At Character Creation, your Divinity limit is 12. However, if you Sin against your Tenants (directly break one of your god’s Tenants), your limit drops by 1. For example, if you surrender to an opponent while following Riolt, your max Divinity goes from 12 to 11, then 10 the next time you Sin and so on.
To raise your Divinity limit, you must atone by acting within the spirit of one of your god’s Tenants, but go beyond the basic requirement. For example, if you follow Olgun and pass yourself off successfully as a devout follower of Valmos, you would go beyond the Tenant to never let on to your true purpose or plans by creating an entirely false belief in others. Doing so would atone for a Sin against Olgun.
A Divinity level above your Divinity limit is not lost, but your effective Divinity is reduced to your Divinity limit when your limit drops below your Divinity level. This can temporarily remove access to Divine Spells.
A sapient creature who dies with a Divinity limit of zero is automatically claimed by Shadis.
Elven Pantheon
Anor, The Sun
Pantheon: Elven
Pseudonym: The Day
Description: The Old Elven word for the sun, Anor has developed into a more anthropomorphic figure within elven beliefs and faith. This is especially true for populations with close contact to human cultures. However, in older texts and amongst more traditional followers he is treated less as an entity in command of the sun than the conscious will of the sun itself.
The ultimate source of life, vibrance and power, Anor is associated with the traditional masculine role in Elven culture. When he is represented in elven form, he is typically shown as an elven man with a pale yellow halo and in full armor as reflects his growing aspect as a war god. Classical depictions simply show him as a radiant pale yellow sphere.
Boons: If a follower has a Divinity level of 1 or more, they can roll Influence + Spellcraft (difficulty 3) to create a floating light. The light is equivalent to a lantern and can travel a number of feet away from them equal to their Divinity level. It lasts 1 hour per Success or until dismissed.
Holy Symbol: Rayed Sun
Sacred Color: Pale Yellow
Gesture: Splayed hand held towards the sky.
Relationships: Ithil The Moon is his fickle lover. He cannot visit her, but she can come to him.
Enemies: Tasp
Allies: Ithil, Mar-Eth
Dominions
· Deserts
· Grasslands
· Light
· Truth
· Power
· Sky
o Day Birds
Tenants
· Expose the truth when able.
· Fear no fire.
· Harm no bird of the daytime.
· Use your power.
· Protect females who cannot protect themselves.
Ithil, The Moon
Pantheon: Elven
Pseudonym: The Night
Description: The Old Elven word for the moon, Ithil has developed into a more anthropomorphic figure within elven beliefs and faith. This is especially true for populations with close contact to human cultures. However, in older texts and amongst more traditional followers she is treated less as an entity in command of the moon than the conscious will of the moon itself.
Representative of strategy, nuance and revelation, Ithil is associated with the traditional feminine role in Elven culture. When she is represented in elven form, she is typically shown as a silver skinned elven woman dressed in clothing made from the night sky. The design of her garments varies heavily by the cultural group depicting her. Classical depictions simply show her as a silver sphere.
Boons: Followers can take Metamagic as a Divine Domain, using Divinity in place of Arcanum.
Holy Symbol: Two silver crescents with black circles in the center.
Sacred Color: Silver
Gesture: A palm covering one eye.
Relationships: Fickle lover of Anor The Sun. She teases him by only coming to him occasionally.
Enemies: Olgan, Tasp
Allies: Anor, Mar-Eth
Dominions
· Creativity
o Magic
o Mystery
· Death
· Love
o Lovers
o Mothers
· Lust
o Virgins
· Night
o Darkness
o Night creatures
o Shadows
· Oceans
· Weather
Tenants
· Only expose your true self at your own discretion and with great care.
· Protect males who cannot protect themselves.
· Do not turn away from passion of any kind.
· Fear not the dark.
· Choose beauty.
Mar-Eth, The Earth
Pantheon: Elven
Pseudonym: The Land
Description: The Old Elven word for the earth, Mar-Eth has developed into a more anthropomorphic figure within elven beliefs and faith. This is especially true for populations with close contact to human cultures. However, in older texts and amongst more traditional followers they are treated less as an entity in command of the natural world than the conscious will of the world around them.
Despite being the child of Anor and Ithil in elven legends, Mar-Eth is in many ways the primary deity of the old elven pantheon. They represent the natural world, all small gods (Spirits) of nature seen as the children of Mar-Eth.
Only the small gods of the artificial world and the unnatural are seen as outside their domain of influence. Most Spirits that fall into this category are believed to come from either Anor and Ilith or Tasp, depending on whether the Spirit is benign or malign respectively.
Mar-Eth is increasingly less revered in elven populations with less direct connection to the natural world. In highly built up regions, Elves often place Anor or Ilith above Mar-Eth, as both the Sun and Moon are seen as having greater sway over the aspects of elven life that have minimal association with the non-sapient world.
Boons: Followers can spend Divinity in place of Primal to activate Nature Spells. This does not allow them to have a Nature Domain higher than their Primal.
Holy Symbol: Plant In Soil.
Sacred Color: Green
Gesture: Touching the exposed Earth. A hand is traditionally used, but followers in built-up areas often remove their shoes to feel the ground directly.
Relationships: Beloved child of Anor The Sun and Ilith The Moon.
Enemies: Tasp, Shadis, Vakal, Zoln
Allies: Anor, Enirra, Ilith
Dominions
· Life
o Abundance
o Animals
o Fertility
o Healing
o Plants
· Earthly Realm
o The land
Tenants
· Take from nature only what you need.
· Live fully. Do not squander your gift of life on sloth, greed or wantonness.
· Celebrate the seasons.
· Do not remove yourself from the cycle of life.
Tasp, The Dark
Pantheon: Elven (primarily Dark Elves)
Pseudonym: Anathema, The Unknown, The Unseen
Description: The Old Elven word for the dark, Tasp is worshipped almost exclusively by Dark Elves and hidden fringe cults within elven culture. The embodiment of the unknown that hides within the darkness (figurative and literal), Tasp represents everything Elves do not yet understand and that which should not exist in the natural world.
While classical beliefs treat Tasp as an intrinsic part of the world, one that exists to become understood and grow the domains of Day and Night, believes have shifted in many cultures to view them as a purely malevolent and adversarial force.
In this way, the culture and beliefs of the Dark Elves are in truth most similar to the most traditional elven beliefs. Dark Elves revere Tasp as the highest deity within the elven pantheon, seeing The Unknown as the ultimate teacher, one who exists above morality and convention and ask only for them to strive and grow.
To dedicated followers of Tasp, personal discovery, evolution of self and the revelation of the previously unknown is all that matters. Power is vital, but only for its potential to expand one's perspective and potential.
Boons: Followers can take Biomancy as a Divine Domain, using Divinity in place of Arcanum.
Holy Symbol: An entirely black eye with a white W-shaped pupil.
Sacred Color: Black
Gesture: Covering both open eyes with the palm of each hand.
Relationships: The singular parent of Anor and Ilith in traditional elven myths, Tasp is said to have given the gift of light to Ilith along with the duty of acting as a guide to reveal the unknown.
In most versions, Ilith betrayed Tasp’s trust by sharing the gift of light with Anor, who placed his piece of light in an open pot until it dried up. As it dried, it grew thicker and stronger until he had made a blinding light.
This light drove Tasp away. To Dark Elves, this was a betrayal by Anor to take his parents thrown in the sky. To the Elves, Anor and Ilith distilled light so their child, Mar-Eth, could finally grow.
Enemies: Anor, Mar-Eth
Allies: Ilith, Thelarowir, Vakal
Dominions
· Darkness
o Caves
o Moonless Nights
· Unknown
o Amorality
o Evolution Of Self
§ Self-Realization
o Personal Power
o Lies
§ Secrets
o Mysteries
o Research
§ Discovery
Tenants
· Always seek to understand what you do not yet.
· Do not hide in the light.
· Do not let concern for others hinder your goals.
Eastern Human Pantheon
Baldous, The Martyr
Pantheon: Eastern Human
Pseudonym: Crimson Maiden, The Reluctant Hero
Description: One of the few halfling deities still worshipped in close to her original form, Baldous’ faith has spread throughout human culture on the eastern side of the continent. She is a patron of those who sacrifice their own wellbeing for the wellbeing of others, whether this is through dedicating many years to helping others or a single sacrificial act.
She is depicted as a female halfling in broken armor, blood flowing from the cracks and seams, implying unseen wounds. Often a broken cup is placed in one of her hands.
It is said Baldous appears to those dying a painful death, offering peace. This has led to the expression Baldous’ grace to refer to when a dying individual loses consciousness before death, especially in cases of painful diseases and blood loss.
Boons: If a follower has a Divinity level of 1 or higher, they can spend 1 Health point to give 1 Health point to a touched creature. An Undead follower can instead spend 1 Soul point.
Holy Symbol: A Cracked Cup.
Sacred Color: Blood Red
Gesture: Hands cupped and offered forward.
Relationships: TBD
Enemies: Shadis, Zoln
Allies: Celia, Endera, Vakal
Dominions
· Healing
· Innocent Prisoners
· Laborers
o Toil
· Soldiers
· The Poor
· Heroism
o Sacrifice
Tenants
· Accept no personal gain. All reward goes to continue good work.
· Aid the poor, sick and injured whenever possible.
· Do everything to protect others from suffering including taking on the suffering yourself
· Make no one suffer unless to protect an innocent.
· Protect the weak and innocent.
· You may be called by Baldous to make things right. You must come.
Firdite of Civilization
Pantheon: Eastern Human
Pseudonym: The Judge, The Maker
Description: Firdite is the eastern human god of law, civilization and hierarchy, representing order and the divine authority of kings. In many of the citystates where he is worshipped his church acts as the core infrastructure for the governing body, and in some they are outright one and the same.
Firdite only cares about the system and its stability. If a law is cruel or unjust, it must still be followed until the proper pathways can be used to change it. But using a position of power to avoid the law is equally unacceptable.
His church preaches that peace keeping and order will ultimately do more good than any one great act. Fulfilling one’s place in the larger system of society is the best path to happiness and the greater good.
Firdite is depicted in intricate robes or fine ceremonial armor, holding a writing tablet. Many branches of his church are highly patriarchal, with clearly defined positions for both genders. In the handful of traditional matriarchal human cultures on the eastern side of the continent, this division is entirely inverted, with the matriarchal structure strongly represented in the church.
Only Humans are permitted in Firdite’s clergy, and he can only act as a patron deity for Humans. Other sapient Species are often viewed as second-class citizens in cultures where Firdite is dominant.
Boons: Followers can take Hylomancy as a Divine Domain, using Divinity in place of Arcanum.
Holy Symbol: Square Stone Tower.
Sacred Color: Silver
Gesture: Praying hands in front of face.
Relationships: Many legends reference the relationship between Firdite and Udis, some representing them as lovers or spouses. The church does not have a single official stance on this.
Enemies: Baldous, Druids, Mar-Eth, Orilse, Vakal
Allies: Udis
Dominions
· Civilization
o Architecture
o Engineering
§ Artifice
o Legacy
· Law
· Study Of Practical Subjects
Tenants
· Do not break the law.
· Do not let the wild encroach on civilization.
· Do not let sentimentality color your decisions.
· Keep yourself and your belongings clean, well maintained and in order.
· Know your place in the hierarchy and do not overstep.
· Never let a non-human hold power over you.
Thelarowir of Magic
Pantheon: Eastern Human
Pseudonym: The Enlightened, The Mad
Description: To the followers of Thelarowir, it is only natural that their reach should exceed their grasp. How else can they learn to reach further? And there is no greater insult than attempting to stop them.
The outward facing branch of his church exists within nearly every mage college on the eastern side of the continent, and his faith has spread far beyond. The public image is far more hospitable than the true depths of amorality that exist hidden within the organization.
Thelarowir teaches that the act of pursuing the arcane will ultimately twist and break the mind, the one true destiny of a mage is to lose their humanity in mind if not body. Without being willing to sacrifice what they are, a mage will never become what they could be.
While few on the surface are aware, Thelarowir has become a major deity amongst the Dark Elves. He is often treated as an aspect of Tasp or a closely allied child, despite the origins of both faiths being entirely unconnected.
In human cultures, Thelarowir is often shown in formal attire for the region with arcane runes across his clothes and sometimes skin. He always holds a razor in his left hand.
Boons: Followers can spend Divinity in place of Arcanum to activate Arcane Spells. This does not allow them to have an Arcane Domain higher than their Arcanum.
Holy Symbol: A razer with the Words Of Power for to know on its blade.
Sacred Color: Safire Blue
Gesture: A finger to the temple.
Relationships: While not directly enemies, Undis holds the position of rival in many myths. Despite this, their churches hold no official enmity towards one another and neither deity appears to be directly hostile to the other.
Enemies: Firdite
Allies: Tasp, Vakal
Dominions
· Deviancy
· Insanity
· Magic
o Arcane magic
Tenants
· Do not expect others to understand you. Do not change who you are or your decisions to please others.
· Do not put another's needs above your own.
· If someone has what you need, acquire it from them.
· Morality is a mortal concept which you are beyond. Do not let morality stop you from your pursuits.
· The pursuit of magic is to be valued above all else.
Undis Of Golden Thought
Pantheon: Eastern Human
Pseudonym: The Artist, The Sage
Description: Undis is the eastern human god of art, sophistication and high culture, representing the potential of civilization to create things of beauty and raise philosophical thought above the struggle to survive. She is the patron of philosophers, scholars and artists.
Her church protects the right to free speech and creative expression above all else, and donations are mostly redirected to funding artists and other groups that provide cultural value. Personal beauty (both physical and of personality) is seen as a blessing from Undis.
She is depicted as a tall willowy in fine attire for the region, often wearing a diamond necklace or similar wearable art piece. The details of her appearance vary by the cultural beauty standards of the local high society, something directly encouraged by her church. No depiction of Undis, even a derogatory one, is seen as blasphemous by her clergy, the right to represent her as the artist wishes fiercely defended.
Boons: Followers can take Opsomancy as a Divine Domain, using Divinity in place of Arcanum.
Holy Symbol: A face with both eyes closed, but an open golden third eye.
Sacred Color: Gold
Gesture: Touching the forehead.
Relationships: Firdite is often said to be in some form of relationship with Undis, although the details are inconsistent and neither deity has expressed a clear stance.
Enemies: Olgun, Orilse
Allies: Firdite
Themes
Abstractions
Art
Beauty
Magic
Poetry
Dominions
· Appearances
o Beauty
· Art
o Bards
o Freedom Of Expression
o Performance
o Poetry
· Magic
o Illusions
· Perfection
Tenants
· Pursue art, poetry or arcane magic and work toward mastery.
· Strive for perfection, accept imperfection only when you must.
Vyon Of Happyness
Pantheon: Eastern Human
Pseudonym: The Drunk, The Lush
Description: Holding little influence and respect within his pantheon, Vyon cares not for the heavier things in life. To Vyon and his followers life is wasted if it is spent on worry and toil.
Many followers of Vyon have gone to ruin long before their time, but his church (if it can be called that) teaches that even self destruction is a worthy price for a life enjoyed to excess. The groups that act as his churches are little more than hedonistic revelries where body and mind is offered up in the pursuit to gratify the soul.
In most cities where worship of Firdite is dominant, the open worship of Vyon is banned. The chaos his followers create in pursuit of pleasure is offensive to Firdite, while the destruction of self is equally repugnant to Undis.
However, Vyon remains an actively revered deity even in areas where official open worship is prohibited. Throughout most of the eastern continent, Humans celebrate a handful of holy days dedicated to Vyon, where excess is encouraged openly.
Boons: Followers can spend 1 Divinity and touch a vessel containing unfermented alcohol to instantly ferment the contents to its ideal state. All appropriate preparations must be made and ingredients added.
Holy Symbol: Grapes/Wine
Sacred Color: Purple
Gesture: Raise a glass.
Relationships: Vyon is notorious for siring (and sometimes bearing) Celestial offspring with mortals. While many of these children are viewed as equal parts curse and blessing for the community that raises them, the divine power of a Celestial is not to be ignored.
Enemies: Baldour, Firdite, Thelarowir, Undis
Allies: Gūfəth
Dominions
· Good Fortune
o Wealth
· The Finer Things
o Celebrations
o Intoxication
o Lust
o Wine
Tenants
· Do not be modest. Display your wealth, accomplishments and whatever else you have to be proud of.
· Do not risk your comfort for someone else's benefit.
· Never pass on a party.
Gods Of Undeath
Gūfəth, The Devourer
Pantheon: Gods Of Undeath
Pseudonym: God Of Ghouls, The Hedanist
Description: To live is to consume, devouring others to sustain the body and experiencing pleasures to sustain the soul. The cult of Gūfəth lives their lives by this principle and continues it into undeath.
Gūfəth encourages his followers to indulge in all physical pleasures in excess of their needs. Drugs, sex and anything else that elicits an instinctual reward for the body is a sacred act. But the most prized is the consumption of food, especially the flesh of sapient beings.
Gūfəth does not require his followers to kill for their food. Eating the corpses of sapients who died naturally or by another’s hand is equally acceptable. His only concern is that physical pleasure is pursued, not how it is achieved.
Nearly all nations forbid the open worship of Gūfəth. The few that do not instead forbid the majority of behaviors his cult encourages.
It is unknown if Gūfəth was the origin of Ghouls, simply a Ghoul who ascended to godhood long ago or is even truly a Ghoul himself. However his power to grant the condition to his followers and allow them to continue their consumption after death is well documented.
Boons: A follower with a Divinity level of 1 or more who consumes a pound of sapient flesh gains 1 Soul point. If a living follower dies with a Divinity rating of 3 or more, they become a Ghoul, as if affected by Ghoul Fever.
Ghoul Boons: When Ghoul followers consume sapient flesh, they gain twice as many Soul points.
Holy Symbol: A clawed hand, the arm severed below the wrist with the end of the bone exposed.
Sacred Color: Bone White
Gesture: Biting into one’s own hand.
Relationships: Shadis remains on favorable terms with Gūfəth, often intervening on the behalf of Gūfəth and his followers. However, Gūfəth rarely if ever pays any mind to this and does not appear to return the gestures in any way.
Enemies: Enirra, Firdite, Niasis, Vakal
Allies: Shadis
Dominions
· Cannibalism
o Ghouls
o Undeath
· Pleasure
o Gluttony
o Lust
o Perversion
Tenants
· Always satisfy your physical desires, even if it is dangerous to do so.
· Don’t let others take what you want away from you.
· The world exists for your enjoyment, destroy it if that would please you.
Shadis, God Of The Dead
Pantheon: Gods Of Undeath
Pseudonym: Enemy Of All, God Of The Forsaken, The Adversary
Description: Shadis has no home on the Celestial Realm. Instead, the God Of The Forsaken rules his unwilling followers from an immeasurable fortress upon the slopes of the Pale Mountains.
From this infinitely sprawling citadel, endless armies of the damned march into the Celestial Realms. On the border of the Celestial Realm the dead wage an endless war on the heavens that ebbs and flows but neither conclusively advance into the personal realms of the gods nor loses ground for long.
Shadis has no need for worship or faith to fuel his divine power or empower his undying army. Every soul that goes unclaimed by another deity is his by default, damned to serve in his endless war against the other powers of the cosmos.
No two scholars can agree on how Shadis came to hold authority over the unclaimed and no church has a clear explanation from its patron deity. However most myths agree that whatever method was used was a violation of whatever order existed in the realm of the dead before his usurpation.
Shadis works endlessly to compromise the works of the divine and lead more souls to his forces. It is speculated that he is in truth the single most powerful god in raw divine might, yet the strain of battling the Celestial Realms on all fronts renders him on par with a minor god in terms of true influence.
Despite this, no power dares assault his fortress within the Pale Mountains, fearing the day he has a reason to direct any meaningful portion of his might against a single enemy.
Boons: Followers can take Animancy as a Divine Domain, using Divinity in place of Arcanum.
Holy Symbol: A Blackened Skull.
Sacred Color: Black
Gesture: A bastardized or mocking version of a local god’s Gesture.
Relationships: Shadis frequently works with animancers and other forces of undeath to cultivate a greater Undead presence in the Earthly Realm and facilitate more souls being drawn into undeath and ultimately his control.
Few of these entities worship or even serve him directly, but he has no need for worship or faith. It is enough that they damn more souls through their actions.
Enemies: All Gods (to a degree), Endera, Vakal
Allies: Gūfəth, Zoln
Dominions
· Power
o Slavery
o Tyranny
· Unclaimed Souls
o Undead
· Vermin
· Disease
· Famine
Tenants
· Empathy is weakness, do not let it keep you from your goals.
· Never make an alliance without a plan to exploit the other participants.
· Take power at every opportunity.
· Those that would take from you must be destroyed.
Vakal, The Voidbane
Pantheon: Gods Of Undeath
Pseudonym: The Healer, Preserver
Description: A mortal is born. Their soul develops through passions, struggle and experiences. And finally they die, the generation they shaped replacing them to do the same. This is the cycle, an endless engine that fuels the Soul Struggle and ensures the ever growing power of the gods.
Vakal teaches that there is another way, and her followers work to bring an end to the cycle and the gods who facilitate it. To the Cult Of The Healer, death is neither natural or acceptable, and their god has given them the tools to prevent it.
Followers of Vakal can most often be found on the fringes of civilization, her faith often found in agrarian communities, especially those reliant on subsistence farming who receive little support from the wider world. Most pray to Vakal like any other deity, requesting that grain not spoil and injury or disease pass quickly.
The faith is usually quiet and entirely benign, until someone with Divinity is born into the beliefs. Once a follower of Vakal with true power dies, they are returned, granted the power to heal others. But they soon discovered the cost of that power.
No matter how completely the faith is wiped out, it will soon reappear, dreams of Vakal coming to people who have never had contact with the faith. In dreams she appears as an elven woman, with flesh that seems carved from ivory and eyes of polished amber. She often wears white robes, and an intricate network of arcane spellwork is visible engraved into her exposed skin.
If an animancer successfully records the entirety of the engravings and gains 20 Successes on an extended Intellect + Spellcraft roll (difficulty 6), the animancer permanently reduces the difficulty of Animancy Spells by 1. This reduction does not stack with the Domain Affinity Trait.
Boons: If a follower dies with a Divinity level of 1 or more, they become a Hælan, as if they died with Hælan Aniphage. A follower cannot use Lay To Rest.
Hælan Boons: Hælan followers can spend Divinity in place of Arcanum for Animancy Spells. Additionally, they can spend Divinity in place of Soul when using Innate Healer. A Hælan follower cannot use Lay To Rest.
Holy Symbol: A spiral feeding into and contained by a closed circle, ideally carved into amber.
Sacred Color: Amber
Gesture: A circle traced with a fingertip over the heart.
Relationships: Vakal is the only God Of Undeath to encourage her followers to support the followers of Endera. In turn, Endera forbids their followers to hinder Hælan, although the exact nature of the two deities' relationship is unknown.
Vakal appears to be hostile to nearly all other gods, teaching that the Soul Struggle itself must be ended. However, Baldous has the official stance that Hælan should be allowed to spread due to the potential suffering that could be prevented. Most other gods will drive Hælan and followers of Vakal from their territories whenever possible.
Enemies: Druids, Enirra, Firdite, Gūfəth, Niasis, Shadis, Zoln
Allies: Baldous, Endera, Thelarowir
Dominions
· Academia
o Forbidden Knowledge
o Spellcraft
· Health
o Longevity
o Medicine
o Vitality
· Preservation
o Food Storage
· Protection
o Against Disease
o Against Restless Dead
· Hælan
o Undying
Tenants
· Always treat a wound or ailment if doing so would not cause greater physical harm.
· Destain the words of those who glorify death and the cycle.
· If you cause an injury, undo that injury.
· If you take a life, restore that life (raising the target as an Undying counts).
· Never ignore a request to preserve life.
· Take any opportunity to acquire knowledge.
Zoln, The Blood Queen
Pantheon: Gods Of Undeath
Pseudonym: Queen Of Vampires, The First Vampire, The Progenitor, Dark Mother
Description: There are many tales of the first Vampire. Some say she was the queen of a people long forgotten to time, who bargained with the powers of Hell to gain eternal youth in exchange for the lifeblood of her people.
Others tell of an animancer with legendary skill who trapped her soul within her own blood. And still others say Shadis himself took on mortal form to sire a child born without life that could never die.
Whatever the truth is, the progenitor of vampirism is seen by most as a myth. Only the most accomplished scholars and those unfortunate enough to be under her sway know the truth. Zoln is very much real, and no Vampire is ever truly free from her reach.
Zoln sits at the top of the labyrinthian hierarchy of Vampires, the directing force behind a web of dominance and deceit that defines the ageless existence of elder Vampires. Despite acting as a patron deity, Zoln resides physically on the Earthly Realm.
Boons: If a living follower dies with a Divinity rating of 5 or more, they become a Vampire, as if affected by Eternal Embrace.
Vampire Boons: Vampire followers increase their Blood by half their Divinity level (rounded down) and can take Animancy as a Divine Domain, using Divinity in place of Arcanum.
Holy Symbol: An incisor with a drop of blood falling from it.
Sacred Color: Blood Red
Gesture: Grasping one’s own neck.
Relationships: Like most Gods Of Undeath, Zoln remains on favorable terms with Shadis. Vampires on the Earthly Realm fall under Zoln’s influence, while Shadis ultimately gain their souls when they are destroyed.
This relationship motivates Shadis to aid Zoln when doing so would benefit the continued spread of vampirism, and Zoln can often be bribed into aiding Shadis’ agendas on the Earthly Realm. Neither has openly confirmed if Shadis was involved in Zoln’s origins.
Enemies: Enirra, Firdite, Niasis, Vakal
Allies: Shadis
Dominions
· Dominance
o Subordination
· Secrecy
o Hidden Plots
o Secret Societies
· Treachery
o Assassination
o Treason
· Vampires
o Blood
o Cannibalism
o Undeath
Tenants
· Come when you are called by Vampires older than you.
· Do as Vampires older than you demand.
· Do not expose the machinations of other Vampires to the greater world.
· Do not let your work be traced back to Zoln.
· Strive to master and increase your power.
· Work to strengthen the influence and control of Zoln.
Western Human Pantheon
Enirra, Goddess of the Wild
Pantheon: Western Human
Pseudonym: Green Woman
Description: The Humans of the western side of the continent view Enirra as the conscious will of the natural world, filling a similar role to that Mar-Eth fills for Elves. Some elven scholars have proposed that Enirra is simply an aspect of Mar-Eth adopted from elven culture by neighboring Human settlements. However, this is strongly denied by Enirra’s priests and considered slander for most followers.
Enirra is depicted as a green skinned human woman, her body formed from plants and small animals. It is believed she appears to those close to the natural world in times of need or when their home is under threat.
Druids often worship her as an embodiment of the land and a defender against the encroachment of civilization.
Boons: Followers can take a Nature Domain as a Divine Domain, using Divinity in place of Primal. The difficulty of Spells from the Cycle Of Life Domain is reduced by 1.
Holy Symbol: Female face surrounded by leaves.
Sacred Color: Forest Green
Gesture: A circle formed with both hands.
Relationships: TBD
Enemies: Firdite, Gūfəth, Niasis, Shadis, Vakal, Zoln
Allies: Celia, Mar-Eth
Dominions
· Balance
o Natural Cycles
· Herbalism
· The Natural World
o Animals
o Fungi
o Plants
Tenants
· Destroy undead and other “unnatural” entities if able.
· Do not wear or use as a tool anything you did not craft or receive as a personal gift from the crafter.
· Prevent overuse or defilement of nature.
Niasis, God Of Order
Pantheon: Western Human
Pseudonym: The Dragon Slayer
Description: Knights riding off to slay great beasts that terrorized the land, righteous paladins hunting down evil in its lair and anyone who works to burn out the darkness that sculks in the night is a follower of Niasis in spirit if not in practice. He is the god of the Human conquest against the untamed forces that lurk on the edges of civilization.
Niasis’ church does not settle for maintaining order, placing that duty on others. Instead they work to battle back chaos both within and without the boarders of civilization, allowing civilization to expand into the previously disorganized realm.
This is performed via highly organized training and division, orders of paladins created for a particular category of enemy. Many members of the church act as support personnel for the warriors, ensuring efficient and effective maneuvering.
Niasis has a particular hatred for dragons. The most skilled warriors within the church are trained specifically to hunt down and slay dragons of all kinds. Despite frequent losses to the eldest of dragon kind, their efforts never cease.
Boons: If a follower has a Divinity level of 1 or more, the difficulty on any roll to supernaturally affect their mind is increased by 1.
Holy Symbol: Sword through a dragon.
Sacred Color: Purple
Gesture: Fist held to chest.
Relationships: TBD
Enemies: Enirra, Olgun, Orilse, Gūfəth, Mar-Eth, Shadis, Tasp, Thelarowir, Vakal, Vyon, Zoln
Allies: Firdite, Undis, Valmos
Dominions
· Order
o Bureaucracy
o Civilization
o Government
o Law
o Math
· Righteous Battle
o Monster hunting
Tenants
· Bring order to chaos.
· Dragons are chaos incarnate and must be destroyed if the opportunity presents itself.
· Follow the law of the land.
· Keep control of your own emotions even in the most dire of circumstances.
· Your appearance and property are to be kept maintained and neat.
Olgun, God of Lies
Pantheon: Western Human
Pseudonym: Father Of Lies
Description: Olgun is the patron of deceivers, traitors and scammers. His worship is spread throughout Human dominant lands and beyond, but no true follower of Olgun would openly admit to following the Father of Lies. If they did, they would have failed their god.
Priests of Olgan often hide their divine powers by infiltrating other faiths and passing themselves off as agents of another god. All the while they work to further their own ends, often at the expense of the god they proclaim to serve.
It is believed that Olgun hides his followers from divine detection, making it harder for other deities to notice false priests within their own ranks. However the exact method or whether this is even occurring is unknown.
Olgun is depicted as a black dragon, but it is unknown if this is his true form or only the lie that has spread the furthest. He is thought to walk amongst mortals in many forms, weaving a network of lies to unknown ends.
Boons: Followers can spend 1 Divinity when they awaken to mimic the effects of another Patron’s Boon until they next sleep.
If they increase an Arcane or Primal Domain as a Divine Domain via this Boon, the Domain returns to its usual type when they are not mimicking an appropriate Boon. Their level in the Domain is reduced down to their level in the appropriate Magic Resource until they raise the Magic Resource or mimic a Boon that switches the Domain back to Divine.
Holy Symbol: Mask with one eye closed.
Sacred Color: Grey
Gesture: Olgun has no sacred gesture.
Relationships: Unknown
Enemies: Unknown
Allies: Unknown
Dominions
Creativity
Poetry
Cunning
Lies
Tenants
· Do not expose yourself to risk if you can put another in your place.
· Gather influence through whatever means at your disposal.
· Never let on to your true purpose or plans.
· Trust no one.
Riolt, God of War
Pantheon: Western Human
Pseudonym: Riolt The Red
Description: Only the most battle-crazed truly worship Riolt in times of peace, but everyone pays him homage in times of war. It is believed that he sways the tides of battle to whichever side impresses him the most. As a result, many Human armies from the western side of the continent perform ritual combat in dedication to Riolt even when actively at war or on the eve of battle.
Many tales tell of desperate last stands where an unknown warrior joined the fray and turned the tide, before vanishing once the battle concluded. Believed to be Rolt himself, this warrior is always massive in stature and overall physique, either fighting in full plate and while wielding a flaming sword or nearly naked and armed with only his bare hands.
Boons: Followers can spend Divinity to activate any Technique from Berserk, Defensive, Martial, Might, Reflexes or Toughness that normally uses Soul to activate.
Holy Symbol: A Flaming Sword
Sacred Color: Red
Gesture: A hand placed on your weapon.
Relationships: Riolt is an agent of violence but also all other passions. He is known to sire (and sometimes bear) Celestial offspring with mortals, usually accomplished warriors or those who have otherwise exhibited great personal strength. These children often grow into formidable warriors themselves.
Enemies: Baldous, Celia
Allies: Niasis
Dominions
· Earthquakes
· Fire
· Passion
o Bestial Lust
· War
o Conquest
o Possession
o Territoriality
Tenants
· Do not allow an undeserving leader to be above you.
· Do not allow pride to lead to defeat.
· Do not fail to learn from a gifted warrior.
· Never surrender.
· Protect your people, not all of them can be warriors.
· Take what is your due, earn what you take.
Valmos, God of Truth
Pantheon: Western Human
Pseudonym: The Wise
Description: The western human god of knowledge, wisdom and enlightenment, Valmos represents the preservation and distribution of information. All texts are sacred to his followers, even the most dangerous and blasphemous works requiring preservation for what potential good may one day be extracted from them.
The monasteries dedicated to Valmos contain some of the greatest accumulations of written works in the known world. His priests travel through the continent and beyond to acquire new works to be meticulously copied and distributed to the libraries of each monastery.
Followers of Valmos are prized for their academic skills, yet often find themselves in conflict with governmental bodies and neighboring faiths that call for the destruction of certain pieces of information. Valmos teaches that it is always better to know than not know, and no knowledge is better lost.
Boons: If a follower has a Divinity level of 1 or more, they receive -2 difficulty on Empathy rolls to discern truth.
Holy Symbol: A Book.
Sacred Color: Yellow
Gesture: Tilted palms open facing each other with only the finger tips touching, creating the image of the mountain of enlightenment.
Relationships: Despite Valmos frequently working with Niasis against threats to ordered civilization, the two churches often find themselves at odds on the topic of destroying dangerous information.
Enemies: Olgun
Allies: Baldous, Niasis
Dominions
· Magic
· Mountains
· The Sky
o Weather
· Truth
o Honor
o Light
Tenants
· Expose lies and secrets to the light.
· Hold every oath and promise.
· Never destroy a magic item, spell book or the like.
· Speak only truth.
Unaffiliated Deities
Celia, Goddess Of Mothers
Pantheon: Unaffiliated
Pseudonym: Woman of Abundance
Description: If Celia ever belonged to a pantheon her peers have long since been forgotten. Even the Goddess Of Mothers has nearly been lost to the sands of time, only isolated folk beliefs keeping an ember of her faith alive.
The few depictions of her show a pregnant woman, sometimes holding a spear. These images are often crude and few outside the rural households that still pray to her would recognize the depiction.
Boons: Followers can spend 1 Divinity while touching a pregnant creature to remove the pain and discomfort of pregnancy and childbirth, preventing complications and guaranteeing a successful delivery.
Holy Symbol: White and red swirled in a circle.
Sacred Colors: White and Red
Gesture: An open palm held over the heart.
Relationships: Unknown
Enemies: Unknown
Allies: Unknown
Dominions
· Healing
· Inner Strength
· Mothers
o Children
o Women
· Protection
o Of Children
o Of The Weak
· Self-realization
· The Home
Tenants
· Choose strength over weakness. Strength can be found in peace and empathy.
· Must aid children and pregnant women.
· Must not harm any female unless in defense of a more vulnerable creature.
· Must stand up for the vulnerable, especially children.
Endera, The Guide
Pantheon: Unaffiliated
Pseudonym: Death, God of Death, Goddess Of Death
Description: It is said that when a mortal dies, they awaken in a forest at the foothills of a mountain. And beside them is a reflection of themselves, one who answers their questions, guides them and fights beside them against the creatures of the Pale Mountains who would seek to pray on mortal souls.
While it is far from common for a mortal to return from the Pale Mountains, enough have been revived by powerful magics or returned as Undead to confirm the existence of The Guide as far more than a myth. While they always take on the form of the mortal they are protecting, it is agreed that they are a single entity, Endera.
The worship of Endera is centered around the aid and protection of the dead as they climb the Pale Mountain. While any soul not entirely forsaken will be claimed by whatever deity they are most aligned with, Endera comforts and protects souls until a messenger of the deity who claims them can arrive.
Their church focuses mainly on producing comfort and needed aid to those the dead have left behind. Ultimately, their concern is not with the lives of mortals, but the process by which those lives end and minimizing the harm it causes.
Boons: A follower can roll Divinity (difficulty 5). On a Success, Endera relays their message to any soul in their care (not yet claimed), and they will relay a message up to 1 word or image per Success back to the follower. The follower must know the name of the soul they wish to contact. If the follower has an Animancy level of 1 or more, the difficulty is reduced by 2.
Holy Symbol: A black mirror in an ivory frame.
Sacred Color: White
Gesture: Hands crossed over chest.
Relationships: Endera is directly hostile against the Gods Of Undeath, with one exception. They instruct their followers to aid Vakal’s church whenever possible and forbid the direct hindrance of Hælan. There is no publicly known reason for Endera to allie with Vakal, beyond Vakal’s known hostility towards the other Gods Of Undeath.
Enemies: Animancers, Shadis, The Lords Of Hell, Zoln
Allies: Enirra, Vakal
Dominions
· Death
o Loss
o Grieving
· Protection
o Against Undead
· Travel
Tenants
· Assist any traveler you can.
· Do not judge others by your own morals.
· Everyone deserves kindness.
· Interfere with a natural death only to ease suffering.
· Kill only for your own survival.
Orilse, Mother of Goblins
Pantheon: Unaffiliated/The Brood Of Orilse
Pseudonym: Goddess of Goblins, The Many Maws
Description: Goblins have a seemingly countless number of gods too minor to act as full patron deities, many only worshipped by a single tribe or familial line. However all are considered members of The Brood Of Orilse.
To Goblins, she is the mother of all gods and therefore the origin of all things. Although many of her children have created terrible and cruel things, from natural hazards to the restricting laws and slashing blades of other Species, Orilse has given Goblins everything they need to survive.
Boons: If a follower has a Divinity level of 1 or more, any group they are a member of reproduces faster. Gestation rates are tripled, births happen easily with no complications and children reach maturity twice as quickly.
Holy Symbol: If drawn, her symbol is an open mouth with sharp teeth. However, the jawbone of an omnivore is often used as a talisman to represent her. The most traditional followers use the jaw of a relative who has passed on.
Sacred Color: Rust Red
Gesture: Nashing your teeth.
Relationships: Orilse has numerous lovers in goblin myths and folktales, ranging from mortals to powerful Spirits. It is said that she takes on the form of a Goblin woman to mate with those who catch her eye, leading to the birth of Celestial children within a blessed tribe.
Enemies: Firdite
Allies: Her Brood
Dominions
· Fertility
o Childbirth
· Goblins
· Survival
o Hunting
o Raids
o Scavenging
Tenants
· Do not let pride outweigh practicality.
· If someone outside your family has something you need, take it from them.
· Protect your children and those of your people.
· Take any opportunity to secure your own survival or the survival of your kin.