to obtain virtually anything for his clients in a timely manner granted him great friends in high places, as well as many enemies, and he grew in prominence and wealth.
Eventually, Siax made a bargain with a deity to assume his divine essence. Desperate was his client in this case, but the contract signed carried stipulations that Siax must eternally abide by. He is a god contracts, merchants, and deals, and by the terms of his divinity he is unable to break the letter of any agreement he makes. However, he is only bound to the letter of his word and he brazenly flaunts technicalities.
Siax's home plane is “Dimense”, a mysterious place that blends the powers of law and chaos. It is one of the great trading hubs of the inner planes, though few venture beyond the upper plazas. Those who do explore its depths report an alien place that defies comprehension. Siax has outsiders of all types under his command, mostly those who have willingly submitted to a contract of service. Many of the more chaotic denizens are surprised to find Siax has sway over them.
The clerics of Siax are each bound by a contract, similarly to how he himself is. A synergetic relationship is established between their god and themselves. The nature of these contracts are strictly confidential, and different servants of Siax gain favour with their lord in different ways and by completing different tasks. His exact level of influence and interest on the mortal plane is unclear. His clerics cannot confirm or deny any speculation.
| Dasrak |
So no one has any suggestions?
I've considered the following options for a few deities, but it feels like they may offer a bit too much crunch:
* Should an attack by a Cleric of Amlil strike a killing blow, he may choose to retroactively turn it into a miss. This ability may be used once per day.
* Clerics of Chira may use any masterwork item they have personally crafted as a holy symbol.
* Clerics of Malrith can cast spells with the evil and law descriptors, so long as the way they are used does not conflict with Malrith's ethos.
| Da'ath |
You're not likely to get a lot of feedback, frankly, for one reason: you provided too much material to cover with a brief investment of time.
Many just skim posts, looking for something of interest, and bail if it's too long. It is sad, but true. For future reference, I'd only post the "meat" of what you want to accomplish and move the full deity list (or fluff) to a google doc so folks can look if they want to, i.e. get to the heart of the matter.
Take this as my opinion and not fact; it is based on my experiences on these boards.
Your deities look good and to be honest, I really like some of the quirks you've added (particularly the evil deity with the Sun domain, as I have an evil sun god, as well).
I'd dump this one, however, as it screams of exploitability to me:
* clerics can choose which auras (good, evil, law, chaos) they have, irrespective of their own alignment. Once this choice is made it cannot be changed.
Also, Malrith's quirk seems very off to me. As a chaotic good deity, "evil" and "law" spells by their very nature conflict with her ethos (i.e. diametrically opposed on both axis).
doc the grey
|
I agree with Da'ath on the length unfortunately, I've had many a post that falls to the wayside because of it's length. That being said what gods are you expecting to play prominently in your current game? If you give us an idea there we can focus our inquiry on the ones you plan to use most and therefore need the most scrutiny.
| Big Lemon |
Just a note on Tuur: Your houserule of spears and longspears somewhat invalidates an ability that the Phalanx Fighter gains (the ability to wield those and similar weapons in one hand as long as he uses a shield in the other.)
Clerics are also automatically proficient with all of them, although the spear and longspear in this case are different.
IMO instead of giving them a favored weapon, let them wield those weapons in one hand, or create a feat that will allow it.
| Tom S 820 |
Tuur
Alignment: lawful good
Portfolio: father of civilization, the immovable guardian
Domains: artifice, good, law, strength, sun
Subdomains: agathion, archon, day, light, resolve, toil
Inquisitions: conversion, heresy, justice, truth, valor
Favored Weapon: shortspear, spear and longspear
Flavor question with STR Domain why did you not pick a 2 handed weapon?
Again flavor question with artifice why not some type of weapon that can be use as tool as well as weapon?
| Tom S 820 |
Chira
Alignment: lawful neutral
Portfolio: goddess of craftsmanship, wealth, and development
Domains: artifice, earth, fire, plant, strength
Subdomains: ash, caves, construct, decay, ferocity, metal
Inquisitions: conversion, fervor, heresy, imprisonment, persistence
Favored Weapon: battleaxe
This good Screams Hammer or Pick to me
| Tom S 820 |
Kets
Alignment: lawful neutral
Portfolio: former god of agriculture, domestication, and vigilance
Domains: air, animal, law, sun, weather
Subdomains: cloud, day, feather, light, seasons, wind
Inquisitions: conversion, heresy, justice, order, tactics
Favored Weapon: javelin
This god scream fail or Sickle
| Tom S 820 |
Quezolcol
Alignment: lawful evil
Portfolio: god of fertility, seasons, and blood sacrifice
Domains: air, animal, sun, war, weather
Subdomains: blood, day, feather, seasons, storms, wind
Inquisitions: conversion, heresy, illumination, imprisonment, order
Favored Weapon: throwing axe
Again with Air weather and war this screams Pilum(for miltary part) or Bolo (or Capture for sacrifce)
| Tom S 820 |
Phinico
Alignment: chaotic evil
Portfolio: god of vengeance, death, and undeath
Domains: chaos, death, destruction, madness, strength
Subdomains: catastrophe, ferocity, insanity, murder, nightmare, undead
Inquisitions: anger, conversion, heresy, persistence, vengeance
Favored Weapon: bastard sword
Again to me this scream Flambard: This two-handed sword has a wavy blade
that is especially useful for cutting through wooden weapons. If you are proficient with this weapon, you gain a +4 bonus on any sunder attempts made against weapons with a wooden haft; otherwise you may use this sword asa bastard sword
| Dasrak |
You're not likely to get a lot of feedback, frankly, for one reason: you provided too much material to cover with a brief investment of time.
Understandable, though my question up top was concise. Maybe I should have just left it at that without including the deity descriptions (it took me all of two minutes to copy and paste the bold and spoiler tags into my working document, I figured I may as well just post it), but what's done is done.
Anyways, I was pleasantly surprised to find that there is quite a bit of feedback today. Thanks for replying, all ^_^
I'd dump this one, however, as it screams of exploitability to me:
* clerics can choose which auras (good, evil, law, chaos) they have, irrespective of their own alignment. Once this choice is made it cannot be changed.
I'd agree with the exploitability concern, which is exactly why the decision is permanent and can never be changed (nor turned off or on at will; this is all or nothing). The flavor fits perfectly, which is why I'm inclined to keep it even if it verges on the "too crunchy" side of things.
Also, Malrith's quirk seems very off to me. As a chaotic good deity, "evil" and "law" spells by their very nature conflict with her ethos (i.e. diametrically opposed on both axis).
Another reason why I'm hesitate about that one. I was more thinking "protection from chaos" sort of thing; Malrith is supposed to be a two-faced god torn between idealism and vindictiveness, and wielding power from opposing sources is fitting towards that end. However, this may just be opening up a can of worms that's better left sealed.
That being said what gods are you expecting to play prominently in your current game?
I like to surprise myself, drawing from a large pool of resources to create new and unexpected things. Due to erratic attendance, we often do once-off games that I will improvise using spare material I always have with me (with hit and miss results). The thing I've found that's been lacking in this approach has been that I haven't really established an over-arching mythos that brings these individual stories together. Given the importance that the divine plays in the Pathfinder ruleset, I figured a robust and varied pantheon was the best place to start.
Just a note on Tuur: Your houserule of spears and longspears somewhat invalidates an ability that the Phalanx Fighter gains
IMO instead of giving them a favored weapon, let them wield those weapons in one hand, or create a feat that will allow it.
I'm aware of the phalanx fighter. I've been wobbling back and forth between allowing this as a feat or just as a property of these weapons. For the time being I'm offering it as a freebee that's just part of the weapon.
Tuur...Flavor question with STR Domain why did you not pick a 2 handed weapon?
While it's true that two-handed weapons are mechanically favourable for high-strength characters in Pathfinder, that's not strictly necessary from a flavor standpoint. Because of his nature as a defender and guardian, a one-handed weapon with a shield makes most thematic sense for Tuur in my view.
Chira...This good Screams Hammer or Pick to me
I seem to recall thinking it was a little too cliche if the god of craftsmanship had a favored weapon as a hammer. Still, if most people think it works better that way, then that may not even be an issue.
Kets... This god scream fail or Sickle
Flail actually sounds good for Kets, and no other deity on the list has a similar weapon currently. I'll probably go for that. Thanks for the suggestion!
Phinico... Again to me this scream Flambard: This two-handed sword has a wavy blade
I'm restricting myself to the core rulebook for favored weapons, so Flambard is out. You're definitely right that the flavor is there.
| Tom S 820 |
Do not restrict yourself to Core Weapon. A odd ball weapon used by worshiper or cleric may be the only light some of these weapon may ever see. The odd weapon will be what set them a part. I see that your using noncore Sub-domains/Inquisitions. Why not weapons as well....
Chira
Alignment: lawful neutral
Portfolio: goddess of craftsmanship, wealth, and development
Domains: artifice, earth, fire, plant, strength
Subdomains: ash, caves, construct, decay, ferocity, metal
Inquisitions: conversion, fervor, heresy, imprisonment, persistence
Favored Weapon: battleaxe
In an elder age, Chira was a lesser goddess of dragonkind
K hammer may be cliche.... But Pick is tool to dig +1Cool(artifice, earth, caves, metal), it is x4 weapon +1 Cool(strength & ferocity), Is what you use to dig out of imprisonment+1 Cool, is Dragon claw or tooth like in shape.
Side note Plant dose not work with backstory for me...I would say Scalykind with subdomain of Dragon. Fits better than plant...
http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains /scalykind-domain/dragon
| Dasrak |
Do not restrict yourself to Core Weapon. A odd ball weapon used by worshiper or cleric may be the only light some of these weapon may ever see.
I feel that's mostly an issue with the weapon design. If an odd-ball weapon brings some new options then that's cool, but if it doesn't then it'd be better to fold it in with an existing weapon. On closer reading, I'd be inclined to rule a Flambard as a variant bastard sword rather than its own separate weapon, rendering this particular case a moot point.
I see that your using noncore Sub-domains/Inquisitions.
I restricted myself to core for domains and favored weapons, APG for subdomains, and UM for inquisitions. Each of these books is the one that introduced their respective game mechanic.
Chira... Plant dose not work with backstory for me...I would say Scalykind with subdomain of Dragon.
Again, this is my "sticking to core" approach. Were this from APG, UM, or UC then I'd probably have made an effort to fit it in, but coming from another source I've left it out.
As for why she has the plant domain, the idea is that plants are used as material and fuel for the creation of wealth. This is reflected in her subdomain selection: decay. Her influence on plants is inherently one of consumption and conversion. This is explicitly designed to foil Ephi Cana's perspective of the plant domain. Although it may not be obvious at a glance, every domain appears at least twice and in almost every case there are two deities that take wildly divergent interpretations or philosophies of the domain. Maybe that comes across as forced in the case of Chira, but I hope it makes sense with that explanation.
As always, thanks for the feedback; it's appreciated.