Difference between revisions of "The Gods of Polesia"

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(The Worldly Gods)
(Hero Gods/Heresies/Ideals)
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'''Pharizon, The Last God-King (CN):''' Almost more like an old one at this point, Pharizon was the last of Shahar-Khet’s sorcerer kings. He made a pact with Nyarlathotep for immortality, which backfired, destroying Shahar-khet and turning him into a monster unable to hold his shape. Despite this some still seek his secrets among the ashes of his kingdom. Domains are Magic, Knowledge, and Glory
 
'''Pharizon, The Last God-King (CN):''' Almost more like an old one at this point, Pharizon was the last of Shahar-Khet’s sorcerer kings. He made a pact with Nyarlathotep for immortality, which backfired, destroying Shahar-khet and turning him into a monster unable to hold his shape. Despite this some still seek his secrets among the ashes of his kingdom. Domains are Magic, Knowledge, and Glory
  
'''Senga, The White Sage, Keeper of the Sublime Truths (LG):''' While not traditionally seen as a deity, Senga nonetheless is revered by countless people in the Sengari Sea (named in his honor). Senga was a holy man who reinterpreted the concept of Vishanna, describing her more as a force of nature than an actual person. Vishanna could not be relied on to provide true guidance nor could she be blamed for a person's failings, she simply Was. Instead, Senga called upon people to look within themselves and to hold themselves accountable for their own moral and spiritual well being. He further taught a concept known as the Celestial Wisdom, in which a person, through the moderate denial of self and the attempt to do good to others, one could get past the suffering and distractions of the mortal world and ascend beyond it. Like the adherents of Vishanna's faith, Senga's followers also believe in karma, but unlike them they have a less critical view of those they consider lower life, looking on them as developing children rather than failures.
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'''The Celestial Wisdom (LG):''' The teachings of the White Sage, Senga. While not traditionally seen as a deity, Senga nonetheless is revered by countless people in the Sengari Sea (named in his honor). He was a holy man who reinterpreted the concept of Vishanna, describing her more as a force of nature than an actual person. Vishanna could not be relied on to provide true guidance nor could she be blamed for a person's failings, she simply Was. Instead, Senga called upon people to look within themselves and to hold themselves accountable for their own moral and spiritual well being. Through the Celestial Wisdom, he further taught that people, through the moderate denial of self and the attempt to do good to others, could reject the suffering and distractions of the mortal world and ascend beyond it. Like the adherents of Vishanna's faith, Senga's followers also believe in karma, but unlike them they have a less critical view of those they consider lower life, looking on them as developing children rather than failures. The domains of this belief are Community, Good, Healing, and Knowledge.
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'''Shintaism (NG):''' Unintentionally spread by the kitsune Shinta when she worked as travelling healer, her good example sparked the hearts of many who began venerating her as a messenger of the gods. Domains are Healing, Good, and Protection
  
 
'''Snjór and Logi (NE):''' A dualistic faith that reveres two legendary giants that are said to be infused with the powers of snow (Snjór) and flame (Logi). Both are said to dwell in the most inhospitable parts of the north and while they are said to be at odds with each other they are usually worshiped in tandem by their giant (and occasionally human) cultists. Domains are Fire, Destruction, Rune, and Water.   
 
'''Snjór and Logi (NE):''' A dualistic faith that reveres two legendary giants that are said to be infused with the powers of snow (Snjór) and flame (Logi). Both are said to dwell in the most inhospitable parts of the north and while they are said to be at odds with each other they are usually worshiped in tandem by their giant (and occasionally human) cultists. Domains are Fire, Destruction, Rune, and Water.   
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'''The Brotherhood of the Rising Phoenix (LG):''' Formed by paladins and justicars that were unsatisfied by the moral ambiguity of the Erabisian clergy. They are technically heretics but they aren't considered a threat and so are left more or less to themselves. Domains are Glory, Protection, and War
 
'''The Brotherhood of the Rising Phoenix (LG):''' Formed by paladins and justicars that were unsatisfied by the moral ambiguity of the Erabisian clergy. They are technically heretics but they aren't considered a threat and so are left more or less to themselves. Domains are Glory, Protection, and War
 
'''The White Fox (NG):''' Unintentionally spread by the kitsune Shinta when she worked as travelling healer, her good example sparked the hearts of many who began venerating her as a messenger of the gods. Domains are Healing, Good, and Protection
 

Revision as of 02:39, 14 August 2017

The Primal Gods

These being the collective Demiurge that began all things before time was time. For the most part heedless or mindless entities whose attention brings more woe than help.

Azathoth, OM, The Demon Sultan, Ultimate Chaos, The Maker and the Eater (CN): Progenitor of Entropy and Chaos and believed by most of the outer powers to be the first god. Domains are Chaos, Death, Destruction, Earth, Madness, Sun, and Void.

Shub-Niggurath, Damara, Magna Mater, The Black Ewe with a Thousand Young (CN): Progenitor of life, fertility goddess to the elves, orcs, goblins, and various races across the world, though her worship is considered lewd and unwholesome to most humans. Domains are Animal, Chaos, Healing, Madness, Plant, Strength, and War.

Yog-Sothoth, Umr at-Tawil, Aforgomon, Lurker at the Threshold, The Key and the Gate (CN): Progenitor of time and dimension, often prayed to by deviant wizards who want ultimate knowledge with no care to the cost. Domains are Darkness, Knowledge, Magic, Madness, Travel, and Void.

The Old Ones

These being creatures so much more powerful than mortal races as to seem like true gods in might and span of life. Creatures with forms of madness and monstrous minds, they like the Primals care little more about humanity than a king cares about the ants in his forests.

Cthulhu, The Dreaming God, Lord of R’lyeh, The Highest Priest of the Outer Gods (CE): We all know who he is. Domains are Chaos, Destruction, Madness, and Void.

Cthugha, Fiery Vampire of the Stars, Elder Flame (CE): More of monster occasionally summoned by fools than a true deity, he’s made of fiery energy and sucks the life out of any he encounters. His domains are Chaos, Evil, Fire, and Destruction.

Chaugnar Faugn, Horror of the Hills, The Elephant God (CE): A regional “deity” worshiped mostly in Dhumarja’s less inhabited portion of the Ganju Forest, most of the time he looks like some horrific statue of an anthropomorphic elephant, until he needs to feed. Domains are Chaos, Evil, Death, and Destruction.

Eihort, Shub-Niggurath’s Handmaid, The Crawling Womb (CN): A monster who does not accept worship but rather hosts for her monstrous young, looks like a bloated sack on hundreds of insectile legs. Domains are Animal, Chaos, Destruction, and Madness.

Father Dagon, The Shadow in the Sea, The Fisher From Below (CE): The demon lord patron of the deep ones and many other aquatic races. Domains are Chaos, Evil, Destruction, and Water.

Hastur, He Who is Not Named, The King in Yellow, Master of Carcosa (NE): A great shapeless mass concealed mercifully beneath a tattered yellow cloak, said to be from a distant star. Domains are Destruction, Evil, Madness, and Rune.

Ithaqua, Wind Walker, Elder Wendigo (NE): The oldest known windego who haunts the far north of Antanides, though he can quickly go anywhere in the world that he wants. Domains are Air, Evil, Madness, and Weather.

M’har, Ethavos, The Thundering Fire, The Burning Heart (CN): A monstrous worm like creature that lurks in the heart of Mt. Keitos, but can also erupt from any mountain. Domains are Destruction, Earth, Fire, and Vengeance.

Magdos, The Forbidden Scholar, Unwanted Answer, The Riddle of Insanity (CN: This monstrous creature may possibly be an avatar of Yog-Sothoth or one of Nyarlathotep's many forms, yet it seems at times to work against both entities and furthers separate and unknowable goals. It does not seek to invade the material world or to possess followers, but rather to impart potentially harmful knowledge on all who seek his seemingly limitless incites or who accidentally hear his insane whispers. Acting more like a twisted oracle than a true patron, Magdos demands heavy prices in return for his priests' powers that are often confusing and seemingly random. Sometimes he might ask one to murder a homeless vagrant at a specific time and place, other times he may demand that a seemingly mundane object be transported to a city and delivered at an inn where no one is waiting to collect it. Whatever the demand, it must be followed through without delay or one might start noticing strange shapes following them in the shadows and at the edges of thought. Since he seems to dwell in a dark place, few people have actually seen Magdos fully, and those that do are rarely the same person afterwards, as if the Old One's very appearance somehow unlocks some cosmic puzzle in their psyche. The scattered reports detail the smell of sulfur, a great writhing bulk amidst impossibly long ropy appendages, and great yellow eyes with slitted pupils. Domains are Chaos, Evil (corruption), Knowledge, Magic

Nyarlathotep, Kelim-Shetek, The Crawling Chaos, The Haunter in the Dark, The Black King, the Dark Protean, Larva of Azathoth, et al (CE): The Avatar/agent of Azathoth, he functions like the devil, trying to corrupt and destroy everything around him, never in the same form twice. Domains are Chaos, Darkness, Evil, Knowledge, Madness, Magic, and Trickery.

Xamen-Dor, The Star Seed, The Fallen Messiah (NE): This monster fell from space millions of years ago amidst some remote mountain range where it has bided its time, though with the rise of the mortal races it has become strangely active, creating a cult of undead-like creatures. Death, Evil, Plant, Trickery

The Elder Gods

These being the gods of the races that ruled before the advent of human civilization, and often were worshiped by humans of older cultures before mostly being replaced by the Thesian and Lattaneran gods. Many are still worshiped by non-human servants.

Asmodeus, Azhatahn, Slaver of Souls, Lord of Lies, Prince of Perdition, Hierophant of Hell (LE): Evil, Fire, Law, Magic, Trickery

Dwarven Ancestors (LN): The dwarves long ago spurned the worship of outsiders or monsters as gods and instead turned their veneration to the collective spirits of the dead, not in a necromantic sort of way but rather revering their long gone strength, wisdom, and power. The Ancestors simultaneously protect the dwarven people and their specific families and are generally called upon by priests, though any dwarf can pray to them or call out to them in their time of need. It is believed that the further into the earth a dwarf is the closer he is to the ancestors and therefore the easier it is for them to hear his call and come to his aid. Domains are Artificer, Community, Glory, Protection, and Repose (Ancestor Subdomain), War.

Hypnos, Olthahîr, Lord of Dreams, Eternity’s Edge, Keeper of the Stairs (CN): While often included in the more modern pantheon of Thesian gods that spread throughout the world, he was actually around long before them with various guises and names but always the god of dreams, prophecy, and nightmares. Domains are Knowledge, Liberation, Madness, and Trickery.

Kashtet, Mother of Cats, Mnath’s Familiar (LN): A protection deity from Shahar-Khet, depicted as a human with the head and claws of a lioness. Domains are Law, Protection, Strength, and War.

Karakagdh, Lord of the Sidhe, The Fey King, The Shifting Element (CN): An older elven god of the seasons and the deeper woods, he is more intoned in small personal prayers than any actual rituals. Domains are Animal, Madness, Plant, are Protection.

Mordiggian, The Charnel God, The Warrior’s Last Breath, The Great Vulture (N): One of the most ancient interpretations of the god of death, he is worshiped highly in Eshtora and even Dhumarja. He is said to be the first patron of all ghouls and appears mostly as an enormous, pale and bloated worm. Domains are Darkness, Death, Destruction, Repose.

Mnath, The Great Examiner, The Answer in the Dark, Lord of Riddles (LN): An ancient Shahar-Khet god of scholars and arcanology, he is viewed as an elderly man with the shrewd piercing gaze of an eagle. Knowledge, Magic, Law, and Travel.

Nodans, Nuada Silverhand, The Lord of the Wild Hunt, Stalker of the Abyss (N): Possibly one of the few mortals that ascended to godhood through unknown means, Nodens was once the Lataneran interpretation of the elven hunting deity Nuada. He is largely not worshiped by humans anymore but the elves still venerate him with sacrifice during high summer. Domains are Luck, Strength, Trickery, and War.

Oryx, Fiery Gullet, Light in the Void, The Last Star (N): A god imagined by the ancient Thesians to be in charge of the movement of stars across the sky. Domains are Fire, Death, Destruction, and Void.

The Old Faith (N): The name given to the collective faiths of the barbarian tribes that can now be found mostly in the Freedlands, the old faith is the veneration of the earth and the forces of nature as well as a collection of powerful spirits and sometimes fey creatures. Orignally the beliefs of the Aghenti tribes that used to wander all of northern Antanides, who in turn learned it from the elves, all druidic tradition stems from the Old Faith, but many have incorporated more modern deities or ideals into this ancient belief (and vice versa with many clerics of the more naturally inclined gods like Epka and Typhera adopting a more druidic style to their worship). In the Freedlands and on the fringes of Avandor the Old Faith holds strongest and many the tribes carry a totem of their region's protective spirit (or manatu) that they venerate above all others. These totems may be animals, such as the Grandfather Bear, the Great Wolf, or the Hunting Dog, others may be specific landmarks such as the Sacred Tree in Woodheart or (long ago) the volcano that would become Mt. Keitos. The manatu vary from tribe to tribe, some are protective parental figures that wander with their tribes to protect them. Others are distant and never leave their single spot unless entreated with sacrifice (which itself can vary between food and prayers, to human blood). The Old Faith has many different sects, but its oldest (some would actually argue that this is the original) is a group of priests that venerate not the spirits of the earth but rather wayward spirits of the sky who they say seeded all life on earth and then returned to the stars, deities with strange names like Shub-Niggurath, Azathoth, and Yog-Sothoth. Domains are Air, Animal, Earth, Fire, Plant, Sun, Water, War, or Weather.


The Worldly Gods

These being largely the gods of humanity that either replaced or simply changed the gods of older non-human civilizations. There are few places in the civilized world that do not hold shrines or temples venerating them separately or in groups.


In Antanides

Akmanu, The Great Jackal, Carrion Lord, Dark Light After Death (N): One of the few gods who was said to be mortal at one time. Akmanu was worshiped highly in Shahar-khet when the sorcerer-kings began seeking lichdom as substitute for true immortality. In later years his legend was incorporated into the Ashtran faith that was growing popular in Eshtorah. Seen as the first necromancer and a perversion of the Great Cycle, he was cast as Ashtra's greatest nemesis. So corrupted that there was no way for her to destroy him and return him to the Cycle, Ashtra was said to have sealed him in a hellish prison from which only his dark whispers could escape from time to time to tempt mortals. In Shahar-khet he was seen as a great pale jackal with a human face, but in modern times he is depicted as an impossibly old man often accompanied by a jackal. Domains are Evil, Death, Knowledge, Magic, and Protection.

Apithia, Maiden’s Sigh, Lady of Shadows, Secret Desire (N): A scandalous goddess of love, pain, and delirium, her cult has more or less displaced Shub-Niggurath’s Magna Mater cult in Lattanis. Her worshipers are of all races and genders, any who appreciate the power of unrestrained and open minded love. This has however engendered the ascension of a new sect in recent years, a secret society that venerates her as the Lady of Shadows. Known as the Lady’s Shadows, these typically rich and powerful cultists see Apithia as a force of dominion and power, using love, pain, and sometimes madness (while the Lady’s Shadows are never CE, some of their followers, or rather victims, are) to gain control as well as darker pleasures. Domains are Air, Charm, Madness, Trickery, and Water.

Ashtra, Ishtara, Manadhnethryn (Fate Weaver), Spirit Mother, The Reaper, The Midwife, The Judge (N): One of the oldest of the modern gods still held in esteem by most of civilization. Everyone who worships the gods has said at least one prayer to her during their lives, as she is recognized as the chief goddess of fate. Domains are Death, Healing, Knowledge, Luck, Repose, and Rune.

Atalos, The Warlord, General of the Red Star (N): A god of soldiers, mercenaries and the generals that drive them into often dishonorable combat. Aside from the officers that might prefer to pray to Erabis, almost no soldier goes into battle without saying at least some small prayer to Atalos. Destruction, Glory, Trickery, Strength, War

Ekosis, Our Lord of Morning, Standard of the Gods, Father of Light (N): Possibly a derivative of the Shahar-Khet deity Ekebesh, he is the god of the sun and glory, and is worshiped in concert with Epka by farmers and many others. Domains are Good, Glory, Healing, Weather, and Sun.

Epka, Lady of Harvest, Grain Mother, The Shifting Season (CN): One of the most popular goddesses to the common people, especially farmers who venerate her every autumn with a great feast. Domains are Animal, Earth, Good, Healing, and Plant.

Erabis, The Father of Heaven, Lord of Civilization, King of Courts, The Most Honorable Lawgiver (LN): Without question Erabis is the prime god of northern, human civilization, venerated by judicial personnel rulers and law enforcement as well as those that depend on them, one of the Triumvirates. Community, Glory, Law, Nobility, War

Hazera, The Moon Maiden, Night Dancer, Celestial Lady (CN): A goddess of the Marabish people and their kin that dwell in the Desolation of Shahar-Khet, Hezera is revered as a keeper of seasons and a source of light even in the darkness, and though she often is overcome by the darkness she always returns in full glory to beat it back during her zenith.

Hessa, Queen of the Gods, The Stern Mistress, The First Enchantress, Keeper of the Great Mystery (N): Seen as the heart of communal civilization, she is worshiped primarily by women but is often venerated by poets and bards of both genders, one of the Triumvarates. Domains are Community, Magic, Knowledge, Protection, Trickery

Kalaedes, Master of Roads, Trader King, Messenger of the Gods (N): A beloved god of many bards, rogues, rangers, messengers and merchants who live their lives on the road, no real clergy per se, though there are numerous shrines to him at crossroads and in inns dedicated to him and he is often called upon before important trades or business negotiations. Domains are Charm, Knowledge, Luck, Protection, and Travel.

Kaleros, Lord of Rogues, The Red Revolutionist, Freedom’s Call (CN): A newer god of conspiracy and dedicated to the downfall of tyrants who ironically has a temple next to and is said to be the son of Erabis, one of the Triumvarates. He is a sort of check on the ruling powers while at the same time conveniently allowing them to see who views their rule with dissatisfaction. Domains are Chaos, Community, Liberation, Luck, and Trickery.

Nikandros, The Muse, Faeglîr (Song of the Soul), Light of the World (N): Nikandros is the humanized version of the elven deity Faeglîr, a deity of art and music. When the Lattanerans incorperated him into their pantheon he was also portrayed as a god of victory and glory. While thought of as one of the more mercurial gods, Nikandros supports disciplined art (such as architecture and poetry) as well as the more free spirited art. He is also considered the inspiration of great invention and new ideas, which in some cases is starting to put him in contention with the Triumvirate as the patron of human civilization. While his worshipers are generally looked upon as being upstanding and a boon to their people, strictly speaking Nikandros also supports the darker side of human innovation and art as well. Some mystery cults actually venerate this side of him (Musaskio) as the consort of Apithia’s Lady of Shadows. Domains are Artifice, Charm, Glory, Knowledge, and Trickery.

Ramna, Vengeance’s Double-edged Sword, the Adversary, Inescapable Retribution (CN): Like Kaleros, Ramnos is against injustice but she is not interested with personal freedoms of her worshipers as much as the destruction of those who wronged them. Her worship is not an acceptable one in mainstream society, but many at one point in time or another have made sacrifices that her visage might fall on their enemies. Death, Destruction, Magic, Strength, Trickery

Typhera, Lady of Storms, Cycle of the Sea (N): A goddess of the high seas who is worshiped by sailors and merchants, she’s also venerated alongside Kalaedes as the goddess of trade. Domains are Animal, Luck, Travel, Water, and Weather


In the Sengari Sea

Vishanna, The World Soul, The Highest Reality (LN): Like Ashtra, Vishanna is said to be the keeper of souls as they migrate through the Great Cycle. However, adherents of her faith regard her not as the greatest of all the deities, but rather the only true deity worthy of worship. All other gods are at best mere facets of her greater whole or are illusions, or worse deceptions. While numerous divine beings are acknowledged and even revered, they are not gods but merely servants of Vishanna's divine and terrible majesty. She is considered to be simultaneously the Creator and Destroyer, beginnning and ending worlds as easily as she ushers souls in and out of them. Vishanna's faith is turbulent and complex, with many different sects and traditions that depict her in various and often contradictory terms, but in general most of them agree on a few key concepts. First they believe in karma, that the soul's migration through the Great Cycle is steered the actions that one takes throughout their multiple lives; second they believe that all intelligent beings possess a spark of Vishanna's divine fire, a concept very similar to that of a soul, and that this spark is both part of and distinct from Vishanna and returns to her after every revolutions of the Great Cycle; and third, Vishanna is all, there are no other gods, only mortals, divine beings that while powerful are not themselves true gods, and fiendish spirits that seek to rebel against the Great Cycle, either leading mortals astray or devouring them. Her domains associated with her Creator Aspect are Air, Earth, Healing, Knowledge, Law, Luck, Magic Protection, Sun, and Travel. Her domains associated with her Destroyer Aspect are Death, Destruction, Fire, Law, Strength, Trickery, War, and Water.

Hero Gods/Heresies/Ideals

These being the gods worshiped by few not well known in others; those deities whose worship is considered heresy; powerful philosophies that may or may not be affiliated with a particular religion.


Father Artavas (LN): Once considered a follower of Shintaism (inspired by the White Fox), Artavas reinterpreted Shinta's example of selflessness and willing poverty, going a few steps further and denying the power of the "weak and humanlike gods" that are predominant in Antanides. He added a few elements of the Old Faith to the cult's beliefs as well as a communistic lifestyle, purification through physical suffering and self punishment and a call for society to abandon commerce, luxury, and the worship of idols (pretty much all the gods). His closest followers wear simple clothes, mostly black and brown robes and live day to day, begging for food and sharing what they have with the unfortunate and the destitute. He also has a sizable following amongst many who see the beauty in a simple rural lifestyle and even some druidic converts who further blend his teachings with Old Faith traditions. Domains are Community, Destruction, Healing, and Law.

Pharizon, The Last God-King (CN): Almost more like an old one at this point, Pharizon was the last of Shahar-Khet’s sorcerer kings. He made a pact with Nyarlathotep for immortality, which backfired, destroying Shahar-khet and turning him into a monster unable to hold his shape. Despite this some still seek his secrets among the ashes of his kingdom. Domains are Magic, Knowledge, and Glory

The Celestial Wisdom (LG): The teachings of the White Sage, Senga. While not traditionally seen as a deity, Senga nonetheless is revered by countless people in the Sengari Sea (named in his honor). He was a holy man who reinterpreted the concept of Vishanna, describing her more as a force of nature than an actual person. Vishanna could not be relied on to provide true guidance nor could she be blamed for a person's failings, she simply Was. Instead, Senga called upon people to look within themselves and to hold themselves accountable for their own moral and spiritual well being. Through the Celestial Wisdom, he further taught that people, through the moderate denial of self and the attempt to do good to others, could reject the suffering and distractions of the mortal world and ascend beyond it. Like the adherents of Vishanna's faith, Senga's followers also believe in karma, but unlike them they have a less critical view of those they consider lower life, looking on them as developing children rather than failures. The domains of this belief are Community, Good, Healing, and Knowledge.

Shintaism (NG): Unintentionally spread by the kitsune Shinta when she worked as travelling healer, her good example sparked the hearts of many who began venerating her as a messenger of the gods. Domains are Healing, Good, and Protection

Snjór and Logi (NE): A dualistic faith that reveres two legendary giants that are said to be infused with the powers of snow (Snjór) and flame (Logi). Both are said to dwell in the most inhospitable parts of the north and while they are said to be at odds with each other they are usually worshiped in tandem by their giant (and occasionally human) cultists. Domains are Fire, Destruction, Rune, and Water.

St. Archelon (LG): A justicar of Lacaeta who had such piety that the priests of Erabis declared him consecrated upon his death. Local legend holds that his spirit along with those of his chosen champions guard the city still. Community, Law, Protection

The Brotherhood of the Rising Phoenix (LG): Formed by paladins and justicars that were unsatisfied by the moral ambiguity of the Erabisian clergy. They are technically heretics but they aren't considered a threat and so are left more or less to themselves. Domains are Glory, Protection, and War