What Pantheons or Religions Does Your Setting Have?


Homebrew and House Rules


Ever since 1e I've been fascinated by the Egyptian pantheon, and have incorporated it into every one of my homebrew settings, even expanding it beyond the desert lands from which it originated. I still do this, and my players have never had an issue with it.

During the very earliest days of 2e I implemented a system called the "10,000 Paths" whereby a cleric could choose any two spheres (now domains) to follow as a sort of godless philosophy. I've continued this tradition into PF and it works as well as it ever did (pretty good, IMHO. Most of my players who follow a religion still choose this method). Sometimes the spheres or domains even contradicted each other, but if the player could justify this I allowed it.

So, does anyone else homebrew their religion or do you use the Golarion deities, even if you don't play in the Golarion setting?


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I homebrew my religions for each setting so that it works with the settings themes. In one setting, I had three of four players be gods. I don't even know the golarion gods past the fact there is a drunk one, a dead one, and pharasma. :P

Liberty's Edge

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My group mostly plays with Golarion deities in Golarion. We did make a homebrew setting at one point, but only played in it a couple times. A few highlights from the pantheon, however:

  • Only 13 true deities, but they allow themselves to be represented in multiple ways so mortals often believe there are many more deities. One of these 13 doesn't really take on followers.
  • Deities have human-like personalities. Even the most evil god has a good side and visa-versa, they can make mistakes, have faulty memories, etc. Well, one of the gods has perfect memory, but that's kinda her thing. Speaking of gender, the gods don't truly have one, taking on forms as convenient for swaying followers.
  • The reason they act indirectly is that last time they didn't the pantheon leader broke reality. The equivalent of daddy taking the toy when kids can't play nice. They now only compete via followers with strict rules on the power they can give out and how often they can communicate.
  • Godless clerics are possible, but the reality is that there is still a god granting them their power, they just don't know it. (Even the clueless can be useful, yeah?)


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Pretty much everything. DnD gods from FR and Greyhawk, pathfinder gods, player characters from old campaigns who hit level 40 and became gods and are some of the strongest deitic presences, my own gods to fill odd rolls where necessary, and then the gods who made this reality.

Pretty much have it set so the first god was 11 dimensional, who made infinite 10th dimensional deities, and so fourth to the fourth dimensional ones who pretty much made everything as it is in this universe. Random fifth dimensional planes walking gods pop up from time to time to go all Zeus and boink farmer's daughters, but aside from the Sourcerer that's about the most potent thing in the universe at any given time, and they aren't around long.

Edit- I forgot my favorite god. Because my players say Dear God in response to a lot of things, sometimes the Deer God appears on thundering hooves from the sky, often to stare at the party and eat grass, then leave in a far less dramatic way. He is petrified by bright lights amd loud noises, especially when they are moving toward him, but none of the PCs have tried this


This is a nice little thread, I approve.

Recently:

- Hundreds of years ago, the world as we knew it ended, and the gods died/left/were bound. The only gods that still answer prayers are "kind of like Odin" (Knowledge, Magic, War, Strength, Rune), "Apollo" (Sun, Healing, Glory, Luck (Fate), Knowledge), and 'Medusa (but a full deity)' (Scalykind, Trickery, Law (Judgement) Darkness, Death). There's also some artifacts that hold remnants of gods.

- Total homebrew with three civilizations: Monotheists who worship a god of the sun, earth, and harvest, supplemented with several classes of angels, fiends, and fey. Total animists with no deities, who revere only the living forces/spirits of the world. Polytheists who mix a huge variety of gods with ancestor reverence/worship - the vast majority of gods are very 'human' in their identity, aspects, and portfolio (e.g. a divine king, a divine Doctor/Magician, a divine Hunter, a divine Warrior/Hero).

- For a pathfinder/3.P home setting - the world has exactly 9 true deities many of which are inspired by or reconstructed from the Core D&D gods, but repurposed or altered. All deities are meant to be complex and multifaceted; however they have different aspects and different cultures don't all view them in the same way. So 'The Wandering King', a god of sky, travel, and nobility is seen as the king of the gods in many human areas, but the god of storms in others.


I like it!


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In my homebrew, I specifically tie all the monsters (any non-mundane evil creatures) I use to three evil deities, either directly or indirectly. For instance, the evil god of battles and destruction [think Khorne-clone] is the patron/creator of orcs and goblins, giants, and various beastmen/lycanthropes; the goddess of twisted creation for aberrations, dragons, magical beasts, and oozes; and of course, a god of death for undead. The point is, there are no "willy nilly" creatures that just show up with no reason - if it exists, one of the gods (or one of their servants) created it for a specific purpose (perhaps long forgotten). These deities are known by different names to the creatures worshiping them (the aberration-goddess may be known as "Big Mama" to the ogres, but is called "Lolth" by the drow), but they remain the same three gods.

For the opposing good pantheon, I broke out the remaining domains not assigned to the evil deities and grouped them logically, and eventually came up with nine deities (called the Lords of Light), each with three associated domains. I also specifically use the houserule that clerics spontaneously cast domain spells rather than healing spells, to give the pantheon and its associated characters some flavor.


Lots of interesting ideas here. Let's keep the thread going!


Unimportant wrote:

In my homebrew, I specifically tie all the monsters (any non-mundane evil creatures) I use to three evil deities, either directly or indirectly. For instance, the evil god of battles and destruction [think Khorne-clone] is the patron/creator of orcs and goblins, giants, and various beastmen/lycanthropes; the goddess of twisted creation for aberrations, dragons, magical beasts, and oozes; and of course, a god of death for undead. The point is, there are no "willy nilly" creatures that just show up with no reason - if it exists, one of the gods (or one of their servants) created it for a specific purpose (perhaps long forgotten). These deities are known by different names to the creatures worshiping them (the aberration-goddess may be known as "Big Mama" to the ogres, but is called "Lolth" by the drow), but they remain the same three gods.

For the opposing good pantheon, I broke out the remaining domains not assigned to the evil deities and grouped them logically, and eventually came up with nine deities (called the Lords of Light), each with three associated domains. I also specifically use the houserule that clerics spontaneously cast domain spells rather than healing spells, to give the pantheon and its associated characters some flavor.

While I am not personally a fan of the idea of 'always evil'/fundamentally evil sentient beings, and tend to go in the opposite direction when I'm homebrewing stuff like that, I think this is a pretty slick/more 'truthful' way of handling a world with monsters, which I like. It also very much reminds me of greek myth, where there's *Specific* things that are relating to and creating these dangers - especially Typhon & Echidna. Instead of the fantasy kitchen sink, there's a reason the monsters exist.


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Definitely a slick move. I'm also on the anti-cumpulsory alignment idea. Too many aspects of alignment are subjective, but at the same time outsiders with alignment subtypes are forced to play within the rules of alignment (lack of free will, often). However even with a non-compulsory alignment system where a Lahmia could protect a village from erradication by zealots, having the monsters in some way linked back to an evil deity (Medusa I would think for this) does explain their typical state of alignment


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I had an extensive pantheon collection back in 3.0 and 3.5. As I started my conversion to PF, a player pointed out that only 3 really mattered in that game, the rest were more collections of how they related to the divine classes, etc. The ;gods' were off stage entirely. I don't even use all the G ones.


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Primarily Norse, Egyptian, & Greco-Roman.
After that all of the demon/devil lords from 1e
Most of the elf/dwarf/monster race gods from over the years.
St. Cuthbert & Pelor from Greyhawk
Tiamat/Takhissis
Bob, the multi-faceted - depending upon wich letters are capitalized determines the alignment.
A minor deity (who's name isn't allowed to be spoken) that's trapped in a door.
Besmara
And various other real world myth deities, mostly pulled from from the 1e D&DG book.
I'll also add something a player thinks up (it's where Bob & the door-god came from)

For the most part characters never directly interact with whatever gods I'm using in a campaign. Sure, they'll clash with their followers, raid their temples, help block their schemes, etc. But the closest interaction would generally be receiving spells/abilities.
Once every great now-and-then though I'll run something where the finale is an actual throw down with a demon-lord, Tiamat, etc. (the last time was 2013-14 when I ran Red Hand of Doom


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My homebrew campaign world has changed where gods are concerned over the years and editions. Originally I use a lot of gods from the 2E Deities and Demigods book. As time went by, I renamed, adjusted, and made many unique to my world. The ONLY book related god to survive is Seker, the Egyptian god of light. Now I have about 15 gods, about 1/3 each for good/neutrals/evils, plus a few "dead gods" who are trying to return. With the limited number of gods (15-ish) some of them go by different names among different races. Don't have access to them right now, or I'd post them.


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As a player when I play a Cleric/Paladin/Religious Character I tend to do like most people: I pick a god I follow and stick to it.

When I play a non-religious character (as in not actually working for the Temple of one of the deities) I tend to pick a 2-3 gods I venerate and give worship to, since that is how Polytheism used to work back in the days.

In my own settings I usually try to have a varied set of gods by dividing Domains according to the Mythology I create. Why and How the gods did something back in the days gives each of them a Domain, and amongst the Major gods I try to have Domains not stack. There are still Lesser Deities who's domains stack with the Greater Deities, but they are usually Racial Deities (one per race).

One thing that tends to remain constant between each setting though is Lux, Goddess of the Sun and the Hunt, along with her animal companion Zun the Golden Lion (I.E. the Sun itself). Some times she might be male, some times she might have a few different Domains, but she's always a Sun and Hunting Deity with a Solar Lion for an Animal Companion.


I'm currently starting up a new campaign with "Saints" serving under an indifferent, all powerful god. The saints are mortals that learn to wield the power of god to complete great tasks. Normally, godly power drives men mad, so it takes a truly powerful person to wield this power. Of course, being under an indifferent god, there is a whole span of morality. The most powerful saint is evil, in fact. Not to mention that magic is looked upon with suspicion in the setting, so there aren't even open faiths.

My setting isn't a happy one.


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Well, I made up a pantheon for a homebrew setting of mine. The most powerful deity was Dimana, the goddess of dreams (and knowledge, magic, and psionics). She accidentally created the next five: Mahai, god of good and the sun; Iklia, goddess of law and order; Valath, god of evil and darkness; Torkis, god of chaos and war; and Taia, goddess of nature. Then there was the next generation: Castis, goddess of civilization; Palador, god of protection; Sestis, thief goddess of shadows and secrets; Belkis, god of humor and entertainment; and Tentia, goddess of storms. Then the three Fiend Lords ascended by murdering Valath and divying up his power.

Then there were the six minor gods, and a quasi-divine dragon, and a dragon hoping to become divine, and the twelve animal spirits...


Arnakalar wrote:
While I am not personally a fan of the idea of 'always evil'/fundamentally evil sentient beings, and tend to go in the opposite direction when I'm homebrewing stuff like that, I think this is a pretty slick/more 'truthful' way of handling a world with monsters, which I like. It also very much reminds me of greek myth, where there's *Specific* things that are relating to and creating these dangers - especially Typhon & Echidna. Instead of the fantasy kitchen sink, there's a reason the monsters exist.
Oxylepy wrote:
Definitely a slick move. I'm also on the anti-cumpulsory alignment idea. Too many aspects of alignment are subjective, but at the same time outsiders with alignment subtypes are forced to play within the rules of alignment (lack of free will, often). However even with a non-compulsory alignment system where a Lahmia could protect a village from eradication by zealots, having the monsters in some way linked back to an evil deity (Medusa I would think for this) does explain their typical state of alignment

RE: non-compulsory alignment for monsters - you guys should check out this great blogpost on the subject of religion in the context of a campaign world. The author does a great job of running with this idea, by declaring that monsters are "evil" because their gods are evil, and thus their basic religion will tend to warp them towards evil.

RE: free will for monsters - dragons are a good example of that in my campaign. They were originally creations of "Lamashtu" (to give my aberration goddess a good parallel Golarion name) for use as shock troops in a divine war. Half of the dragons (the ancestors of the metallics) rebelled outright and switched sides to the Lords of Light. The ancestors of the chromatics stayed on Lamashtu's side during the war, but made it clear that they fought for their own purposes, not hers - and just because she created them didn't mean they owed her any favors. ;-)


Albatoonoe wrote:

I'm currently starting up a new campaign with "Saints" serving under an indifferent, all powerful god. The saints are mortals that learn to wield the power of god to complete great tasks. Normally, godly power drives men mad, so it takes a truly powerful person to wield this power. Of course, being under an indifferent god, there is a whole span of morality. The most powerful saint is evil, in fact. Not to mention that magic is looked upon with suspicion in the setting, so there aren't even open faiths.

My setting isn't a happy one.

I've thought of doing something along these lines, but could never quite get it to gel properly in my head. I like what you've done.

Lantern Lodge

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My homebrew uses these pantheons :

Old gods :
12 gods, modelled on the olympian plus a thirteen one, the Harlequin which is a trickster god. Basically some temple.

New gods :
A dualistic pantheon, inspired by mixing taoist philosophy and zoroastrianism.
This pantheon has two church, the traditionalist one which has minor god known as saint. They are basically pagan gods (from a universe POV) assimilated by the church. Their temple are quite lavish (and quite bling bling according to their detractor)

The reformed church is a strictly dualist one. Their temple tend to be quite sober.

Norse champions :
7 heroes-god, worshipped as example and parangon.
Siegfried the Norse dragon of victory
Thorkell, champion of mankind and people
Fenrir, champion of the beast
Mime, champion of Arts
Haggen, champion of Fire and Ice
Alberich, champion of cleverness
Sidar, champion of the wind and his twin brother, Budor, champion of Shadows.
Worshipped by Norse humans and dwarves.

The One God :
This one is a path of inspiration one, and their cult is hellbent on enforcing their human supremacist creed by steel and fire.
To better envision this one, imagine Razmir with Mythic tiers and the ability to grant spell. And replace the con artist personna with the worst human supremacist.

Shamanistic :
this is the orc faith

Pantheistic : This is the wood elves faith

Ancestor worship : this is the traditionnalist Dwarf faith.

The tengu tends to worship Kami, Nezumi (ratfolk) have a weird syncretism (they tink the god you pray, the more likely one is going to answer).


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I sometimes make old PCs available as deities such as a drunken monk who invented pizza with psychedelic cheese and used his monk's spade as the pizza peel (that stick with a flat end you use to move pizza. Sorry, that's kind of all I have...

I'm currently playing a Viking PC in a game set on Mystara, where the typical Norse pantheon is active. I think that probably makes it a little easier to roleplay since I know more about Norse myths than say myths about Gorum.

RPG Superstar Season 9 Top 16

I use Golarion, but I created a couple of my own gods.

My players resurrected one of them. Does that count?


I would say so!


I've thought of just creating a pantheon of 9 gods, one for each alignment, but I don't know how to best assign the domains, so that idea just sits on the burner.


DungeonmasterCal wrote:
I've thought of just creating a pantheon of 9 gods, one for each alignment, but I don't know how to best assign the domains, so that idea just sits on the burner.

Well, the best way I've found is to make the Mythology as a whole. Don't just make Deities, figure out What the different Deities do and why. Where did these Deities come from? What do they wish to achieve? And so on and so forth.

I have actually started the same way as you did, wanting to do a "One for Each Alignment" Pantheon. I started by figuring out how I COULD divide them, and in the end settled for two sets of four and a Ninth: One for each Element (Fire, Air, Earth, Water), one for each Alignment (Good, Evil, Law, Chaos), and then the unaligned ninth.

Then I tried to figure out: What other characters besides the Deities do I have in my mythology? I got stuck on a Divine Lion being the literal Sun, and thus I needed someone to tame it to travel across the skies.
But why would they need to tame it if it wasn't hostile, and if it was hostile wouldn't it just burn everyone? Thus I decided that the God of the Sun had to go and tame it.
But why would he just do it? Pride, he was in it to prove to the other deities that HE was the greatest, the best hunter, and the best warrior. He started by wanting to hunt it, but elusive as it was it always got away from him. He carolled all the Animals of the world to one place in order to lure the Divine Lion there and then he waited. When the Lion finally came it was starving, and just desperate for a meal as it neared the Deity, far from the fight Fire-God had expected. So he nurished the Lion back to health, got to know and respect it, and then sent it across the Heavens rather than freely into the world and would bring it food in exchange. Thus Fire-God now had Fire, Sun and War (in the end I also gave him Glory, mostly because of PF Spells like Solar Ray).

And from there I just continued. In the end I had the eight figured out, but was left with the Nine having almost nothing. He became the Ymir of the World, the other gods creating the Material Realm from his Divine Body. He became the Overgod, similar to Ao from Forgotten Realms, technically there in the world around everyone but not responding to Prayers.

If you're gonna go with your Full 9 your big problem will be the fact that there are 33 Domains, which leaves 3 Each and then 6 remaining. But I'd still hint towards figuring out the Lore before the Stats, things tend to go better that way.


That's good advice. Thanks!

Liberty's Edge

DungeonmasterCal wrote:
I've thought of just creating a pantheon of 9 gods, one for each alignment, but I don't know how to best assign the domains, so that idea just sits on the burner.

My usual pattern is to go the opposite direction. Decide on what role each god should play, what their portfolio is, and what domains fit them best, and then figure out what alignments fit them best.

But then, I'm not a huge fan of the alignment domains. I'd rather elevate the planar faction subdomains to full domains. In other words, instead of giving the lawful evil god either the law or the evil domain, give him the devil subdomain as one of his domains.


I opted to go back to the beginning and started with Babylonian/Mesopotamian/Sumerian - combining some gods and leaving others out (Tiamat and Lammashtu). I've added elements from other pantheons, real and fictional. (Specifically, from Celtic, Greek and Egyptian myth. Also, the Lords of Orhan from I.C.E.'s Shadowworld.) With Lovecraftian elements, of course. Who needs Tiamat, when you can have Cthulhu?

That said, I've also noticed that creating a mythology is a good way to flesh out the personalities of the gods. As is having a player play a worshiper of one.

I've also borrowed a concept from The Endless in Neil Gaiman's Sandman comics: if a god is :slain", what dies is a point of view. Sometimes, one wants to explain a god changing over time with out having gone insane, or using heresy.


Though I've generally always used the Egyptian pantheon, I've incorporated other Mesopotamian deities in for different regions of my campaign world, which is set in an early Renaissance style setting where these old religions never died.

Shadow Lodge

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Homebrew a lot of them can be found here and here.

Some of them are totally new, some or reskinned gods from other systems or real world faiths, a few are guys from real world mythology looked at through a different lense.

Probably my favorite part of my home setting is that the idea of gods as ascended humans is really foreign to a lot of the major cultures of the land with most of the religions of civilization having sprung up around saints and their clerics are powered by their devotion to those creeds rather than the direct hand of that individual. Meanwhile the powerful outsiders who do offer gifts for devotion are often mistrusted as they are often chaotic, evil, or both and thought to be too alien and disconnected from humanity to truly have their best interest at heart.

I also have a Demon lord who has a rather substantial splinter cult of CN followers who worship him as the the great absolver of sin, angrily bearing it all for mortals to have a chance to be washed clean of it.


DungeonmasterCal wrote:
I've thought of just creating a pantheon of 9 gods, one for each alignment, but I don't know how to best assign the domains, so that idea just sits on the burner.

For my set of nine, gods have no alignment - they are above/beyond/to the side of it. Mortals have 'soft' alignment, and outsiders have 'strong' alignment - however they serve the ideals of their alignment and plane, rather than the gods. The exception to this are 'Angels', which are entirely removed from the 'good' outsider spectrum, and instead are divine 'constructs' that serve their deity.

Making the gods unaligned is part of the goal of making the gods more complex and multifaceted - I've tried to give every god contrasting/complicated aspects - rulership and liberation, life and death, creation and destruction, and such. It also includes a goddess of Law & Chaos and a god of Good & Evil.

Instead of alignment gods have their portfolios, edicts, and anathemas - however *Faiths* may have an alignment, and the domains a god grants can vary a little by faith, and some alignments lend themselves better to some gods. The servants of the goddess of law/chaos (and dragons) are almost always good or evil.

I've got all the domains covered between the 9, +2 homebrewed domains - each has 1-3 shared domains.


In the 3.0 Hamunaptra Egyptian setting from Green Ronin the gods have no alignment, just domains. Pretty interesting.

Scarab Sages

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My homebrew world has close to 60 gods, but they cover the entire world, are worshiped by almost everyone, and never worshiped en masse by anyone (meaning that if you go to Kingdom A -- where they worship 15 of the 60 gods -- and then to Kingdom B -- where they also worship 15 of the 60 gods -- odds are they only overlap in half the cases.

In addition, the names are not always consistent, but its always the same god.

There are independent religions, but most of them fall into "religious philosophies that don't worship actual deities", are part of the entire "deified demons/devils" problem, are actually "small gods" (local spirits that aren't worshiped outside their immediate areas), or are considered fringe cults.


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I'm considering having my Viking take the "Divine Source" ability next time he gains a Mythic Tier. It might not be as powerful in game terms as being able to charge through allies or even just gaining another +2 Str, but the idea of my PC being a viable target of worship sort of amuses me since he's well known for bragging and would probably start telling people he's a god.

The fact that the party and their allies include multiple divine casters who would never consider converting to his worship (and in fact think he's kind of a bozo) would be extra roleplaying gravy. I'm not quite sure what his portfolio would be, perhaps demigod of drinking, boasting, and threatening?


As I started out Pathfinder in homebrew games, I’ve never touched the Golarion deities or the Golarion setting. One of my GMs uses a custom list off based on 3.5, one just uses what’s on the pfsrd, and I’m still tinkering with my own homebrew pantheon.

For my current pantheon, I first started out with 8 Draconic gods based off of various subtypes of dragons (1 for each alignment other than True Neutral). Afterwards I ended up with 27 more gods, split between 19 major gods (2 for each alignment, 3 True Neutrals) and 8 minor gods (2 for each neutral alignment except LN for some reason, I must have forgotten about it). At the moment, I’m wondering about my split between major/minor gods and am considering just combining them and adding a few more to balance the alignments.

For the majority of my non-draconic gods, I basically either went through the list of godly names on 2000-names.com and found some that seemed interesting to adapt to my world (getting a surprising amount of Finnish gods as a result), or I thought of a specific roll I needed to fill (such as a divine judge) and looked up a good name to use/modify to fit. I didn’t really consider domains much during the process and just added ones that seemed to fit my concepts – so I probably haven’t covered them very well.

Another thing I tried to do in my pantheon was to vary deities that came from different races, and to vary deities that would otherwise seem to have similar roles. For example, I have 2 gods of magic – but each approaches magic in a very different way (careful organized study vs. wild experimentation), and I tried to vary the three LG gods based on what part of the alignment they focus on; Good in the form of protecting the innocent, Good in the form of destroying evil, and divine Law providing a good order/society.

As for religion itself in my world, unless a class has a specific need to venerate one deity above all others (Cleric, Paladin, Inquisitor, etc.), most people pay tribute to 2-3 deities daily and sometimes pay worship to others based on their current life circumstances.

Anyway, here’s what my current pantheon actually is in case anyone is interested enough to look:

Draconic Gods:

Jevrath (LG)
Scale-Color: Gold
Type: Metallic (Gold)
Domains (Subdomains): Scalykind (Dragon), Nobility (Leadership, Martyr), Protection (Defense, Purity), Community (Cooperation, Family, Home)
Favored Weapon: Heavy Shield
Description: Draconic God of protection and community. Jevrath values the protection of innocent life above all else and is reluctant to destroy evil when there is still a chance that it can be redeemed. All killing is a tragedy in Jevrath’s eyes, but those who mistake his kindness for naivety are resolutely crushed should they attempt to take advantage of his mercy.

Medreth (NG)
Scale-Color: Red
Type: Outer (Solar)
Domains (Subdomains): Scalykind (Dragon), Sun (Day, Light, Revelation), Healing (Restoration, Resurrection), Void (Isolation, Dark Tapestry)
Favored Weapon: Flail
Description: Draconic God of the sun. Medreth views everything the light touches as part of his domain, with every creature who basks in sunlight being one of his children. Creatures that dwell under the cover of darkness are considered to be abominations which ought to be destroyed.

Tesselth (CG)
Scale-Color: Multi-colored, Rainbow
Type: Primal (Crystal)
Domains (Subdomains): Scalykind (Dragon), Liberation (Freedom, Revolution), Good (Azata, Friendship),
Favored Weapon: Rapier
Description: Draconic God of pride and wealth. Tesselth is often quite generous with his gifts, but is also quick to act against even the smallest perceived insult. As a figure that bows to none, Tesselth is often seen as a patron of kings and other powerful individuals.

Lusarth (LN)
Scale-Color: Silver/White
Type: Outer (Lunar)
Domains (Subdomains): Scalykind (Dragon), Void (Isolation, Stars), Knowledge (Aeon), Travel (Exploration)
Favored Weapon: Starknife
Description: Draconic Goddess of moonlight. Lusarth swiftly travels across the moonlight sky, seeking out new and interesting cultures to observe and interact with.

Saphira (CN)
Scale-Color: Blue/White
Type: Primal (Cloud)
Domains (Subdomains): Scalykind (Dragon), Air (Cloud, Wind), Liberation (Freedom), Travel (Exploration)
Favored Weapon: Shortsword
Description: Draconic Goddess of freedom. Saphira represents the unbound air, a cloud of mist that can neither be grasped nor tamed by mortal hands. Followers of Saphira are quick to reject any restrictions on their ability to act spontaneously.

Bazzalth (LE)
Scale-Color: Red
Type: Chromatic (Red)
Domains (Subdomains): Scalykind (Dragon), Fire (Arson), Law (Inevitable, Slavery, Tyranny), Destruction (Hatred, Rage)
Favored Weapon: Scorpion Whip
Description: Draconic God of fire. Bazzalth is a merciless god who rules over his subjects with tyrannical precision. Those who obey quickly are rewarded while those who resist his reign are to be sacrificed to fuel his flames.

Galzra (NE)
Scale-Color: Green/Jade
Type: Imperial (Forest)
Domains (Subdomains): Scalykind (Dragon), Plant (Growth), Strength (Ferocity, Resolve)
Favored Weapon: Claws/Natural Attacks
Description: Draconic Goddess of the forest. Galzra is a goddess representing the crueler aspects of nature, where only the strong survive and the weak exist to serve as food or amusement.

Umbaroth (CE)
Scale-Color: Black
Type: Primal (Umbral)
Domains (Subdomains): Scalykind (Dragon), Darkness (Night), Death (Murder, Undead), Evil (Corruption, Fear)
Favored Weapon: Spiked Chain
Description: Draconic God of the Dead. Umbaroth is a sadistic god who enjoys playing with the lives (& unlives) of sentient creatures. Umbaroth has the power to both create and consume the undead, making him both a patron and enemy to all intelligent undead.


Major Gods:

Koldo (LG)
Race: Human God
Domains (Subdomains): Glory (Heroism), Law (Judgement, Loyalty, Tyranny), Strength (Ferocity),
Favored Weapon: Earthbreaker
Description: God of holy retribution. Known for being rather overzealous in his pursuit to eradicate evil from this plane. His followers abide by a rigid military-style hierarchy were insubordination is punished harshly. Not particularly friendly towards non-human races.

Peklenc (LG)
Race: Dwarven God
Domains (Subdomains): Earth (Metal), Good (Redemption), Law (Judgement), Repose (Ancestors, Souls)
Favored Weapon: Heavy Mace
Description: God of Judges. Known as the divine judge of the underworld, Peklenc’s ruling are harsh, but fair. While all are given an opportunity to redeem their past mistakes, the unrepentant are sentenced to death and further punishment beyond. Considers undead to be an insult to the natural order of things.

Faunus (NG)
Race: Gnome God
Domains (Subdomains): Good (Azata), Liberation (Freedom), Travel (Exploration), Trickery (Deception, Innuendo)
Favored Weapon: Gnome Pincher
Description: God of Trickery. A lighthearted god who values individuality and a good laugh. While good-natured, Faunus often draws the ire of other gods due to his pranks.

Paion (NG)
Race: Human God
Domains (Subdomains): Good (Redemption), Healing (Restoration, Resurrection), Luck (Fate),
Favored Weapon: Quarterstaff
Description: God of healing. Has temples in nearly every major city across the region which serve the community in times of need. Priests of Paion are known to never turn away from an individual who requires healing.

Durga (CG)
Race: Human Goddess
Domains (Subdomains): Animal, Protection (Defense, Fortifications), Strength, War (Tactics)
Favored Weapon(s): All Martial Weapons
Description: Goddess of protection. A warrior who rides into battle on a tiger while wielding a different weapon in each of her many arms. Primarily worshipped by guards and soldiers.

Nephele (CG)
Race: Eleven Goddess
Domains (Subdomains): Air (Cloud), Good (Friendship), Liberation (Freedom), Plant (Growth),
Favored Weapon: Longbow
Description: Goddess of Nature. Emphasizes the beautiful aspects of the natural world, where everything works in harmony to sustain and provide for everything that lives.

Ahluic (LN)
Race: Human God
Domains (Subdomains): Knowledge (Memory), Law (Legislation), Travel (Exploration, Trade),
Favored Weapon: Machete
Description: God of merchants, contracts, safe travel, and wealth. Contracts made by Ahluic are followed to the letter, regardless of what intentions were mistakenly thought to be present.

Dagda (LN)
Race: Elven God
Domains (Subdomains): Knowledge (Education, Memory), Magic (Divine), Rune (Wards)
Favored Weapon: Quarterstaff
Description: God of Magic. Encourages an ordered and systematic approach to magic, punishing those who take the pursuit of magical knowledge lightly or carelessly.

Echidna (N)
Race: Monster Goddess
Domains (Subdomains): Animal (Feather, Fur), Community (Family), Nobility, Ruins
Favored Weapon: Natural Weapons
Description: Goddess of Monsters. The Goddess Echidna takes the form of half-human and half-snake. Known as the “Mother of all Monsters,” it is believed that the variety of monsters which exist in the world are her fearsome offspring whom she dotes on.

Enki (N)
Race: ??? Deity
Domains (Subdomains): Darkness (Loss), Death (Psychopomp), Repose (Ancestors, Psychopomp, Souls), Void (Isolation)
Favored Weapon: Scythe
Description: Reaper of Death. A formless existence which represents a true, impartial death. Nearly every race offers respect to Enki in hopes of having an easy transition from this life to the next.

Ilmarinen (N)
Race: Dwarven God
Domains (Subdomains): Artifice (Construct, Toil), Earth (Metal), Fire, Magic
Description: God of blacksmiths and inventors. A hardworking god known for being capable of crafting nearly any item that one can imagine. Forgemasters of Ilmarinen are known to be capable of crafting feats which ordinary smiths cannot compare to.

Ahti (CN)
Race: Human God
Domains (Subdomains): Artifice (Construct), Knowledge (Education, Thought), Magic (Arcane), Rune (Wards)
Favored Weapon: Quarterstaff
Description: God of Magic. A strange god who values intelligence more than faith within his followers. Encourages the unbridled pursuit of magical knowledge with little concern for the consequences.

Inari (CN)
Race: Kitsune Goddess
Domains (Subdomains): Animal (Fur), Charm (Love, Lust), Trickery (Deception, Espionage)
Favored Weapon: Tekko-Kagi
Description: Goddess of foxes, rice, and prosperity. A major goddess among kitsune which is slowly gaining worship among farmers of human societies.

Hecate (LE)
Race: Gnome Goddess
Domains (Subdomains): Charm (Lust), Healing (Resurrection), Madness (Insanity)
Favored Weapon: Flask Thrower
Description: Goddess of witchcraft, contracts, potions, and alchemy. Gnomes are careful to avoid mentioning the name Hecate, as any careless statement could be taken as a promise and any promise made in her name must be kept or risk divine retribution on the oathbreaker.

Kedja (LE)
Race: Orc Goddess
Domains (Subdomains): Destruction (Hatred, Torture), Evil (Cannibalism), Strength (Ferocity), Law (Slavery, Tyranny)
Favored Weapon: Greataxe
Description: Goddess of Slavery, Punishment, and Torture. A cruel goddess who sorts the world into only three categories; friends, food, and slaves.

Deimos (NE)
Race: Harpy God
Domains (Subdomains): Darkness (Night), Evil (Fear), Madness (Nightmare)
Favored Weapon: Brutal Bola
Description: God of night, darkness, fear, & terror. Known as the “Black Wings,” Deimos is primarily worshipped by creatures of the night who prey on humanoids.

Kalma (NE)
Race: Undead Goddess
Domains (Subdomains): Death (Murder, Undead), Earth (Caves), Evil (Plague), Plant (Decay)
Favored Weapon: Heavy Pick
Description: Goddess of death, decay, and the undead. Worship of Kalma typically takes place in cemeteries and places where foul odor resides. When large amounts of sentient creatures die without a proper burial, Kalma’s power is nearly guaranteed to return the festering corpses to life as undead which prey on the living.

Laverna (CE)
Race: Human Goddess
Domains (Subdomains): Community (Cooperation), Evil (Corruption), Trickery (Espionage, Greed, Thievery),
Favored Weapon(s): Brass Knuckles, Switchblade Knife
Description: Goddess of illegally obtained money. Worshipped by thieves, loan sharks, and those who deal in the black market – Laverna is a selfish goddess who encourages taking from others for one’s own benefit.

Lempo (CE)
Race: Human God
Domains (Subdomains): Charm (Love, Lust), Evil (Corruption), Madness (Insanity), Luck (Curse)
Favored Weapon(s): War Razor
Description: God of Love. Lempo emphasizes a capricious love which controls the actions of mortals and drives them to madness and self-destruction. Mocks the concept of romantic love as being nothing more than a pretty illusion.


Minor Gods:

Eirene (NG)
Race: Human Goddess
Domains (Subdomains): Community (Cooperation), Good (Friendship)
Description: Goddess of peace. Worship of Eirene tends to peak at the end of wars, when treaties are made and each side hopes to put an end to violent conflict.

Maia (NG)
Race: Human Goddess
Domains (Subdomains): Charm (Love), Community (Family, Home)
Description: Goddess of motherhood, family, and childbirth. Typically worshipped in times when one is expecting to expand their family.

Marzanna (N)
Race: Human Goddess
Domains (Subdomains): Water (Ice), Weather (Seasons)
Description: Goddess of winter. Her death symbolizes the coming of spring. If she is not killed at the end of each year, the cold season will continue and she will grow in power.

Sampsa (N)
Race: Human God
Domains (Subdomains): Plant (Growth), Weather (Seasons)
Description: God of spring, harvest, and dancing. A god who is born anew each year after Marzanna’s death. Upon his rebirth, the snow begins to melt and crops begin to grow again.

Gunther (CN)
Race: Halfling God
Domains (Subdomains): Chaos (Revelry, Whimsy)
Description: God of beverages and brewed goods (coffee, beer, wine, etc.). A fun-loving god who encourages feasts and revelry among his followers for nearly every occasion.

Tuuri (CN)
Race: Human God
Domains (Subdomains): Chaos (Whimsy), Luck (Imagination)
Description: God of Gambling and bargain deals. Attracted to the sound of rolling dice, Tuuri is a fickle god who can never be counted on to grant a prayer, but often grants good fortune at the most improbable times.

Damballa (NE)
Race: Serpentfolk God
Domains (Subdomains): Magic (Arcane, Divine), Scalykind (Venom)
Description: God of Serpents. A major god in ancient times, Damballa was stuck down by the newer gods and now exists in a half-dead state.

Ketos (NE)
Race: Merfolk Goddess
Domains (Subdomains): Water (Flotsam, Oceans)
Description: Goddess of violent seas, shipwrecks, and lost treasures. Those who travel the seas often pray for the mercy of Ketos to ensure a save voyage.


Very nice! Great work!

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