View Full Version : Deities and Demigods of the Playground

2010-11-27, 05:41 AM
I'm sure I'm not the only one around here to make up gods and domains and cosmologies and things. So, here's a place to share them, all things divine!
Gods, domains and cosmologies are its focus, but items, classes, monsters and so on are also welcome.
I play D&D3.5, but any system - or none - is welcome.

So, my stuff.

The Cosmology of Serpentine's Unnamed Campaign World
The planet, which spins around a sun much like ours, looks like a cake. It resembles two convex discs squashed together, with a cascade of water eternally pouring down the sides, into the gap between the discs, through the molten core and out the centre on each side to repeat the cycle. This cycle of water means the centre of both sides of the planet is warm and tropical, while the outer rim is fridgidly cold.
The Shadow and Ethereal Planes occupy the same space as the Material. The spirits of the dead travel through the Ethereal Plane to certain Gates dotting the material plane that connect to the other planes. Certain cults of the dead post red flags to guide these spirits on their way - on the material plane, these cloths look like dull rags, but on the ethereal plane they glow a brilliant red.
The Inner and Outer Planes orbit around the Material Plane in continuous rings, influencing conditions there. The rotation of the Elemental Planes causes the seasons. The Ethical Planes influence cycles of anarchy and tyranny. The Moral Planes usually influence cycles of goodness and evilness. However, some time in the past a massive magical war threatened to destroy the world. The deed that ended the war - by creating an artifact that sucked up all the magic in the area and threw it out in a stream over the ocean - also halted the movement of the Moral Planes. As a result, one side of the planet is stuck with a Slightly Good influence, while the other is trapped with Slightly Evil.
There are many gods of all different peoples, races and so on. All these gods, however, are merely aspects of a handful of over-deities. So, for example, Garl Glittergold, Kokopelli and Loki are aspects of the Trickster. These aspects are fluid, though, so that, for example, Garl Glittergold may also be an aspect of the Father in certain circumstances.
The over-deities include the Father, the Mother, the Trickster, Death, Knowledge, Nature, War and Love.

Inti, Inca God of the Sun
Giver of Life, The Smiling Sun
Greater Deity
Symbol: A benign sun face surrounded by long rays.
Home Plane: Elysium
Alignment: Lawful Good
Portfolio: Sun, light, strength, healing, life, protection, rulership.
Worshippers: Bards, rangers, druids, healers, rulers, nobles, guards, Good warriors.
Cleric alignments: LG, NG, LN.
Domains: Good, Healing, Life, Nobility, Protection, Strength, Sun
Favoured weapon: Shields.
Inti is the Handia (South American - Inca) equivalent/counterpart to Pelor, with more emphasis on protection and authority. He is a strong, noble warrior in shining gold armour and his great shield. He is the defender of the weak and a bastion of justice. He is commonly worshipped by farmers who rely on the sun for their livelihoods, and by just kings and the defenders of good.
Inti is a stoic but kind god. He teaches that it is the duty of the strong to protect the weak. Just as the burning sun nurtures the delicate seedling until it grows into a strong and sturdy tree, so too should his mighty followers bolster the weak to make them strong enough to stand on their own.
Clergy and Temples
Gold is the colour and material most favoured by the clerics of Inti. Their temples are often heavily decorated with the metal, and are usually wide open to the sunshine. The clerics are usually patient and protective, but have backbones of steel and hearts of diamond. They believe in strength and toughness, and in sharing those with the people without until they have enough of their own. They will defend those in need, but consider just as important teaching them to defend themselves.
Personal Attributes
Cleric/Fighter(or Warblade)/Paladin(or Crusader)
Wields the Vanguard of Inti.

Golden Vanguard of Inti
Golden Vanguard of Inti is a heavy shield made of polished ebony with a shining, benignly smiling sun – the symbol of the god Inti – made of gold on the front, with sharp spikes pointing out from the rays.


Nonlegacy Game Statistics: +1 Spiked heavy wooden shield; Cost 1,025gp; Weight 12lb.
Omen: Golden Vanguard of Inti always feels very warm to the touch, as though left in the sun. It is a tower shield, but can be wielded as though it is a heavy shield.

When the god Inti visits the material plane, he seeks out the Vanguard as his own personal shield.

Legacy Rituals
Two rituals are required to unlock all the abilities of Golden Vanguard of Inti.
Inti Raymi: Organise a festival in Inti’s honour. For three days you must fast, refrain from sexual intercourse, and have no fire lit in your presence. Then you must arrange feasting for the next nine days, all animals slaughtered for meat first consecrated to Inti and sacrificed in his honour. Cost: 1,500gp. Feat Granted: Least Legacy (Golden Vanguard of Inti).
Light a Dark Place: You must assist an oppressed or endangered community by both freeing it from its threat and teach the people or establish something that will assist them in protecting themselves in the future. Cost: 11,500gp. Feat Granted: Lesser Legacy (Golden Vanguard of Inti).

Personal Cost
The wielder must spend at least one hour in direct natural sunlight every day. Once a week, he must meditate in direct natural sunlight for one hour plus one for every 5 levels. These hours do not have to be consecutive (e.g. you do not have to start over if it gets cloudy half-way through).

Wielder Requirements
Golden Vanguard of Inti can be wielded by clerics, paladins, druids, favoured souls and other devout military classes.

Golden Vanguard of Inti Wielder Requirements
Ability to cast 1st-level divine spells
Any nonevil, nonchaotic alignment
Base attack bonus +2

{table]Wielder Level|Abilities
5th|+1 bashing spiked heavy wooden shield (1d8 damage and as +1 weapon when bashing)
6th|Shining Might +2
7th|+2 bashing +1 spiked heavy wooden shield
8th|Luminous Brawn
9th|Shining Might +4
10th|+2 bashing spiked heavy wooden shield
11th|Golden Grandeur
12th|Inti’s Brilliance
13th|+2 bashing brutal surge spiked heavy wooden shield
14th|Shining Might +6
16th|+3 bashing brutal surge spiked heavy wooden shield[/table]
Legacy Item Abilities
All the following are legacy item abilities of Golden Vanguard of Inti.
Shining Might (Su): At 6th level, you are infused with some of Inti’s power, gaining a +2 enhancement bonus to Strength. This enhancement increases to +4 at level 9 and to +6 at level 14.
Luminous Brawn (Su): At 8th level and higher, you gain a +4 bonus on the opposed Strength check made during a bull rush attempt, and you push your opponent back an additional 5 feet if the attempt is successful.
Golden Grandeur (Sp): From 11th level, you are under the effect of enlarge person. This is constant, and can be suppressed.
Inti’s Brilliance (Sp): Starting at 13th level, the golden sun can emit a beam of light equivalent to a daylight spell at will. Caster level 10th.

Kokopelli, American Trickster God
http://i67.photobucket.com/albums/h287/serpentine16/kokopelli.png http://i67.photobucket.com/albums/h287/serpentine16/lokis_moon_coyote_stickers-p217989670355305121qjcl_400.jpg
The Trickster, Coyote, Huehuecoyotl, The Joker
Greater Deity
Symbol: A humpbacked flute-player, a face of many expressions, a smiling coyote head. Symbols vary greatly among different worshippers, depending on the aspects upon which they focus.
Home Plane: Various, especially Chaotically-aligned ones. Unusually active on the Material Plane.
Alignment: Chaotic Neutral
Portfolio: Trickery; Entertainment, music, art, jokes, humour, comedy, performance in general - both good and bad: Only mediocrity is boring; Fertility - especially when undesired: Special protector of its unwanted products, and of orphans, is often involved in designing special fates for them; Luck - good and bad, double-edged, and disguised; Theft and mischief; Thinking around corners, problem-solving, creativity - convoluted and complicated solutions are far more interesting than straight-line logic; Intelligence, wit, cleverness; Coincidence, irony; Justice - preferably fitting, personal and twisted; Ambiguity and confusion - half-breeds, hermaphrodites, individuals of confused or atypical gender, the insane, shape-shifters, polymorphed creatures, and the lost (literally and metaphorically), among others, are under his personal protection... and are his personal playthings; Opposition to mediocrity - if there's anything he can't stand, it's the ordinary; Drugs - especially hallucinagens, often an important part of his worship; Phobias, fetishes and irrationality; Time - especially "early" and "late", and the tricks time can play; Contradiction; Extreme emotions; Tears - of laughter and sadness; Inconvenience; Weather (local only, preferably dramatic, inconvenient and/or inappropriate); Noise, and the absence of it; Crowded, anarchic groups of people - battles, riots, cities; The Butterfly Effect, obscure causality; Double-edged swords; Deception - through both lies and misdirection, and creative application of the truth.
Worshippers: Anyone, midwives, rogues, bards.
Cleric alignments: CE, CN, CG, N
Domains: Chaos, Liberation, Luck, Madness, Transformation, Trickery
Favoured Weapon: Wit. Failing that, improvised weapons.
Kokopelli is possibly closer to his over-deity than any other god. Worship, description and general nature of the trickster god varies between groups of worshippers.
Kokopelli is a mercurial and complex deity, and the beliefs and practices associated with him vary dramatically from place to place, or even between people of the same tribe. Generally, he teaches – sometimes cruelly – that life is unpredictable and capricious, and that it is better to be flexible and take things as they come than to try to plan for everything. He is of the opinion that it is far better to fail spectacularly than to be merely adequate, and encourages his worshippers to be exceptional in everything they do.
Clergy and Temples
The worship of Kokopelli is surprisingly well-regarded in many communities. His festivals are huge events, and many tribes consider him their personal patron or even an ancestor.
Few of Kokopelli’s clergy have that as their primary occupation – many double as midwives or entertainers, and a large number of his Clerics are also Rogues or Bards. He also has few fixed temples – most of his worship is temporally focussed, rather than geographically, especially at celebrations or important events such as a birth. Sometimes a small temporary shrine will pop up, usually nearby some peculiar feature or event, where people will leave small offerings. There are also a few travelling temples, caravans devoted to Kokopelli, that tend to follow local festivals – whether Kokopelli’s or to crash some other god’s. More often individuals will perform their own small rituals when, where and how it seems right to them.
Personal Attributes
Usually has a musical instrument at hand.
Asteleben, God of the Darker Side of Evolution
Thresher, Scourge of Infants, The Ordeal, The Improver of Lines, The Perfector of Species.
Greater Deity
Symbol: Two sickles attached end-to end.
Home Plane: Laboratory-Reserve in The Grey Waste
Alignment: Neutral Evil
Portfolio: Evolution, natural selection, eugenics, social Darwinism, bigotry, racial anthropology, nature, ecology, predator-prey relationships, life, death, reproduction, survival of the fittest.
Worshippers: Rangers, druids, barbarians, eugenicists, believers in a “master race”, biological scientists and experimenters.
Cleric alignments: NE, LE, CE, TN.
Domains: Animal, Competition, Death, Destruction, Endurance, Life, Plant, Strength, War
Favoured weapon: Sickle.
Asteleben embodies the darker side of nature. He resembles an aging gardener or farmer wearing practical, well-worn clothes, the sort of man who would pluck weeds and throw them on the compost without a second thought, or who could pick out weak lambs from the flock to be slaughtered. He looks like an ordinary man who is both willing and capable of performing the grittier duties of keeping a healthy flock, except that his “flock” includes all living things.
Asteleben teaches that through the death (or failure to reproduce) of individuals the species as a whole is improved. The removal of the weak and undesirable elements strengthens the whole. It is both inevitable and necessary that the fit survive, and the unfit perish. It is the way nature works, and the way it constantly improves itself. As nature does in her forests, so Asteleben’s worshippers must do in their communities.
Clergy and Temples
The few temples of Asteleben that exist have a hierarchy based on merit, determined by, more or less, the ability to take and hold authority. The temples themselves often feature altars for the sacrifice of any imperfect animals or people, and sometimes facilities for experiments in breeding.
Most organised worship is incorporated into a whole society, the religious leaders often literally having the power of life and death over individuals. Such communities usually practice some sort of child testing and condoned infanticide, and imperfect individuals are rarely tolerated – if they are allowed to live or to enter the community, they are never allowed to breed.
Rulers desiring to rule a pure, superior people, more ruthless breeders of animals and plants, and druids with an interest in the evolutionary forces of nature are among Asteleben’s more prominent worshippers. His clergy tend to prefer dark earthy colours, such as dark green, brown or red.
Personal Attributes
Wields two sickles.

super dark33
2010-11-27, 07:54 AM
nice ones!

ill try my own, but no pictures :smallfrown: (makeing my symbols is welcome)


to demons: The Lord of Demons,to Devils:leader of Devils ,to good people:the evil hater of the undead
Greater deity
Symbol:a pentagramic star, but the lower triangle is backwards, and its base line is contineouing to the left
Home plane: a combined level of Hell and Abyss
Alligment: Lawfull evil (the demons worshipping him are also lawfull evil)
Portfolio: Evil, power , Demons ,Devils ,War
Worshippers:Demons, Devils, and whoever wants to
Cleric alligments: not chaotic or good
Domains:War, Evil ,Law,Destruction
Favoured weapon:Trident
Eavarous is building an endless army, to conquer outer planes, he teaches for war, power and justice. his enemies are undead and good gods. his allies are powerfull mortals and outer Evil gods.
His role is for Evil prophecies, Evil kingdoms, and for heretics.
Clergy and tempels: his main colors are Black and red, but he doesnt mind if his followers will use puter colors, tempels dedicated to him are in fact large forts, and any fort built for him is a temple.
the clerics are trained to fight, and wear fancy armors.
they accept poor and travlers to stay, but only if they are not hostile.
Personal Attributes
Fighter/Sorcerer/Blackguard or Sorcerer/fighter/cleric

there is a weapon forged by Eavarous, weilded by the most powerfull follower (who is ussualy fighter/blackguard) called The Wrath of Earavous.
It is a Powerfull Weapon imbued with Eavarous's power.
Game status:+5 Adamentine Fire burst Tridant of Unholy angel bane
it also grants the weilder casting abillity of level 20 sorcerer and Can Fire an Elderitch blast like a level 10 warlock.
if weilded by somone who is not Eavarous's Chosen, it Destroys him unless a 35 Reflex saving throw (for throwing the weapon in time).Destroyd person may not be ressuracted, only by godly intervation.

2010-11-27, 09:52 AM
Well, I couldn't resist, so;

The Gecko King
The Monarch in Green, The Scaled Crawler, The Green Greed, The Saint of Divinity Stealers
Intermediate Diety
Symbol: A silver crown on a green circle
Home Plane: Limbo
Alignment: Neutral Evil
Portfolio: Geckos, Immorality, Greed, Sloth, The Colour Green, and Climbing.
Worshippers: All the usual (Clerics, Blackguards), Thieves, and Ur-Priests.
Cleric Alignments: Any evil
Domains: Evil, Luck, Trickery, Magic, Scalykind
Favoured Weapon: Any light weapon
The Gecko King is an odd case that happened when your normal evil mastermind's plot to acend to godhood failed, and his essence shattered and was thrown across the land. A large shard of said essence fell on a gecko in a jungle, and because you need less essence to make a Gecko acend than an overlord of evil, the Gecko rapidly gained sentience and Godhood. Now, a bit dazed from it all, The Gecko King spends his days in the rolling chaos of Limbo, finding the everchanging terrain to be a fun playground.
Dogma: The King, having lived in the unforging jungle, reasons that you should take power whenever possible, and that thoes who rely on power that they can't control as if it were your own inborn power weren't powerful to begin with. Thus, The Gecko King is one of the few (if the only) God who tolerates Ur-Priests, and is the closest thing to a Patron Deity, reasoning that anyone who has the audacity to steal from a God should be encouraged, as he is spreading the Dogma of The King anyway. Woe betide any Ur-Priest who steals too much from The King, as he is not partial to sending down an Aspect (A Titanic(see MM2 pg217) Gecko (http://www.d20srd.org/srd/monsters/lizard.htm)) to see if the Ur-Priest is making "good use of his power". He does see the need to grant spells to normal Clerics, Blackguards and Paladins of Tyranny/Slaughter for nessesities sake, but his Clerics and Blackguards are expected to have a similar view, and many a worshipper who becomes weak will also be visited by an Aspect.
Clergy: Being a bunch of greedy buggers, the clergy of The Monarch in Green rarely stay in one place, travelling the land to gain more power in The King's name.
Personal Attributes: Ur-Priest/Thief/Madman, usually wielding some monstrosity made of multiple weapons, like this (http://www.giantitp.com/forums/showthread.php?t=60864).

2010-11-29, 07:07 AM
Nice ideas. GeckoKing, does yours grant spells to his worshippers? Or does he prefer to have it stolen?

2010-11-29, 12:02 PM
Worked on this a little while ago, here we are

Greater Diety
Symbol: A piece of parchment displaying holy sutras
Home Plane: The Twilight Above
Alignment: Neutral Good
Portfolio: Magic, genesis, secrets
Worshipers: Everyone, but especially spellcasters
Cleric Alignment: LG, NG, CG
Domains: Artifice, Creation, Good, Knowledge, Magic
Favoured Weapon: Quarterstaff

The High Father, Cava-Noes-Cava, created Balmont long ago in the mists of time. He is brother to Jagra and father to the other gods, as well as keeper of the wellspring of magic.

Intermediate Diety
Symbol: A cresent moon over a whale fluke
Home Plane: The Heavens
Alignment: Chaotic Good
Portfolio: War, wood-working, scrinshaw, whaling
Worshipers: Ishjuanics, whalers
Cleric Alignment: NG, CG, CN
Domains: Air, Chaos, Good
Favoured Weapon: Spear

Creator of the warrior race of the Ishjuanics, Aratheous takes the form of a massive cachalot whale. When Ishjuanic whalers encounter a cachalot whale, they believe that it is an avatar of Aratheous, and follow it until the next morning, believing it will lead them to a revelation. If it dives, the Ishjuanics instead return as fast as possible to land, knowing that evil is fortold. Orcas are considered angelic servants to Aratheous, while seals of any kind are considered servants of Jagra, to be avoided or killed, depending on the omens.

The Beast
Intermediate Diety
Symbol: A clawed hand with a single orange eye in the palm
Home Plane: The Outer Wastes
Alignment: True Neutral
Portfolio: Stewardship, overcoming hardship, perseverance
Worshipers: Menzobas, guards, travelers
Cleric Alignment: N, NG, LN, CN, NE
Domains: Earth, Protection, Strength, Travel
Favoured Weapon: Heavy Pick

The Beast is a great monsterous creature, massive even on the scale of the largest of beasts. He formed the hardy Menzobas, and ages later led the nomadic warriors first into contact with the Kweg, and then to the harsh land of Menzobas. The art of poison-making and animal husbandry are sacred to all priests of The Beast, and poison is considered a holy substance, consumption of it considered the most sacred of rites at adulthood, marriage and anointment for death. It is one of the most important tools for hunting and war, and it is an honour for a follower of The Beast to poison you.

Intermediate Diety
Symbol: A miniature skull
Home Plane: The Outer Wastes
Alignment: Lawful Neutral
Portfolio: Family, knowledge, tradition
Worshipers: Kweg
Cleric Alignment: LN, LG, LE
Domains: Community, Fire, Law, Knowledge
Favoured Weapon: Scimitar

The mother of predators, Emnet's earthly form is a massive humanoid skeleton contained within the sacred volcanic fissure of Emnet'Iascov, where the Kweg throw their mummified dead every decade during a sacred pilgrimage to view their divine mother. It is written that Kweg'el was her son, fashioned from the sacred materials of starmetal, obsidian and pumice, giving him his jet black complexion. He brought these materials to the Kweg, along with Emnet's mighty wisdom, chronicled in the book of Emnet'Kweg'Zwer. Kweg wear three important items all the time, an earring made of obsidian, an earring made of pumice, and a small amulet made from starmetal.

Intermediate Diety
Symbol: A coiled black snake molting out of a white skin
Home Plane: The Outer Wastes
Alignment: Chaotic Neutral
Portfolio: Sailing, fishing, gambling
Worshipers: Cravosians, Makalics, gamblers, sailors
Cleric Alignment: CN, CG, CE
Domains: Chaos, Luck, Trickery, Water
Favoured Weapon: Whip

The great serpent Shaaka is said to have a mighty coral palace in the cold waters of the Bay of Cravos, though he often wanders the seas of Balmont. Shaaka grants divine power based on chance and whimsy, believing in the power of luck and chance. Those who have power should not become attached to it, but those without power must also be smart about gaining it.

Intermediate Diety
Symbol: A horse head, surrounded by rays of light
Home Plane: The Heavens
Alignment: Lawful Good
Portfolio: Honour, battle, animals
Worshipers: Makalics, Paladins, Farmers
Cleric Alignment: LG, NG, LN
Domains: Animal, Glory, Good, Law, Sun, War
Favoured Weapon: Longsword

The great horse Methias gallops across the sky each day as the sun, driving back the darkness of night and the minions of Jagra with his rays. When the human races were created by Shaaka the Great Serpent, Methias chose a Makalic man to be his mortal body for a time, and he taught the Makalics how to bring forth the power of light and the sun in battle against evil, creating the tradition of paladin-warriors, whose teachings are known across Balmont.

Intermediate Diety
Symbol: The eight main phases of the moon in a circle
Home Plane: The Heavens
Alignment: Neutral Good
Portfolio: Reflection, fertility, penance, plants
Worshipers: Cravosians, thieves, farmers, jailers
Cleric Alignment: LG, NG, CG
Domains: Darkness, Good, Plant, Weather
Favoured Weapon: Shortsword

The lover of Methias, Aansen is a beatiful mare, shining white in the sky. She is the queen of night, and she moves gracefully across the sky as the moon. Her court dances across the skies, twinkling stars and roving planets wheeling in an intricate waltz. She dances a lonely dance in the sky, first growing dark and sad as she grows to miss her lover Methias, and then on the holiest day of each month, the new moon, she spends one night with her shining consort, and then she grows in brightness once more, until she begins to miss Methias once more. It was she who taught the secrets of bardic knowledge to the Cravosians at the dawn of the human races, and their wanderings have brought these secrets to the rest of Balmont.

Intermediate Diety
Symbol: A golden lily
Home Plane: The Heavens
Alignment: Lawful Good
Portfolio: Healing, childbirth, forgiveness
Worshipers: Doctors, healers, midwives
Cleric Alignment: LG, NG, LN
Domains: Good, Healing, Law, Repose
Favoured Weapon: Heavy Mace

Solch is the maiden who weeps for all of Balmont. She lived a mortal life once among the people of Balmont, and gave her life to defeat the great dragon Meyon, her death banishing him and his ilk from Balmont and binding them in the Hells with their mother Jagra. Her tears, little green and black swirled gems, are rumoured to give immense power to those who hold them, but none have been seen for many ages. Her priests run hospitals for the sick and wounded, and all, no matter how vile or repulsive, are allowed care and healing by the temple of Solch.

Intermediate Diety
Symbol: A purple hawk, wings outstretched
Home Plane: The Outer Wastes
Alignment: Neutral Evil
Portfolio: Death, renewal, punishment
Worshipers: Murderers, Makalics, Urest
Cleric Alignment: NE, LE, CE
Domains: Death, Destruction, Evil, Magic
Favoured Weapon: Glaive

Besides the legend of the Wings of Gharsh, and that the diety oversees the ferrying of souls to their proper place, nothing is really known about Gharsh. What is known is that the diety is not evil, only some of his followers. Non-Makalic, non-Urest followers of Gharsh are universally evil, and the others aren't known for kindness either. Makal has recently fallen under the control of the Supreme General Malchior, who is a fierce defender of the faith of Gharsh, and has made it the state religion. The Urest have always worshiped Gharsh, and sacrifice those they capture to their dark god. Legend says that a single feather fell from Gharsh when he created the Wings of Gharsh, and this feather, made of godly magic, travels from person to person, empowering them with dark arcane abilities. Malchior searchs for this feather, using the Makalic theocracy's witch-hunters to sniff it out.

Greater Diety
Symbol: A large eye, circled by claws, tongues and scales
Home Plane: The Hells
Alignment: Lawful Evil
Portfolio: Demons, dragons, unmaking
Worshipers: Dragons, madmen
Cleric Alignment: LE, LN, NE
Domains: Evil, Law, Madness, War
Favoured Weapon: Claw (or heavy flail)

Unmaker and destroyer, Jagra is mother of fiends, creator of dragons. She seeks to destroy all that Cava-Noes-Cava has made. Were it not for the eight children of Cava-Noes-Cava, she would succeed. She seeks a powerful emissary to bring her wrath upon the world, but so far, as Gharsh strips all dead souls of their power and reincarnates them, she has no soul which she can reincarnate, yet . . .

2010-11-29, 01:09 PM
Glad you think their good!
He prefers them stolen because he likes people audacious enough to steal from a god, and he's lazy. But he sees the need to grant people spells, to spread The Green Word. Infact, that's going in the fluff right now.

2010-11-29, 09:47 PM
Sir Chivalry: Those are lovely. I'm getting an Inuit or possibly Maori/polynesian vibe from those. Is that about right?

2010-11-29, 10:37 PM
Sir Chivalry: Those are lovely. I'm getting an Inuit or possibly Maori/polynesian vibe from those. Is that about right?

Meh, sure. I borrowed from all over really, but I guess it overall has a very polynesian theme.

2010-11-29, 10:57 PM
Eh, why not? There are another nine lesser deities, but these are the principal ones.

The Sun, the Daystar, Highest God, the Lifegiver
Greater Diety
Symbol: A copper sundial
Home Plane: Positive Energy Plane
Alignment: True Neutral
Portfolio: The Nuclear Fire
Ardent Alignment: Any
Lesser Arcana: Paladins

The Sun is the daystar, the force of growth, animation and life-giving heat called the Highest God by some. Carefree in its perfection, the Sun gives its light equally to all people, from the basest villain to the purest child, and sets without regard for those who need its glow. Legend holds that the Sun prowls the world at night, in the form of a man or a beast, carousing and troublemaking, bringing energy and light with it wherever it goes. On the Night of the Black Moon alone does the Daystar rest, out of fear the hunter moon will mistake it for an enemy.

The Moon, the Star of Righteousness, the Shining God
Greater Diety
Symbol: A silver coin with one blackened face
Home Plane: Moon - Elemental Plane of Air/Black Moon - Material
Alignment: Moon - Lawful Good/Black Moon - Chaotic Good
Portfolio: Beauty, good, light
Ardent Alignment: Any Good, True Neutral, Lawful Neutral
Lesser Arcana: Paladins

The Moon is the light-in-darkness, which guards the world from evil while it sleeps. A god of justice, order and righteousness, the Moon is the beating heart of the night sky, commander of the celestial hosts and protector of reality. It shines from above, hoping to inspire and protect the lost and the needy. When night recedes and day comes, the Moon is forgotten, but the Star of Righteousness shines on, waiting for the moment it is needed once again. Burdened with a ceaseless task, the Moon is the only god that sleeps, turning its face from the world at the end of each month.

The Black Moon is the dark face of the moon, which awakens at the end of every month to protect the world while the Moon sleeps. Rather than a shining guardian, the Black Moon is a hunter, a god of chaos where its light face is a god of order. It seeks out evil to destroy, instead of simply protecting the innocent. Few worship it: the Black Moon an aspect of the Moon, not a separate god.

Death, the Bleak Lord, the Cruelest God
Greater Diety
Symbol: None
Home Plane: Negative Energy Plane
Alignment: Neutral Evil
Portfolio: Entropy, fate
Ardent Alignment: None
Lesser Arcana: Binders

Death is the bleak lord, the eventual master of all life. It has no festivals, no hymns and no celebrations, but countless rites are performed in its honor: at birthdays, at funerals, at anniversaries, at coronations. Of all the gods, Death alone has walked among mortals unhidden and undisguised, and some say it taught theology and worship to early humanoids. Some say Death knows the nature of the Unmoving Mover, and if you find it, it will teach you. Just as many legends say the only gift Death can give is that of its dominion. Cruelest of the gods, the bleak lord governs hell, but it cares little for his subjects. Its task is too grave to be bothered by petty attachments.

Mercury, the Time Star
Intermediate Diety
Symbol: An hourglass
Home Plane: Elemental Plane of Wood
Alignment: True Neutral
Portfolio: Time, balance, progress
Ardent Alignment: Any Neutral
Lesser Arcana: Rangers

Mercury is the Time Star, god of of flow and movement. The oldest deity, no other god is so enigmatic. Mercury requires that balance is maintained, and stagnation is avoided, and works subtly to create change and progress in the world without changing the natural order through its actions. The Time Star spurs inventors and explorers, while moving to ensure that the old is not forgotten and balance is never compromised. In fact, the Time Star cares little for balance, but believes that a world thrown out of order will stagnate as surely as one where nothing happens. Better to move forward slowly than to move to quickly and someday cease to move.

Venus, the Love Star
Intermediate Diety
Symbol: A intricate silk knot
Home Plane: Elemental Plane of Water
Alignment: Lawful Neutral
Portfolio: Communication, affection, attachment
Ardent Alignment: Any but Neutral Evil and Chaotic Evil
Lesser Arcana: Hexblades

Venus is the Love Star, god of communication and connection. Understanding and mutualist, no being understands so perfectly the role of interaction and interrelation in the makeup of the universe. Venus prevents isolation and ensures dialogue, and is seen as patron of both collective government and trade. The Love Star is also a god of romance, as its name indicates, since love invokes powerful connection and meaningful communication. Legendary romances, longstanding alliances, lasting regimes and great speakers have usually felt the touch of Venus. Lawful Neutral.

Mars, the Fire Star
Intermediate Diety
Symbol: Any battle-ready weapon
Home Plane: Elemental Plane of Fire
Alignment: Chaotic Neutral
Portfolio: Conflict, rebirth, destruction
Ardent Alignment: Any
Lesser Arcana: Duskblades

Mars is the Fire Star, god of conflict and consequence. Harsh and unforgiving, only it knows that for the world to exist, there must be clashes and struggles, and that old orders must be destroyed for the sake of the new. Mars creates unrest and disrupts serenity, but substitutes activity and reform in their place, of which she is the patron. The Fire Star invigorates, disciplines and inspires, fostering the drive and willpower of humanity for good and ill. War and chaos bear the touch of Mars, but so do social upheavals, artistic movements, and any sort of debate. Chaotic Neutral.

Jupiter, the King Star
Intermediate Diety
Symbol: A lead crown
Home Plane: Elemental Plane of Earth
Alignment: Lawful Neutral
Portfolio: Rulership, authority, power
Ardent Alignment: Any non-Chaotic
Lesser Arcana: Inquisitor

Jupiter is the King Star, god of knowledge and superiority. Strict and decisive, it is burdened with comprehension of the interconnections of hierarchy and authority on which the world turns. Jupiter is the patron of government, protecting the sanctity power and rulership, that the meek and mighty alike may have a place in the grand order of the universe. The King Star establishes and defends both the rights and responsibilities of power, creating stability through strength. Jupiter's touch hangs on the rightfully proud and those with both strength and authority. Lawful Neutral.

Saturn, the Muse Star
Intermediate Diety
Symbol: A complete set of tools for an artistic endeavor
Home Plane: Elemental Plane of Air
Alignment: Chaotic Neutral
Portfolio: Inspiration, the arts, epiphanies
Ardent Alignment: Any
Lesser Arcana: Bards

Saturn is the Muse Star, god of intuition and revelation. Inspired and insightful, an air of peace surrounds it, for what other being could so perfectly realize the rhythm of the world? Saturn stands at the border of dream, letting its supernal wisdom flow into the minds of the artists, inventors and seekers of enlightenment that call it their patron. The Muse Star has no agenda, trusting in the world to know itself as only it can do, and knowing its only role in that world is the role it can play without effort. Ideas, moments and sudden realization bear the touch of Saturn. Chaotic Neutral.

2010-11-29, 11:14 PM
The Cosmology and Deities of Nesda

The cosmology of Nesda has the material, shadow, astral and ethereal planes paralleling and overlapping each other in a middle ring. In the center of this ring lie the elemental planes of water, earth, fire, air, positive energy, negative energy and time. Below all this lies a pair of planes, the abyss and the Nine Hells while above in opposition are the Celestial realms. Small artificial planes reside as pocket in the planes they were created on.

In the Era of Nerull the most powerful influence on the material plane is obviously Nerull but many others still have influences on the land while others have been cut off or fallen to Nerull’s conquest.

The Infernal Planes
A few hundred years before the undead invasion that culminated in the Death Crusades began the demon-lord and proto god Orcus was imprisoned and the abyss flew into even greater chaos than usual. As Nerull began to invade the material plane the good gods fought back how they could. Bocoob had been harboring the remains of one of the old gods, the Black Guardian, and revived him to begin his duties once more of corralling the demons and devils so there was one less front. There was resistance from both demons and devils of course, especially with the top arch-devil Asmodeus who was a deity himself in power, but eventually the Black Guardian pushed his will of peace onto these creatures. Unfortunately, Asmodeus alone needed a great deal of power to contain and some demon-lords and arch devils escaped the Black Guardians grasp fleeing to small demiplanes where they could try and rebuild their power individually but very few of the lower demons or devils could escape with them and so these creatures which once commanded thousands have only a handful of servants.

The Celestial Planes
As Nerull’s plans of domination for the material plan were made clear to the good gods swift action had to be undertaken but Nerull is one of the oldest forces and had already taken measures to seal away other deities that could threaten him. As his armies moved across the material plane his power grew and he was able to shut out the deities of nature entirely from the material plane. Pelor, Heironeuos, Bocoob and St. Cuthbert have been Nerull’s chief opponents and each has had to concentrate their powers on the relatively small areas of the living nations just to keep the same level of power they once had. Outside those boundaries they are weakened by Nerull’s interference. They have come to a standstill with Nerull for now, but it is tenuous and some of the more aggressive gods are pushing for action.

Original Deities
Ashriel is a mysterious and new deity that is just beginning to emerge on the material plane, he is lawful neutral and his sign is a purple and black butterfly with a skull pattern on its wings. His titles include the Shadow Count and the Spirit of Dusk. Ahsriel’s goals are not known and as a new power his worshippers are few, let alone any temples. Among his few worshippers are those that seek power from shadow and work in them as well. The domains he is associated with are Knowledge, Magic and Trickery and his favored weapon is the rapier.

Elysian was a mortal that ascended to godhood along with Krusk and Randusk a few centuries before the Death Generals appeared. He is chaotic neutral and is prone to whims of curiosity and destruction. He also has an affinity for blood which has given him the title of Blood Seeker. His symbol is a bloody palm with pulsing veins. His followers are berserkers and destructive mages, particularly sorcerers, and often they are multiclassed. His domains are Chaos, Blood and Destruction and his favored weapon is the punching dagger.

Krusk rose to the level of a deity at the same time as Randusk and Elysian from once being a mortal orc, he is true neutral. He has actively explored the entirety of the material plane and slew the demon-lord Yeeghonu and took his place as the gnoll’s deity. He is also immensely strong physically and surprisingly intelligent. His worshippers are mostly gnolls and goblinoids that find strength in his teaching to shrug off the pain of slavery. His symbol is of a massive orc wearing a gnoll-like pelt and wielding a greatsword. The domains he is associated with are Strength, Travel and Competition and his favored weapon is the greatsword.

Randusk arose to godhood along with Krusk and Elysian a few centuries before the Death Crusades, he is neutral evil. He was too ambitious and nearly became a pawn of Nerull but was rescued by Ashriel but not before he was partially transformed to an undead. He holds the title of the half-dead herald, the wisp and the Scheming shadow and his symbol is that a pair of eyes one a pinprick of red the other blue staring out from a black background. His followers are few and secretive in their worship for he is partially undead himself and creatures in both the living and dead nations oppose him. His domains are Celerity, Domination and Trickery and his favored weapon is the crossbow.

The Black Guardian
One of the old gods that fashioned the multiverse the Black Guardian’s actual name has been lost to time even by the god himself. His task at the beginning of time was to suppress the beings of chaos, demons and devils, from warring on each other. He did this through mental domination but some slipped from his control and the first rebellion occurred. The Black Guardian lost one eye but was able to regain control but unknown to him the demon Orcus, who was a minor general in the first rebellion, rose from the dead and because of his state was immune to the Black Guardian’s mind control. He gathered his own forces and rebelled once more this time successfully deposing the Black Guardian and initiating the Blood War.

The Black Guardian’s soul was split into 6 pieces across the planes of existence in his glass eye until all the piece were gathered once more by a group of adventurers that included Krusk, Randusk and Elysian. They gave the pieces to Bocoob who resurrected the Black Guardian at the start of the Death Crusades to resume his duty once more. While he was successful in retaking control of the demons and devils some of the more powerful ones escaped from his will and fled to demiplanes.

The Black Guardian is true neutral and has few followers though he has a fair amount of temples in his honor. His followers are generally reserved and strong-willed with a sense of purpose. The Black Guardian’s Symbol is an old man in a black cloak looking out with one eye. His domains are Mind, Protection and Domination and his favored weapon is the quarterstaff.

The Great Herder
The Great Herder is one of the Old Gods that helped create the multiverse, he is the overgod of all living things, particularly animals, he is true neutral. His followers are almost nonexistent as he distanced himself from mortal affairs long ago and very few even know of his existence. His symbol is a chimera lying asleep. The domains he is associated with are Animal, Earth and Plant and his favored weapon is the sap.

The Magistrate
One of the Old Gods that fashioned the multiverse the Magistrate is the grand organizer of all civilizations good and evil, urbanized or tribal. She is true neutral and her followers are extremely few and far between since societies can’t reconcile their differences and appreciate their similarities and accomplishments. Her symbol is an inked quill poised over a blank parchment. The domains she is associated with are Community, Creation and Protection and her favored weapon is the longsword.

The Crafter
The Crafter is an entity almost entirely unknown to mortals or even young gods as it is one of the Old Gods that fashioned the world, the Crafter may even be the original God that began all creation but such questions can only be speculated upon as the Crafter has been silent since near the beginning of time. The Crafter is true neutral and its symbol is a block of clay with a sculpting knife leaning on it. The Crafter’s domains are Creation, Dream and Mysticism and his favored weapon is the knife (dagger).

The Watcher is one of the Old Gods that created the multiverse. He is the record-keeper observing and seeing all but never taking part in the events, he is true neutral. Watcher’s followers are scattered across the planes and are solitary contemplative creatures. His symbol is a white bird overlooking a city from the sky. His domains are Knowledge, Travel and Oracle and his favored weapon is the rapier.

The Primordial
The Primordial is one of the Old Gods that existed at the beginning of the multiverse. The Primordial is a being representative of the four elements of nature, it is true neutral. The Primordial’s followers are most common, for obvious reasons, on the elemental planes but occasionally a mage with an elemental affinity will worship The Primordial as well. His symbol is diamond with a symbol for each element in one corner. The Primordial’s domains are Air, Earth, Fire and Water and its favored weapon is the great club.

Standard Deity Alterations
One of the Old Gods that helped forge the world Io is true neutral and the over-god of all dragonkind. When Nerull took to conquering the material plane many gods, particularly Bahamut, turned to Io for guidance and opposition to his actions. Io made no move, in fact he did not respond in any way and though he still grants his followers spells he does not answer their calls.

Death is inevitable for all things but in the very beginning of the world this was not so. Death did not yet exist but it did not take long and Nerull was born as the second generation of deities. As Nerull watched the living go about their lives and then cower in fear of him he was angered. When the gods took the souls of their followers instead of letting him have them he was spiteful, he had nothing else. All things should experience death, true death, where not even the spirit was allowed to survive. So Nerull selected his avatar on the material plane and set him forth with a grand plan. Over millennia his forces slowly grew as powerful undead were recruited and hordes stored away until as last the time to attack came.

Nerull unleashed his forces on all fronts, the material plane, the shadow plane, the ethereal plane and the celestial realms to punish even the great deities of old for their arrogance. Though the celestial realm went unconquered Nerull succeeded in securing the ethereal, shadow and astral plane as well as most of the material plane. With the lines drawn Nerull has been working to coerce some of the evil deities to his side and his forces are stirring again.

Orcus once overthrew the Black Guardian in the second revolt of the lower planes and though he was never a true deity his powers were on par with them and he had many followers. In a bid to take control of the abyss Orcus attempted to reassemble the shards of the Black Guardian’s spirit and then absorb his powers but this plot went awry and Orcus’ soul was trapped and then destroyed instead. This was good news as far as most were concerned but Orcus’ undead hordes were quickly assimilated into Nerull’s forces without much notice, bolstering his power in preparation.

The patron god of nature Obad-Hai once has many followers on the material plane but as Nerull’s influence crept across the land his power became greatly weakened. Eventually he was cut off entirely from the material plane and he now seeks a means to defeat Nerull and restore nature’s proper balance.

The lich-lord of forbidden knowledge he and Nerull forged an alliance long ago and it was from Vecna that the secret of dracolich transformation. Their plans were laid togethether but Nerull betrayed Vecna and forced him into servitude. Now the lich-lord is forced to divulge all his mysteries to Nerull even as he urges his few remaining followers to hide away any knowledge they can and seek a way to free him.

Wee Jas
The demanding goddess once tried to thwart the plans of Nerull and maintain some control over the undead and necromancers. She was one of the first gods to note Nerull’s advances but she had no allies among the powerful deities of good that would be able to do something until it was too late. After the death crusades and the assaults on the celestial realms Nerull tempted her to his side to begin tipping the scales of power in his favor.

Goddess of nature and bounty Yondalla was the favored deity of halflings before the Era of Nerull. Like other gods of nature as Nerull’s power increased on the material plane hers steadily decreased until she was cut off entirely. She seeks to recommune with her lost followers and put Nerull back in his place.

This is for my homebrew 3.5 world where undead, via Nerull, have overtaken most of the material, shadow, ethereal and astral planes and only completely isolated pockets of living nations survive. I'm hoping to have the entire campaign setting up here at some point.

2010-12-03, 06:38 AM
General cosmology and the planes:

The normal planes do not exist (no aligments in the settings, I don`t like the idea of the elementanel planes and I know I just won`t do anything with the ethreal, shadow and astral plane if I`ll use them, so I rather not use them at all), exept from the metarial plane. Instead, I made my own.
Here is the description of some of them. There are 6 in total.
The expanding plane (=the metarial plane): The world is surronded by pure creation energy. It is so sensitive, that even looking at it makes it become something, and mortals can never see it. To avoid chaos, it was arranged that the creation energy will become something fitting the enviroment.
The sky is big blanket, which is refered to "the heavenly rug" by those who know of it`s nature. Light burns thru it, and the celestial diamond heals it, making a never ending cycle. Above it, there is the celestial diamond and the portals to the sun and moon.
The celestial diamond is the source of all positive energy.

There are other planes, which are not connected by naturel portals to any other plane. Plane shift requires making custom sticks that includes some sort of matter unique to that plane, which is very hard to get. Gate works normally for travel. Becuse there is no connection to the celestial diamond, creatures who heal based on postive energy don`t heal naturelly in those palnes. Here is one of them:
The plane of rot, the destroyed plane, the endlessly old plane: This is the most recent plane I decided to integrate. Formarly the home plane of the god of eternity and timelessness. He put his heart in the middle of the plane, making the plane immune to the effects of time. He wanted to expand his power and make everything in creation eternal and immune to the effects of time. That would have destroyed Braryon, the god of how time effects things, and he wouldn`t stand idly and let that heppen.
So one day, he invaded the plane. The two gods auras cancelled each other, and they began to fight. Braryon moved so the god of eternity missed attacks would hit his heart, and after a very hard battle, Braryon won. During the battle, only a small part of the plane was harmed.
After the battle, Braryon made sure the god of eternity couldn`t raise again without destroying timelessness forever, so the other gods wouldn`t age and seek revenge. Then he left. It only took moments, but during that time the plane had been significantly altered.
In Braryon presence, everything ages. The entire plan aged in a countless amount of years. The ground is unstable and collapses easily, there are storms of ashes of what has previously been and few creatures survived the catastrophe. But in the plane, lies great treasure: shards of eternity, or forever diamonds. They are the remains of the god of eternity, and makes everything in their presence immune to the effects of time.

Gods and divinity:

The gods are not merely powefull beings - they are the manifistations of certain aspects of creation. They are generally viewed by their worshipers as responsible for smaller things. For exemple, Braryon is generlly worshipped as the god of agriculture, but as the manifistation of how time effects things he is responsible for a lot of other things.
The gods don`t gain power by being worshipped, but some of them (like Braryon) simply like it.
Gods are composed of 3 things - body, soul and divine essence. If the first two are destroyed, they are created again, and the third can`t be destroyed without destroying the first 2 first. The divine essence is the source of their power and is also a part of creation. If the divine essence of Braryon will be destroyed, time won`t effect things. People won`t age, but children and plants won`t grow.
Also, as a house role, all gods can grant all domains, besides those that are against their nature. Since you may not adopt that role, I`ll improvise domains.
Personality: Most fitting alignement is naturel good. Braryon loves humanoids and being worshipped, and he is the god who cares most about mortals. He is against murder.
Domains: plants, animals, rot, aging, growth, rust (some of those might not exist).
Religions: Mostly viewed as the god of agriculture, so most of his clerics are farmers. The farmer-monks help farmers in need, making the religion very popular, and they count farming as meditation. Their temples are huge magically grown plants, each in the size of a building, surronded by a lot of farmed land tended by the monks and clerics. The founder of each temple is called the temple grower, and he is the most senior cleric in the area.
The rotters are those who view Braryon as the god of rot. They are much rarer, and are viewed as infidels by pretty much everyone. They believe rot is blessed, and tend to be much more violent then the farmers. Their temples are often abondoned plant temples, which are rotten but still hold.
Worshippers: Almost all humanoid farmers.