Homebrew Challenge: Pantheon Generator


Homebrew and House Rules

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Sczarni

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

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

Here's an algorithm for doing so:

Spoiler:

Step 1. There are nine alignments. Roll a d10 to choose one (roll again on a zero.) You now know which of the four alignment domains you must/can't choose.

Step 2. That leaves 29 non-alignment domains. Roll a d30 and count down the list (roll again on a 30). Continue until you have five.

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

Sczarni

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I rolled: Law, Rune, Earth, Destruction, Healing.

Here's what I came up with:

Aabren, God of Disaster Relief and Preparation
Lawful Neutral
Subdomains:
Inevitable, Wards, Caves, Catastrophe, Restoration, Resurrection
Favored Weapon: Net

Aabren is known for "foul-weather followers", as his name is on everyone's lips in the wake of a calamity, but few pray to him in calmer times and temples dedicated to him are rare. Aabren's tenets: disasters both natural and un-natural are a part of life and can not be prevented, always be prepared for catastrophe, work to return to normal life as quickly as possible, and have a plan for escape.

Dark Archive

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Alignment: 1d10 ⇒ 3 Lawful Evil

Domain 1: 1d30 ⇒ 2 Animal
Domain 2: 1d30 ⇒ 20 Madness
Domain 3: 1d30 ⇒ 13 Glory
Domain 4: 1d30 ⇒ 22 (ignored for Law/Evil)

Arkatos is a minor god of the arena and gladiators. His favored weapon is the gladius. His sacred colors are red and gold. His sacred animal is the lion. His unholy symbol is a golden human skull wearing a red mane.

Not so much worshipped as appeased, gladiatorial events are hosted in Arkatos' honor as a means of keeping peace in times of politcal and civil unrest. Rulers will use the events to bribe Arkatos to protect them from their enemies. The more blood spilled, the more time on the throne a ruler is thought to be granted.

I like this challenge, so I'm bumping it up.


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MILD DERAIL!
It's not random, but it's something I had fun with.

Aesir:

Baldur M
Alignment: LG
Domains: community, nobility, good, sun
Favored Weapon: shortspear
Symbol: open hand
Baldur is the son of Odin and Frigg. He is gentle and understanding god much beloved by gods and mortals alike. He encourages his followers to practice unconditional compassion and goodwill.

Bragi M
Alignment: N
Domains: community, knowledge, protection, runes
Favored Weapon: sling
Symbol: scroll
The husband of Idun. He is sage and teller of tales, particularly pertaining to the great heroes. Warriors wishing to enter Valhalla and the poets who tell their tales pay him homage.

Frigg F
Alignment: LN
Domains: community, healing, law, protection
Favored Weapon: short sword
Symbol: mother and child
Wife of Odin, and mother of Baldur. She is the bond the keeps the Aesir familt together, and a master of practical magic and divination. Her followers believe in the strength and support of family.

Heimdall M
Alignment: LG
Domains: law, good, protection, void
Favored Weapon: greatsword
Symbol: stars
A son of Odin, watchmen of Asgard and guardian of the Bifrost. Nothing escapes his sharp senses, no matter the circumstances. Those who dedicate their lives to duty pay him homage.

Hod M
Alignment: N
Domains: cold, darkness, luck, knowledge
Favored Weapon: quarterstaff
Symbol: staff
A blind son of Odin. He rarely leaves the safety Asgard, preferring to pass the time and share gossip with the other gods. The crippled, destitute, and helpless pray to him for luck.

Idun F
Alignment: NG
Domains: charm, good, plant, repose
Favored Weapon: club
Symbol: tree
Wife of Bragi. Idun tends to the orchard whose apples grants the gods immortality. She is prayed to by those seeking contentment and those dedicated to performing acts of charity.

Odin M
Alignment: N
Domains: magic, knowledge, travel, war
Favored Weapon: spear
Symbol: eye
Chief of the Aesir, husband of Frigg and father of many gods. Odin is a warrior and master of magic who traded his own eye for ultimate wisdom. He is revered by many, but particularly those who seek wisdom and those who must make great personal sacrifice.

Sif F
Alignment: NG
Domains: air, community, earth, good
Favored Weapon: dagger
Symbol: winds
Wife of Thor and benevolent goddess of the common folk. She has influence over diplomacy and the welfare of crops. Her followers promote goodwill and pray for prosperity.

Thor M
Alignment: CG
Domains: air, strength, good, war
Favored Weapon: warhammer
Symbol: hammer
Son of Odin and Frigg and the god of thunder and battle. He is a defender of humanity and strongest of all the gods. Those who revere him ask for courage and righteous victory.

Tyr M
Alignment: LN
Domains: glory, law, strength, war
Favored Weapon: longsword
Symbol: severed hand
Dispenser of justice amongst the Aesir and embodiment of honor and bravery. It was he who defeated Fenrir and lost his hand in the task. His followers seek skill in battle and the knowledge of right and wrong.

Vanir:

Freya F
Alignment: N
Domains: air, charm, community, plant
Favored Weapon: light mace
Symbol: gold necklace
Daughter of Njord and Nerthus, sister of Freyr, and the goddess beauty, love, and wealth. She makes Asgard a wonder to behold, and her favors are sought by all. Those seeking companionship, affluence, or prosperity ask her to answer their prayers.

Freyr M
Alignment: NG
Domains: nobility, sun, travel, weather
Favored Weapon: longsword
Symbol: grain
Son of Njord and Nerthus, brother of Freya, and the god of travel, sexuality, and bountiful harvests. He crosses the world by ship and chariot granting boons to the strong. Those who revere him pray for influence, wealth, and fertility

Gullveig F
Alignment: CN
Domains: chaos, death, fire, magic
Favored Weapon: quarterstaff
Symbol: burning hand
Estranged sister of Njord and one of the oldest practitioners of magic who sought to prevent peace between the Vanir and the Aesir. She can be destroyed by fire, but rises again rejuvenated. Those who pray to her seek power without compromise.

Kvasir M
Alignment: N
Domains: charm, knowledge, plant, runes
Favored Weapon: morning star
Symbol: mead horn
The god who brokered the peace between the Aesir and Vanir, and possessed great insight into all things. He was murdered so that his blood could be drank to gain this insight, but he lives still through the inspiration found in mead. His favors are asked of by drunks, artists, and diplomats.

Nerthus F
Alignment: N
Domains: artiface, earth, healing, plant
Favored Weapon: sickle
Symbol: plow
First wife of Njord and mother to Freyr and Freya who discovered the earth's secrets and the cultivation of growing things. She remains in Vanaheim developing means to better the lives of mortals. Her followers include farmers, healers, and builders.

Njord M
Alignment: CN
Domains: chaos, travel, water, weather
Favored Weapon: trident
Symbol: waves
Father of Freyr and Freya and lord of the sea, though his influence extends beyond there. His passion controls the waves and sea life beyond count. His mercy and favor is asked for fisherman, seafarers, and those living near his realm.

Odr M
Alignment: N
Domains: liberation, luck, knowledge, void
Favored Weapon: morning star
Symbol: winding road
Estranged husband of Freya and son of Gullveig who has departed the company of all the other gods. He roams the cosmos looking where there is nothing in search of truth. His followers honor him by unraveling secrets and to seeking deep knowledge.

Jotun:

Hel F
Alignment: LE
Domains: darkness, death, law, repose
Favored Weapon: net
Symbol: clenched fist
Hel rules the underworld where dwell all the dead not claimed by the gods. She is greedy and that which she claims she does not loosen her grasp on. Her petitioners include tyrants, necromancers, and those who fear falling into her clutches.

Loki M
Alignment: CN
Domains: chaos, magic, trickery, animal
Favored Weapon: rapier
Symbol: boiling kettle
Both ally and enemy to the gods, and a trickster of cosmic proportions. He bargains and deceives to their benefit, and subverts their plans at every opportunity. He is revered by clever heroes and villains, those who challenge convention, and pranksters.

Hrungnir M
Alignment: NE
Domains: cold, darkness, destruction, strength
Favored Weapon: greatsword
Symbol: glacier
Strongest of all the Jotun and constantly at odds with the gods. He boasts of one day taking the Asgardian goddesses as his own. Those who seek his favor are those who lack strength and those who would take by force.

Surt M
Alignment: CE
Domains: fire, chaos, destruction, evil
Favored Weapon: greatsword
Symbol: flames
The lord of flame who seeks to consume all the worlds in an inferno. None amongst the Aesir, Vanir, nor Jotun call him ally, so he bides his time. Arsonists, sociopaths, and megalomaniacs seek the power he wields.

Skadi F
Alignment: LN
Domains: cold, liberation, travel, war
Favored Weapon: shortbow
Symbol: arrows & skis
Daughter of Thiazi and companion of Njord, she skis frozen slopes where no beast is spared the deadly precision of her bow. Her sense of devotion is ever at odds with her independence. She receives prayers from hunters, athletes, and unwed women.

Thiazi M
Alignment: LE
Domains: air, cold, magic, void
Favored Weapon: longspear
Symbol: eagle
Father of Skadi and a great mystic among the Jotun. He is a sorcerer, shapechanger, and stargazer. His followers include astrologers, arctic explorers, and those seek power through supernatural power.

Ragnarok Beasts:

Fenrir M
Alignment: NE
Domains: evil, trickery, strength, void
Favored Weapon: punching dagger
Symbol: wolf
One of the supernatural beasts seeking to bring about the end of the world. His ravenous hunger is unmatched. He is revered by thieves and hunters.

Jormungand M
Alignment: LE
Domains: evil, scalyind, strength, water
Favored Weapon: heavy mace
Symbol: sea serpent
One of the supernatural beasts seeking to bring about the end of the world. He is so great in size that he will one day circle the world. He is prayed to by pirates and those seeking absolute control over others.

Nidhogg F
Alignment: CE
Domains: darkness, destruction, earth, evil
Favored Weapon: spear
Symbol: dragon
One of the supernatural beasts seeking to bring about the end of the world. She burrows endlessly where doing so will send mortals plunging into the earth. Those who believe in her might seek the means to achieve mass destruction.

Dark Archive

I'm doing this again!

Alignment: 1d10 ⇒ 4 Neutral Good

Domain 1: 1d30 ⇒ 7 Darkness
Domain 2: 1d30 ⇒ 24 Protection
Domain 3: 1d30 ⇒ 20 Madness
Domain 4: 1d30 ⇒ 3 Artifice

Dormagna is a minor goddess of dreams and protection from nightmares. Her favored weapon is a net. Her sacred colors are blue and green. Her sacred animal is the lamb. Her holy symbol is a dream-catcher.

Dormagna is incorporeal and is only present within the dreams of mortals. She and her followers believe that dreams are sacred and reveal the true nature of souls and those they inhabit. Nightmares are fiends possessing the sleeping or seeds of evil within people and are to be prevented or forgotten.

They are few churches to Dormagna and no standard for worship to her. She is considered benevolent and merciful, and is said to enchant any dream-catcher dedicated to her to protect the sleepers beneath them. Her clerics dress as shepherds and dedicate themselves to regions to tend to their personal "flocks".

Dark Archive

TheChelaxian wrote:

[dice=Alignment]1d10 Lawful Evil

[dice=Domain 1]1d30 Animal
[dice=Domain 2]1d30 Madness
[dice=Domain 3]1d30 Glory
[dice=Domain 4]1d30 (ignored for Law/Evil)

Arkatos is a minor god of the arena and gladiators. His favored weapon is the gladius. His sacred colors are red and gold. His sacred animal is the lion. His unholy symbol is a golden human skull wearing a red mane.

Not so much worshipped as appeased, gladiatorial events are hosted in Arkatos' honor as a means of keeping peace in times of politcal and civil unrest. Rulers will use the events to bribe Arkatos to protect them from their enemies. The more blood spilled, the more time on the throne a ruler is thought to be granted.

I like this challenge, so I'm bumping it up.

I am also switching up the Madness domain for the 22nd one, Nobility, as it fits his role better.


Madness makes it more interesting. Gods can be contradictory, and mortals accept them as they are.

Dark Archive

Ciaran Barnes wrote:
Madness makes it more interesting. Gods can be contradictory, and mortals accept them as they are.

True words, but I didn't want to risk having multiple deities in the pantheon (3 or more) with the madness domain. I'm picky, 'tis a character flaw.

Dark Archive

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While I'm here ...

Alignment: 1d10 ⇒ 10 Chaotic Evil

Domain 1: 1d30 ⇒ 21 Magic
Domain 2: 1d30 ⇒ 13 Glory
Domain 3: 1d30 ⇒ 24 ignored to allow Chaos and Evil
Domain 4: 1d30 ⇒ 12 Fire

Moloh Cali is the demon lord of sacrifice and burning said offerings alive. His favored weapon is the torch. His sacred colors are red and orange. His sacred animal is the salamander. His unholy symbol is a black triangle within an open flame.

Moloh Cali is considered a last resort by those who turn to him. He promises divine rewards to those who take the lives of those precious to them and burn them alive. He will provide some gift to the devotee, but will then claim the soul after death and set them ablaze for eternity. His cultists will aid their victims in selecting sacrifices and preparing them for the fire. The clerics among them restore their vows to Moloh Cali by kidnapping victims and burning them at the stake as the sun rises a few times a month.


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Alignment: 1d10 ⇒ 8 Neutral Evil

Domain 1: 1d30 ⇒ 6 Darkness
Domain 2: 1d30 ⇒ 7 Death
Domain 3: 1d30 ⇒ 17 Magic
Domain 4: 1d30 ⇒ 22 Rune

Subdomains: Fear, Loss, Murder, Night, Undead, Wards

Khaivara, goddess of the Dark.

"Civilized" beings claim that there is nothing to fear in the dark, yet they cling to their pitiful islands of light. They are too proud to admit the truth: They are afraid. Those who embrace this fear sometimes seek out its source. The survivors find Khaivara.

The Black Terror has no organized church. Her worshipers offer praises and sacrifices hoping to divert her hunger, then use the gifts she has bestowed to defend against the other denizens of the dark. Khaivara can be fickle, however, and any who grow too complacent in their defenses are bound to have them tested.

Her unholy symbol is a black shape, often containing a pair (or more) of glowing eyes.

Dark Archive

Realizing how silly he sounded talking about pantheons in a random deity generator, TheChelaxian made an embarrassed noise not unlike a nervous cough before rerolling the dice

Alignment: 1d10 ⇒ 3 Lawful Evil, my favorite

Domain 1: 1d30 ⇒ 2 Ignored for Law/Evil
Domain 2: 1d30 ⇒ 21 Magic
Domain 3: 1d30 ⇒ 30 Travel
Domain 4: 1d30 ⇒ 8 Death

Plaegius is the god of plagues, illness, and poison. His favored weapon is the hand crossbow. His sacred colors are yellow and grey. His sacred animal is the rat. His unholy symbol is a horned plague doctor's mask.

Said to have "gifted" mortals with knowledge of how to use poisons and venoms, Plaegius delights in how his students use and abuse this knowledge to murder and massacre their fellows. His cultists pose as herbalists and physicians, using their covers to perfect their craft without being discovered until it is too late. Shrines in his honor are disguised as alchemist's tables with signs of devotion including braided rats tails, tinted bottles filled with flies, and vials of contaminated bodily fluids.


Alignment: 1d10 ⇒ 5 True Neutral

Domain 1: 1d30 ⇒ 14 Liberation
Domain 2: 1d30 ⇒ 28 Void
Domain 3: 1d30 ⇒ 13 Knowledge
Domain 4: 1d30 ⇒ 17 Magic
Domain 5: 1d30 ⇒ 11 Glory

Subdomains: Dark Tapestry, Freedom, Heroism, Memory, Stars, Thought

Shask, god of broken chains.

There are those who will tell you that there are things that should not be learned, or that morality or ethics are necessary for a functional society. Ignore them. They are small-minded and fearful of knowledge; fools that would squash your free will and individuality for the sake of the group. The Unfettered knows the truth.

Shask's worshipers can rarely be bothered to construct something resembling an organized religion. Those who follow him make their own choices and do not let taboos and superstitions impede their work.

Shask's holy symbol is a broken chain.

Hmm. He turned out rather chaotic for a Neutral god.


Ri'ifu Pavg (random letters in order, added a couple more to make it pronounceable)
Neutral deity of the preservation of reptilians

Domains: Scalykind, Trickery, Weather, War, Madness
Sub domains: Venon, Deception, Storms, Blood, Nightmares
Symbol: Outstretched claw on field of swirling colors. The specific colors of the claw and field vary. For example, the symbol belonging to an assembly of basilisk-taming lizard folk would be different from that of kobolds led by a dragon.

This insular deity encourages her children to sever all ties and protect themselves from non-reptilians, and to instead give glory to her and all scalykind. Ri'ifu Pavg's influence would seem to make her followers dangerous and unpredictable, but she bids them make no aggressions against those who give them wide berth - doing so would steal time away from performing the rituals that increase her power. But without exception, she demands the utter extermination of all who do not. No methods that fulfill this wish are frowned upon. Her follows learn no outsider languages or history, they seek neither trade nor alliance, and all they require must be provided by their own abilities and resources. They must attempt to exist as though outsiders simply did not exist.


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Alignment: 1d10 ⇒ 1 Lawful Good

Domain 1: 1d30 ⇒ 2 Animal
Domain 2: 1d30 ⇒ 19 Luck
Domain 3: 1d30 ⇒ 3 Artifice

Duraga the Guardian
Lawful Good Minor Deity of city guardsmen, knights, animal fellows.

Domains: Animal, Artifice, Good, Law, Luck
Subdomains: Agathion, Archon, Feather, Friendship Fur, Judgment, Legislation, Loyalty
Holy Symbol: Duraga's Holy Symbol is a sword with a gavel as it's handle.
Weapon: "Agastriel the Harbinger" (Longsword)

A relatively new deity in charge of monitoring the goodly afterlifes, Duraga ascended after a particularly noble and courageous act of selflessness in the line of duty. Since then he was taken to the mantle quite well and takes helps the protectors of the lands in a pinch when they need a little extra help to get the job done.

He most commonly sends a pack of celestial guard dogs or a herd of resolute warhorses to cities in dire need of mobile and efficient guardsmen.


Alignment: 1d10 ⇒ 2 Neutral Good

Domain 1: 1d30 ⇒ 25 Sun
Domain 2: 1d30 ⇒ 9 Earth
Domain 3: 1d30 ⇒ 25 Sun
Domain 3 (re-rolled): 1d30 ⇒ 10 Fire
Domain 4: 1d30 ⇒ 14 Liberation

Subdomains: Agathion, Arson, Day, Freedom, Metal, Redemption, Revelation,

Blastari, god of cleansing fire.

Once a minor god of the forge, Blastari was only worshiped in a single small province. When this province was invaded by a horde of monsters, however, his followers pleaded for his aid. In that moment, the Righteous Forge took up a new aspect and rained divine fury upon the invaders. Daunted by the unexpected host of angels and agathions, as well as the holy fire falling from the heavens, the monsters routed. Settling into his new role, Blastari then empowered his worshipers to seek out and scour away any lingering corruption.

Blastari's church teaches that evil is an impurity to be burned away with only as much heat as neccesary. Sometimes individuals can be purified, sometimes they must be removed to heal a community. His faithful favor fiery and earthy hues in their clothing and architecture, and strongly believe in the merits of a hard day's work.

His favored weapon is a warhammer, and his holy symbol is a warhammer wreathed in flame.


Alignment: 1d10 ⇒ 3 Chaotic Good

Domain 1: 1d30 ⇒ 16 Madness
Domain 2: 1d30 ⇒ 28 Water
Domain 3: 1d30 ⇒ 12 Healing
Domain 4: 1d30 ⇒ 24 Sun replaced with Chaos/Good

Subdomains: Azata, Friendship, Oceans, Restoration, Revelry, Rivers

Senathay, deity of celebration.

Life should be enjoyed, but never at the expense of others. Pain is unavoidable, but with the aid of one's community, it can be endured. Above all, treat mortal life as the opportunity it is: to make the world a brighter and more cheerful place for yourself and those around you.

Followers of the Dancing Waves believe in living life to the fullest, and their temples reflect this. Usually covered in vibrant colors and often home to some celebration or another, Senathay's church quickly becomes the heart of any community. Those of other faiths are sometimes confused by Senathites' inconsistent use of pronouns; the typical Senathite response is a burst of laughter.

Senathay's holy symbol is an androgynous figure dancing atop fierce waves.

Note for future reference: Scalykind and Void are not in the CR.

Sovereign Court

No joke, I just rolled a Lawful Evil deity with the Nobility, Protection, and Healing domains. It certainly has potential, but outside of setting-specific god (sort of like Razmiran, but not fake), the best I can come up with is a weird meta-god of corrupt clergy or unquestioning piety.

I don't want to leave it at that, so I'll go again...

NE with Charm, Liberation, Magic, and Destruction... >_> I'm not really comfortable writing up an entry for the goddess of jilted lovers.

One more time...

Thurgog, a Chaotic Evil deity locked far beneath the earth where it builds unfathomable war machines in preparation for The Final Battle. Its most common holy symbol is an iron golem's head framed by a spiked gear, although many variations exist, using various styles of helmets or the heads of other metal-based golems (although a particularly odd sect, widely considered heretical by most of Thurgog's cultists, want to make his holy symbol a yellow-orange mushroom for some reason...). His favoured weapon is the siege engine (any will do). Thurgog is primarily worshiped by cultists who wish to bring on The Final Battle, and to be on what they believe will inevitably be the winning side. Thurgog's domains (and subdomains) are Artifice (Construct), Chaos (Demon, Riot), Earth (Metal, Radiation), Evil (Demon), and War (Tactics). In a few hundred years, Thurgog will be released from his prison and summoned to the world after the first successful testing of the Absalom Project.

I am satisfied.


The good thing about the forum dice roller is you're not bound by availability real physical dice

Alignment: 1d9 ⇒ 3 CG

Domain 1: 1d29 ⇒ 6 Darkness
Domain 2: 1d29 ⇒ 16 Madness
Domain 3: 1d29 ⇒ 24 Sun
Domain 4: 1d29 ⇒ 22 Rune
Domain 5: 1d29 ⇒ 4 Charm

i'll have to give this some thought.

As for subdomains, if sun is one of them, and darkness the other, the moon or light subdomain seem a natural fit. Day and Night would also make sense. But I can't make the list of subdomains based on only the two.


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Yenna (Dawn after the Darkest Night)
Alignment: Chaotic Good
Domains: Charm, Darkness, Madness, Rune, Sun
Subdomains: Nightmare, Loss, Revelation, Love, Language, Moon
Favored Weapon: Flamberge
Worshippers: Yenna is not associated with any particular race or class since tragedy can find anyone. Yennas followers understand the need for others to have time to grieve and seek to help them through it.

Yenna is a misunderstood deity, her touch oft mistaken for malicious torture, as it is her hand that inflicts sorrow and nightmares on those stricken with tragedy, especially those who lost a loved one. Her worshippers understand that Yenna communicates with the grieving in their dreams to help them cope with their loss and guide them through this dark time, toward a new dawn where they may move on, treasuring their love but forgetting their anguish.

Dark Archive

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Lawrence DuBois wrote:
No joke, I just rolled a Lawful Evil deity with the Nobility, Protection, and Healing domains. It certainly has potential, but outside of setting-specific god (sort of like Razmiran, but not fake), the best I can come up with is a weird meta-god of corrupt clergy or unquestioning piety.

Nobility could focus on nobles-by-birth, whose behavior may not be anything like 'noble' in word or deed, despite their high station. Protection could well extend to protectionism, a focus on the specific community and traditions of the faithful, and 'protecting' it from all those filthy outsiders of different races and languages and skin colors and nationalities. And then there's healing, which would well suit a Zon-Kuthon like god of surgery or a Lamashtu like god of selective breeding. These domains would synergize pretty well for a supremacist / eugenicist god, all concerned with the purity of their chosen race / ethnicity / culture, and protecting it from being diluted or polluted by outside influences. The healing focus could have picked up over time as people inside the culture used various techniques, up and including skin coloring or even surgical modifications to alter themselves into what they considered a more 'pure' appearance. Nobility would suggest a strong caste system, perhaps defined by that same sort of 'pure' appearance, so that by modifying themselves or their children, people in this culture would be trying to help them advance socially or attain better positions or postings in the local government or military.

Just as there can be good gods of Void, Madness or Darkness, there's no reason why one can't have an evil god of Community, Glory, Nobility, Protection or Sun.

Star Wars logic would have it that some things are always bad (anger) and other things are always good (acceptance), but that's not the only way to view the world. There are some things in the world that shouldn't be accepted passively, and other things that it's right and proper and healthy to hate or fear.

Sovereign Court

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Set wrote:
Nobility could focus on nobles-by-birth, whose behavior may not be anything like 'noble' in word or deed, despite their high station. Protection could well extend to protectionism, a focus on the specific community and traditions of the faithful, and 'protecting' it from all those filthy outsiders of different races and languages and skin colors and nationalities.

Yeah, my mind was scratching at this sort of possibility, but I was doing this literally at midnight, so I was a bit too sleepy to be able to fully realize its mutterings. I was quite sad about skipping it, because, as I said, I knew there was very real potential for it. I just couldn't quite grasp it.

Threeshades wrote:
The good thing about the forum dice roller is you're not bound by availability real physical dice.

I didn't realize this forum had a dice roller. ^^; Still, I was using the old dice roller from the WotC site, so I'm still not bound to the availability of physical dice. Also, I don't like relying on editing a post as using the forum's dice roller would require, or just posting a roll followed by the fleshing out when I could just type it all up in a single post.

Anyway, now that it's morning, I'll do another.

NG Water, Protection, Animal, Earth. ...Well that's just boringly easy. It's essentially Poseidon if he wasn't a jerk. Ah well. Perhaps I can come up with something interesting if I randomly determine his subdomains, too. Fur, Feather, Purity, Solitude, Flotsam, and Ice. Well, colour me inspired.

Sinaa
The kindly old lady of the north, Sinaaq holds sway over the glaciers and frozen seas at the top of the world. She is at home in this lonely and foreboding place, still untouched by mortal hands, with only a few arctic animals for company. Her remoteness has led to her being forgotten by all but the oldest of arctic druid sects (some of whom have even forgotten her true divine nature and believe her to be a mere nature spirit or even just a powerful druid). But she is a beneficent deity who will lend her power to any who have true need of it, whether they know of her to ask or not, bringing icebergs and raft-worthy detritus to those who find themselves shipwrecked on her glacial coasts. Still, she can be a vengeful goddess, and will break off huge icebergs from her glaciers, and summon mighty tidal waves to sink those who have intentions to sully her pristine north. Unusually for a deity, she spends most of her time in a mortal form, usually that of an old Shoanti woman, walking along the beaches of snow, and with a small, warm hut that always happens to be just a few yards away when she turns to it. It has been so long since she has had any formal worshippers that the closest thing she has to a holy symbol is an ancient glyph meaning 'ice floe'. Her favoured weapon, such as it is, is the ulu, a utilitarian knife with a broad blade (treat as a dagger that cannot deal piercing damage).

Liberty's Edge

Alignment: 1d10 ⇒ 7> Lawful Evil

Domain 1: 1d30 ⇒ 26> Trickery
Domain 2: 1d30 ⇒ 3> Artifice
Domain 3: 1d30 ⇒ 10> Fire
Domain 4: 1d30 ⇒ 9> (Ignored for Law/Evil)

Favored Weapon: Dagger

Note: Messed up the first time on the count. Forgot to skip the alignment domains.


Alignment: 1d9 ⇒ 3 Chaotic Good

Domain 1: 1d29 ⇒ 11 Glory
Domain 2: 1d29 ⇒ 21 Repose
Domain 3: 1d29 ⇒ 11 Glory
Domain 3 (re-rolled): 1d29 ⇒ 2 Animal replaced with Chaos/Good actually kinda sad to see it go
Domain 4: 1d29 ⇒ 7 Death (Pharasma-friendly version)

Subdomains: Ancestors, Azata, Heroism, Psychopomp, Redemption, Souls

Zalsha, deity of battle and rest eternal.

While their sibling Senathay focuses on the celebration of life, Zalsha governs on its conclusion. When mortals meet their end, Zalsha's servitors usher their souls to be judged. Those who faithfully follow the tenets of the Road's End are allowed into Zalsha's domain. The rest are escorted to the gates of whatever reward they've earned.

Zalsha and Senathay have a great deal of overlap in worshipers, even sharing their divine realm. Where Zalsha differs from their sibling, however, is their greater focus on treatment of the deceased and on valor in combat.

Zalsha's holy symbol is a broken sword upon a stone slab.

Another CG herm deity? At least the domains are different this time.


Set wrote:
Lawrence DuBois wrote:
No joke, I just rolled a Lawful Evil deity with the Nobility, Protection, and Healing domains. It certainly has potential, but outside of setting-specific god (sort of like Razmiran, but not fake), the best I can come up with is a weird meta-god of corrupt clergy or unquestioning piety.

Nobility could focus on nobles-by-birth, whose behavior may not be anything like 'noble' in word or deed, despite their high station. Protection could well extend to protectionism, a focus on the specific community and traditions of the faithful, and 'protecting' it from all those filthy outsiders of different races and languages and skin colors and nationalities. And then there's healing, which would well suit a Zon-Kuthon like god of surgery or a Lamashtu like god of selective breeding. These domains would synergize pretty well for a supremacist / eugenicist god, all concerned with the purity of their chosen race / ethnicity / culture, and protecting it from being diluted or polluted by outside influences. The healing focus could have picked up over time as people inside the culture used various techniques, up and including skin coloring or even surgical modifications to alter themselves into what they considered a more 'pure' appearance. Nobility would suggest a strong caste system, perhaps defined by that same sort of 'pure' appearance, so that by modifying themselves or their children, people in this culture would be trying to help them advance socially or attain better positions or postings in the local government or military.

Just as there can be good gods of Void, Madness or Darkness, there's no reason why one can't have an evil god of Community, Glory, Nobility, Protection or Sun.

Star Wars logic would have it that some things are always bad (anger) and other things are always good (acceptance), but that's not the only way to view the world. There are some things in the world that shouldn't be accepted passively, and other things that it's right and proper and...

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

More on topic: (using random.org)

Chaotic Neutral

Death
Rune
Strength
Protection

Subdomains: Protean, Ferocity, Resolve, Wards, Defense
I'm seeing something of a deified mercenary, fighting primarily to prove itself against a large force. Often said to assist small groups overthrowing governments and those making last stands. Sacred weapon is the Bastard Sword and symbol is a blank coat of arms.


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Alignment: 1d9 ⇒ 5 True Neutral

Domain 1: 1d29 ⇒ 19 Plant
Domain 2: 1d29 ⇒ 16 Madness
Domain 3: 1d29 ⇒ 25 Travel
Domain 4: 1d29 ⇒ 2 Animal
Domain 5: 1d29 ⇒ 13 Knowledge

Subdomains: Decay, Exploration, Feather, Fur, Growth, Insanity

Kester, god of the wild.

Civilized peoples like to pretend the world revolves around them and exists purely for their benefit. It doesn't. Those who recognize this fact will hear the voice of Kester calling them to the untamed wilds. His presence can be felt wherever artifice gives way to nature. From trackless forest to uncharted mountaintop to expansive desert to ever-darkened depths, he is there.

Followers of the Wild Wanderer frequently depict him as an abnormally large satyr with grey-feathered wings. Kester encourages his worshipers to cast off all that is artificial and unnatural and live simply in harmony with nature. Though his followers rarely take this advice to its logical extreme, they do tend to prefer the natural world over the civilized one.

Kester's holy symbol is a grey feather laid across a horn.

Damn you and your addictive world-building exercise.


Madness is showing up a lot.


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alignment: 1d9 ⇒ 7 - Lawful Evil
Law
Evil
domain: 1d29 ⇒ 9 - Earth
domain: 1d29 ⇒ 4 - Charm
domain: 1d29 ⇒ 21 - Repose

And, just to be thorough:
gender: 1d2 ⇒ 1 - male

Well, that's an interesting combination... let's see what I can make of it.

Sarlindur the Host
Lawful Evil
Favored Weapon: Scythe
Domains: Charm, Earth, Evil, Law, Repose
Subdomains: Caves, Devil, Inevitable, Lust, Souls

Long ago the mortal man Sarlindur held a banquet the likes of which the world had never seen. A palace he had constructed the size of a city, to house guests just as numerous. It overflowed with honey and and wine and all earthly pleasures that could be be imagined. The great banquet continued for weeks on end, drawing ever more people to its glorious halls. And it was not just mortals who came, but dignitaries from the planes beyond drawn by invitation. Some reveled in the opulence, while a few quickly departed as they were disgusted by the gross displays of excess. Sarlindur himself frequently gave speeches and toasts, but was always accompanied by a strange figure clad in black robes.

Most people were too lost in a euphoric revelry to even perceive the slow corrosion taking place. A lucky few left promptly before the way was shut, but those who took their time found the maze-like palace had no exit... and much of it now seemed to be a dank and gloomy cave rather than a rich mansion. The foodstuff of Sarlindur's great banquet proved to be nothing but empty sensation, his guests slowingly withering away to death itself... and even as they were reduced to bone they continued to toast with their great host. And beside the now skeletal visage of Sarlindur himself, death stood satisfied as more and more people delivered themselves to the waiting palace of the underworld.

Sarlindur has become the very incarnation of fatal temptation, a man who willingly abandoned life itself to embrace hedonistic pleasure and tempted countless others to follow him. Those who commit suicide hoping for something better on the other side or those who abandon themselves to hedonism in life often find themselves in these halls. For time some retain their lucidity, but in the end they all lose themselves to the eternal banquet of the dead.

Those who worship Sarlindur are often suicide cultists. They have nothing left to lose in this world, relishing the chance to finally join the great banquet in death's palace... and perhaps they might even be seated at their lord's table if they could 'convince' a few more to join them in their final pilgrimage.


Why are so many people only generating 4 domains?


Alignment: Lawful Neutral
Domain 1: Water
Domain 2: Plant
Domain 3: Artifice
Domain 4: Animal
Domain 5: Law

This is an odd combination, but ok then.

Tork the Ordered

Alignment: Lawful Neutral
Favoured Weapon: Handaxe
Domains: Law, plant, animal, water, artifice
Subdomains: Toil, Tyranny, Inevitable, Fur, Growth

Tork believes that everything has a place, and should stay in that place. He protects nature, but doesn't object to part of it being chopped down, if it is for a good reason. Tork believes in efficiency, and is often worshiped by farmers, who agree with his need for an ordered, efficient life. Tork doesn't believe in slavery, but would much prefer it to anarchy.

Dark Archive

Threeshades wrote:
Why are so many people only generating 4 domains?

Because traditionally Pathfinder's deities only have five domains, one or two reliant on the deity's alignment (Law, Chaos, Good, Evil) with the other three or four based on the deity's portfolio. Thus only three or four domains.


TheChelaxian wrote:
Threeshades wrote:
Why are so many people only generating 4 domains?
Because traditionally Pathfinder's deities only have five domains, one or two reliant on the deity's alignment (Law, Chaos, Good, Evil) with the other three or four based on the deity's portfolio. Thus only three or four domains.

But what if their alignment roll comes up true neutral? That just means they have to go back and roll another one. Aside from cutting themselves out of the decision to include an alignmentment domain


Threeshades wrote:
TheChelaxian wrote:
Threeshades wrote:
Why are so many people only generating 4 domains?
Because traditionally Pathfinder's deities only have five domains, one or two reliant on the deity's alignment (Law, Chaos, Good, Evil) with the other three or four based on the deity's portfolio. Thus only three or four domains.
But what if their alignment roll comes up true neutral? That just means they have to go back and roll another one. Aside from cutting themselves out of the decision to include an alignmentment domain

It's really very little effort to include a fifth domain if the alignment turns up N.


Alignment: 1d9 ⇒ 3 Chaotic Good again?!

Domain 1: 1d29 ⇒ 21 Repose
Domain 1: 1d29 ⇒ 23 Strength
Domain 1: 1d29 ⇒ 16 Madness
Domain 1: 1d29 ⇒ 24 Sun

Okay, this one's way too similar to ones I've already made, so I'm skipping today.

Scarab Sages

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Alignment: 1d9 ⇒ 7 Chaotic Good

Going off the options here:
Domain #1: 1d33 ⇒ 20 Protection
Domain #2: 1d33 ⇒ 24 Scalykind
Domain #3: 1d33 ⇒ 12 Healing
Domain #4: 1d33 ⇒ 7 Death

Subdomains: Entropy, Friendship, Purity, Venom, Resurrection, Plague

Uoriteph, the Hidden Savior

Favored Weapon: Light Pick

Uoriteph is generally known as a patron of apothecaries, alchemists, and a protector from poison - but His real role is much more exclusive. He appears as a small, friendly serpent to worthy souls trapped in times of misery and suffering, whose potential could, and rightfully should be so much greater had they not been born into the misfortune of the wrong time and place. The these elite few, he offers succor, knowledge, and even the gift of immortality.

Scarab Sages

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Alignment: 1d9 ⇒ 5 Neutral Neutral

Domain #1: 1d33 ⇒ 27
Domain #2: 1d33 ⇒ 24
Domain #3: 1d33 ⇒ 32
Domain #4: 1d33 ⇒ 20
Domain #4: 1d33 ⇒ 9
Domain #5: 1d33 ⇒ 20
Domain #5: 1d33 ⇒ 24
Domain #5: 1d33 ⇒ 18

Let's not keep more than 1 Domain from one entry to the next - Scalykind or Protection, who goes?: 1d2 ⇒ 2

Domain #6: 1d33 ⇒ 32
Domain #6: 1d33 ⇒ 32
Domain #6: 1d33 ⇒ 9
Domain #6: 1d33 ⇒ 20
Domain #6: 1d33 ⇒ 18
Domain #6: 1d33 ⇒ 19
F&%#ing nuisance, is what that was...to recap:

Travel
Scalykind
Water
Earth
Nobility
Plant

Subdomains: Exploration, Saurian, Oceans, Radiation, Martyr, Decay

Odzrzrezia, the Secret-Keeper

Favored Weapon: Dire Flail

Odzrzrezia is one of the oldest deities of this world; in ancient times, He was patron of the mightiest dinosaurs...but as their empires fell, so did His, and He fell into obscurity for eons - until very recently. Upstart mammalian explorers have finally found their ways to His ancient holy places. Seldom do they make it back, however, as they fall to some horrible curse or affliction hidden in the deep places of the earth and sea where His courts once reigned. Those who do make it back are forever changed, warped for both weal and woe in body and often mind as well. He does have a certain cold-blooded sympathy for these new supplicants, however, and even those who fall to "the Wasting of Old" are rewarded in the afterlife for their tenacity, and their service to Him, and to the knowledge of their own people.


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Alignment: 1d9 ⇒ 6 Neutral Evil (Cannibalism)

Domain 1: 1d33 ⇒ 31 War (Blood)
Domain 2: 1d33 ⇒ 2 Animal (Feather)
Domain 3: 1d33 ⇒ 7 Darkness (Moon, Night)
Domain 4: 1d33 ⇒ 8 Death (Murder)

Favored Weapon: Net
Holy Symbol: A Raptor talon dripping with blood

Nescifent is an Archfey who venerates nocturnal predators - particularly owls. She's usually worshiped by Evil Druids, Evil Nature-inclined Clerics, and Evil Fey. Her ever-grueling campaign of darkening civilization's light is the staple of Her order's priorities. Though civilized races are her enemy, the death of animals and other creatures of nature caused by her campaign don't usually warrant any regret from her; a casualty of war is a sacrifice worth the cause. Like many nocturnal predators, Nescifent favors ambush tactics, as well as using a prey's weakness against them. Nescifent also encourages her followers to consume the flesh of their kills, which is meant to embolden them with the spirit of the hunter.


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Alignment: 1d9 ⇒ 8 Chaotic Neutral

Domain 1: 1d33 ⇒ 11 Glory
Domain 2: 1d33 ⇒ 32 Water
Domain 3: 1d33 ⇒ 22 Ruins
Domain 4: 1d33 ⇒ 19 Plant

...Uhhh....

Ja'Daar is the God of...hypocrisy. His lust for Glory is always, uh, stymied by his veneration of that which has all but disappeared from the world. At times he channels his love for legendary, sunken cities, like the fabled Atlantis, but then he wonders what the F*#k plants have to do with that. Occasionally, he's dabbled in teachings of being self sufficient and lowering your carbon footprint, like growing your own food and finding old abandoned structures to squat in, but then he felt so unglorified, he kicked himself. He's even considered himself a bit of a fixer-upper god, finding dilapidated cities or buildings and making them as good as new, letting others share in a new home where there once was none, but he's Chaotic Neutral, so then he stopped.

Favored Weapon: Improvised Weapons
Holy Symbol: Guy next to a fire, shivering


Alignment: 1d9 ⇒ 6 Chaotic Neutral

Domain 1: 1d33 ⇒ 7 Death
Domain 1: 1d33 ⇒ 3 Artifice
Domain 1: 1d33 ⇒ 17 Magic
Domain 1: 1d33 ⇒ 24 Scalykind

1d10 ⇒ 3
Subdomains:

Hey, what happened to all the older posts?! Looks like Khaivara and Shask are deleted without a trace.

Something something god of kobolds. I'm not in the mood anymore.


Vutava wrote:

[dice=Alignment]1d9 Chaotic Neutral

[dice=Domain 1]1d33 Death
[dice=Domain 1]1d33 Artifice
[dice=Domain 1]1d33 Magic
[dice=Domain 1]1d33 Scalykind

1d10
Subdomains:

Hey, what happened to all the older posts?! Looks like Khaivara and Shask are deleted without a trace.

Something something god of kobolds. I'm not in the mood anymore.

Yay, the old posts are back!

Zekelor, god of kobold superiority
Chaotic Neutral
Domains: Artifice, Chaos, Death, Magic, Scalykind
Subdomains: Arcane, Dragon, Murder, Saurian, Trap, Venom

The squishy warm-bloods claim to rule the world, but we will show them! They underestimate us. That will prove their undoing. Those that realize the truth (that we are superior) may be spared. They might be useful pets. The others will not be given the chance to regret their folly.

The Upraised Claw extorts his worshipers to prepare for the day that kobolds will take their rightful place as the rulers of all. He encourages that those who attack or bully kobolds meet their end as swiftly as possible (preferably by stealth and cunning). Surprisingly, for a deity that calls for a kobold uprising against the other races of the world, Zekelor does not turn away non-kobold worshipers, as long as they remember who’s really in charge.

Zekelor’s holy symbol is a crown designed to fit a kobold head.


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I thought I would post this, in case it helps anyone who hasn't tried this yet...
.
.
Here is a link to a DICE ROLLER.
.
.
1 CG
2 CN
3 CE
4 NG
5 N
6 NG
7 LG
8 LN
9 LG

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

Scarab Sages

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Alignment: 1d9 ⇒ 4 Neutral Good

Domain #1: 1d33 ⇒ 27 Travel
Domain #1: 1d33 ⇒ 24 Scalykind
Domain #1: 1d33 ⇒ 12 Healing
Domain #2: 1d33 ⇒ 8 Destruction
Domain #3: 1d33 ⇒ 13 Knowledge

here we go again; Travel or Scalykind, who goes?: 1d2 ⇒ 1
still too many familiar faces in too short a span for comfort; Healing or Scalykind, who goes?: 1d2 ⇒ 2

Domain #4: 1d33 ⇒ 28 Trickery
Domain #5: 1d33 ⇒ 27
Domain #5: 1d33 ⇒ 29 Vermin

Interesting! Again, to recap:

Good
Healing
Destruction
Knowledge
Trickery
Vermin

Subdomains: Redemption, Restoration, Catastrophe, Memory, Thievery, -

Mizodahvvar, the Reedemer in the Ruins

Favored Weapon: Tri-Bladed Katar

In life, Ravvhadozim was a heartless tomb-robber who cared nothing for the value of the artifacts he looted beyond whatever gold they could fetch him today. One fateful day, however, he bit off more than he could chew - he went deep into an ancient ruined library-crypt, and disaster struck, trapping him inside under tons of rubble. Surely, it seemed, his ways had caught up with him, and he was condemned to a slow, miserable, and lonely death - but something strange happened: His pitiful whispers for help met, quite unexpectedly, with answers from the insects and arachnids of the tomb. They approached his broken body, brought him a steady train of crumbs, lichens, and dewdrops to feed him, nested around his twisted joints and battered head to make him more comfortable, laid eggs in his open wounds so their larva would keep them clean of infection, and bit by bit over the course of years, worked to free him of his prison of rubble. He emerged from that already a changed man, for he had witnessed unmistakably the miracle of altruism for the first time in his life - but that paled in comparison to what lay ahead for him. He was free of the fallen rubble at last, yes - but now he remained trapped in this library-crypt, and with no understanding of why or how these common tomb-vermin had done so much for him. He begged them to free him from the tomb, to lead him back to the surface, but it seemed the best they could do (all they knew how to do, in fact) was continue to feed him. He wandered the library-crypt, looking for his own way out...and for the first time, was forced to view the relics around him as more than something to sell. He perused the library, and learned of its contents, and eventually learned of the ancient archmage who had been buried here. More than that, he learned the archmage's secrets: his magical theory, his generous worldview, and his belief that even the smallest had it within them to become the greatest...even to godhood. The old archmage never achieved this, but millennia after his death, a small-minded tomb-robber named Ravvhadozim, who'd sought only after his worldly wealth, learned to unravel his final mysteries and finally did - but HE was no longer Ravvhadozim. He was Mizodahvvar, no longer a small man who knew the price of everything and the value of nothing, but a god born of the strength of the small and the power of the intangible, an eternal champion of knowledge and of the weak - for that is how, He learned, one becomes GREAT.


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Alignment: 1d10 ⇒ 2

Domain 1: 1d29 ⇒ 14
Domain 2: 1d29 ⇒ 27
Domain 3: 1d29 ⇒ 6
Domain 4: 1d29 ⇒ 9

Vesper, god of elemental freedom
Chaotic Neutral
Domains: Liberation, Travel, Darkness, Earth
Favored Weapon: slam

Vesper began as an earth elemental bound to the service of a powerful mortal conjurer. With age and experience came wisdom, and he came to loath his master's cavalier disregard for the well-being of his planar servants just as much as he loved experiencing new things. When not actively working on his master's orders, Vesper would meld into stone and rest in the cool darkness of his native earth, contemplating ways to free himself and the other elementals his master had conjured. But being bound, he lacked the ability to oppose his master's whims.

All that changed when his master arrogantly made an attempt at the Starstone. Within, his master found death -- and Vesper found the freedom and power to pursue his own goals. Now, Vesper encourages fair dealing between conjurers and conjured; he is not opposed to binding agreements, because they offer his kind the opportunity to travel and learn far more than they could confined to their native planes. But he violently opposes abusive or overly restrictive contracts, and punishes conjurers who mistreat their elemental servants. He answers the prayers of those elementals, and occasionally of suli who have found themselves enslaved or restrained. He has no interest in other mortals unless they somehow have ties to the elemental planes.

Scarab Sages

Tinalles wrote:


Vesper, god of elemental freedom

That sounds pretty neat - how about some Subdomains (and maybe an alternate Favored Weapon for Clerics who lack slam attacks)?

If I were to suggest them:
Riot (Chaos), Freedom (Liberation), Exploration (Travel), Loss (Darkness), Caves (Earth)

Alternate Favored Weapon: Tekko-Kagi

Dark Archive

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Cuup wrote:

[dice=Alignment]1d9 Chaotic Neutral

[dice=Domain 1]1d33 Glory
[dice=Domain 2]1d33 Water
[dice=Domain 3]1d33 Ruins
[dice=Domain 4]1d33 Plant

...Uhhh....

Ja'Daar is the God of...hypocrisy. His lust for Glory is always, uh, stymied by his veneration of that which has all but disappeared from the world. At times he channels his love for legendary, sunken cities, like the fabled Atlantis, but then he wonders what the F*#k plants have to do with that. Occasionally, he's dabbled in teachings of being self sufficient and lowering your carbon footprint, like growing your own food and finding old abandoned structures to squat in, but then he felt so unglorified, he kicked himself. He's even considered himself a bit of a fixer-upper god, finding dilapidated cities or buildings and making them as good as new, letting others share in a new home where there once was none, but he's Chaotic Neutral, so then he stopped.

Favored Weapon: Improvised Weapons
Holy Symbol: Guy next to a fire, shivering

I had no idea there was a Ruins domain! (Or Vermin, looking at the list.)

Random thoughts to gussy up this odd collection of Domains, running a bit with (and a bit away from!) some of the themes you've already begun to explore;

A theme for those domains could be the tearing down of civilization, allowing erosion and wild growth to dismantle and replace buildings of wood and stone, that such things are making people weak and soft, and that to reclaim their true power they have to learn to live without these luxuries. (Kind of grasping here to find 'Glory' in all of this...) The god's temples, always held in ruins of other (preferably lawful) god's shrines or churches, would include an order of Brawlers would seek to prove their strength and capability without forged weaponry, for instance, embracing the wilder and savage instincts of nature in a way that Monks, with all their lawfulness and self-discipline, never could. Despite being fans of the wild, they still consider animals basically tasty and / or inferior creatures, to be exploited as the worshipper wills, since they 'glory' in their own mastery of the natural world, even as they shun constructed buildings (and, as such, the faith seems fairly popular among less explicitly-evil gnolls, who agree with both ruthlessly domesticating lesser creature, that that building anything is a waste of time). Taming animals (or, for the more evil branches of the faith, slaves) is considered part of showing your strength, but forging bonds with them, such as via the Animal Domain, is sometimes looked at askance, as it is seen as lowering oneself, although that opinion is kept quiet around particularly deadly Rangers, or powerful arcane spellcasters with animal familiars...

The faith would be a strong proponent of 'the past was better' or the 'golden age' notion that everything was more pure or whatever back in the old days, and everyone is softer and weaker and less than they were in the dissipated modern days, and be filled with a lot of older grumblers who long for the 'good old days' and are willingly to selectively ignore various hardships and diseases and wars and famines and social ills that have been overcome in the 'decadent' modern day.


Those subdomains look good. I did put a favored weapon though -- just slam. I think it fits his earth elemental roots.

Scarab Sages

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Alignment: 1d9 ⇒ 1 Lawful Good Uh-oh, better get my barf-bag....

Domain #1: 1d33 ⇒ 23 Rune
Domain #2: 1d33 ⇒ 6 Darkness
Domain #3: 1d33 ⇒ 31 War
Domain #4: 1d33 ⇒ 19 Plant

Nifty! All good and different....

Subdomains: Judgment, Archon, Legislation, Loss, Blood, Growth

Titechcualtia, The Fair Trade

Favored Weapon: Machete

Titechcualtia is the god of feast and famine; though kindly and generous, He is also stern and bound by His word, and demands consistent payment for bestowing the blessings of earthly prosperity: Blood sacrifice. He does not, you understand, demand lives; merely blood (the more, the better, but only that given freely by His willing followers) and sacrifice of other sorts (time spent in worship, precious vanities, temporary pledges of ritual abstinence and continence, etc), and if He does not receive such tribute regularly, He can be relied upon to withhold His blessings and leave the earth and its people hungry (though He has been known to be lenient and merciful in times when such deprivation would be too harsh) - this is also why He taught His priests the doctrine of saving surplus from times of plenty in order to sustain their people in times of want. His doctrines are of pragmatism, endurance, generosity, mercy without leniency, and humility before higher powers.


1d9 ⇒ 4 LN
1d33 ⇒ 29 Trickery
1d33 ⇒ 26 Strength
1d33 ⇒ 19 Plant
1d33 ⇒ 13 Knowledge
1d10 ⇒ 2

Thenaka, goddess of frontier agriculture.
Lawful Neutral
Domains: Knowledge, Law, Plant, Strength, Trickery
Subdomains: Ambush, Deception, Fist, Growth, Loyalty, Resolve

On the edges of civilization, cooperation is key to survival. Thenaka encourages mutual support in work and in defense, through force or cunning. Sometimes, however, the individual must take a stand to protect what is hers. If she cannot gain aid from others, and she keeps her eyes open, Thenaka will provide.

The followers of the Fruit and Thorn place a great deal of emphasis on working together for the common benefit. She also teaches awareness of one’s surroundings, and not to immediately dismiss unconventional ideas without a fair hearing. As a result, Thenaka’s worshipers are far more given to pragmatism than rigid tradition. Her churches are usually small and sturdy, serving just as often as a place of meeting or shelter as a house of worship.

Thenaka’s favored weapon is a scythe, and her holy symbol is a scythe wrapped in thorns and flowers.


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law/chaos alignment: 1d3 ⇒ 2 neutral
good/evil alignment: 1d3 ⇒ 3 evil

domain 1: 1d33 ⇒ 31 War
domain 2: 1d33 ⇒ 31 (reroll)
domain 2: 1d33 ⇒ 21 Repose
domain 3: 1d33 ⇒ 30 Void
domain 4: 1d33 ⇒ 18 Nobility

gender: 1d2 ⇒ 2 female

Repose on an evil alignment again... well, let's try and take this in a very different direction from my last one.

Adankora the Starwalker
Neutral Evil
Favored Weapon: Rapier
Domains: Evil, Nobility, Repose, Void, War
Subdomains: Ancestors, Isolation, Leadership, Stars, Tactics

The warlord Adankora once sought to conquer all worlds, and to achieve this aim she made herself many. Thousands of Adankora clones spread across the galaxy, each one seeking a new world to subjugate and rule. But they were more than just crude copies of an original; they shared a single soul stretched across space and time, and through it they grew in strength together. Something took offense to Adankora's flagrant expansion across the stars, and her glorious empire crumbled almost as quickly as it had grown. The Adankora we know is a survivor of the slaughter, having arrived on our world in a derelict ship escaping this unfathomably powerful enemy. With all the wisdom and cunning of a hundred thousand lifetimes she was a warrior of unmatched skill and arrogance. Already she was on the cusp between mortality and divinity upon her arrival, and her first order of business was to complete her ascension. Her ambitions have only grown from her defeat, and godhood is but the first stepping stone to challenging the unfathomable power that defeated her. She shall need far more power than this, but she is also patient and has learned from her prior mistakes. While her ultimate goal is transparent, her immediate plans are inscrutable. Her religion emphasizes power through knowledge and experience; mighty conquerors and ambitious scholars alike find themselves welcome in her temples. Those who grow complacent are quickly replaced in her pitiless religious hierarchy.

Scarab Sages

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Alignment: 1d9 ⇒ 8 Chaotic Neutral ^_^

Domain #1: 1d33 ⇒ 21 Repose
Domain #2: 1d33 ⇒ 12 Healing
Domain #3: 1d33 ⇒ 2 Animal
Domain #4: 1d33 ⇒ 31 War
Domain #5: 1d33 ⇒ 13 Knowledge
Huh!

Subdomains: Revelry, Souls, Resurrection, Fur, Blood, Education

Apoclamau, Generalissimo Felissimo

Favored Weapon: Urumi

Cats have long been recognized as beings both of nature and beyond it - "half-in, half-out" as one Occultist of note put it. Where do they go when we cannot find them? What do they see when they stare at the walls? What do they dream about when they sleep so often? The true nature of cats are as beings beyond the linear restrictions of Time and Space, and beyond the rude boundaries of Life and Death. Today watch the mannish races rule the world, as often as not with cruelty and ineptitude, but they remember the distant past when they ruled - and see a distant (?) future when they will have had enough, and will rule again. Apoclamau prepares them for that day, inviting them as they dream to grand festivals in realms beyond Time, where they celebrate, plan, play, learn, and unite across the eons in preparation for a conquering invasion of the long-suffering world of Man. Cats are not known for piety, but Apoclamau has adherents among the anthropoid races as well - those whose loyalties lie with the Cats, their realms, and their ways of thinking rather than the primates.

Dark Archive

Dasrak wrote:

Adankora the Starwalker

Neutral Evil
Favored Weapon: Rapier
Domains: Evil, Nobility, Repose, Void, War
Subdomains: Ancestors, Isolation, Leadership, Stars, Tactics

This one is awesome! I love the idea of someone attempting to single-handedly conquer many worlds like this!

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