This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Spike's World: D&D Gods of Haven

Started by Spike, August 17, 2012, 04:41:11 AM

Previous topic - Next topic

Spike

Very Incomplete

Haven Gods, D&D version:

Each entry has a brief overview of the God’s divine place/status and/or history followed by euphemistic titles mortals have given them.  Symbols, either innate to the God, or used by worshippers to depict them are next, as is a general alignment and the domains they are known for. Titles, symbols and domains are not exhaustive (domains in particular are restricted to core domains, while more exotic domains are inferred) and ending with how mortals tend to view the Gods, either in artwork or descriptions after visitations.  Gods are mutable in appearance, however.

Elder Gods:  
These gods are responsible for creating Haven and fought the War in Heaven against the Demons long before the mortal races.  They don’t names as mortals understand them and are named for what they are, or the concepts they represent. There are possibly hundreds of them, but mortals only know of a few that they can easily grasp. They act much like a squabbling family, with drama and petty jealousies and the like, but on a vast and incomprehensible scale.  It is entirely probable that they don’t actually ‘live’ in heaven. Gender assignments are mortal conceits.

The Sun: Held by most mortal, surface, races as the ruler of the Gods. He is worshipped everywhere His light shines, though predominantly in Hesh, Nornsa and by some Lizardfolk.  He has a long-standing rivalry with The Sky, and lands where the Sun is ‘dominant’ tend to be hot, while lands were the Sky is dominant tend to be colder. This has nothing to do with Mortal veneration.  The Sun is the ultimate arbiter of Divine Law, which is often confused with justice. He can be inflexible.  
Titles:  The Lawbringer, The Lifegiver, The Hammer of Righteousness, The Sword of Truth. The Divine Judge
Symbol: a Golden disk. Some ancient versions are orbs, with a large wedge cut out the back, or replaced with blackened iron.
Alignment guideline: Lawful. Somewhat good, but mostly lawful.
Domains: Holy, Glory, Sun, Law.  Very rarely Plant (farmers venerate the sun’s ability to make plants grow…)
Depictions: For 16 hours a day the Sun literally is a glowing light shining down on Haven, the other 8 are a mystery. However, on rare occasions where He needs to interact directly with lesser beings (almost everything), including very rare times where he abandons his… not duty but nature?... to walk the face of Haven directly he appears as a giant of a man, armored in gold and spilling light and heat, scorching the ground and bleaching the color out of everything (even people).  Artwork showing this usually leave the features blank, focusing on the light that emanates from him.  Normally he appears unarmed, arms wide, low, palms out, but he is also a wrathful avenger of the Law and carries a hammer (thus: judges gavels) and occasionally a sword of impossible sharpness.  He cannot abide liars or lawbreakers of any sort.

The Sky: Rarely worshipped directly, though He has many servants that are Worshipped as Aspects of him.  He runs cool and soothing (rather than cold). Often referred to as the brother of the Sun.
Titles:  Father Sky, Sun-brother
Symbol: The bowl of the Sky (a bowl, the inside of which is painted blue and white).
Alignment Guideline: Neutral
Domains: Air, Travel… mostly conjectural
Depictions: none.

The Sea:  The Oldest Sister of the Elder Gods, as well as a greedy spoiled brat. She is the god most likely to defy or flaunt Divine Law to get what she wants, she is fickle and coveteous, capricious and cruel.  Most land dwelling races don’t worship her directly, but offer sacrifices of trinket (and occasionally unwanted people) to placate her greed.  She is an enemy of the Undead, but not because she hates them, but because she wants to claim their souls, and those who die upon her waters do not normally go to the Lands of the Dead (making necromancy a pointless study).  Her waters are endless, running to the very edge of Haven and beyond.
Titles: The Old Mother, Stormsiren, The Kindly Mistress
Symbol: The Waves
Alignment guideline: CN
Domains: Water, Chaos, Travel, Knowledge (she keeps her secrets well, but will share with those who flatter her)
Depictions: a giantess made of water, with pearls for eyes and teeth and kelp for hair, an ageless woman, often wild in appearance.  Her feet are never visible, for they are always in the waters.  According to one legend, when she threatened to drown the world, the Sun had Death cut her feet off so she could not walk upon the land.

The Moon: The younger sister of the elder gods, often depicted as the wife or mistress of the Sun. She is said to be vain and treacherous, but also loving (or at least lusty) and shy by turns.  She is occasionally linked to the Sky. She is said to be always in the sky, but only visible when the Sun is absent, and She glows with a portion of His light which she stole from him when the world was young. She is the patron of fertility, but not motherhood.
Titles:  Night Sister,
Symbols: A silver disk, scarred or burnt on one edge. A veiled face. In antiquity a silver statue of a naked woman with exaggerated hips and breasts.
Alignment: Changes, but always Neutral and something else.
Domains:  Magic, Trickery, Luck and Animal
Depictions: A beautiful woman with half her face hidden, veiled or turned away, often naked or dishabille, frequently lounging, and surrounded by furred animals (wolves and the like).  Rarely her face is shown in full, with one side scarred and burnt (if shown, her hands are also burnt). It is said that after she tricked the Sun into giving up a third of his light, (cut away by Death, of course), she greedily grabbed it and was burnt by its power, dropping it, which is why she shines so dimly.  She is by turns ashamed of her ruined face, or defiantly proud of it, which is why the moon waxes and wanes.  Lycanthropes are her favored servants, though like all the Gods she has divine agents as well.

The Smith:  A ‘weird cousin’ of the Elder Gods, and held to be the prime creative force among them. He has no physical form in the world, but is the very personification of creative drives.  He is occasionally held to be the patron god of all mortal races, responsible for bringing them into existence (or at least spurring the gods into creating mortal races), and his finest creation is an unknown artifact known as the Great Engine. He cares little about Divine Law, or the consequences of his works, only for the making of things.
Titles: the maker, The Esoteric Master,  Every-man, the Clockmaker
Symbol: an Anvil, rarely a intricate collection of Cogs
Alignment: Lawful Neutral, creation is bringing order to things. He cares little for ‘laws’ but much about ‘order’, patterns and so forth.
Domains: Knowledge Law Earth Fire (metalworking). Most of his true domains are more exotic.
Depictions: When the Smith appears before Mortals he is always an average, unassuming looking workman of some sort. A mortal might look up and see a blacksmith working at his forge, who addresses him with Divine force, but is not there when they look back, or a mason walking down the street with his tools may suddenly spout prophecy, but is never seen again, and is impossible to describe in any detail. Those who pray to the smith leave their prayers written on drafting paper scraps, folded up and placed inside ongoing works (between bricks in a wall being built, placed between ingots bound for the forge and so on), rather than speaking them aloud.

Lizard:  Believed by some to be an interloper, a ‘false Elder God’, and one who constantly ignores Divine Law (and for that matter, Heavenly politics…), yet is never punished for it.  He is one of a handful of Gods that reportedly do not enter Heaven, and many believe he is still found on Haven, somewhere. A handful of esoteric Scholars believe Lizard may have been the first Spirit Being to attain divine power, others favor the chaos theory: That lizard snuck into Haven from Chaos during the War in Heaven. Lizard is distinct in that while he is responsible(blamed?) for all reptilian life, he does not have subordinate gods, agents, avatars or even mortal servants… all such beings are the creation of other Gods.
Symbols: A scale, occasionally marked with a mysterious symbol. A miniature statue of a chameleon, carved from precious stone (jade or lapis lazuli are favored).
Alignment: weakly chaotic.
Domains: Animal, Trickery, Knowledge, Strength
Depictions: Commonly shown as a giant lizard (building sized) with iridescent scales, generally the shape of a chameleon.

Death:  The youngest of the Elder Gods, said to be the first being born in Haven, and the Last to leave it. Death is singularly responsible for ending lives. For the moment he is content to simply end mortal lives and the occasional divine or profane being, but eventually even the souls of dead will fall before him, as will the Gods and anything else in Haven. He is not cruel about it, and is content to wait until the appointed hour (which he alone knows). By Divine Law he cannot enter the Demonic Realm (nor can any God..), though when the End comes the first thing he will ‘kill’ is Divine Law itself.  There is a little known concept in Haven, the Four Horsemen of the Apocalypse, of which Death is the only one anyone knows anything about. It is believed by the few scholars who study the ancient signs that the other three Horsemen are powerful Servants of Death, rather than equals.  Beyond that, and their names, not much else is known.
Titles: The pale stranger, the gentle one, the chessmaster, the pale rider, the Shroud, the Ender of All
Symbols: a black chesspiece, a sword with three gems in the pommel, a black shroud or tattered cloak and scythe, a skull made of ivory.  His favorite is a simple piece of dull grey stone, unadorned.
Alignment: Lawful Neutral.
Domains: Death (replace all ‘create undead’ spells), Destruction, Travel (death goes everywhere), war (weakly).
Depictions: Once upon a time, Death was always shown as a vast black shadow, formless and terrifying. Over time He took on more human characteristics, and for a long time was simply an empty black and tattered robe, using a terrible scythe that could cut anything (even ideas). That scythe is supposedly responsible for, among other things, cutting off the feet of the Sea and carving away one third of the sun.  After the death of the Warlord, however, Death took on his current form, which is an androgynous young man or woman, albino but otherwise resembling the local ethnic group and dressed as a dandy (appropriate again to the local culture). He carries the Sword of Three Souls at his side, or a facsimile of it (since some maintain the true sword is still buried in the Warlord’s heart, there to remain until the Warlord rises again), which is a simple narrow sword with a three lobed crosspiece and pommel, with matching gems (One each of blue, green and red, representing humans, elves and dwarves).  He is attended by silent pale maidens, also dressed in stylized versions of noble servants clothes, who are responsible for claiming most of the souls of the dead).  In his current incarnation he is exceedingly polite, formal and gentle, if inexorable. However polite he is, he never apologizes for anything.  It is said that all mortals will meet him at least once (though most who die are attended by Handmaidens, it is presumed that en route to the Lands of the Dead Death will meet them at some point). The social status of the dead has no impact on whether Death appears personally or not, but the status in the eyes of the Gods does.

The First: This God is unique, the first and most powerful Demon to enter Haven, and the only being to ever leave Haven and return, bringing with him an invading army. His powers are a match for any God, but of a different ‘flavor’ or origin.  He is thought to be as powerful as any two or three gods. He is ultimately responsible for the ancient Treaty that ended the war, for the loose code of rules some call Demonic Law, and the shape of the Demon Realm.  For all that he is a mysterious figure even to Gods and Demons alike.  Notions of Gender do not apply to the First, and he is not believed to have a form, not even a ‘formlessness’, which would at least imply a location, a body.  The First simply… IS, or at times, IS NOT.
Symbols: A demonic face leering. A blank or empty picture frame
Domains: War, Evil, Chaos, Destruction
Depictions: Only worshipped by Demons, even virtually unknown to mortal demonologists, the Demons do not ‘depict’ The First, and find the idea ludicrous.  When The First acts it simply, often violently takes charge of a Demon (and only ever a demon) and jerks it around like a puppet. When it speaks it is either through these puppets or in the ‘dreams’ of the Demons it addresses.  When it created the Black Sun of the demon realms it literally caused a powerful demon prince to simply burn, and fling himself into the ‘sky’. Its acts and desires must often be inferred by what it allows or disallows demons to do. Demons worked out the limits of Demonic Law by observing the fates of demons who were punished by The First.  Luckily for mortals, the First appears to be unwilling to ‘enter’ the mortal realm, though it obviously is aware of what demons do while there, and demons who violate demonic law and escape to the mortal realm (in violation of Divine Law) are uniquely hounded and pitiful beings for all their power. A few find sanctuary in the Spirit Realm, but most are torn asunder by one side or the other eventually.  Unlike the Gods, the First is not above exiling demons to a death in the Greater Sea of Chaos.  Not a conversationalist.

Gods of the World and Gods of Men:

 These are the lesser divine beings, whom are responsible for receiving mortal worship and handling problems with creation. Most of their duties and responsibilities are incomprehensible to mortals.   The older and more powerful ‘Gods of the World’ were created directly by the Elder Gods and are quite alien to Men, while the Gods of Men are representatives of thousands of mortal races that have been elevated to divine status over the long eons of Haven. Many of the Gods are representatives of races that no longer exist and are long forgotten by mortals, though many are still worshipped and remain active in the world.  A tiny few Demons have attained godhood, and are included in these ranks.
Mortals tend to worship only a few gods at a time, and so group the favored local gods into pantheons. This actually has no bearing on the Gods in question. Likewise, the Gods tend to be somewhat flexible about mortal doctrine, so culturally distant temples may have wildly divergent beliefs.  There may even be competing local temples and cults following the same god or gods.  While the gods make their wills known through the actions they demand of mortals (or ban), they are remarkably reluctant to clarify points of faith or dogma directly.
While beyond mortal comprehension or affairs, it is known that the gods have their own factions and rivalries in heaven (beyond those of their mortal worshippers), and are believed to form political factions of some arcane sort. While the Gods do not need worshippers, many are active in cultivating followers as a means of scoring points in the divine ‘senate’.  Others appear not to care, perhaps because they have the patronage of a powerful Elder God.
Demonic Gods: While the First is listed as a God, this does not actually refer to demon’s worship practices. Some gods, demonic in origin, gain mortal worshippers and eventually acquire by some means, a Divine Spark.  This conveys a sort of diplomatic status upon them, allowing them to ignore certain provisions of the Treaty, though it binds them to elements of Divine Law. They may travel freely from the Demon Realm, but only to Heaven or the Lands of the Dead, but may still be summoned to the mortal world by their worshippers.  It is believed that a God can also become a Demon in the reverse of this process, being able to grant pacts, spells to demonic worshippers and so forth.

Verra the Demon Goddess: Widely worshipped in the Tenebrian Empire, and to a lesser extent in the Tenebrian Kingdoms as one of the Ten Thousand Gods. She is thought to have been worshipped originally by the Orcs, and is still worshipped by the Hru’tha tribe.  Her origin, and the origin of her moniker is a mystery. She is a keeper of secrets and a consummate schemer.  She is, strangely enough, a protector of children and is occasionally called the Fanged Mother.  Any Mother whose child is threatened with mortal danger may call upon  Verra (even if they do not normally worship her), though the price is terrible: Verra will transform them into a monsterous being capable of defending their child (Grey Renders are common, as are ‘Yuan-ti’).   It is said that she will only accept a woman as a cleric if she has born and lost a child, though this is, like all things of Verra, a misrepresentation.  Verra, as befits a ‘Demon Goddess’ flaunts divine law frequently in small ways.  She is worshipped by Demons (but strangely enough, not Demon Summoners) in her most terrifying and terrible aspects.
Symbols: A cracked wheel with six undulating spokes, a serpent so coiled that neither head nor tail is visible.  She favors stone statues that depict her, large or small, and they may serve as holy symbols.
Sacrifices: She favors black pearls and small animal skulls. If a worshipper of Verra slays an enemy, particularly by stealth or treachery, the head of that enemy is a potent sacrifice.  Black tallow candles (never beeswax) are lit in her honor.  She will accept the body of a recently deceased beloved child as a form of funeral rite, ensuring a special place in the Lands of the Dead for the deceased. A ‘Black Mother’ (a woman who has murdered her own child) may be slain at her altars by anyone to earn her attention and reward.
Domains:  Trickery, Chaos, War Protection (Clerics and champions of Verra cause Fear in Demons whose HD are less than the level of the character, save is CHA based. Demonic clerics of Verra gain the same power)
Alignment: Chaotic Neutral, often thought to be evil.
Depictions: Verra always appears as a woman with solid black eyes and a mouth full of sharp teeth. She always has six fingers. Her Statues normally depict a woman with the lower body of a snake (50% of the time), six arms (always).  She is said to have black skin of fine scales, her hair is thick and ropey, often wild and matted with blood.   She was once worshipped by Medusas, but no longer.  In her six arms she holds a falchion, a skull, an orb, a toxic lotus blossom, a newborn and the sixth is always empty, and sacrifices are placed there.  She has been known to possess her statues to observe her temples and shrines, or to pass word to her worshippers.  While mysterious and cruel, she is remarkably… chatty.

Vasilimatu: Patron God of Nornsa, a heroic mortal elevated to godhood upon his death, and appointed gatekeeper of heaven (not that heaven lacks for gatekeepers, he the only one people currently remember). He is still a young, minor god, and his temples and cults are very unsettled.  He is favored by humans, naturally, but is rarely worshipped, or at least acknowledged by dwarves and elves. In Renbluve almost everyone acknowledges him.  He will not accept orcs (or for that matter any monsterous humanoids) as clerics, though he is silent on the matter of orcish slaves praying in his temple on holy days.  It is ironic that in life he was known as the chain-breaker, who freed his people from bondage (ok, slightly unfair taxation…), but his followers now enslave the same peoples he cast off.
Symbols: A greatsword vertical before scales, the Crown of Renbluve (that is the rock the upper city sets upon, not a piece of jewelry), a blue and red plaid with a wreath of holly before it.
Sacrifices: too numerous and varied to encompass them all.  Shedding blood as a libation (one’s own, or an enemies) is a common theme. Bulls are sacrificed at his festival in Renbluve, but in Nonsk (his birthplace) they burn a small fishing boat made out of old doors and filled with cheap coin purses, each with a gold coin (the molten gold is read as prophecy, then given to the king as the annual tax).  Small gifts and trinkets of elven make are well received, as are S’yang Stones (game pieces).
Alignment: Lawful Good (-ish).
Domains: War, Good, Strength and Law
Depictions: In life Vasilimatu was a giant of a nortroner, and he appears much the same as a god, though perhaps a bit more idealize.  He is usually shown wearing the plaid kirtle of the Northron clans, though he never wore those in life (the current clan culture, while primitive seeming to urbanites, is actually a new innovation), and frequently wearing a golden crown. He is often shown armored for war, with a great sword on his back (or in his hands). His deathmask, held in Renbluve, is a potent religious artifact, despite the lie it gives to his commonly shown face (the real Vasilimatu was slightly ugly, and at the time of his death he was a shrunken old man, tired and weak…). The high priest of the Renbluve temple wears the mask on Holy Days, though this renders him blind and barely audible when he gives his sermons.

Dbarra: A Demon who has become a God by means of mortal worship. He is a disgusting glutton, with a great fanged maw in his giant belly (with his eyes inside his mouth) and no head.  He is a truly monsterous figure, and his worshippers engage in cannibalistic feasts.  Many of his followers are Demonologists, and more than a few suggest that he is a god of rape as well as gluttony and cannibalism.  His worship is illegal in almost every civilized land.  He prefers to manifest in great blocks of stone, which he temporarily shapes after his likeness.  He is the patron god of the Huron. He hates elves for some reason.
Symbols: A fanged maw or eye. A small chip of stone that bears his imprint. Among his more disgusting followers a fanged and spined grey penis, or rarely a statue or painting of a woman’s(elven) body torn in half vertically.
Sacrifices: a sentient being, usually two, for he desires his worshippers to feast alongside him. They are consumed alive. Elves are especially pleasing to him. Really, that’s all he wants.  The holy tools of his priests are made from mortal remains, fat is rendered into tallow for candles, bones are carved and shaped into torture implements and musical instruments, skulls are used for drinking vessels, with blood being a favorite drink.  Stone slabs as alters and as ‘statues’ decorate his temple fanes.
Alignment: Chaotic Evil. He is mercilessly cruel and selfish, even by demonic standards. He regularly kills and eats his own worshippers.
Domains: Chaos, Evil, Earth, Strength
Depictions:  Dbarra is always shown as a giant hulking grey figure, headless (according to lore, he lost his head and heart to a more powerful demon, but survived because his focus is his stomach). He has a great fanged mouth across his bloated belly, large enough to swallow a small horse, with two great eyes visible through the wicked teeth. His shovel like hands reach the earth, and his splayed feet and bow legged legs are stumpy and short, and his fanged penis drags in the dirt like an obscene tail.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Spike

#1
Bah. I hate being rushed to post like that... sorry, had to send forth an un-fixed copy or risk not posting anything on them until tomorrow. That is far, far from complete, even as a a listing of the Gods that have already been named and described elsewhere.

Teneb: One of the old Gods of Tenebria, who gave his name to the Horde long ago, he is now a minor deity in the Ten Thousand, but a major deity in the lands of the Kra. He is a stern and powerful warrior god, all about determination and duty, of suffering hardships stoically.  It is said he no longer speaks after he was tricked into saying something unwise and causing suffering to his worshippers, as penance and as a steely determination to ensure it never happens again.

Symbols: A statue of a horse cast in iron. a battered and worn horseshoe. A facemask with no mouth.

Sacrifices: Bits of worn or broken iron, often wrapped in horsehide bags are sacrificed to Teneb.  Cracked and shattered shields and armor are favorites, especially if they were broken on the battlefield, and doubly so if the owner survived.  Worshippers will often participate in athletic games while deliberately hobbled or weakened, and if they win they offer up their prize to Teneb.  This occasionally leads to unintentional comedy at his holy festivals, when everyone competes to out do each other in shows of devotion.  On his holy days it is forbidden for his priests to speak a word, and it is very common for them to scourge themselves if they ever speak rashly or out of turn.

Alignment: Lawful Good

Domains: Law, War, Strength, Protection

Depictions: Teneb is shown as a giant, heavily muscled man with a horse's head and hooved feet, with a black hide, as if coated in soot. His hands are gnarled fists. WHile he never speaks, the sound of his measured tread shakes the very ground where he walks.  

Erde: The goddess of the great river, often mistaken for an Elder God. She has few priests, mostly among the barge captains and some fishermen who live on her banks, but everyone who travels the on the Erd gives thanks to her and asks her blessings.  She would be a minor god at best if not for her role in Hesh, where she is one of the triad of gods whose worshippers vie for the throne, and for her servants, the so called River Gods, which are crocadiles of prodigious size.

Sacrifices: One fish out of every catch is thrown back in her name by those who fish her waters. She also accepts a coin, often accompanied by a small wish for good fortune.  Small boats made of wood or paper are floated on her waters to carry prayers to her ears.  In Hesh it is customary to throw a living slave to the River Gods to ensure a good harvest season, and in times of drought, slaves will continually be sacrificed until the River Gods grow too fat to swim... or the River floods, bringing needed water and rich mud to the fields of that desert land.  Those that live near the great river may entrust their dead to her, and she will bring their souls to the Lands of the Dead in due time.

Alignment: Neutral Good, a kindly goddess, concerned for the welfare of mortals.

Domains: Water, Animal, Healing, Travel

Depictions: Erd is always depicted as a young maiden or nymph (which she was in life), or rarely as a particularly... handsome? River God.   She is always wet, even when she is far from the banks of her river, and the waters she provides to the thirsty are soothing balms that heal even the worst wounds.  She has absolutely no power over plants, despite her influence over the harvests of Hesh (via flooding), and if confronted about slaves being sacrificed will always look mildly embarrassed (though, like many nymphs, in life she drowned her share of mortals...).  She is careful not to offend more powerful gods, but is little concerned with politics of any sort.

Hound: Another God frequently mistaken for an Elder God. Hound is nothing more than a simple beast elevated to Godhood as a representative of his kind.  He is mostly worshipped among the Hru'tha orcs, and is most notable for the two rival factions of his temple. The Brotherhood of the Hound are those who give themselves over to the ideal of Hound, acting almost more like animals than men(orcs). They eschew buildings or tools, and dedicate themselves to serving others. Some go so far as to act as a dog might, barking and growling rather than talking. THe Brotherhood is popular with others because of their unstinting loyalty to their community, their pack, and whatever family they have or claim. Some work as bodyguards, loyal unto death.  The opposing Faction see the godhood of Hound, and their worship of him, as liscense to control beasts, even the Brotherhood, and they are called the Kennelmasters. They are selfish, domineering types, and measure their power among their cult by the number of beasts (including Brothers) they can control.  Hound allows his priests a powerful Bite attack (d6 damage) or the ability to Speak with Animals (only with dogs, however) at will. His name in Hru'than orcish is Grugu, which means Dog or Hound.

Sacrifices: Hound likes fresh meat and bones to chew. His attention is best sought in places where packs of domesticated dogs have recently lived. Not, however, at the same time as a sacrifice (the living dogs will eat the sacrifice before Hound notices it)

Alignment: Lawful neutral.  Kennelmasters tend to be evil.

Domains: Animal, Protection, War

Depiction: A great shaggy hound or mastiff. While he seems very smart for a beast, he is still a beast.  He understands all spoken languages, but only simple concepts and commands. Hound will, within limits, obey those who summon him. Just like a dog. However, his attention to mortal demands is limited. If a worshippper calls on him during a time of great need, however, he will arrive quickly and remain as a guardian until the threat has passed. He will not attack unless attacked (and being a God, anything short of another God is foolish to try).  Hound seems to despise demons and demon summoners, and most demon summoners have a superstitious fear of dogs. It is said that the baying of a hound will cause a demon summoning ritual to fail.

Unganwe: Known as a War God from the Mythic Age, he is most notable now for having been the first divine victim of the God-slayer outside the walls of Irem. In other words, he's dead. And not 'lands of the dead, dead' but 'obliterated, dead'.

Okal: Another Kra War-god, virtually unknown outside of their lands. Where Teneb is stoic and driven by duty, Okal is driven by glory and the lust for battle... and for life itself.  Okal is believed to be a pre-human deity, perhaps of some lost race that found the Kra in their time of deepest need and took pity on them.  According to legend, when Teneb accidentally withdrew his protection from Death from them, and Death began to take a terrible toll among the Kra, Okal found them and taught them how to fight, how to live life to the fullest in defiance of Death (it is notable that the Kra still view Death under his old guise).  Okal is also the patron of the taverns and the infamous Kra Brothels, where they may set aside the onerous burden of Duty to their Kor and their honor for a time.  The so-called Island Life is a free form temple/festival to Okal, and the tavern keeper its primary priest.  Okal likes to favor mortal warriors as his chosen champions and agents.

Sacrifices: A visit to a brothel or tavern is a minor ritual, which is incomplete without at least a little drink.  Those who visit a brothel due to the demands of Duty (for example: To bring out one of their fellows who has retreated from the world in a form of extended, langorous suicide) must ritually refuse a drink or risk offending Okal.  Gifts of fine swords are made to his martial temples (which are then used to outfit the priests for war), and weapons captured on the battlefield from slain enemies are sacrificed on his altars. He favors the color red, so red candles are burned, as is incense made of cherry blossoms.  If an army wins a battle it should have lost the general will retire to run a brothel as thanks for Okal joining the battle. Warriors that are hard pressed may offer their lives to Okal to gain an important victory, though it is bad luck to survive such a fight.  Okal favors games of chance, particularly over frivolous things, and his followers view idle amusements, such as betting on the time a leaf takes to fall, as acts of piety. If a warrior dedicated to Okal dies a peaceful death his body is wrapped in white linen and sunk in a deep lake (never the Sea, for obvious reasons), if he dies to treachery (poison) his body is burned, the ashes placed under the doorstep to his family home to ward off the assassin, and if he dies in battle his body is carefully washed and wrapped in red linens and broken armor and weapons (his own or his enemies, though it is permissable to buy cheap goods to break for this purpose), and propped up against a masonry wall, facing North. After a period of time, when the body has drained (and usually when there are a number of bodies against the wall) a second wall is made in front, the whole construction is considered auspicious foundation for a fortress.  Okal is rare among the Gods for ensuring his followers understand the correct way to handle the dead.  So called Red Warriors are said to serve Okal in Heaven.

Domains: War, strength, luck and Chaos (The Summon spell from this domain always summons a 'Red Warrior')

Depiction: Okal appears much as a Kra warrior, in armor over garishly patterned silks. His skin is a deep maroon shade, with the texture of dried leather, and his face is a fearsome mask.  Some believe that he was once a god of Ogres, when they were smart and had a civilization, but, if so, he has abandoned them as they abandoned him (his vague resemblance to Ogre Mages is the best evidence anyone has for this).  Okal uses a massive curved sword as long as he is tall, and occasionally is shown in a faintly ridiculous pose with half naked women at his feet, grinning like a loon.  In fact, he is somewhat notorious for visiting young painters who express a desire to paint him (or any just 'a god' for that matter) and patronizing them, so long as they provide women to model with him, and plenty of strong wine to drink.  His favorite pose is with one foot on top of a rock (or dead body), hands on his hip and looking skyward.  The reward, of course, is moderate fame for having painted a God.  This does get him in great trouble in Heaven when it happens.  For a God of brothels, however, he is remarkably... quiet.. around females (other than warrior women).

Alignment: Chaotic Good. While Okal loves a good fight, he loves a good life more.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Spike

Hru'hru: The Father, the Suntamer, the Builder of Walls. This old god is the original leader of the Hru'tha pantheon and is, for all intents and purposes the very oldest orc god still actively worshipped and venerated. The Hru'tha do not, for reasons not well explained, worship the First Gods in any form. While most cultures have many younger Gods, most still respect and venerate the First after some fashion. Hru'hru is an exemplar of the Hru'tha pantheon in his aspect as the Sun Tamer. As their old myths state clearly, Hru'hru helped build the first city, and when the bricks did not dry in the first day, he roped the sun, holding it in the sky until they were done. Hru'hru remains venerated as the first Orc.

Symbols: A trowel inside a brick, a length of burnt rope, a sun-disk wrapped in fine chain.

Sacrifices: Specially prepared bricks, made of Wasteland Mud by hand (no tools), and dried on the hottest day of the year by the sun alone are a ritual gift to Hru'hru (so he might make a proper palace in heaven). A sheet of woven grass paper, inked with ancient orcish runes (usually in the blood of the writer).  When a building is torn down or collapses, a fragment of the walls are given to Hru'hru, and another fragment is used to start a new building on the same spot. No Priest of Hru'hru may sleep under the open sky if they can help it (and many carry hide tents on even short trips just in case).  Every time a priest enters a building or city the first time he must touch the wall and say a short benediction.

Alignment: Lawful

Domains: Earth, Protection, Fire, Knowledge

Depictions: A large and handsome orc man, with mud on his hands and feet, usually wearing a leather apron with pockets stuffed with tools. His eyes are always shaded, no matter where the light is coming from.  He often has a coil of frayed rope wound over his shoulders.  His voice, when he speaks, is like the grinding of stones.

v'Suthk: another minor demon lord who has been elevated to minor god-hood by the worship of the Huron, though she is far less powerful than Dbarra in her divine power, she is far more popular among demon summoners. v'Suthk appears to mortals as a woman, beautiful and terrible. Like most Demons, even the minor lords, she lacked the purviews of gods, responsibilties and so forth, though as she has many daughters, all lesser demons that appear as she does, she is often said to be the mother of succubi, which explains her popularity among those who summon demons. She is said to be envious of mortal women, which is why the Huron and demonologists prefer to sacrifice women to her in return for her favor. The Huron rarely have women to sacrifice, even their raids rarely provide many suitable sacrifices, as they prefer to eat them. They do sacrifice beatiful things, silks and paintings and gems to her, though not to summon her.

Sacrifices: Beautiful young women, gems and silks and perfumes. She is a reluctant God, and prefers her followers to petition her as if they were summoning a powerful demon.

Symbols: the trinket in the form of a pregnant woman's torso, usually crude and simplistic.

Alignment: CE

Domains: Chaos, Evil, Healing (fertility)

Depictions: V'suthk always appears as a beautiful woman, almost always with demonic traits. She has six fingers per hand, and her lips are crimson with fresh blood. She often appears nude, with a seductive mien. Her hair is dark and appears to move on its own. She tends to appear as the same ethnic type and race as the summoner. While her words are sweet, and her voice is sexy, the faint wailing of the damned echos with every breath, said to be the sound of every life she's destroyed.  She uses her own 'Daughters of v'Suthk' as her agents (succubi, among others).

The Tattered God:  Also known by his mortal name, Darsyltier, founder of The Fallen tribe of elves.  He betrayed his people, stole from them powerful ancient magic weapons, which he unleashed using terrible rituals that scarred him and his followers horribly.  He betrayed and murdered his father, using the power he had accumulated by all of this and more to achieve apotheosis, the elevation to Godhood... against the will of the gods and despite his many contraventions of Divine Law. At the very moment he became a God he was betrayed by his followers (perhaps in fear for what he would do to them now that they were unnecessary), and they murdered him, eating his body in a profane act of cannibalism* and destroying him.  What remained of his powerful, divine soul was cast into the Lands of the Dead, with horrific wounds through its body, utterly mad, insensate from pain and the loss of self, as key portions of his personality and memory had been taken from him. There he wanders the formless wastes, shedding corrupt and toxic blood, a horror, but one kept safely locked away. Unfortunately, however, as his followers died, the pieces they had stolen returned to him, restoring him by drips and degrees, until now he is nearly restored, though madder than ever from the patchwork nature. Only a few pieces remain...

Symbols: a tattered, bloody cloth

Sacrifices: only madmen worship the Tattered God. When they remember to sacrifice to him they carve peices of flesh from the living (occasionally themselves!) and offer them up. Self-flaying is a sign of devotion, and if the wound never heals, and continues to weep blood, that is a sign of the Tattered God's favor.

Alignment: Chaotic Evil (insane!). Also, Profane, despite his divine status, making his priests profane as well.

Domains: Chaos, Evil, Destruction

Depictions: A giant shadow of a man (elf) with great holes torn clear through him. A hand that doesn't actually connect to the arm, but hovers in place where the wrist should be, only one eye and so on.  Ichor drips and steams, and the mouth never closes, moaning horribly.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Spike

Uisuisa: the Mother Goddess, the Womb of the Earth, a Goddess once worshipped in Urtesh before it became Tenebria, and still revered as one of the Ten Thousand Gods of that place.  She is poorly known outside of Tenebria, of course, but as the Empire once spanned half of Haven, that means little.  Uisuisa is said to have born kings in her womb, and her milk has nurtured kingdoms and empires. While largely neglected for long stretches of the Empire's history (if, by neglected, you mean revered by thousands of women who seek to become mothers, and mothers who hope for strong sons... or men seeking brides that are worthy of the Goddess... yes), she has seen a recent resurgence as the current Empress of Tenebria, upon ascending to the Lotus Throne, declared a massive festival in the name of her Patron Goddess.  As a political move there have been few equals in modern times.  Even now she is reaping the benefits, an entire generation of Tenebrian warriors and soldiers is coming of age, conceived during the festival held nearly two decades earlier.  

Symbols: An egg holding the world in it.

Sacrifices: While not a 'love' goddess, Uisuisa is most easily placated by sexual congress with intent to conceive.  New mothers offer up the messy remains of childbirth, and birth cauls are favored.  Incense of Jasmine is burned, as is salt. Midwives pray to her, and make candles of unwashed beeswax, mixed with bits of umbilical blood.  Uisuisa is not particular, and will accept births of all animals as sacred acts. Her followers often try to gain her blessings by watching eggs hatch and predicting the order.  She does not have funeral rites, and cannot abide a stillborn baby or dead child, which are anathema to her.

Alignment: Good

Domains: Healing, Magic, Animal, law

Depictions: Uisuisa is often shown as a greatly gravid woman or horse, often with a beatific smile.  Occasionally she is shown more abstractly, as a golden crown (or other symbol of rulership) with egg shaped gemstones. Sometimes the crown looks like a walled cityscape.

Ulj Hke, the Storm of Heaven:  This was one of the fabled Tenebrian Water Kings, and the Emperor who drove the Horde across the Straits of Fallen Stars to attack the North.  While it is a long tradition to declare each Emperor to be divine after death, it is rare that the theologians can actually demonstrate proof.

It is a great embarrassment to the Nornsans that The Storm of Heaven is, in fact, divine, for they have long claimed the honor of having the last mortal to be Deified, in Vasilimatu, and in many parts of Nornsa the worship of Ulj Hke is banned as blasphemous.   Ulj Hke's mastery of war, of his Empire, and the weather (for his fleet, and thus Army, should have been lost during the crossing, as they undertook it during the Monsoon season in the Strait), and his perfect adherence to Divine Law (he was the first Emperor to outright Ban Necromancy and Demonology, even in his own Court), ensured his Apotheosis.

Symbols: A tiny ship of tenebrian design, A plaquard bearing his name in Old Tenebrian (Ulj Hke is his Death Name, which is also his Divine Name).

Sacrifices: model ships, enemy sailors, wind and storm spirits are all favored sacrifices. He favors soldiers and sailors, but they must learn to speak in the dialect of the nobility of Tenebria. Anything stolen from the Sea is valuable to him. Candles of horsefat and riding quirts decorate his temples.  Though a general and war god, he never held a weapon in life, but won his battles with a scroll, and even the crudest warrior will earn his favor with ink stained hands.

Alignment: Lawful

Domains: Water, Sky, Law, War

Depictions: Shockign to many, he appears more a Reve than a modern Tenebrian, though he wears the courtly robes of his living age, and a funny hat, and lacks the wild and fearsome tattoos that adorn many Reavers. His hands are stained with Ink, and he is never seen without scrolls tucked in his sleeves.  When he speaks it is through the howling of storm winds and the roar of rain falling.  He often appears to his worshippers in dreams, as a parchment upon which words slowly appear, the dream ends with the affixing of the Seal of Heaven at the bottom of the page. The dream cannot be forgotten until they have served his purpose. He can be imperious, making demands of even non-worshippers.  He served Fate from time to time.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Spike

The Seven Perfect Lotus Blossoms:  In the City of Urtesh, in the days of Bovard, the people proclaimed a woman to be the ideal beauty. Jealous, noblewoman, a princess, threatened to have this ideal beauty killed, and to placate her jealousy, the advisor wisely advised her that there were, in fact, seven distinct standards of beauty, and that she, his mistress, was simply the ideal for a different standard.  So cunning and simple was his plan, so well did he tell of it that the people began to believe he spoke the words of the Gods themselves... though wisely they never contradicted his choice of a second beauty.  In time seven great beauties were named, and even the jealous princess was replaced long after she had died, otherwise forgotten. The idea took root, and when the Horde swept north, destroying all that lay within their path, conquered not by the swords of the Men of Urtesh, but by the silks and perfumes of the Women, they too took to naming the seven great beauties, though they disagreed about a few of the standard Ideals. When the Reve swept from the Icy waters and became the Sea Kings, they TOO were beguiled by the idea.  
What none suspected then was that the Gods themselves had been paying attention. Far too often, they felt, the mortals selected women based on politics or reputation, though the ideals were meant as physical standards. And so a decree was made, and the Ghosts of in the Lands of the Dead were brought before the Gods who knew best such things, and the women of Tenebria were watched with gimlet eyes in case a rare beauty yet lived among the mortals.  
Of course they started with those the Mortals had selected, but they did not linger there, and in time they had selected the Perfect Lotus Blossoms. Imagine the horror felt by the first Theologian who realized that the noblewoman he was flattering could not be truly a Perfect Lotus Blossom, for the Gods had spoken!  Eventually the furor died down and the mortals began to accept the God's choices, and indeed the gods had not merely chosen women of great beauty, but also of great purity and dignity... heroic women who had used their beauty for the betterment of the world. Some had been mere myths and legends from the previous Age, whose beauty seemed to transcend mere mortality.
There have been well over a hundred women named as members of the Seven Perfect Lotus Blossoms it is true.  It is also true that the Gods have found, from time to time, the need to replace one or another of their choices as a greater mortal beauty arises. They have had to retire Ideals. The Gods recognize 14 Ideals of Beauty, and 12 of those are still considered relevant and over the centuries only five women and one man have been replaced (one of the more esoteric Ideal Beauties is the 'Feminine Man', a great controversy). The Two Ideals that are no longer valid are the Flawed Beauty, who's divine looks are improved by an otherwise disfiguring mark, and the False Beauty, whose looks are entirely due to artifice. The women (or rather, ghosts) who hold these posts are still honored in the afterlife, but it is impolite to refer to them by their former titles. The six former beauties are also honored, and are occasionally referenced by scholars of beauty or antiquity, but they aren't... ah?... Invited to parties? .
It is a great shame to the Gods, but one of the 12* heroic ghosts has been missing for fifty years, her soul apparently stolen by some daring Necromancer. While vaguely protected from this sort of thing, it was obviously not a true concern to the Gods. The remaining Eleven (four more than they need, but still!) are much better protected now.  Individually, the Seven Ideal Beauties (including childlike, motherly, innocent, regal and wild... among others) are not much more than highly respected ghosts, but together they represent a (very minor) God.  

Symbols: Seven statues of women, more stylized than accurate. A gilt mirror and comb

Sacrifices: It is rare that people actively worship and pray to the Seven Perfect Lotus Blossoms, and as more literary figures than divine powers they don't have festivals and holy days. Those who do desire their favor (young men in love, or hoping to be in love, women who hope to catch someone's eye, a few femme fatale types hoping to keep or gain their edge... even women of a certain age hoping to keep their looks just a little longer), offer up perfumes and silks and cosmetics.  They don't really have their own shrines or temples, but they do have a few priests.

Alignment: None, or rather seven individual temperments. While in public (such as it is) they tend to act as one, but in the Lands of the Dead they are as much rivals and enemies as you might expect, each vying to be the most perfect or most ideal... though some don't actually care. They never appear in groups other than seven, so the seven who do 'go out' are the most appropriate for whatever.

Domains: Love, Beauty (not core, but I Think I can find 'em...)

Depictions: You know, incredibly beautiful people, women (and one very feminine man), usually in very fine clothes, which are worn in a style that highlights their type of beauty (so wild beauty is disheveled and in torn clothes that bring out her wildness, or whatever).  They are always at the perfect time in their mortal lives, and they are just slightly more pretty than is realistic (enhanced by their divine status).


* While her face is hidden from view by a veil (her choice, not a normal practice in Tenebria), the Empress is believed by many to be an Ideal beauty. This is confirmed by Theologians (who are often conmen). This isn't in error: the missing twelfth beauty was the mysterious beauty, but as she has illegally left the lands of the dead this has created a legal quandry for the Gods. THey do not recognize (legally) unwilling victims of necromancy, so she is a profane criminal ghost, yet her divine posting was decreed, and she can not be unselected. So the Empress was chosen, as a pious, powerful woman of great beauty, but hidden away from sight her entire life (first as an Imperial Consort, then by her own choice as Empress), she was an ideal living candidate.. even if perhaps her beauty might have been a bit less than the original.

If the missing beauty is returned to the Lands of the Dead she will undoubtedly become a new retired beauty, the Lost Beauty, an elegant solution to the problem of an accidentally profaned demigod.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Spike

Christ.  That's a lot, and yet I've barely scratched the surface. I mean, once I get done cataloging all the Gods I've mentioned in passing over the... six years!!!... I've been doing this I'm still gonna have huge gaps, since I rarely worked out anything at all resembling full pantheons, anywhere.

Just off the top of my head I've got two or three more Kra entries, at least one Dragon (that's new, actually, so don't bother trying to find anything in the mass...), I think some two or three entries from Nornsa, the Spadan patron Goddess, a couple of blocked out Dwarven Gods that need more detail, probably something from Nis that has, at best a passing reference and the fire god of melitior. Oh, yeah, and the Four Stars, also of Melitior.

Never mind the Gods of the Pepper Savannahs, elven specific gods, or any of that shit.

Then there is Noman and Verra's unwilling Handmaiden, which are insider baseball.

And THAT is just rehashing with details. THEN I've got to go and address player specific needs, holes in the pantheons and so on. The work, in theory, could take lifetimes (There are potentially millions of Gods, but I'll stick with the common and useful ones, or the very interesting ones, thank yew.).

No, I hope never, ever, to hit the ten thousand gods mark, much less ten thousand tenebrian Gods (though, ugh, I have close to twenty here (if you generously count the 'Seven perfect Lotus Blossoms' individually...)
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https: