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Darcand
2009-08-11, 02:53 PM
In the Home Brew I'm cooking up there is a Pantheon worshipped as a collective. They all share the Chaos domain and I would like to give each of them their own individual domain. Clerics of these lesser gods worship the entire pantheon and so are not limited by having to take the chaos domain.

So then, what I ask of you is to come up with a one domain deity, with name, and a little bit of a back story. Bonus points if you come back later and tie your mini-god's backstory in with someone else's.

HamsterOfTheGod
2009-08-11, 05:59 PM
In the Home Brew I'm cooking up there is a Pantheon worshipped as a collective. They all share the Chaos domain and I would like to give each of them their own individual domain. Clerics of these lesser gods worship the entire pantheon and so are not limited by having to take the chaos domain.

So then, what I ask of you is to come up with a one domain deity, with name, and a little bit of a back story. Bonus points if you come back later and tie your mini-god's backstory in with someone else's.

Names: Chigu Chao, The Lost One, The Wandering Sage

Domains: Travel, Chaos

Symbol: A circle

Descrition: Chigu Chao often appears as pair of young adults of either sex. They always appear disheveled and tired and carrying heavy back packs and 10 foot poles. Usually they seek rides from total strangers from one place to another. They speak in riddles. When asked, "Where are you going?" One will answer, "Where are any of us going, man?" After challenging those they encounter with these and other deep thoughts, the two often part, saying, "See you! Ciao!"

Dogma: Chigu Chao is the god of Travel for its own sake. He encourages all to travel and explore the world so they may find themselves. As Chigu Chao is fond of saying, "It's not important where you end up, man, it's how you got there."

Clergy: The clergy of Chigu Chao maintain no permanent home but move constantly living off the kindness of strangers. Worshippers are encouraged to pray and meditate every day. Rituals often include the use of music and medicinal herbs. Once every year, thousands of Chigu Chao worshippers gather every year at a festival called Burning Wood Pile where lots of wood and medicinal herbs are burned.

Susano-wo
2009-08-11, 06:09 PM
Name: Via'Jhodra
Domain: Plant
Symbol: a thorned rose with a drop of blood coming off of one thorn
Appearance: a woman clad in various raiment (or sometimes with no clothes at all). Typical symbology depicts her grasping firmly a rose on its stem, with the blood from her hand dripping into the ground. This represents the positive (beauty in this case) and negative(painful thorns) sides to nature. It is said that where her drops fall, small, red flowers known as Jhodra's Tears bloom
She is usually seen leading an animal of varying type along on a rope--a tribute from Vio'Bordis, the Lord of Animals, in exchange for the bounty of her harvest

She has no dogma, as such, but is revered, and her blessing, or at least the avoidance of her anger, is sought by those working with, and those who possess an affinity to, plants.

(if anyone can think of a better plant than a rose to depict helpful/harmful, positive/negative, then be my guest, since beauty is not necessarily positive, just generally desired ^ ^)

Johel
2009-08-11, 06:35 PM
Names: Gaoz, The Father of Battles, The Mighty Fist

Domains: War, Chaos

Symbol: A bull's skull

Descrition: Gaoz usually appear as a towering man with the shade of a beard. His face, covered by scars, usually has a grim smile. He's usually clad like any local warrior would, though his weapon is always a large enchanted warhammer which head is made of bone. He's rarely in a serious mood, always seeking to start a conflict. What might begin as a mere tavern brawl will usually end up as a large-scale unrest, with people fighting each other without even knowing the reason (or searching for one).

Dogma: Gaoz thinks that life is only a way for mortals to experience things. How long it lasts or what you left behind is irrelevant, for change will always undo all what was. Nothing is eternal so you better not worry about the future. Do what you want and don't think too much about the consequences. At least, you'll have no regret. War allows such conduct. War encourage boldness, courage, initiative and inovation. War gives the strong the means for their dreams and allows the weak to defy laws that don't suit them. Peace, on the other hand, is nothing but stagnation and cowardice. As people are cautious to not start conflict, they lose opportunities, have regrets and eventually die all the same.

Clergy :
Gaoz's priests are popular among primitive cultures, where war is seen as a way to gain fame and wealth. They are instructed to encourage their respective people to fight each other in skirmishes and other small-scale conflicts, just enough to keep them strong and allow changes. However, if they spot an individual of great charism and strength, they must advise him to dare the impossible. The prayers are said at dawn and the priests "commune" with their god through large consumtion of alcool every full moon. Their followers are encouraged to try the communion too. This usually ends up in a general melee where disputes and old grudges come out, which help to settle problems.

evisiron
2009-08-11, 06:46 PM
A friend (Eblis) pioneered this guy:

The De-Orphanator
Domain: Evil

Origin: With adventurers slaughtering weak yet vaguely evil races in their thousands, the collective will of these creatures sought a force that could protect them. The trail of logic showed that a disproportionate number of adventurers were orphans, giving them a supposed springboard reason to grab a sword and fight the horde. To even the balance, the De-Orphanator seeks to destroy adventurers in their larval stage before they can pick up a sword by culling orphans whenever possible to even the balance.

Clerics of the De-Orphanator are often witnessed assaulting orphanages and searching recently sacked towns to ensure no would be adventurers are left hiding in the ruins.

Motto: "Don't leave orphans, you must kill whole families. It is your own future you protect."

Johel
2009-08-11, 06:55 PM
A friend (Eblis) pioneered this guy:

The De-Orphanator
Domain: Evil

Origin: With adventurers slaughtering weak yet vaguely evil races in their thousands, the collective will of these creatures sought a force that could protect them. The trail of logic showed that a disproportionate number of adventurers where orphans, giving them a supposed springboard reason to grab a sword and fight the horde. To even the balance, the De-Orphanator seeks to destroy adventurers in their larval stage before they can pick up a sword by culling orphans whenever possible to even the balance.

Clerics of the De-Orphanator are often witnessed assaulting orphanages and searching recently sacked towns to ensure no would be adventurers are left hiding in the ruins.

Motto: "Don't leave orphans, you must kill whole families. It is your own future you protect."

Love this one.
Would the priests be humans or only monsters ?

PairO'Dice Lost
2009-08-11, 07:22 PM
Name: Speir
Titles: Fickle Mistress, Thunderbringer, Sky Mother
Symbol: Yin-Yang-looking circle, with white clouds on one side, black on the other, and small discs of hail and lightning
Domains: Chaos, Weather

Description: Speir is a minor goddess of the weather who most often appears as a venerable yet beautiful woman leaning on a cane made of lightning and wearing a robe of clouds. She is called Fickle Mistress by some because she often changes the weather at the slightest provocation or even for no reason at all. She has a voice like thunder but always speaks kindly, which often confuses those mortals who meet her in the flesh for the first time.

Dogma: She is nominally married to Gaoz, the Father of Battles, and shares his belief that constant change is the best thing for mortals; her propensity for changing the weather follows from this, as experiencing the same thing in a blinding rainstorm as on a sunny day grants an even greater depth of understanding. Her clergy often pray to Gaoz for the courage and endurance to endure the more turbulent parts of life, and Gaoz's clergy pray to Speir to grant them favorable weather and winds on the battlefield.

Clergy: Speir's priests dress in different colors and have different duties depending on the weather--sunny, clear skies are a command from the Sky Mother to put on golden tunics and study and pray in the fields, while thunderstorms entreat her followers to don gray cloaks and minister to the community as they are needed.

Schylerwalker
2009-08-11, 07:23 PM
EDITed

Morviel the Shining One
Domain: Sun
Portfolio: The sun, swords, fire, knowledge
Common Titles: Dawnbringer, the Sword of the Morning, the Light of Reason
Symbol: A flaming sword
Favored Weapon: "Onslaught" (greatsword)

Allies: Speir, Zorox, Aureal
Enemies: The De-Orphanater

Physical Description: Morviel appears as a tall, beautiful, well-muscled man with golden skin. Sprouting from his shoulders is a pair of huge, white-feathered wings wreathed in holy fire. He is usually seen wearing gold and silver platemail or a white robe.

Duties: Morviel is the god of the sun. He drags the sun across the sky each morning and back down each night. While technically not good, he is a wise, benevolent deity. He despises undead and creatures of darkness, and seeks to destroy them wherever they are found. He nurtures the crops, warms the earth, and sheds light into the dark places of the world.

Followers: Paladins of freedom, farmers, scholars, undead slayers and hunters
Servants: Planetars, solars, ghaeles, bralani
Herald: Abdiel the Triumphant (An advanced solar, wielding the greatsword "Victory")

Dogma: "Live always in the light. Seek not the darkness. Destroy the abominations of the shadow wherever they may be found."

Clergy: Morviel's clergy typically wear white robes embroidered with golden suns. They are often multiclass paladin/clerics, and sometimes druid/clerics. They are passionate and intelligent; most are men, and women are rare to the priesthood.

evisiron
2009-08-11, 07:31 PM
Love this one.
Would the priests be humans or only monsters ?

I believe humans could be there, but are likely a minority. Still, there are enough human barbarians razing towns and creating orphans for them to feel the sting of an adventurers blade. :smallbiggrin:

HamsterOfTheGod
2009-08-11, 07:34 PM
Names: Zorox, The Linker, The Mind Worm, The Digger of Thoughts

Domains: Knowledge, Chaos

Symbol: An axe, sometimes depicted as an axe on a stack of bricks

Description: Zorox's true apperance is not know. He most often appears as a common person or an animal. As person, he sometimes takes the guise of a gossipy housewife or a boring but talkative student. As an animal, he most often appears as an old workhorse with twitchy ears.

Dogma: Zorox is the god of knowledge but he believes all knowledge should be free as free of charge, freely given, taken and used. He is against all forms of institutional learning and seeks to undermine all such. He especially hates wizards and their colleges. He seeks to uncover all secrets, of others that is, whether they be magical or mundane or whether it be an important state secret or simply an innocent secret kept between little children. It is said, the he can hear any whisper or read any letter or book that is sealed.

Clergy: The clergy of Zorox are divided in two. Those of the white robes seek to use the knowledge they gain for the good of others. Those of the black robes seek to use the knowledge they gain for their own good. Zorox does not care one way or the other.

Worshippers pray by writing small texts to Zorox in a cryptic language and then releasing the small pages to the wind. They communicate with each other in this secret code as well.

Sanguine
2009-08-11, 09:02 PM
Aureal
He Who Comes With the Morning, Lord of Glory, The Sword of Light

Alignment: Chaotic Good

Domains: Glory and Chaos

Symbol: A sword of pure light

Chosen Weapon: The Sword of the Dawn (Bastard Sword)

Description: He often appears as a tall well muscled man with golden hair and eyes of pure light. He wears a sword of pure light on his back and has an amazing presence.

Dogma: Glory is an end unto itself, for glory is like unto the gods. Seek glory in all that you do. Since battle is a great way to win glory Aureal is an ally of Gaoz.

Clergy: His clerics preach that through Glory we come closer to Aureal. They will risk life and limb to get placed in a Bard's tale. They pray at Dawn the time of The Sword of Light. Solar Eclipses are considered a bad omen and portend that Glory shall not come to the who seek it that day. Every three years a gathering is called and all able bodied clerics must leave there old lives behind and go out seeking great Glory never to return until they receive a vision from the Lord of Glory. This event is preempted by a great feast and all night dancing.

Origin: Many believe he came about from Morviel due to his connection to the dawn. This is not true. The Lord of Glory was a mortal in the first ages of man.(religious texts conflict on which race he belonged to) He fought tooth and nail with ancient horrors long sealed away in the current day and age. He trained in an ancient temple to fight an awakening evil. He trained for three years straight sustained on his own will. He emerged from the temple with a sword forged his very soul on the Dawn of 1096th day(adjust if years in your campaign aren't 365 days long). He fought the awakening evil and slew it with The Sword of the Dawn. For his valor and bravery he was awarded divinity.

Uec
2009-08-12, 05:02 AM
The Old Man of the Sea

Alignment: Chaotic Neutral

Domains: Chaos, Water

Symbol: A scrashing wave

Favored weapon: Cutlass

Appearance: Rarely does he reveal himself to mortals, but whenever he does he will most of the time be found lost upon the sea, holding on to a piece of driftwood, appearing to be no more than a old man from a shipwreak. He doesn't reveal to the ship who he is, but if they deliver him safe in port, he blesses them as you would a normal blessing (may your ship forever have good wind or things like that) and what he blesses come true - but sad is the destiny of those that ignore him, or requires payment for saving him

Dogma: In his eyes those that do not save a man overboard is deserving of death and ruin. He has no problem with piracy, what the mortals do with possesions are none of his worry. Especially vile does he find slavers, and only the bravest (or most stupid) dares to cross the sea with slaves at their oars.

Rituals: It is customary to light a candle on the brow of your ship before a long journey, praying for good winds and calm water.

Clergy: Not surprisingly, his clergy are mostly seafaring people. Many of them to the extent that they have not been on land for many years.

Lord Loss
2009-08-12, 08:24 AM
Dourous

Chaotic Evil

Symbol: The Head of a black dragon holding a skull in it's mouth.

Domains: Dragon? (we need a draconic domain), Chaos

Favored Weapon: Claw

Dourous is a draconic deity of Evil, raw power, and sheer cunning. He despises all non-dragons, showing respect to only Kobolds, Half-Dragons (Chromatic), sorcerers with draconic blood and other Draconic Races. He and his clerics organize raids against large human cities or use their cunning to dispose of rulers through assasination. They also raid the caverns of non-chromatic dragons. Their long-term goal is that the world be resided over by Chromatics and dragonkin.

The five draconic deities (Narma (green) , Douros (Black) , Lazkar (Blue), Demet (white) and Gorgos (red) form Tiamat. This is Unknown to the worshippers of any of the Draconic Gods who, together, form one huge cult.

Zephyros
2009-08-12, 09:20 AM
Aloprosali the Meddler, Ears on the Walls, That curious brat

Chaotic Neutral

Symbol: Two hands clasping as if hiding something (or performing whatever disrespectful gesture her clerics see fit)

Domains: Trickery, Chaos

Favored Weapon: Insulting Gesture (Unarmed Strike)

As Zorox pursued All Secrets many a time he stumbled upon grand deific plans that threatened Knowledge as a whole. His anxiety lead to godsbirth and thus Aloprosali was born. Her favorite appearance is that of a female dressed in hooded robes with both hands in her pockets, showing just a sardonic smile.

Dogma: Secrets diminish conflict. Secrets decide the Victor. The Victor always apply his Law. All Law must be fought, and thus all secrets must be spoiled. Humiliate the secret-keepers for their esteem must be lowered. Do so and lead an eventful and blessed life (though may be short):smallbiggrin:

Info: The fact that Zorox's daughter is sometimes most useful is her and her followers' saving grace. Her clerics/followers claim that she has saved the world from destructive knowledge many times by revealing (or ridiculing) it. However due to her cocky attitude and meddling behaviour she will always be hiding from the many and likewise her clerics are almost unheard of. She is the reason behind the phrase "The wall have ears".

Johel
2009-08-12, 11:57 AM
Favored Weapon: Insulting Gesture (Unarmed Strike)

Awesome. :smallamused:
Bugsby's Expressive Single Digit ?
http://www.giantitp.com/comics/oots0624.html



Secrets diminish conflict.

Gaoz doesn't like her


Secrets decide the Victor.
...
The Victor always apply his Law.
...
All Law must be fought, and thus all secrets must be spoiled.
....
Do so and lead an eventful and blessed life (though may be short):smallbiggrin:
Gaoz like her :smalltongue:

HamsterOfTheGod
2009-08-12, 07:22 PM
Names: Ti'eljay, The Neutralizer, The Uncaring

Domains: Protection, Chaos

Symbol: A shield

Description: Ti'eljay appears as short and thin, but powerfully built, middle aged elf with short hair. He always dresses in all black.

Dogma: Elves lead long lives. They keep many secrets. They make many enemies, many of them magically powerful. There are times when extreme measures must be taken to protect one's homeland from these enemies by whatever means necessary. Ti'eljay actively opposes Zorox, Aloprosali, Dourous, Speir, Gaoz, Via'Jhodra, Chigu Chao, the De-Orphanator and many others of the pantheon. But it's hard to tell if he opposes the other gods for differences of dogma or because he's just an SOB.

Clergy: The clergy of Ti'eljay always dress in black and are almost always elves or half-elves giving rise to tales of Elves in Black. Worshippers also include many fighters, rangers and magic users. His followers are encouraged to be self-reliant, proficient with combat, magic and skills and to speak with a flat, monotone delivery.

Ravens_cry
2009-08-12, 08:07 PM
The Three Fingered One.
Holy Symbol: White Glove with Three Fingers
Chaotic Neutral.
Domains: Comedy, Luck, Chaos, Retribution.
Favoured Weapon: Falling Objects (Preferably Anvils)
Appearance: Usually a short, gnome sized figure. Always has white gloves with three fingers with oddly simplified and exaggerated features, whatever his form, which varies. May or may not wear pants. Leaves a scent of wet paint in passing.
Dogma: Spread joy and laughter wherever you go, even if only your own. Take vengeance against those who oppress you and others in a way that humiliates them in the eyes of others. Go to extremes, take nothing seriously.

Clergy: Most priests wear three fingered white gloves, but few actually cut one off, that just wouldn't be funny. If it was happening to you any way. Gnomes, humans and halflings make up the predominate members of his faith, but any with a good sense of humour are welcome. Clerics, bards and rogues are the most common classes.
History: Once upon a time, there was a meeting of the most dour, most humourless, most stiff-necked, hard-headed, po-faced, sobersided, beings on all the planes of existence. This so tipped the balance in Laws favour at that meeting that the universe itself rebelled, and formed a being to counteract it. The Three Fingered One was the result of that balancing act. He, or she, or it, has spread such mischief that the universe isn't quite sure it made the right choice.

HamsterOfTheGod
2009-08-12, 08:33 PM
Comedy Domain
Granted Power
Perfect timing. Once per day, you may choose to grant yourself an insight bonus equal to your cleric level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed. You must choose to use the moment of perfect timing before you make the roll it is to modify.

Comedy Domain Spells
1. Grease
2. Hideous Laughter
3. Explosive Runes
4. Bestow Curse
5. Baleful Polymorph
6. Circle of Death
7. Reverse Gravity
8. Irresistable Dance
9. Shapechange

Ravens_cry
2009-08-12, 08:38 PM
Thanks, HamsterOfTheGod, I couldn't have put it better myself! :smallsmile: