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mystic1110
2014-02-13, 06:31 PM
My Favorite thing on these Boards is participating in various God Games. I love thinking about Gods, their powers, personalities, limitations and most importantly their relationship with each other.

Most times pantheons are made on these boards are people coming up with the BIG MAIN GODS first. I want to do the reverse - I want to build a pantheon and thus the world from the smallest of Demi-Gods.

Basically the way this game works is that each poster posts a Deity including the following information


Name (Something pronounceable please)
Title (I like long Exalted style fancy titles, but up to you)
Appearance (How does your god look?)
Domains (*Check below for more information*)
Personality (Describe the Gods habits, motives, disposition)
Relationship with mortals (How do mortals, if they do, worship your god. Which mortals? Does he ask for sacrifices? What does he demand of his followers? Does he protect his followers or doesn't really care? Do you have organized religion? Is it more like shamanism? What do you preach? Etc)
Parents (only list the names of the Parents)
Sanctum (where do you live? Describe the specific location and which plane you live on)



The first god posted may only have 1 domain. Then each subsequent poster may elect to do


Make a new God,

who is the child of a named parent, with domains equal to 1 less of the parent with the lowest number of domains. (You may notice that gods with 1 domain can't be parents, think of them as gods who are not yet reached reproductive maturity)
who is a child with no yet named parents, and with 1 domain


or

Make a Profile of one of the thus far named Parents. Parents have 1 more domain then their child.


For example:

I can start with a God of Lanterns (1 domain) and list his parents as God of Fire (2 Domains) and Goddess of Small Insects (2 Domains). The next poster can make a profile for the Goddess of Small Insects and list her parents as the God of Eastern Storms (3 Domains) and the Goddess of Canopies (3 Domains). The next poster can then make a god (god of lumber) who is the half brother of the God of Lanterns choosing his parents as the previously named Goddess of Canopies and the God of Fire. Since his weakest parent is the God of Fire, the God of Lumber has 1 Domain.

Additionally in this way we describe the setting. We will create planes and locations on those planes - we will create races and sub races and nations and organizations.

Have fun and don't be afraid to be referential. Someone makes a Sanctum on a new plane - make a god who's sanctum is also on that plane. Don't be afraid of stupidly complicated and incestuous family trees.

Have Fun!

------------------
Thanks to the hard work of our members we now have a family chart (good to page 5) and a guide to reading the cahrt

The family tree. (http://img.pederick.id.au/gallery/d/462-4/GitP-Pantheon.png)

Pentreon: grey Tetreon: blue Treon: green Dreon: gold Monreon: red Unspecified: black Rectangles are male, ellipses are female, and rounded rectangles are androgynous (like Ellisprex), neuter (like Thuxdatog), or unspecified.

Dashed lines represent parentage in a sense other than "begotten", like Dokrastes crafting Malladar, Vakparellna discovering/adopting Papyra, Orilus spawning Thuxdatog, and Azmoros accidentally thinking Gure into being. Dotted lines represent birth from material: Orilus to Malladar and Irilvis, Cassabiel to Spring, Yemeth's debated link to Thuxdatog, and (I mistakenly made this dashed, not dotted) Tomenetras to Azmoros.

Here is a rough in the works history of our game.

At the Dawn of Time...
Orilus creates Dokrastes as an assistant.

Dokrastes' first creation is Idoun.

I don't think any other Pentreons (Elith'yern, Ix, Krythe, Myfe, Tomenetras) have been confirmed as Primordial Pentreons, but the possibility is there. Okarus is presumably active at this time, as Yemeth's beginnings have been laid at her feet. This requires that Maglor and Vianileth are also active.
Death Among the Primordials
Yemeth is killed many times, but always reforms from the pieces. When Orilus wastes away and dies, blame falls on Yemeth, perhaps because of the worm Thuxdatog that was found inside the dead god--born, perhaps, from a lost fragment of Yemeth.

Dokrastes forms Malladar (and, as an indirect by-product, Irilvis) from Orilus's remains. In the process, Thuxdatog emerges from the corpse, survives attempts to destroy it, and escapes.

As Dokrastes and Malladar together create Vakparellna, her children (AKA half the flippin' pantheon!) and their descendants date from after this event.

Additionally, as Dokrastes ascended from four to five domains upon Orilus's death, Jagyn's birth must date from after this event, or else he would not have four domains himself... unless perhaps he too went up in rank when his mother did?
Divinities at War
Cassabiel, Etrioc and Yuyevris are active at this time.

Cassabiel is slain. Yuyevris seems to bear some of the blame, though it isn't stated that she did the deed. Etrioc seems to have been an opponent of Cassabiel.

As Spring sprang from Cassabiel's spilt blood, the truce of the seasons must date from after this event.
The Madness of Thyxlaog
Jagyn, Galnarian, Ix'Obynxis, Karvak, Thasara and Yuyevris are all active at this time. So, of course, are Thyxlaog, Vakparellna, and Lerreline.

Lerreline is killed by his father, Thyxlaog. His half-eaten corpse collides with a fragment of Orilus's body and he rises to undeath.

Lerreline and Thasara had been lovers. Their child, Valhanthris, is weird enough to have been born after this event, but that seems unlikely given that Thasara tried to kill the reanimated Lerreline.
Malladar's Adultery
At this time, Skorghus and Malladar are wed and have a child, Celeberse.

Malladar has a child, Ellisprex, by Lerreline. (It is strongly implied that he/she was born after Lerreline's death and rising.)

Skorghus and Malladar divorce over the scandal.

Vronto woos Malladar to annoy Skorghus. The issue of their union is Gavrem. In response, Skorghus seduces Vronto's mother, Vakparellna, and Luchanoori is born as a result.
Surprisingly, A Happy Marriage
Myrisol founds the divine city of Subriz, with aid from Karvak and Ix'Maerth (to whom he swore allegiance in order to secure assistance). The description of Subriz's site suggests that this happened after the truce of the seasons.

As part of Myrisol's fealty to Ix'Maerth, the Divine Royalty give him the hand in marriage of their ward, Smalin.

Rilari is the eldest child (or merely eldest daughter?) of Smalin and Myrisol. The twins Latha and Luthu are the youngest. Seredan and Lithus are middle children, in unspecified order.
Other Events
Tomenetras goes for a walk one day, cuts his foot, and bleeds out a new deity, Azmoros. Later, Azmoros "accidentally" creates Gure, Liluar, and others of their "generation" of Demon Gods, apparently simply by thinking too loudly.

Gure wins a game against Maglor, and her prize is that he gets a child on her: Vestryxis.

Tomenetras is dead, but once tried to come back via Ix'Teshal (as patroness of remembrance), possibly taking possession of her. Ix'Naranth managed to "snap her out of it", as he has done when others have tried the same trick.

Galnarian asks Jagyn and his son Karvak to create the first weapon: Zalnakx.

Galnarian attempts to kill and usurp his father, Idourn. Yuyevris blinds him with light, foiling his attempt. The Milky Way is the scar of the injury that Idourn received.

Idourn negotiates a truce between the seasons, granting them each dominion for a quarter of the year.

Zokaheesi bites off Yuyevris's legs. Yuyevris decapitates Zokaheesi's tenth head. This may or may not be connected to the Battle of Fallen Stars. Karvak forges Yuyevris a new pair of legs.

Karvak calls in a favour that he's owed, receiving assistance in creating the dwarves. It may be that this favour was the piece of the sun that Yuyevris gave him, since he's said to have never called in any other favour; or maybe that was not considered a "favour", but merely a fair exchange for the legs he gave her.

Myfe and Krythe, each never having been with a man, have a child, Smalin. Myfe is later involved in some manner of custody dispute (against Krythe? who knows?) and loses; Smalin becomes a ward of the Divine Royalty.

Myrisol and Skorghus are half-brothers by the same mother, Vereshalia. They are described as "womb-sharers", which may indicate that they were twins (by different fathers--hey, the Greeks did it too!), or may simply be a poetic way of emphasising that their relationship is via their mother.

Kiarare rapes Ix'Belfia, and is killed by Ix'Killas. Ix'Belfia conceives a child -- Eridel -- and though she tries to abort the pregnancy, he wasn't just born lucky, he was lucky in the womb and survives.

Federatisto is loyal to, and trusted by, Ix'Killas. No-one knows why.

Galnarian (wielding Zalnakx) and Vronto fight, more or less just for the fun of it. Zalnakx brushes against a papyrus reed, releasing Papyra, who is promptly adopted by Vakparellna.

Marzarok is Galnarian's youngest (divine) son.

King Ausreks of Lyca is raised to divinity on Thasara's sponsorship. So is his contemporary, Jidzi Al'Betta, on sponsorship from Laeyrd, Noram and Seredan. This is an unusual event, since mortals usually only ascend at a rate of one per millennium.

"Within the last generation", Lybretta was born.[/QUOTE]

List of unwritten deities has been updated, and arranged based on number of domains.




Orilus
- 5 Domains
- Deceased
- Parent of Doskrates; involved in creation of Malladar; was Thuxdatog's host.
- Primordial Pentreon


Tomenetras
- 5 Domains
- Primordial Pentreon
- Parent of Jagyn (with Doskrates) and creator of Azmoros
- Deceased


Myfe
- 5 domains
- Mother of Noram (with Isoldril) and Smalin (with Krythe)


Krythe
- 5 domains
- Parent of Thyxlaog (with Elith'yern) and Ilymar (with Galnarion)


Elims
- 5 domains
- Primordial Pentreon
- Sponsored Yitus


Ix
- 5 Domains
- Primordial Pentreon
- Head of the Divine Royalty


Saliol
- 4 or more domains
- Parent of Laeyrd (with Recisoldex) and Asio (with Sarasa)


Maglor
- 4 or more domains
- Parent of Vestryxis (with Gure), Okarus (with Vianileth) and Ardiasd (with Ulumie)


Vianileth
- 4 or more domains
- Parent of Okarus (with Maglor)


Papilsi
- 4 or more domains
- Parent of Federatisto (with Fisylaka)


Fisylaka
- 4 or more domains
- Parent of Federatisto (with Papilsi)


Sarasa
- 4 or more domains
- Parent of Ankorial (with Cassabiel) and Asio (with Saliol)


Ulumie
- 4 or more domains
- Parent of Ardiasd (with Maglor)


Eithiana
- 4 domains
- Parent of Yuyevris (with Thyxlaog) and Thasara (with Federatisto)


Ix'Naranth
- 4 domains
- Parent of Ix'Killas and Ix'Belfia (with Ix'Teshal)
- Member of the Divine Royalty


Miuar
- 3 or more domains
- Parent of Recisoldex (with Yuyevris)


Vereshalia
- 3 or more domains
- Mother of Skorghus (with Idourn)


Etrioc
- 3 or more domains
- Fought at battle of Fallen Stars (against Cassabiel)
- Father of Amulird and Aanulyynn (both with Vakparellna)


Ix'Belfia
- 3 domains
- Parent of Ix'Obynxis and Ix'Jilan (with Ix'Killas) and Eridel (with Kiarare)
- Member of the Divine Royalty


Liluar
- 3 domains
- Mother of Nilunea, Dallakar and Venilach (with Vestryxis)
- Daughter of Azmoros
- Demon God


Cassabiel
- 2 domains
- Deceased
- Killed at the Battle of Fallen Stars (fighting against Etrioc and Yuyevris)
- Parent of Ankorial (with Sarasa)


Dallakar
- 1 domain
- Brother of Nilunea and Venilach; son of Liluar and Vestryxis
- Demon God


Venlich
- 1 domain
- Brother of Nilunea and Dallakar; son of Liluar and Vestryxis
- Demon God


Lithus
- 1 Domain (lovemaking)
- Had child with Ix'Maerth, which was killed by Ix'Jilan
- Daughter of Smalin and Myrisol


Esu, The Lord of Secrets
- 1 domain
- Child of Ordog


Djavulen, Maiden of the Dark
- 1 Domain
- Child of Ordog


Ibliisku, Lord of Lies
-1 domain
-Child of Ordog


Mualth
- Any domains
- has human worshipers


Vioad
- Any domains
- Sponsored Yitus


Oleadaf
- Any domains
- Sponsored Yitus


Miae
- Any Domains
- Sponsored Yitus


Valeth
- Fewer than 5 domains
- Deceased
- God of Flowers



Here is a quick guide to the cosmology we have developed.

Alumaria - The Realm of Light and Shade

Alumaria is an inverse of Teraste (or perhaps Teraste an inverse of Alumaria); a hollow sphere with its sun floating in the central sky.
To most mortals who see it, it is a world of mountains, peaked and table-topped, rising like islands out of a sea of thick grey mist, where the ever-present sun is only obscured by the frequent heavy rains, which flow periodically an untouched by the seasons that characterise Teraste and Wybirne. The civilised peoples of Alumaria, most notably the Ixith, build their civilisations on these sun-drenched slopes; farms and orchards sprawl across entire plateaus, to feed the populations of the alpine cities that dot the mountain tops. Other slopes play host to quarries and mining complexes, or are covered with carefully managed pine forests and meadows, while alpine lakes and rivers are fished, or used to feed aqueducts. On most of the taller ranges it is possible to walk from one peak to another without ever coming hitting the fog-belt, while the more distant slopes are linked by the great rotating Sky Bridges, designed by the Divine Royalty - who's Citadel towers over even the other mountains. The sky bridges themselves are considered sacred, to the point where even in times of war between nation no violence is to be committed to them or upon them.
To most observers from other planes, Alumaria seems a triumphant monument to the glory and power of civilisation. Which it is, provided one never steps below the fog-belt.

For under the thick blanket of the night-mists is another land entirely. The most remote, untouched wilderness regions of Teraste look like topiary gardens next to the twilit valleys of Alumaria. Vast forests and jungles cover almost everything, and the deeper one goes the larger and more strange the plantlife becomes, an effect only enhanced by the sheets of luminescent fungi growing on trunks so wide even walking around them would take hours. In the more water-logged valleys these rainforests give way to swamps, while the valleys that see the heaviest rainfall of all are swallowed by rivers and lakes the size of small seas. The wildlife is, if anything, even worse. Hunting excursions into the valleys are effectively short of military operations and even then are seldom likely to succeed. According to Ixith folklore, the dragons of Teraste were originally from the valleys but fled the plane at the first opportunity to save themselves from the forests and its inhabitants.
The excursions are not exclusively one-way, however. Periodically, monsters will range up the slopes in some cases with enough regularity that some regions maintain permanent armed garrisons near the fog-belt. In extreme cases these incursions from the valleys start to resemble outright invasions - the dreaded 'Green Tides', so named due to the presence of some of the more aggressive plant-life such as the Shrike Vines. The most common invaders however tend to be smaller, mostly insects but also some smaller mammals, which primarily attack crops and spread disease and are a constant source of frustration to farming communities on the lower slopes.


Non-divine Inhabitants:
The Ixith

The Astral Plane - The Realm of the Gods

The Astral Plane is barely a plane at all, at least in comparison to the other regions. It is primarily a grey void, with no real physical body nor much gravity, lit by the faint silvery glow of the mists that fill it. Most mortals struggle to navigate it at all, although very few visit it without divine invitation. For within this void drift the various sanctums of the gods. Each is effectively a miniature plane unto itself, albeit one with clearly defined limits and boundaries. The exact size and nature of each demi-plane varies according to whatever its creator wished to put in it at the time, and will persist as such until a deity decides to remove it. According to legend there exist some forgotten demi-planes that have been untouched for centuries - and even some persistent stories of regions that even the gods themselves have not visited, although whatever could have formed them is unclear.
Generally though, most of these demi-planes are fairly well-known and locatable - at least to the gods. Getting into one without it's owner's permission however may prove more difficult. The most famous of these demi-planes, although off-limits to all non-gods, is the divine Meeting Hall which serves as the closest thing to a seat of government the deities possess.

Non-divine Inhabitants: none native


Mezzethera - The Realm of Dreams

Mezzethera, the ocean of dreams, has both the most and least mortal visitors of the planes. When dreaming, all mortal minds drift within the plane's infinite depths, the shadowy dream-waters and submerged pieces of flow-stone shaping themselves around the dreamer as required, then fading back into formlessness once the dreamer awakens and the dream-self vanishes. Of course, such dreamers cannot really navigate the plane - most seldom realise they are even in it to begin with - and are at the mercy of the currents. To actually exert control the individual must undertake dream-walking, a difficult trance-like technique where the conscious mind is projected into the dream-self. While this does allow for purposeful navigation of the plane - including entering the dreams of others - it carries with it far more risks. While a normal dreamer may find themselves in the sea of nightmares, or have their dreams invaded by an inquisitive demon, at the end it is still just a dream, from which they will awaken physically unharmed. A dream-walker however must awaken by force of will and if their dream-self becomes trapped this is impossible. In extreme cases a demon may capture the dream-self, then us it as a conduit back into the mortal's body at which point the unfortunate individual will find themselves possessed. Dream-walking also poses one limitation: a dream-walker still cannot break the surface of Mezzathera under their own power. That requires entering Mezzathera physically, something very few mortals attempt.

Those that succeed, however, find themselves in a world of vast drifting beaches and banks of grey-white sand, the largest of which seperate the main ocean from it's subsidiary seas (the Sea of Nightmares and the Sea of Fantasies) and the vortex of the Great Mealstrom. The rest of ocean is dotted with traveling islands of the always changing flow-stone, most notably the great The Flowstone Keep, and large bergs of prismatic dream-ice. Although Mezzethera is, apparently, flat long range visibility is difficult due to the the haze of dream-water vapour that permeates the air. The sky, such as it is, is filled with stars of all visible (and most invisible) colours.
Such a view comes at a price however, as Mezzethera is deceptively lethal. While dream-water will turn into food or drink simply by willing it, this is still an illusion and without proper sustenance starvation and dehydration are inevitable. This is a particular risk for any visitor who falls into the ocean and is unable to escape, which is always a possibility given the inherent instability of flow-stone and dream-ice. The other danger comes from the demons.

It is not so much that demons are naturally malevolent - although some of them do a good job of acting like it. Most of the demon societies and settlements that dot the various islands of Mezzethera are not particularly hostile to outsiders. Demons are, however, quite volatile creatures of pure emotion and prone to outbursts, usually of whichever emotion they most identify with. They are also, at the core, made from largely the same substance as their plane - and can regenerate from most physical injuries simply by submerging themselves in the ocean for a time. Even in cases where a demon 'dies' their essence simply returns to the waters to be reborn again in a new body at a later date. As a result, as far as demons are concerned, violence - even warfare - is of little long-term consequence and therefore they have far fewer reservations about resorting to it - some even treat violent conflict as a sport or game. Unsurprisingly, demon societies tend to be rather chaotic affairs and it is all-too possible for a mortal to end-up killed. And dying in the dream-realm poses it's own unique set of problems - for no one truly dies in dreams, so there is no direct connection between Mezzathera and Subere and therefore nowhere for a deceased soul to go. Instead the soul, and by extension the mind, remain stuck on the plane, usually trapped, conscious but unable to act, within the corpse indefinitely unless something manages to extract. Should the body fall into the ocean, the dream-water will attempt to reform it but this is seldom a clean or exact process - most mortals being utterly unprepared for the demands of having aspects of a physical form that are dependent on their own will for their shape. Even in cases where this happens, there is nothing to stop the unlucky mortal from dieing again, and again, and again. Unless they somehow manage to find their way through one of the still-standing ice gates that connect the surface of the Mezzethera to one of the other planes.


Non-divine Inhabitants: Demons

Subere - The Realm of Death

Eventually, all will see Subere, as the saying goes. The most people arriving at the plane of death via the normal means see are the titanic gates of The Dragon's keep, through which the angel that collected their should shall escort them to be judged by Zokaheesi.
Those who visit Subere while still alive tend to get more of a complete view, in as much as Subere's downward sloping apparent wedge shape allows for a complete view. The first thing that hits anyone visiting the plain is the silence. There is very little wind, no visible running water, no conventionally living animals. Only the sound of their own footsteps across the ash covered ground. This is further enforced by the perpetual dusk the covers the land, the sky being permanently covered in a swirling mass of dark cloud. Subere is far from featureless however. Extending down from the sky is a vast spinning funnel of cloud, the Storm of Shadows, the lower edge obscured by slow clouds of dust blown upwards by its passing. Empty riverbeds and canyons cut across the gently sloping earth, some running through a vast forest of dead trees - and echo of all forests destroyed on other planes. Clusters of ruined building dot the landscape, calling to mind various lost cities and fortifications throughout history. The slope flattens out at the Blackglass Desert, the dunes of powdered obsidian from which rise the colossal spires of the Dragon's Keep. Beyond the desert, dwarfing even the keep,to the point where from a distance they seem to be part of the sky, are the Cliffs of Entropy. It is towards these that the souls which survive Zokaheesi's judgement, those unclaimed by any god, will make their way. Before finally stepping into one of the openings at the cliffs' base, and passing to whatever afterlife awaits them.


Non-divine Inhabitants: Angels


Teraste - The Realm of Mortals

Teraste, the home of the mortal races, is a spherical planet dominated by it's four continents and numerous oceans - lit by Yuyevris' sun and under Idourn's sky. Teraste has seen worth to all many of wars and conflicts, loves and sacrifices, inventions and creations, heroism and villainy throughout the history of its many peoples and holds a special fascination for a lot of gods. Up until a few centuries ago, most of it's cultures were dominated by a large draconic empire. However, with the madness and imprisonment of their god Thyxlaog, the dragons began to decline. The final blow to the dragon empire came when the now legendary smith Eilsta perfected the technique of forging wootz steel, allowing the mortal races to craft weapons strong enough to pierce dragon-scale.


Non-divine Inhabitants: Dragons, Dwarves, Elves, Humans, Ilithens, Lizardfolk, Merfolk, Orcs


Wybirne - The Realm of Seasons


Wybirne is a flat disc of a plane, rising slightly towards the centre. The plane is divided into four equal sections radiating outwards from the central point, each dedicated to one of the four seasons. The region of Winter is a land of long nights and short days, lit only by the smaller of Wybirne's two suns. Geographically it is flanked by mountains covered in pine forests, giving way to tundra and at its heart the great frozen sea. Clockwise from winter is the land of spring, a land of heavy showers and bright sunlight, flower-filled meadows and young forests. Summer is hot land, lit fully by both suns, characterised by it's huge expenses of plains and steppe grasslands, much of which has been given over the the farms of it's inhabitants. Finally are the lands of autumn, a country of wind-blown hills, downs and orchards.
Throughout these lands drifts Mount Halcyon, a heavily forested crag that slowly meanders its way from season-to-season. At the centre of Wybirne, where all seasons mingle, stands the city of Subriz, home of Myrisol and his family as well as some of the most diverse markets to be found anywhere in the planes.


Non-divine Inhabitants: tbd

mystic1110
2014-02-13, 06:54 PM
I'll start us off

Name: Noram, the Night Prince of Revelry
Appearance: Noram appears as a Satyr draped in grape vines. The feature that distinguished him as a god are that his iris' resemble the night sky. You can see constellation and falling stars in his eyes.
Domains: Noram's domain is Drinking.
Personality: As the God of nightly parties and gatherings, many would think that Noram is as lascivious as his followers. Most people assume that he is off attending an orgy at any time of day. Yet he is not. Noram is uncomfortably introspective - he is not a god that encourages drinking or dancing, but instead creates it - he does not want to be defined by his domain. Those who wish to talk to him, can often find him in the middle of a large and loud gathering, quietly reading a book and keeping to himself. Most revelers don't even notice him as they toast his name and spill wine on his notes.
Relationship with mortals: As above, parties form around him - but he does not participate in them. Mortals worship him and toast him, but they don't interact with him and he doesn't with to, nor does he want to correct them. He simply wants to be left alone, his domain neither a curse or a gift but merely just a part of who he is. Mortals on the other hand picture him as ladies man and a party animal.
Parents: Norams Parents are Isoldril and Myfe
Sanctum: Noram is a wanderer and has no set sanctum, he merely walks around the planes and parties form when he settles down to read a book.

FallenGeek
2014-02-13, 06:58 PM
Lybretta
Title: Goddess of Orphans (and Other Parentless Children)
Appearance: Lybretta is always portrayed as an adolescent female with short hair, even though she lived as a mortal well into her sixties, she always maintained a youthful appearance. She has dark hair and light eyes and is dressed as a beggar.
Domain: Her sole domain is Orphans.
Personality: Lybretta is concerned about the well-beings of children without parents offering solace to those orphans who perish, guiding them to their planar destination. She encourages protection and survival through any means necessary.
Relationships with Mortals: Lybretta has very few worshippers, having just ascended to divine status within the last generation. As a mortal, she advised all people to accept orphans and other parentless children as full members of society and to give alms. To orphans she advised them to survive - she understands that some will resort to stealing or murder and that it is only what society has forced them to do.
Parents: Her father is Skorghus, (two domains), and her mother was a mortal warrior who died during childbirth. She disdains her father and is plotting to eliminate him and take his place and sponsor both his principality and hers.
Sanctum: Lybretta resides in the Astral plane so she can easily provide hospitality and guidance to orphans on their way to their final planar destination.

Omeganaut
2014-02-13, 10:47 PM
Name: Seredan, the goddess of songs
Appearance: She is always portrayed as a woman of indeterminate age and humanoid species, and carries an instrument, which varies from drawing to drawing. Her hair is blonde, and she wears a white dress.
Domain: Her domain is songs
Personality: Seredan spends much of her time, like her sisters, searching the mortal worlds for great music. When she hears such a piece, she focuses on it, giving rewards to the composer and those who perform it. Spurn her, and you shall never be able to enjoy songs again. She gets bored easily, and will leave without warning for a new venue.
Relationships with mortals: She has few true adherents, mostly among the bards, but her faithful tend to have met her personally, and thus are rather fervent in their belief.
Parents: Smalin and Myrisol
Sanctum She lives on her Father's plane along with her sisters, each competing to have the most relevant type of art. It is from there she scrys the mortal world for music

Mx.Silver
2014-02-13, 11:05 PM
Name: Ellisprex, The Faceless Child; The Masked Vandal
Appearance: Ellisprex is usually portrayed as a rather slight woman (sometimes a young man) dressed in rags and wearing a grinning mask. Whether this is actually the god's form however is impossible to tell, as Ellisprex is capable of adopting almost any mortal form (male or female) as desired and seldom remains in any one for very long. The only real identifying features the god has are a soft, musical laugh - and the general increase in unfortunate events Ellisprex's presence usually brings.
Domains: Misfortune
Personality: Ellisprex is a mischievous individual with a mordant sense of humour, who finds great amusement in seeing plans fail - especially if said failure is brought about by a disproportionately minor event. Although not particularly, Ellisprex has a cynical, bordering on nihilistic, view of life and holds most other of the deities in low regard (with two significant exceptions).
Relationship with mortals: Unsurprisingly, Ellisprex is not particularly popular amongst mortals and has no real temples (save for the shrine in the Hall of Divinites in Tressfall). Despite this, prayers and offerings to Ellisprex are fairly common, either in the hopes of keeping her away or asking him to afflict one's enemies - although both of these have been known to backfire. The closest people to actual worshippers the gods has are usually found amongst those with nothing much to lose, chiefly vagabonds - who generally take any edible offerings people may have left for Ellisprex outside their doors or windows (a practice the god actually encourages when travelling amongst them).
Ellisprex on the other hand enjoys the company of mortals, who serve as both audience and targets for most of the god's acts.
Parents: Ellisprex is the illegitimate child of Lerreline and Malladar. According to legend, Lerreline removed Ellisprex's face and other distinguishing features to try and hide the child's identity.
Sanctum: Ellisprex has no sanctum, and instead wanders the mortal realms, usually in the company of unsuspecting travellers.

mystic1110
2014-02-14, 09:26 AM
Name: Celeberse, Patron of Lawyers and Accountants
Appearance: Celeberse appears as a female elf dressed in a shale dress. Always holding a book, she walks around with a straight back and her nose turned upwards. She makes you aware of her divinity however, by the constant sense of superiority she exudes. Around her men feel inadequate and women feel worthless.
Domains: Celeberse's domain is Inheritance
Personality: Celeberse is the half sister of both Lybretta and Ellisprex, although she doesn't know either of them personally. Unlike her half siblings, she was not born from a tryst with a mortal, or an illegemate love between two gods. No she was born through an arranged and properly sanctioned birth between Skorghus and Malladar. As such Celeberse has a distinct sense of ownership and knowledge of her path in life - and that path is her parents' death and what must be due to her. As such she is a very calculating and maniacal. While not a powerful god, she is among one of the most conniving and many other gods far above her request her services in coming up with plans. As such, among the God she is a known information trader.
Relationship with mortals: Celeberse is the Goddess of Lawyers and Accountants. The Law School of the elvish capital Elimlium is dedicated in her honor. In fact most lawyers are elves due to the fact that Celeberse is considered an elvish god in particular. Elvish society at large doesn't worship her however, only paying heed when one of their number is about to die - prayers to Celeberse are invoked when matters of estates and trusts are being discussed. In turn Celeberse provides inspiration to Lawyers and Accountants, helping them with particularly complex contract clauses - she takes her duties as their god very seriously. However, interacting with mortals is simply an occupation for her and her true actions revolve around secretly arranging for her parents demise.
Parents: Celeberse Parents are Skorghus and Malladar
Sanctum: Celeberse's sanctum is a library floating endlessly though the astral plane. The Library itself holds every legal text ever written. Laws concerning men and gods exist within, as well as every written contract.

Balyano
2014-02-14, 12:01 PM
Name: Caseus, The lord who improves with age, Fun Gus, (half-brother of Noram)
Appearance: Caseus is a fat man dressed in filthy tattered clothing. An awful reek emanates from his person and mushrooms grow from beneath his folds.
Domains: Fermentation
Personality: Caseus is a friendly god, those lucky few to meet him in person are met with warm words and manly bear hugs. After being embraced by the god the individual is forever blessed with his lingering aroma. Caseus sees proper fermentation of foods as the highest art and one that always has room for improvement. Mortals that share his passion and diligence will often find new and exciting fungi in their batches.
Relationship with mortals: Caseus is a patron of brewers and cheese makers. He is credited with teaching mortals the arts of fermentation, thus allowing civilized folk access to clean drink and food that does not readily spoil. It is said that he taught mortals how to ferment soybeans, milk, grain, and fruit. He is credited with the creation of vinegar, pickling, and preserves. It is even taught among his devotees that cheese that has gone bad can be made clean to eat again by feeding it to maggots (casu marzu). He teaches the proper identification and use of mushrooms, for consumption, medicinal and poisonous effects.
Parents: Isoldril and Mycosa, mystress of toxic plants (two domains)
Sanctum: Sellador, The dank kingdom. The subterranean realm of Sellador is comfortably cool network of caverns. Hundreds of passages connect to thousands of shelf filled chambers. Each shelf is filled with countless experiments of the lord of fermentation. Every sort of beer, wine, cheese, pickle, ect imaginable can be found her, as can a few yet to be imagined by mortal minds. It is here that the god happily toils to no end, always creating, always waiting, always happy, always ready to share his creations with the world.

Mx.Silver
2014-02-14, 01:18 PM
I think I'll take this up a level for a bit, if no one minds.

Name: Skorghus, The Crane Lord; The Feathered Seer.

Appearance: Skorghus appears as a tall, thin, pale-skinned humanoid, with the eyes of an eagle. His short grey-black 'hair' is in fact a layer of downy feathers, and two large feathered wings of the same colour grow from his shoulders. When travelling he tends to adopt the form of a bird, most notable a that of a giant black crane.

Domains: Avians and Foresight

Personality: Skorghus is haughty, proud, fickle and something of a womaniser. While he is capable of being quite charming when he puts his mind to it - as well as being a good source of gossip - he seldom retains interest in any individual person for long, aside from his birds of whom he is very protective. Formally wedded to Malladar, their relationship ended quite abruptly following Ellisprex's birth, although he seems to have resented Malladar's attempt to deceive him over the child far more than he did her infidelity.
Skorghus sees much of what goes in the plains, and he is usually among the first to notice events. He is also very talented at spotting things before they happen, which makes him very hard to deceive and is a great irritation to his daughters, Celebrese and Lybretta.

Relationship with mortals: Skorghus is primarily worshipped by those whose lives revolve around birds - such as the Sky Tribes of the Day's Edge mountains, or the Roc Knights of Nemida. Many hunters will also offer up a prayer to him, should they kill many birds. His knowledge and sight also make him a popular deity amongst augurs and soothsayers. His romantic exploits are also a common subject of tales, although these are generally not the most pious sort of stories.
With the exception of the Temple of Guiding Wings in Nemida, he has few major temples, although smaller shrines to him are not uncommon in rural regions. Skorghus is also a very significant deity to harpies, who refer to him as The Grand Uncle.

Parents: Idourn and Vereshalia.

Sanctum: The Watchful Spire, three towering pillars that float near the boundaries of the astral plane, surrounded by clouds of passing birds. The bulk of their interior is taken-up of elaborate aviaries, with the upper rooms serving as observatories from where Skorghus views the other plains, searching for sights of interest (or a particularly eye-catching maiden).





BTW, I'm rather liking how this is going so far - has a nice messy, organic feel to it, rather like the real-world classical pantheons).

mystic1110
2014-02-14, 01:49 PM
BTW, I'm rather liking how this is going so far - has a nice messy, organic feel to it, rather like the real-world classical pantheons).

Glad you like it, I'm enjoying this immensely as well. I'm keeping a chart going in the OP whenever I tune in - but I'm excited for someone to take up the challenge of making a relationship tree when he hit page 4 :smalleek::smallcool:.

---

Name: Valhanthris, Siren of either Surface.
Appearance: Valhanthris appears as a beautiful women half submerged in the ocean. Her other half is a beautiful mermaid half emerged into the sky. Either side of her lures men and merman alike into her arms, which she uses to drown or either wise kill them.
Domains: Her domain is Loneliness
Personality: Valhanthris is a misshapen goddess abandoned by her father and forced to live in between two worlds. She is angry, depressed, and hides it in a shell of callousness and sociopathy.
Relationship with mortals: Valhanthris is the Patron God of Sirens. Actually most mortal races don't believe in Sirens and just assume that each sighting of a Siren is Valhanthris herself. The same goes for the aquatic races like the merfolk - Valhanthris lures them up to the surface where she uses her power to take away their gills and fins and watches them drown since they can't swim with feet. Mortals of both sides of the surface, talk of Valhanthris as a myth and a fable, and don't actually pray to her. They use her name as a curse - especially among sailors ("Go **** Valhanthris"). Valhanthris herself is a sad creature. Born with two upper bodies, her father Lerreline shunned her and cast her from his realm in the Astral Plane. Valhanthris, forsaken and doomed to live half way between sea and sky for all eternity takes out her frustration on mortal men who are foolish enough to listen to her songs. Outside the Sirens, she has no care for mortal life. However in her loneliness she still did manage to form a relationship with Seredan, who taught her how to sing the songs she now uses to bewitch men.
Parents: Lerreline and Thasara
Sanctum: Valhanthris has no Sanctum, she just travels where the currents of the material realm take her, as she cannot live in the ocean nor outside it and must exist in between at all times.

Balyano
2014-02-14, 02:26 PM
Name: Vronto the Storm Stallion

Appearance: Vronto is living mass of writhing air currents. These swirling winds, and anything caught up in them, form into the shape of an enormous equine. Vronto himself is invisible but his form can be viewed by dust and debris swept up in his body.

Domains: Tornados and Horses

Personality: Vronto is a god that acts now and thinks never. Forthought is for those without the strength or will to achieve what they want. He acts on his whims and instantly adapts to any situation. He acts without regard for consequences and never regrets his actions, even his failures, after all, if he wasn't strong enough to win he didn't deserve it to begin with. He is an aggressive god who always seeks to compete and one up all others in any sort of physical exertion. He feels that everything is a competition, and he refuses to be outdone. If you can lift a large rock he will lift a boulder, if you seduce a barmaid he will bed ten of them, if you can drink a keg he will leave the town without a drop of alcohol. He never shies from a fight, and if it seems a peaceful solution is approaching he will make sure a fight starts before it can be implemented.

The Storm Stallion is cursed by mortals when his rampages collapse houses, destroy crops, and uproot trees. But when courage and strength are needed his name is often on their lips, for he also lends his ferocious strength to those who share his drive. Whether it is for physical competition or a fight to the death, Vronto will gladly fill a young heart with his unyielding fury and drive those he favors to exceed what they believed were their limits. He is likewise invoked by many horse trainers who believe that to break the animal is a contest of will and dominance.

Parents: Vronto is the son of Idourn and the Divine Ogress Vakparellna. As such he is half brother of Skorghus, the two despise each other and Vronto wont let the wounds between the two heal, at least once a year he dedicates time to harassing his brother.

Sanctum: Where ever the wind blows he is there. The Storm Stallion holds no permanent home, for a free spirit can not be contained and confined to one place. He instead prefers to range about the open skies of the world, though it has been noticed that he favors open plains.

FallenGeek
2014-02-14, 05:44 PM
Name: Isoldril, the Prince of Gourds, Host of the Harvest, the King of the Kitchen.

Appearance: Isoldril's long hair has patterns of leaves in color of autumn - red, yellow, orange. He is a tall, muscular man with a full beard strewn with chestnuts, hops, and elderberries. He is most often depicted wearing a worker's apron stuffed with fruits and tubers and covered in sauces.

Domains: The Harvest & Hospitality

Personality: Isoldril works hard and plays hard. Isoldril works the entire morning in his fields and the afternoon in his kitchen. But his nightly feasts are known throughout all the realms - not only is the meal exquisitely prepared but all of the children of Myrisol present their daily creations in turn at this party. Isoldril is an excellent host always making sure all of his guests have enough to eat and are engaged in lively conversation.


Relationship with mortals: Isoldril is favored by farmers and innkeepers, but travelers of all stripes offer prayers before approaching strangers for hospitality. He has no temples but has shrines across the lands. His most important teaching is to always share good fortune with the weary.
He empowers his blessed clergy to wander the land and assist in harvest and to speed those harvest to famine-and-drought-ridden lands. Most common mortals adore Isoldril, however, fey and many tribes of Elves (especially those living in the Untamed Woods of Gwarniva) oppose Isoldril and his call to agriculture, even though there are arguments if Isoldril is truly the god that taught mortals agriculture and the sowing of seeds. His second most important teaching (though some of his followers believe this is the most important) is to collect the harvest as soon as able and to work readily to complete the task.
Isoldril's third most important teaching is to always save some of the harvest to last through winter.

Relationships with other Gods: Isoldril is well-liked by his fellow deities as all are well treated at his table. His favorite and first child is Caseus for prolonging the bounty of the harvest throughout the harsh winter. He has never married but has extended his hospitality from his table to his bed for many a god or goddess.

Parents: His mother - Zokaheesi and father - Jagyn

Sanctum: Isoldril lives in the eternal autumn area of Wybirne tending to his ever-ripe harvest and preparing Henaxia, the nightly feast of the Gods and the meal that all deceased mortals partake of before they depart to their spiritual resting place.

Jendekit
2014-02-15, 01:44 AM
Zokaheesi, Judge of the Dead

Appearance: Zokaheesi takes the form of a ten necked, nine-headed albino dragon covered in menacing spikes with solid, jet black eyes. Each head looks different to all that look upon her and the only thing that is ever agreed upon is the fact that one neck was severed at half the length of the remaining nine.

Domains: Death, Justice, and Duty

Personality: Zokaheesi is cold, apathetic, and utterly devoted to her duty. She cares not what pleas or requests are made of her, and so repeated attempts to sway her opinion or just one attempt to escape death result in her devouring the soul in question. With every soul that she devours, a single scale is restored to her severed neck and eventually she will have enough to restore her lost head.

Relationship with Mortals: Zokaheesi only ever interacts with mortals once they arrive in her realm. She chooses where the final resting place for each mortal soul after their death. What the criteria for the destination of the souls of the dead are, only she knows. She examines nine souls at a time, before the shades in her service take them to their final destination.

Relationships with Other Gods: With three exceptions (her father Jagyn, her son Isoldril, and her "mother" Thyxlaog) Zokaheesi does not interact with the other gods. Her duties keep her busy for eternity, and taking one head away from judging the dead for more than just two minutes results in a backlog that she finds unacceptable.

Parents: Thyxlaog ("mother", in the sense that Loki was Hel, Fenris, and Jormungandr's mother) and Jagyn (father)

Sanctum: The Dragon's Keep, at the center of the Blackglass Desert in the plane of Subere. Conquered by Zokaheesi before recorded time, this fortress is larger than anything mortals have ever dreamed of creating however Zokaheesi never leaves the main hall where she judges the souls of the dead.
___________________________________

Yes I made Jagyn Zokaheesi's father as well as Isoldrill's. The OP said not to worry about incestuous family trees.

Balyano
2014-02-15, 08:58 AM
Name: Jagyn the Sculptor, The Seven Handed One

Appearance: Jagyn takes the form of a seven armed, three eyed giant, with gaunt ancient features and tightly bound robes. He is never without his tools, hammers, chisels, scrapers, brushes, paints, ect.

Domains: Sculpting, Souls, Life, Conception

Personality: Jagyn is a haughty deity that most others avoid. He is always critical of others work and quick to point out the shortcomings of everyone and everything. Nothing in this world is perfect, he should know he's been chasing perfection for eons. He is an obsessive artist and luckily for most other gods usually too wrapped up in his work to bother them.

Relationship with Mortals: Jagyn is revered by sculptors, painters, carvers, and engravers. He teaches that no work is ever perfect, there is always a flaw, and always a a way to improve. But he also teaches not to focus on redoing completed works, that instead you must strive to create new visions, rather than trying to perfect the old.

Jagyn sculpts each and every mortal soul that comes into existence. He pours himself into every creation, and each time finds himself disappointed with the result. Once a soul is completed he looses all interest and goes on to a new creation, one he is sure will be superior to the last. As such he rarely takes an interest in the affairs of mortals.

Those prayers he does answer are appeals for him to create bless a mortal with a child. If the mortal prayer sparks his interest, if their description inspires his creative urges, then he will answer the prayer. It is said that a few of the greatest mortal heroes were in fact created because of the combined prayers of the masses calling out for a chosen one to save them.

As a seeker of perfection Jagyn is a lover of philosophy, and as such he often sends his blessings to those mortals that share his love of truth. He never sends whole ideas, for he himself has not yet found truth and hopes that by simply inspiring philosophers rather than telling them what he knows they will find paths to truth that he himself has missed.

Jagyn is one of a small group of gods needed to turn a mortal into a god. When a mortal is deemed worthy of godhood by his peers it revives his interest in the soul. As he works with the others to change the mortal into a god he examines his work to determined what about it made it so exceptional.

Parents: Dokrastes and Tomenetras

Sanctum: Jagyns workshop is an enormous structure within a hollowed mountain. The workshop itself is nestled within the glowing coils of a massive primordial serpent that has rested there undisturbed since the dawn of life. It is from this serpents shed skins that Jagyn's servants acquire the raw materials for his art.

mystic1110
2014-02-15, 11:16 AM
love how the higher divinities feel much more Epic in both proportion and purpose!

----
Name: Laeyrd, Keeper of the Religions
Domain: Heraldry
Appearance: Laeyrd appears as a slim human scribe, face concealed with a gray veil. No part of his skin is showing actually - his hands are covered by gray gloves, and he otherwise wears a white robe.
Personality: Laeyrd contrary to his appearance and role in Religious affairs is a trickster God. He delights in hiding visual puns and insults in the various Gods Symbols he creates. He hides this trickster side form the other gods, because he likes to be taken seriously and respected.
Relationship with Mortals: Laeyrd is the Patron God of Tressfall, where the Hall of Divinities is located. The massive temple has a symbol of every existing god, a list which Laeyrd meticulously maintains. New born gods travel to meet with Laeyrd, in order for him to pick out their colors and symbols - and gods who have already picked their symbol and colors meet with Laeyrd in order to update their colors as well as their rituals.. The gods who don't care for mortal opinion are given a symbol by Laeyrd as well as a whole set of rituals (which contain inside jokes for the benefit of Laeyrd.) Because he lists the proper ritual for each god in the Hall of Divinities, Laeyrd has become a central figure in Mortal religions. He is not a particularly important god (except to aristocracy who have learned the High Art of Heraldry from him) but by listing each god and their colors, he has created the idea of godly tiers and the idea of organized religion. By listing out the correct rituals - churches follow his word. In effect he is the living bible of each major religion. Laeyrd himself though stays in Tressfall, actively maintaining a known presence on the mortal realm. His personal followers are a group of monks who research and maintain the list of Godly genealogy.
Parents: His Parents are Saliol and Recisoldex
Sanctum: Laeyrd has never been known to leave his self imposed hermitage in the Hall of Fivinities in Tressfall

Jendekit
2014-02-16, 03:22 PM
Galnarian, Knight of the Frost

Appearance: A giant among even the gods, Galnarian is only ever seen garbed for battle, wielding a sword of ice as long as he is tall in one hand and protected by armor as black as his soul. None have ever seen him out of his armor, and the only part of him that is seen within its confines are his seven glowing, poison green eyes.

Domains: Battle and Freezing Cold

Personality: Galnarian loves to fight. He cares naught for sides or causes, only to shed blood and the thrill of feeling Zalnakx, his ever thirsty sword, rend through flesh and bone.

Relationship with Mortals and Gods: Galnarian considers himself to be a simple individual. He judges mortals and by their skill in combat and those that excel in it, relative to their mortal status, have his respect. Mortals that fight by trick or spell in his sight he deems unworthy of dying in battle and he kills them by subjecting them to inhospitable cold. Gods that do so he simply refuses to be near unless they are involved in a battle.

Parents: Father Idourn and Mother Dokrastes

Sanctum: Galnarian lives in the eternal winter portion of Wybirne on the rare occasion he isn't off fighting somewhere. He has no permanent structure that he calls home, he simply picks a mountain to use as a seat back and takes a moment to relax, unbothered by blizzards and cold that would kill any other.

Balyano
2014-02-16, 03:55 PM
Idourn the Sky Lord

Appearance: Idourns form is that a sky itself. An enormous blue mass dotted with ever changing clouds on one side gives way to an equally large black mass studded with jewels. This black side bears an enormous gash in the form of the milky way. Since his body remains in the heavens he most often interacts with the world through his mind. The physical form his mind takes can vary widely and the same form is rarely used twice.

Domains: Sky, Time Keeping, Rain

Personality: Idourn is a meticulous being. He always plans every event far in advance, and has no patience for anything that upsets those plans. As his body is enormous he rarely moves it, instead he favors letting his mind wander as a being in its own right.

Relationships: Idourn uses his clout to force the other gods to set things in there proper place and times.

In the past the four seasons fought endlessly for dominance, it was he that negotiated the current division of the year. For this he is credited with the creation of the calendar year and revered by time keepers.

When the sun chose to stay aloft all day and never sleep, Idourn explained revealed the scorched misery that was wrought by this short sightedness, convincing the sun that we can't always be the center of attention.

Idourn fixed the stars into his body and set the celestial spheres in motion to act as messages to mortals of what the future will hold. He taught the art of astrology to mortals so that they might know the plans of the fates.

Long ago his son Galnarian grew jealous of the attention his mother lavished on him. Galnarian sought to slay his father and take his place. Though he ultimately failed he did leave Idourn with a severe wound that has yet to heal. This wound can be seen to this day in the form of the milky way on Idourns night side.

While his role as an organizer and record keeper are important, it is his role as a rain god that earns him most of his mortal following. While he is not the only rain god, he has fathered numerous deities that can claim that title, he is the one most associated with sending rains to drought stricken farmers.

Parents: Idourns sole parent is Dokrastes

Sanctum: Idourn is the sky itself, but his mind sometimes wanders and has made a palaces for itself on the moon, the sun, amongst the stars, and the planetary spheres of heaven.

Agrippa
2014-02-16, 05:16 PM
Exactly how do domains work? Are all domains worth just one slot or do broader domains "cost" more? Or are they just limited to higher ranking gods?

FallenGeek
2014-02-16, 07:12 PM
Name: Ilymar, King-Father of the Ithiliens

Appearance: Ilymar looks just like his creations - the Ithiliens. While Ilymar has Ice Blue Skin with black hair, the Ithiliens have skin ranging from Pure White to Midnight Blue (White to Dark Blue range only) with white, black, or dark blue hair. Ilymar is as tall as an Ithilien gets - 5'4" - and is solid muscle under his layer of blubber. He treats Nurzk, his spear made from the bones of the first White Dragon, as his royal scepter and always wears his crown made of dragon teeth and ice upon his head.

Domain: The Ithiliens

Personality: Ilymar is a proud warrior, though more of a studied student of war than his raging father. He is quiet, but everyone listens when he talks. He is introspective always thinking before acting.


Relationship with mortals: Ilymar created the race of Ithiliens out of snow, blood, and dragon-bone and is their King of Kings - collecting tributes and instilling both camaraderie and rivalry among the clans. He instructed his peoples in the ways of survival in the intense cold of the Everfrost, the art of strategy, and how to treat injuries, though not disease. While most outsiders think of Ilymar and his peoples as a war-like race, he demands the Ithiliens to treat conquered people fairly. After all, only with the conquered artisan's creations can the Ithiliens keep the demons from escaping the Frozen Gate.


Relationships with other Gods: Ilymar is still a stalwart and loyal son to Galnarion, always quick to throw his spear towards his father's cause in any godly spats. This is viewed as odd by the other Gods as Ilymar is not a dark god - merely profoundly pragmatic in his people's war at the Frozen Gate. The other gods are watching to see what Ilymar would do if Galnarion ever sided with the demons.
Killing the first white dragon to create the Ithiliens has earned him the ire of the Dragon God though.

Parents: His mother -Krythe and father - Galnarion

Sanctum: Ilymar left his father's domain of Wybirne when he created his people. Now, Ilymar lives in the Great Ice Castle of Niskusinsk, in the Ithil territory in the south of the known world. Ilymar has set himself as eternal God-Emperor of the Ithilien Clans.

***********

I have an idea - would it be possible for a two-fer (two gods fulfilling the task of one - a team of twins?)

Jendekit
2014-02-16, 07:43 PM
Karvak, King Under the Mountain:amused:

Appearance: Karvak strongly resembles a human sized version of his chosen people-the dwarves. But where the dwarves are flesh, blood, bone, and hair Karvak is stone, molten gold, adamantine, and strings of copper.

Domain: Dwarves, Forging, and Mountains

Parents: Karvak is the son of Jagyn the Sculptor and an unknown mother. It is rumored that even Jagyn and Karvak do not know.

Personality: Karvak is a boisterous, rowdy soul with a love of crafting that parallels his father's. Karvak's skills however lie in working metal and gems from the earth rather than in mortal souls. He also lacks the level of perfectionism that his father possess but still holds higher standards of his craftsmanship than any mortal.

Relationships: Karvak is distant from the other gods, always either in his forge or his drinking hall. He pays little mind to gods when they come visiting, unless they have come to him commissioning an artifact that they wish made. He trades his services in exchange for favors and always includes some kind of flaw or trick to bypassing whatever he creates. To this day he has only ever called in one favor to aid in the creating of the dwarves. With mortals he is worshiped by all that work a forge, but most especially by the dwarves. Offerings are made to him by carving his holy symbol into a newly finished item and left in the cooling forge overnight.

Sanctum: Deep within the bowels of the mountain Jagylvan, home to the mightiest of all dwarven kingdoms.

mystic1110
2014-02-16, 08:03 PM
Exactly how do domains work? Are all domains worth just one slot or do broader domains "cost" more? Or are they just limited to higher ranking gods?

Nah - this is a really free form game. There are no points and the rules are basically non-existent.



I have an idea - would it be possible for a two-fer (two gods fulfilling the task of one - a team of twins?)

Go for it!

(Seriously the family tree even now will be confusing, i shudder to think of how it will look after a couple pages, and will also be impressed if anyone makes one :smalltongue:)

-----

Name: Zalnakx, Sword Mother
Appearance: Zalnakx is a gigantic sentient sword held by the Ice Giant Galnarian - roughly the size of a mountain. In actuality Zalnakx can appear as any weapon in any size, in any fashion, but only for her master. Seeing how Galnarian is her current wielder it is doubtful that she will ever change - for who could best the Giant god of Battle? However occasionally Galnarian does lend the mighty Zalnakx to a mortal warrior that he deems worthy, and as such Zalnakx takes on the appearance of a regular blade
Personality: Zalnakx loves blood. She loves tearing off flesh and slicing bone. She is perhaps even more blood thirsty than her father. Whenever she is wielded by a person she would whisper and encourage to person to battle and war. She will never be sheathed. The few times a mortal carried her, she elevated that mortal to legend (and madness as she over takes their personality and moves them from battle to battle)
Relationship with Mortals: Mortals only speak of Zalnakx as a sword of legend, the equivalent of Excalibur in our reality, the sword of the gods and of heroes, many foolish mortals hoping to become legend travel to the cold north where Galnarian resides to challenge him for the sword. Most of them die. The only mortals who pray to her was weapon smiths who see her as the first and best weapon. They invoke her name whenever they try to forge a blade.
Domains: Weapon
Parents: Zalnanakx was forged when Galnarian asked the divine smith and his father to craft the worlds first weapon. Karvak and Jagyn worked for 3 full days forging the great blade.
Sanctum: Zalnakx is merely a weapon in another god's hands, she has no sanctum.

Mx.Silver
2014-02-16, 09:18 PM
@Balyano: You seem to have given Idourn too many domains. As per rule 2, he should have 1 domain more than his offspring, and since all of them have 2 domains means that he should 3 rather than 5.
While it might be possible for him to have more, should his offspring's respective mothers each have 3, the existence of Galnarian makes Idourn this impossible (since Dokrastes, Galnarian's other parent, can't have less than 5 domains due to her also being Jegyn's parent).



Glad you like it, I'm enjoying this immensely as well. I'm keeping a chart going in the OP whenever I tune in - but I'm excited for someone to take up the challenge of making a relationship tree when he hit page 4 :smalleek::smallcool:.


Yeah, even ignoring the current Idourn mix-up, we've already got a fair amount of tangling, what with Isoldril's father and maternal grandfather being the same person. Things are probably only going to get more difficult once we start hitting weirder methods of heritage.

Balyano
2014-02-17, 03:53 AM
@Balyano: You seem to have given Idourn too many domains. As per rule 2, he should have 1 domain more than his offspring, and since all of them have 2 domains means that he should 3 rather than 5.
While it might be possible for him to have more, should his offspring's respective mothers each have 3, the existence of Galnarian makes Idourn this impossible (since Dokrastes, Galnarian's other parent, can't have less than 5 domains due to her also being Jegyn's parent).

Fixed - Rolled Fate and Planning into Time Keeping

Also since Karvak is the smith shouldn't he be listed as one of Zalnakx parents. I would think having Galnarian, Jagyn, and Karvak all three as her ''fathers'' would be a good way to go. Even more tangled and no mother.

mystic1110
2014-02-17, 10:18 AM
Yeah, even ignoring the current Idourn mix-up, we've already got a fair amount of tangling, what with Isoldril's father and maternal grandfather being the same person. Things are probably only going to get more difficult once we start hitting weirder methods of heritage.

Isn't it awesome :smallbiggrin:. Also what happened to your post about Myfe? Quite liked it !


Fixed - Rolled Fate and Planning into Time Keeping

Also since Karvak is the smith shouldn't he be listed as one of Zalnakx parents. I would think having Galnarian, Jagyn, and Karvak all three as her ''fathers'' would be a good way to go. Even more tangled and no mother.

Will do cause that sounds hilarious.

FallenGeek
2014-02-17, 12:48 PM
Name: Latha & Luthu

Appearance: Latha & Luthu are identical twins of indeterminate humanoid species with red hair so fair it almost blonde. Latha always wear a silver dress and Luthu is always adorned in gold. They are portrayed as young women on the cusp of adulthood (except when their sisters are portrayed a the same age - Latha and Luthu are always visibly younger than their sisters).

Domain: Collaboration

Personality: Latha & Luthu are the youngest daughters of Smalin and Myrisol and all the possible arts had already been created and mastered by their elder sisters. So the young godlings sampled all of the arts and learned that by working together they were able to create better work than they could individually. They even merged artforms, allowing them to compete occasionally with their sisters. They help their siblings to reach new heights of mastery in their chosen arts and simply enjoy helping.

Relationship with Mortals: Latha & Luthu are lightly worshipped by mortals and have only the shrine at the Hall of Divinities in the entire realm. However, mortals offer prayers and burn incense at the beginning of the formations of teams and partnerships.

Parents: Smalin and Myrisol

Sanctum: They live on their father's, Myrisol, plane - the city at the center of Wybirne, collaborating with their sisters to make the nightly competitions at Henaxia better.

Balyano
2014-02-17, 02:46 PM
Naru

Appearance: Naru appears as a statuesque woman of about 30 clad in whatever armor is most common in the homeland of the viewer. No matter its form her armor always bares her personal symbol, the bear, usually displayed on a surcoat. Likewise her shield and each of her numerous weapons incorporates ursine designs of some sort. While she often carries a sword and spear with her, she usually favors her hammers, maces, and especially her halberd for combat.

Domain: Bodyguards (physical protection)

Personality: Naru is a stern and disciplined soldier. Ever watchful, ever on guard, she is always ready for trouble. She is as honorable as she is serious, not only has she never been witnessed to break her word, she hasn't even bent the rules, she follows spirit of the agreement, not just the words. She normally fights with utmost self-control, but when the foe is too great to defeat with skill alone she goes feral. Her form grows and her strength increases with her rage, she then attacks all in her path, heedless of any danger.

Relationships: Naru has a strained relationship with her father Galnarian, she respects his courage and forthrightness, but finds his will to fight without purpose repugnant. She is a stalwart ally to her brother Ilymar, though the sometimes bicker when there father is involved. Due to her constant need of new weapons and armor she has become a close friend of Karvak, and one of the few gods to visit him on a regular basis. If she can be said to have a true enemy it is Elisprex. On numerous occasions they have clashed, and on numerous occasions Naru has attempted to take her head, each time failing due to the tricksters cunning.

Mortals worship the Bear Goddess as a patron of bodyguards, retainers, knights, and any other honorable protector. While she normally teaches a restrained fighting style of never loosing control she also is the one credited with sending mortals berserk strength and courage when there is no other source of victory.

Parents: Galnarian and Vakparellna

Sanctum: The training hall of Tokrest is a extensive fortress cut from the living rock of one of the tallest mountains in the world. Due to its thin cold air few mortals are capable of thriving in Tokrest. The inhabitants of the training hall are mostly from an order of monks that spend years adapting to the thin air. Once their training is complete these monks travel the world offering their services as bodyguards nearly free of charge, they need only be paid in food and water. When middle age catches up with them they return to the mountain to train the next generation of warrior monks.

Mx.Silver
2014-02-17, 05:20 PM
Isn't it awesome :smallbiggrin:. Also what happened to your post about Myfe? Quite liked it !

Was a rather awkward mash-up of concepts that would have worked better separately.

Jendekit
2014-02-18, 12:36 AM
Thyxlaog, the Devourer

Appearance: Thyxlaog has no set form, but usually takes the shape of his favored children: the mighty dragons. His favorite form to take blends traits of all breeds of the Great Dragons.

Domains: Dragon-kind (dragons, drakes, wyverns, etc.), Destruction, Death, Fate

Parents: Thyxlaog's mother, Krythe, was discovered to be pregnant with the young god after being touched by the dead god Elith'yern in a dream the night before. How the Primordial Pentreon did so is to this day unknown.

Personality: Once in ages past Thyxlaog was among the gentlest of the gods. Maintaining the weave of fate and caring for his chosen mortal race was his greatest joy and passion. The dragons of this time ruled the mortal world in the largest empire ever to exist. Then something happened, what exactly is unknown, but something caused Thyxlaog to become cruel, destructive, and hungry.

The other gods first noticed the change in Thyxlaog, when he slew and ate his eldest son Lerreline. Being a very powerful god, the rest of the gods rightly feared what the new Thyxlaog would prove capable of doing. While Karvak and Jagyn worked to create a prison that would contain the rampant god, Galnarian and several others sought to keep the dragon god busy. Galnarian bore the brunt of Thyxlaog's wrath, and while the new destruction that the dragon proved capable of was enough to wound Galnarian, it was wild and unfocused. Thyxlaog was not yet used to his new power, while Galanrian was more than used to his own.

After fighting for twenty days and twenty nights, Karvak and Jagyn arrived with the prison. A stone that rendered Thyxlaog asleep as soon as it touched him. Upon the first snore coming from the dragon god, he as cast into the Astral Plane to drift for all eternity.

Relationships: Dragons and cults still worship Thyxlaog, but despite Thyxlaog's continued slumber some part of him seems to still be awake enough to hear their prayers.

Sanctum: Thyxlaog continued to slumber away in the Astral Plane, drifting eternally.

mystic1110
2014-02-18, 10:47 AM
Name: Rilari, the Figment of Perfection.
Appearance: Rilari appears as a humanoid woman dressed in a robe of rainbow (paint from her brush) with curly black hair and eyes that are a different color whenever you look at them. Rilari always appears as slightly older than any of her sisters
Domains: Painting
Parents: Smalin and Myrisol
Personality: The oldest of the daughters of Smalin and Myrisol, Rilari feels pressured by the fact that she has to be the best. She feels burdened by the expectations her parents have of her, and the expectations that her sister have of her. She is basically the aloof older sister who is perfect in every way (viewed from the outside, since her crushing insecurities make her distant). However she loves her sisters and will always try to help them improve their arts - but as her sisters improve she need to improve as well in order to be better than they are. This is not pride - she merely wants to be the best because her family expect her to be the best.

Relationships with Mortals: Like her sisters, no one really builds temples to her - her one shrine at the hall of divinities. Of course painters invoke her name, as well as those who pray to each sister as the embodiment of the arts. Her name as well as all of her sisters are inscribed on the walls of the great opera houses of the Milat empire which values art above all else.
Sanctum: She lives on their father's, Myrisol, plane - the city at the center of Wybirne, collaborating with her sisters to make the nightly competitions at Henaxia better. Unlike her sisters though she has a tower in Wybirne filled with a paint for every color in the world. The tower is her personal retreat for when she needs to be alone.

Jendekit
2014-02-19, 12:30 AM
Going to go on a posting spree!

Vakparellna, Matron of the Old Growth

Appearance: Superficially resembling a centaur filly with the lower body of a faun the size of a bull moose, Vakparellna is the ruler of all forests, and encourages plants to grow as winter thaws and spring blooms. Her skin is the color of grass, her hair are willow branches, and her eyes the shape of almonds can only be described as the color of life.

Domains: Hunting, Forests, Plant Growth

Parents: Dokrastes and Malladar

Personality: Vakparellna is a gentle and motherly soul. Her caring nature and calm demeanor has a way of calming even her battle crazed neighbor Galnarian. This does not mean however that she is a meek individual. On more than one occasion she has brought those that push her too far down low.

Relationships: Almost universally beloved by the other gods, her most surprising relationship is with Galnarian. The two have had several on again, off again flings and more than one has resulted in children. She has also had dalliances with Idourn, resulting in Vronto. The only god that she shuns is her eldest son Lerreline. After his death at the teeth and claws of his father, Lerreline returned to a state of half-life and half-death. Unable to stand the horror that her son had become, she cast him from her presence for all eternity.

With mortals her primary worshipers are farmers, hunters, and those that work in forests. Farmers pray to her alongside Isoldril for bountiful crops; hunters ask for her to guide their aim; and foresters ask for her to watch over them as they work.

Sanctum: Vakparellna lives in the eternal spring region of Wybirne, but she regularly visits Galnarian and makes sojourns to the mortal world.

Jendekit
2014-02-19, 12:41 AM
Iillthiex, the Wanderer

Appearance: Iillthiex only ever appears as a simple traveler, everything about him appears generic, from his facial features to his clothes.

Domains: Travel

Parents: Galnarian and Vakparellna

Personality: Iillthiex doesn't so much have wanderlust so much as he is wanderlust. His entire being is filled with the need to travel. He has claimed that he will settle down once he has seen all that there is to see, but more than a few wonder if there is too much to see for even a god. Seeing however the frequency of those that would prey on travelers and just who his father is, Iillthiex is more than skilled in defending himself on his eternal journeys.

Relationships: Iillthiex tries to keep cordial relations with the other gods. After all while he has no objections to using a cloak as a pillow and a dirt road as a bed he would much rather rest in a guest room. As such he always strives to be the perfect guest whenever he stays in someone else's abode.

Mortals pray to Iillthiex during and when setting out on journeys. At the conclusion of a safe journey an offering of a small cup of wine and a piece of simple bread is made to a shrine dedicated to him. Iillthiex favors small, simple shrines, and feels that large elaborate shrines or temples are pointless due to the fact that he would never stay in one place long enough to appreciate them.

Sanctum: Iillthiex has no sanctum, he is far too busy traveling from one place to another with no real destination in mind.

mystic1110
2014-02-19, 11:13 AM
Name: Thasara, The Golden Trident

Appearance: Thasara appears as a beautiful merfolk queen with sharp teeth and instead of a fish tail she has the the talons of a squid. She is dressed in gold and only wears gold jewelry.

Domains: Oceans and Wealth

Parents: Eithiana and Federatisto

Personality: Thasara is probably one of vainest of the gods - but she is also incredibly shrewd. She knows all about the various trade routes that use the ocean, either above or below the surface. She knows where all the best mines are and she knows how to haggle and trade. She is the mistress of wealth and is as such extremely Greedy. But she understands that gold must be used to be worth anything, so while she loves to accumulate wealth she is not above extravagant spending - commissioning great underwater temples for herself or other such large projects. After all wealth doesn't exist without an economy and an economy doesn't exist without supply and demand.

Relationships: Thasara's relationship with Mortals is a very close one actually. She is intimately involved in mortal affairs since ships pay tribute to her before they set sail (dropping a gold coin off the side into the ocean). Merfolk worship her as one of the main gods in their pantheon - and by and large a number of them met her personally. The Halls of the Ornate Beast are always open to sycophants and merchants, and many go there to ask the Golden Trident for her gold by the way of a commission. Most of the great Merfolk cities are directly funded by her - for example the coral metropolis of Thasilis is named in her honor, and has since become a hub of merfolk trade. Additionally she maintains communications with Karvak the dwarf god. Merfolk have access to the best mines, since the best mines are all underwater, so their is a pretty standardized triangle trade going on. Merfolk mine the metals and trade them to the dwarfes, who make goods and crafts with them, who send them to the elves, who in turn inscribe them with magic and trade them to the merfolk. Humans acknowledge Thasara as one of the gods of wealth, by placing her image alongside others in their banks. In the eyes of other gods, Thasara is a distraction. She throws decent balls, and showers her guests in riches, but unless you want to talk about the futures market and option trading, she is not one for conversation, unless that conversation is how beautiful she is.

Sanctum: In the mortal realms' largest ocean, in it's deepest trench lives a squid ten times as large as any ship - Inside the squid instead of guts or blood are submerged halls filled with finery and merfolk nobels. In the center is a court room in the shape of a seashell - and gold outlines every corner. Theses are the Halls of the Ornate Beast and it is where Thasara resides.

Balyano
2014-02-19, 11:25 AM
Winter

Appearance: Winter is a snow white wolf of indeterminate size with icy blue eyes and a constant snarl.

Domain: Winter

Personality: Winter is a scornful, vindictive god. He loves nothing more than to watch others suffer. Among his favorite pass times is to leave mortals stranded, cut off from any help by fierce winds and deep snows, then watch as they freeze and starve. Fortunately he has made many enemies. Several gods are known to battle and distract him, leading to less severe and often enjoyable periods of cold weather.

Relationships: Winter has few friends and many enemies.

He often battles the other seasons, but each keeps to their time of the year. Long ago the year was not divided between the four. Each fought constantly. It may snow today and swelter tomorrow, in this chaos all mortal life suffered. Nothing could grow. Then Idourn looking down decided to intervene. He convinced the four to divide the year, take their part, and leave the rest to the others. Each had their own reasons for agreeing, in Winters case it was simple, with the new division of the year his victims would have time to recover, grow, and multiply. With each year he would have fresh victims to torment, and the time spent away would make them sensitive to his attacks again.

He is repeatedly opposed in battle by his sister Naru, as she seeks to protect mortals from his sadistic desires, and by his father Galnarian, who enjoys the thrill of their fights. He often fights his brother Ilymar. Ilymar seeks to protect the Ithiliens from his brothers hateful attacks. When the Ithiliens find themselves in a long war against their foes they know they need only endure and wait for their god to provoke the great wolf into an early and harsh season, with their less prepared foes suffering Winters wrath more harshly than they do.

The gods Isodril, Caseus, Latha, Luthu, and Lybretta hold a special hatred for the wolf.
Isodril and Caseus seek always to ensure mortals have the food they need to fend of the starvation Winter seeks to inflict.
Latha & Luthu instruct mortals to work together to ensure their comunities survival through the harsh season.
The young goddess Lybretta has yet to find a way to oppose Winter, but she has every intention of doing so, for the wolf has orphaned countless children over the centuries.

Perhaps Winters only friend is Ellisprex, who shares his taste for the misfortune of others. The two will often collaborate to bring greater mayhem.

The Storm Stallion Vronto is more of a rival than either an enemy or friend. The two do fight, Vronto loves to compare his strength and ferocity to others. But often they compare numbers. Who has killed more this year? Vronto favores short bursts of violent wind, Winter prefers slow drawn out suffering over a large area. Vronto sees it as yet another competition, Winter just loves to see the suffering his ''rival'' causes.

Mortals rarely pray to Winter, not even for mercy, for it is best to never draw his attention. But when a people are invaded prayers to him are heard. People pray for him to come early and bite hard. More than one would be conquerer has met his doom by preparing to fight their mortal foes, but forgetting to prepare to fight Winter. There are a few cults of particularly blood thirsty warriors dedicated to the god. They move from place to place as bands of mercenaries. Most civilized folk despise them, but keep their opinions quite when they are about. Several kings reject them and expel them from their lands, but most simply pay them for their ''talents''.

Parents: Galnarian and Dokrastes

Sanctum: It is said that Winter has a home on the far side of the world, where he retreats to when it is not his time to reign.

Balyano
2014-02-19, 12:16 PM
King Ausreks III

Appearance: Ausreks appears as he did in life, as a tall man with sharp features, dressed in the finest silk robes, embroidered with gold thread, studded with gems of every variety. An ornate crown sits upon his brow, polished so bright it is painful to look upon.

Domain: Money

Personality: King Ausreks III is a proud and meticulous god. He loves nothing more than wealth, and among those things that comes close are efficiency and expediency, he is an impatient man who hates to be kept waiting and wastefulness quickly turns his face red.

History: Ausreks was once a mortal king of the small coastal nation of Lyca. Trade had made Lyca wealthy, and Lyca had made her king a rich man, but Ausreks was always seeking ways to make things quicker. He believed that if he could make trade faster he could would become the wealthiest man alive. He funded great minds to make his ships faster, they did and more wealth flowed to Lyca. He funded them to find improve navigation and maps, and again more wealth flowed. But one problem always remained, everything that had to be traded had to be bartered. One night Ausreks dreamed that he was a peasant in need of leather. His only possession worth trading was a basket of plums, but the leather worker had no interest in fruit. The peasant Ausreks asked what he would take for the leather and the man wanted bronze tools. Ausreks spoke to the smith, but he too had no interest in food, he only wanted charcoal, and the woodsman wanted grain, finally the farmer traded for his plums, but this had taken much time. For seven night Aureks dreamed this same dream, each time he had a different resource and each time he needed another, and each time it took too long. Ausreks called his collection of minds to him and told them of his dream and of his desire. They must find a way to make things faster. One suggested a more structured marketplace where finding a good of one type or another was simpler, but this idea seemed too difficult to get right. But over time a certain idea took shape and soon a system of tokens were produced, each with a set value, they could be traded for anything of equal value. The system failed, no one had faith in the value of worthless clay tokens. Then one of the kings thinkers jokingly said ''If only the things were gold, people would want them then''. The king immediately ordered this done. Soon coins of gold, silver and bronze were in circulation and soon trade within the city was a dozen times faster and soon this system spread to other lands, carried by Lycan trade ships. With the speed and efficiency this new system brought Ausreks became the richest monarch in the known world, but money can't buy immortality and he soon died of a plague brought by one of his many trade ships. Upon his death Thasara, patron goddess of Lyca, beseeched the gods to raise him to divinity. Soon Jagyn, Karvak and the other gods needed to remake a mortal as a god did their work and Ausreks joined his sponsor in her opulent halls.

Relationships: King Ausreks III is a subordinate of Thasara and has been attempting to court the goddess Celeberse. The two often work together in a professional sense and believes the pairing would be a useful arrangement. The goddess has thus far ignored his advances.

Mortals outside Lycas ancient trade routes have rarely heard of the king and those in the old coasts merely pay him lip service as a luck god for bringing wealth. But on the large peninsula were old Lyca once stood his worship is alive and well, revered by every businessman, merchant, and fortune seeker as a god that rewards hard work and diligence. Oddly his faith teaches patience, a virtue the man himself seldom had.

Parents: His birth parents were the mortal King Licin II and Queen Corrun but he was sponsored to divinity by Thasara.

Sanctum: King Ausreks III dwells in an extensive villa within the Halls of the Ornate Beast.

Balyano
2014-02-19, 02:31 PM
Jidzi Al'Betta Letter Smith

Appearance: The Queen of Symbols always wears her hair up in a practical bun, usually with a decorative comb, spare pens, colored wax sticks, and writing brushes. Her silk robes are tied with a large sash and every inch is sewn with words, and if one looks closely each letter is itself composed of more words, it is said even the stitches and weave of the fabric can be read.

Domain: Writting

Personality: On the outside Jidzi Al'Betta is a reserved and serious person with little tolerance for foolishness. In private the queen is a lover of passionate music and literature. She praises works that make cleaver use of word play, but secretly is more moved by the passion of the artist.

History: Jidzi Al'Betta was a mortal queen and a contemporary of King Ausreks III. The city state of Shebal Tesram was an important trading hub in a near impassible desert connecting east to west and had a near monopoly on trade between the two sides of the continent. Queen Jidzi was a great lover of song, story, and philosophy but soon noticed a problem that vexed her. When she would hear a song played by a different musician or the same story by two different tellers the didn't match. This was not the problem. But when philosophers would offer incompatible positions and attribute them to the same deceased teacher the discrepancy would occupy her mind and consume her thoughts for days. Each insisted they were right and their rival was misinformed or worse stating their own ideas and attributing them to famous philosophers of the past. Others claimed that when a message is told over and over it changes with each telling. One day a favored musician of hers fell ill, not expected to make a recovery he called an apprentice to his bed to instruct in as many songs as he could. But soon the old songsmith was dead and so much of the music and poetry Jidzi had loved died with him, for who remembered them all in their entirety? While leaving the city to visit neighboring lands for diplomatic reasons the queen took notice of the tokens used by merchants to keep track of trade goods. Each jar would have a symbol representing its contents and a number representing the quantity. And more symbols were found on the front of buildings. Simple pictures that showed what was to be found inside. The queen thought on this during her diplomatic mission. Upon her return she ordered a collection made of all the symbols used in the city. There were a great many, but not when she tried to use them to record a message they were not enough. They could record things, but not abstracts ideas, verbs, ect. and there were a great many things that had no symbol, and many symbols for the same thing. This would not do. The queen set to work and soon devised a system of more than 2000 symbols that could be used to record thought itself. Over the centuries her system has changed and spawned numerous writing systems, some that bear little resemblance her own. Upon her death she was made a goddess.

Relationships: Scribes, librarians, amanuenses, and lovers of literature all pay respect to the Queen of Symbols. Jidzis has bonded with Rilari through their common love of calligraphy and Laeyrd with a deep appreciation for symbolism. Noram is an avid reader of her novels and the first to read her works. Jidzis is often present when Seredan composes to record her songs so they can be shared with those not present. Jidzis and Ausreks disliked each other in life and the feeling has only grown with the centuries. They will start off with cordiality, but when forced to spend too much time together they begin arguing like children. They will try to belittle each others contributions to history, he will claim she didn't really invent writing, the hard working merchants did that, she will point out that cowry shells were used as money on the southern oceans shores long before he was born. She will claim money causes all sorts of greed and poverty, he will point out that those things already existed. He will say that writing rather than memorizing makes the mind less keen to learn and makes all the stories and songs the same, she will say that it allows for far more to be built upon than could be before, because now the knowledge of the past need not be lost.

Parents: The names of Jidzis mortal parents are lost to history but she was sponsored to godhood by Noram, Laeyrd, and Seredan

Sanctum: Jidzi dwells in the palace of Shebal Tesram. Centuries after her death a barbarian horde descended upon her city and sacked it, during the carnage a great fire began and soon engulfed the city, before the fire could spread to the palatial hill, where the palace, temple, and library stood Jidzi called a favor from her fellow gods and the hill was removed from the mortal world and set afloat in the godly realm. What happened to those still present on the hill has never been revealed but it is rumored that they still serve her there today. After the city had burned it became a shell of its former self until the desert finally reclaimed the land.

mystic1110
2014-02-19, 03:17 PM
Well I'm guessing we need this god to explain somethings:

Name: Recisoldex, President of the Divine Council
Appearance: Recisoldex appears to gods and men alike as a gigantic marble statue, roughly the same size as the great Galnarian. Although he is large in size his figure is not as imposing. Instead he is thin and lithe - and completely grey - the marble that composites his figure is the same that composites his robes and wreath.
Domains: Divinity and Bureaucracy.
Personality: Recisoldex is a boring god. He is dry and always serious. He cannot take a joke nor understand sarcasm. He is also completely incorruptible and never ever takes sides - as such when the Gods decided to hold council over important matters, they choose Recisoldex as the President of such gathering. He takes his duties seriously and has worked with Celeberse to create a list of rules for the proceedings, whenever they occur. The God's council is usually called forth whenever another god accuses another of Decide and other high crimes. Recisoldex, however is not the judge in these proceedings, that is a task overseen by another deity, instead he can be seen as the bailiff, maintaining order and making sure that everything is proper. His greatest authority however are his powers of divinity itself - a power more ambitious gods are constantly jealous of, claiming that in their hands it would have found a more worthy home.
Relationships: Recisoldex's power over divinity is how mortals ascend to the ranks of godhood if they have not been born to divine parents. Gods bring petitions to Recisoldex and plead their case in front of the divine Council. Recisoldex only makes sure that the rules of the council are followed and that all the paperwork has been filed (a properly filed petition takes at least a century). Then he takes a vote of all the Gods in attendance (if at least two thirds are there - after all there needs to be quorum). If three fourths of the Gods vote in Favor, he raises the mortal to Divinity, if the vote falls short - as per the rules, Recisoldex removes the Mortals soul from existence. Such a punishment means that the mortal never existed and all there effects on the mortal plane are removed, never having been. The system ensures that only one mortal every millennium on average is raised to Godhood. Only Jidzi and Ausreks broke that general statistic, having been raising within decades of each other. Recisoldex power draws forth on the Sponser's existing divinity, so he can never truly be said to have created the new god, only the sponsor could have. Gods sponsor mortals for a variety of reasons - some think they actually deserve it, while others only want another divine pawn in their games. Mortals on their own end don't usually pray to or think of Recisoldex. He is merely a facilitator, and a boring one at that.
Parents: Miuar and Yuyevris
Sanctum: Recisoldex makes his home in the grand meeting hall of the gods that floats around in the astral plane - a testament to his practical appraoch to naming. The huge meeting hall is made entirely of white marble and is built like an amphitheater. There is a seat for each god in which ever form that god would take.

Balyano
2014-02-19, 03:35 PM
Mycosa

Appearance: Mycosa would be quite stunning if she would clean herself up. Dark overgrown green hair obscures a beautiful face with black lips and a cunning smirk while tattered rags and cobb webs hide an attractive figure and porcelain skin. Mycosa has never been one to use comelyness to get what she wants and prefers to downplay her attractiveness.

Domains: Toxic Plants and Medicinal Plants

Personality: Mycosa is either a evil woman who does what she can to avoid pushing things so far that someone would try and stop her or a generally benign one with an occasional cruel streak. Some times she is helpful and may even be the first to offer aid to the ill, other times she is the one causing harm. She often quarrels with the other gods, but is just as often called upon to aid them. It seems she likes to keep others in the dark as to her true feelings and intentions.

Relationships: Mycosa is worshiped by physicians, folk healers, apothecaries, assassins, and anyone looking to poison their neighbor.

Caseus is the only god that never quarrels with Mycosa, in fact she dotes on him affectionately and constantly tells him much more worthy of his fathers domains he is. He takes this as simple compliments while she is actually trying to get him to try to take some of Isoldrils power, it will never work for the only person Caseus loves as much as his mother is his father.

Isoldril and Mycosa have an odd relationship, neither can stand the other, not their personality, not their philosophy, not anything really. But they share a kind of lust for one another that each is ashamed of. When ever they meet the quarrel, the fight, the undermine each other, and more often than not they it degenerates into a session of passionate....loathemaking. One such tryste resulted in Caseus, each is confused as to how he could possibly have come from the other.

Rilari often comes to Mycosa for a special set of pigments that only she can make, Rilari dislikes having to deal with Mycosa, but she cant resist the beautiful paints that can only be made with these plants.

Vakparellna and Karvak both wonder where they went wrong with Mycosa, she was such a happy child, sense of humor was a bit morbid, but happy none the less.

Parents: Vakparellna and Karvak

Sanctum: Ynaslipartekla is an enormous gnarled oak tree overgrown with moss and spiderwebs. The interior is a confusing series of interconnected tunnels and chambers that seem to large to fit in even a tree of Ynasliparteklas great size. The dwelling is cool, damp, and dark, without the guidance of Mycosa, her son Caseus or one of the rats, bats, spiders, or centipedes that dwell here one has little chance of finding their way. This is made worse by the inherent danger of lighting your way, things could be awakened by the light, best to stay in the dark.

FallenGeek
2014-02-20, 01:51 AM
Balyana: Love the relationship description between Mycosa & Isodril.

Vronto loathes his brother Skorghus and after Ellisprex's birth and the divorce that followed, Vronto knew the best way to harass Skorghus. He was going to make Malladar his and to rub it in, Vronto would woo her, not take her. From their romantic dalliances, Gavrem was born. Of course, not long after Malladar and Vronto split ways when Vronto returned to his brutish nature.

Name: Gavrem, the Impossible Thief

Appearance: Gavrem is a slender, but attractive male with coarse brown hair creating a short mo-hawk and cloven hooves for feet. He wears a black cloak across his narrow shoulders.

Domain: Thievery

Personality: Gavrem was raised by his father and feels that if something can be acquired it is yours, however, he did not inherit his father's strength. So, Gavrem was forced to sneak around and cajole others to earn his keep.

Relationship with Mortals: Obviously, all manner of bandit, cutpurse, pirate, flim-flam artist, and the like offer prayers to Gavrem. Indeed, the act of stealing is regarded as a minor prayer to Gavrem. There are no temples to Gavrem - any time mortal law finds about a worship place the congregation is arrested and punished.
However, most mortals offer prayers and make donations to his (heavily watched) priesthood in order to stave off thefts and have lost possessions find their way back to them. Most of his priests do not steal, but rather profit from thieves when they are paid to retrieve stolen goods. Gavrem finds this situation doubly informative - the law-abiding citizens must pay ransom to secure their goods and the thieves are forced to become better to keep their ill-gotten goods.

Relationships with Gods: Most gods distrust Gavrem - as they believe that Gavrem is plotting to steal the Wellspring of Divinity. But Gavrem is so charming that they often fall victim to his shenanigans. They forgive him, though, for Gavrem has proven quite useful as a spy against other gods. However, King Ausreks III & Thasara particularly loathe him - paying Skorghus to keep an eye for Gavrem's approach to either of their territory.
Gavrem has become Lybretta's lover as many of her charges also worship him.

Parents: Vronto & Malladar

Sanctum: Gavrem has no sanctum to call his own, always keeping one step ahead of his pursuers.

Mx.Silver
2014-02-20, 01:41 PM
Well I'm guessing we need this god to explain somethings
Yeah.

On that note:


Name: Dokrastes, Lady of Time

Appearance: Dokrastes has worn a vast array of forms across, but the form most consistently associated with her is that of a very tall, four armed humanoid woman with obsidian coloured skin and seven eyes, three on the left of her face, three on the right with the seventh in the centre of her forehead. Each of the six symmetrical eyes view a different plane, the seventh is able to see through the flow of time.

Domains: Time, Enlightenment, Planar Boundaries, Patterns, Prediction

Personality: In contrast to most other gods, including her relatives, Dokrastes is very serene in temperament. Although tender with her children and lovers, she is generally quiet and aloof, regarding most things with an infuriating amount of patient disinterest.

Relationships: Dokrastes has very few mortal worshipers, having delegated most of the business of dealing with mortal affairs to her wide range of offspring and descendants. The individuals who come closest to directly venerating her are those who travel between the planes, not the most numerous group of people. Despite this, she still features fairly prominently in many religious works, likely owing to her status as a Pentreon (deity of the 5th and highest tier).

Amongst the gods she has few particularly close relationships, positive or negative, regards most of their antics with little more than detached amusement, as if aware of some joke no one else has noticed. This even extends to her partners and offspring, and as a consequence she tends to treat her liaisons as rather casual affairs, although her partners may not always see it that way. The closest relationship she has is with Idourn, her first creation, of whom she is particularly fond, although not so much that she felt the need to directly intervene when their son Galnarian attempted to murder him.

Parents: Dokrastes was created by the Primordial Pentreon Orilus(now deceased) as an assistant. When Orilus was slain by Yemeth, Dokrastes inherited his role and position as Pentreon, making her the first god to rise in divine tier.

Sanctum: The Keystone, A massive octahedral structure, its six points each existing within one of the six Major Planes. One point exists within the core of Mount Halcyon, the wandering mountain of Wybirne, another drifts through the impenetrable mists of the Atral Plane, another sits at the heart of Great Maelstrom in Mezzethera, the Plane of Dreams, while the point in Subere hangs cloaked within the Storm of Shadows. The exact location of the points in Alumaria and the mortal realms - Teraste - are less obvious.
Through the Keystone, the planes are kept in some form of temporal consistency. Major anomalies are dragged into it and twisted back into shape as it slowly turns.
The interior of the keystone, is a huge labyrinthine structure of seemingly impossible size and geometry, where even the same path leads to wildly different locations depending on the time one takes to walk it. Dokrastes' own personal quarters are located in presumably what seems to be the centre of it, although it is entirely possible her various chambers are in fact in complete different sections of The Keystone.

mystic1110
2014-02-20, 02:12 PM
No god in this post but in spoiler are some things about our world and an accounting of every god named but not made yet and some mysteries. . .


status as a Pentreon (deity of the 5th and highest tier).

I like this - It's a good limit.

Pentreon - 5 Domains
Tetreon - 4 Domains
Treon - 3 Domains
Dreon - 2 Domains
Monreon - 1 Domain


The Keystone, A massive octahedral structure, its six points each existing within one of the six Major Planes. One point exists within the core of Mount Halcyon, the wandering mountain of Wybirne, another drifts through the impenetrable mists of the Atral Plane, another sits at the heart of Great Maelstrom in Mezzethera, the Plane of Dreams, while the point in Subere hangs cloaked within the Storm of Shadows. The exact location of the points in Alumaria and the mortal realms - Teraste - are less obvious.
Through the Keystone, the planes are kept in some form of temporal consistency. Major anomalies are dragged into it and twisted back into shape as it slowly turns.

So the planes are:

Wybirne
Astral Plane
Mezzethera, Plane of Dreams
Subere
Alumaria
Teraste, the Mortal Plane

------

Named Gods that aren't made yet:

Yemeth (killed Orilus)
Orilus
Myfe
Smalin
Myrisol
Lerreline
Malladar
Vereshalia
Tomenetras
Saliol
Krythe
Elith'yern
Eithiana
Federatisto
Miuar
Yuyevris
(rest of Rilari's sisters)

Mysteries:
Who Chopped off Zokaheesi's Head?
Who were the Primordial Pentreons, how were they made and what separates them from the Gods and do any still exist?
Who is Karvak's Mother?

bryn0528
2014-02-20, 03:31 PM
Malladar, She Who Sees Beyond the Circle of Time

Appearance: As with many gods, her forms are vast and many, but that most associated with her is a figure of pure jade (representative of the balanced elements). She has two faces, carved like perfect masks, which overlap in the middle so she has three eyes. One eye sees beyond space, and the other time. The middle eye remains closed, for it is the eye which will watch the end of all things, and only open at the appropriate moment. She has three arms, a sign of her divinity, which swirl slowly around her body. They bear the mudras of creation, sustenance, and destruction and serve as a reminder of the cosmic cycle.

Domains: Law, Order, Knowledge, Entropy

Parents: Dokrastes and Orilus*

*Dokrastes fashioned Malladar from the physical remains of Orilus after his untimely death. The exact reasons for this are ambigious, though many believe it is to fulfill the loneliness of having lost her father. Others, believing Dokrastes cold and impersonal, say she did this to fulfill a lesser position Dokrastes abandoned after taking Orilus' position.

Personality: As her mother, Malladar sees beyond the ends of time. She sees past, present, and future; a sphere to us is as flat as a circle. She recognizes and acknowledges her presence within the continuity of the timeline (at least, more so than her mother), but such a disposition often leaves her, much like her mother, aloof and distance. While a being of pure order and divine mandate, she is inexplicably passionate and ruled by her emotions (very unlike her apathetic mother). Malladar is often prone to fits of destruction, as befits her as the queen of all entropy, the divine state that all things must eventually decay and perish (she's a bit lax on this, as 'eventually' concludes all time, and there sure is a lot of it; she's in no rush for things to be over, but does see her fits as spurring it along).

Relationship with mortals: Not many mortals remain who worship Malladar; most have moved to newer, more recent deities. Hers is an outdated religion, but those who adhere tend to be very devout. The largest communities of worshipers are often locked away in remote locations, where they meditate upon the flow of time, space, and the universe and practice asceticism (denying the body of needs to achieve understanding). Malladar patiently watches over those of her flock, who in enlightenment, achieve timelessness. Her angels have always existed, exist here and now, will always exist, and have yet to been created. They will serve in the final days.

Relationship with other gods: She is drawn to, and at the same time disgusted by, the god Lerreline. Their ultimate union resulted in Ellisprex, the only god hidden from her omniscience. Lerreline tore the face of their child to hide him from Malladar as he feared she would destroy Ellisprex as penance for transgressing her union with Skorghus. Unfortunately, Skorghus annulled their marriage before the damage was done, though Malladar has no memory of what actually transpired (and will only find out at the end of time). She patiently waits for this day, so that she may truly be fulfilled. Celebrus does not speak to her mother, for reasons no one seems to know. Only Malladar knows, and it breaks her heart.

Malladar and her mother, Dokrastes, created Vakparellna to fulfill their duties to the natural world and maintain cosmic balance. Malladar and Dokrastes are too based in the abstract and the exact, and thus constructed the goddess from the earth to be for the earth. They maintain little connection with their creation, but Malladar has shown an unhealthy interest in Mycosa, possibly for her natural connection to entropy.

Vronto woo'ed Malladar in much the same manner Malladar found herself attracted to Lerreline, being an embodiment of chaos so opposite of herself, she found herself longing to be everything that she already was not. Vronto's destructive nature appealed to her philosophy of entropy, but it was this from his brutish nature that ultimately marred their dalliances. Even though Malladar shared her mother's gift to see through time, and her ex-husband's knowledge of foresight, Malladar was overcome and bound to her own fate. Malladar despises the child born of this union, Gavrem, in much the same manner of her other child born out of wedlock. Vronto does not, however, care enough to shield Gavrem from her watching eyes and she forever chases the thief god to smite her mistake. The crafty Gavrem, however, is always one step ahead of his mother, and she never seems to be able to get quite close enough to her goal. Malladar, however, often does foil Gavrem's mischievous plans by sending him into flight at the climax of his plots.

Malladar knows Karvak's mother, though it appears as if she is not saying.

Sanctum: Malladar resides with her mother, Dokrastes, in the Keystone.


Woooh! I just thought I'd dip my toes in, and it seems to have become a little carried away. Anywho, I hope nothing is clashing and everyone enjoys.

Mx.Silver
2014-02-20, 04:44 PM
@Bryn: One small thing, Orilus can't really be Malladar's parent*, since while he was alive Dokrastes would have only had 4 domains and so she couldn't have given rise to a 4-domain god, as per rule the OP. My own fault there for any confusion, I just needed a way for her to work as a parent for Idourn and Jagyn, and moving up a tier seemed like the simplest option.

Aside from that though it's a really good post.

*unless you want Malladar to have been created using Orilus' remains after his death, which would avoid this problem. And also be pretty cool.



In the interests of avoiding future domain confusion I've added a list of domain guidelines for the remaining named but unwritten gods.


Yemeth (killed Orilus) - any

Orilus (deceased) - 5 domains

Myfe - 3 or more domains

Smalin - 2 domains (can be higher if Myrisol has 2)

Myrisol - 2 domains (can be higher if Smalin has 2)

Vereshalia - 3 or more domains

Tomenetras - 5 domains

Saliol - 2 or more domains

Krythe - 5 domains

Elith'yern - 5 domains

Eithiana - 4 domains

Federatisto - 3 domains

Miuar - 3 or more domains

(rest of Rilari's sisters) - 1 domain

Cassabiel (deceased?) - any

Etrioc - any

Also a note regarding timescale: Jagyn, Malladar and any gods descending from either of them cannot have been alive at the time of Orilus' death.

bryn0528
2014-02-20, 04:54 PM
@Mr. Silver, I like your idea and have thus amended the above. Malladar pretty much has to have 4 since Vakparellna has 3 domains herself. Plus, turning the flesh of your father into that of your daughter is pretty cool.

Mx.Silver
2014-02-20, 06:07 PM
@Mr. Silver, I like your idea and have thus amended the above. Malladar pretty much has to have 4 since Vakparellna has 3 domains herself. Plus, turning the flesh of your father into that of your daughter is pretty cool.
It is indeed.


A couple more things I noticed regarding the timeline and other details:

1. Dwarves were not created until after Orilus' death.

2. Something I'd forgotten about but should be considered for considered for chronology: Lerreline is dead (http://www.giantitp.com/forums/showpost.php?p=17020002&postcount=27) (and was also Thyxlaog's son).

Also, mystic: the table of gods in the OP incorrectly lists Skorghus and being Ellisprex's father instead of Celebrase's.

Jendekit
2014-02-20, 07:31 PM
No god, but I have a proposal.

To keep the pantheon from getting too far out of control at the higher levels, I would like to propose that there can only ever be one Pentreon of the gods at a time. When the current Pentreon dies, another god is elevated in power to fill the role that has been made vacant. Sort of like a kingly position.

Regarding the other ranks, should we put a hard limit on the number of gods that are Tetreons, Treons, etc.?

*Also mystic, regarding the Primordial Pentreons and if there are any left, do you mean like the Titans from Greek Mythology?

mystic1110
2014-02-20, 08:59 PM
Another Godless post :smalltongue:, although we should get back to it.



Also, mystic: the table of gods in the OP incorrectly lists Skorghus and being Ellisprex's father instead of Celebrase's.

Will fix it asap!


@Mr. Silver, I like your idea and have thus amended the above. Malladar pretty much has to have 4 since Vakparellna has 3 domains herself. Plus, turning the flesh of your father into that of your daughter is pretty cool.

Bryn!!!! :smallbiggrin:




To keep the pantheon from getting too far out of control at the higher levels, I would like to propose that there can only ever be one Pentreon of the gods at a time.

*Also mystic, regarding the Primordial Pentreons and if there are any left, do you mean like the Titans from Greek Mythology?

Well we already have at least four more confirmed Pentreons

Orilus (deceased)
Krythe
Elith'yern

Also I don't want to set a hard limit on the number of any type of Gods - but lets aim for a pyramid with more and more gods with the lower ranks.

As for Primordial Pentreon's up to the person who posts about them to define what that even means - could be greek style or could just be something else entirely.

Mx.Silver
2014-02-20, 09:08 PM
No god, but I have a proposal.

To keep the pantheon from getting too far out of control at the higher levels, I would like to propose that there can only ever be one Pentreon of the gods at a time. When the current Pentreon dies, another god is elevated in power to fill the role that has been made vacant. Sort of like a kingly position.
One isn't enough, given the number of tier 4s kicking around. If there's going to be a hard limit imposed, it'll need to be more like 4-6. Realistically though I don't think we're likely to get more than that anyway, so hard limits probably aren't needed.



Regarding the other ranks, should we put a hard limit on the number of gods that are Tetreons, Treons, etc.?

I wouldn't have thought so. I mean, bear in mind we're trying to create an extended pantheon that extends across multiple civilizations (so some domain overlap should be expected) and there are still a number of 'classic' domains that aren't represented at all yet. Note that even counting all the deities - living or dead; fleshed-out or not - who have been named in this thread so far our pantheon contains less than half the number of gods that are featured in the ancient Mesopotamian religious tradition alone.



*Also mystic, regarding the Primordial Pentreons and if there are any left, do you mean like the Titans from Greek Mythology?
They'd essentially be the first 5-domain gods. What they're actually like is up to whoever wants to take a shot at making one of them.

Jendekit
2014-02-20, 10:47 PM
Another Godless post :smalltongue:, although we should get back to it.

Alrighty then, here's me getting back to it! :smallbiggrin:
_____________________________________________

Lerreline, Lord of Those Who Walk

Appearance: Lerelline is one of the few gods that only has one form. Superficially resembling a mighty centaur, closer examination reveals the true horror of his form. The left half of his face gone, revealing the skull underneath with deep gouges left from when his father killed and ate off his formerly handsome features. His humanoid torso is covered in horrific burns, and his right arm is missing from the elbow.

The lower portion of his body is just as damaged. His front left leg is missing its hoof, and his hind right leg is torn off from the flank. His skin is stretched across his ribcage and his stomach and organs were torn out with his death.

Domains: Stealth and the Undead

Parents: The birth son of Thyxlaog and Vakparellna, but a leftover fragment of Orilus's remains drifting in the Astral Plane collided with Lerreline's. The result raised Lerreline to a state of undeath.

Personality: Lerreline is a cruel, sadistic deity. He finds joy in torture and death. He frequently will unleash a new horde of undead upon the mortal races just to watch their panic. Even before his death, he cast aside his daughter upon seeing her (in his mind) hideous form. The irony is not lost to him, nor is it appreciated.

Relationships: Lerreline has...strained, relations with the other gods. His father killed and partially ate him. His mother cast him away. His former suitor, Thasra, tried to kill him upon seeing him after his revival. Galnarian mistook him as a monster, Jagyn attempted to rip his soul from his body, the list goes on and on. Lerreline only survived due to his skill in stealth and hiding.

Sanctum: Upon his conversion to undeath, Lerreline was cast out of his former realm in the Astral Plane and he took up residence in the Black Crypt of Subere.

Mx.Silver
2014-02-21, 07:13 AM
Another Godless post :smalltongue:, although we should get back to it.


Will do.

Name: Yuyevris, the Goddess of Sunlight

Appearance: Due her injuries sustained, Yuyevris largely remains in one form: that of a vaguely reptilian woman with ochre, faintly scaled-skin and burning pure whit eyes. Her legs are made of white gold, replacements for the limbs bitten off by Zokaheesi, which allow her to stand but make it difficult for her to move far. They were forged for her by Zavrak, in exchange for a piece of her sun's ever-burning fire to heat his forges. She wields The Golden Bow, which fires bolts of light - for which the Battle of Fallen Stars was named - and a burning silver dagger, which she used to decapitate Zokaheesi's tenth head.

Domains: Light, Vengeance, The Sun (Teraste's)

Personality: Yuyevris is by and large a sullen, uncompassionate goddess especially since the loss of her legs. She has a strong sense of right and wrong, with very little tolerance for those she considers to be in the latter, and is legendary for her ability to hold grudges.

Relationships: Yuyevris is worshipped throughout the mortal realms of Teraste. Few cultures lack a temple to her, lest her light cease to fall on them, or burn them too intensely. Historically she has also been favoured by many of the great mortal heroes. Amongst the races outside of Teraste however she is barely even acknowledged, save by salamanders, since her light does not naturally reach the other planes.

She tends not to mix with the other gods very much, both on account of her not being great company and her injuries making it difficult to travel from her sanctum in the first place. The only gods she has much of a relationship with are Idourn, her friend and neighbour since before the loss of her legs, and Miuar, who still visits infrequently. She sees little of her son Recisoldex, and the two seem fairly ambivalent towards each other. She was fairly close to her half-brother Lerreline, although their relations became very strained following his (un)death.

On the other hand, she has no shortage of enemies. Most notable is her half-sister Zokaheesi whom she despises with such intensity that any meeting between the two is guaranteed to become violent. This hatred also manifests as a contempt for Zokaheesi's son Isoldril and his own family. For her part, Zokaheesi deeply resents Yuyevris for decapitating her tenth head.
She has a similar, reciprocated, view of Galnarian who has not forgiven her for blinding him with her light during his attempted deicide of Idourn, while she views him as being little more than a brutish thug who is unworthy of the power he possesses.
Her involvement in the Battle of Fallen Stars has not exactly endeared her to the various bereaved relatives of Cassabiel either, although it did win her some support and loyalty from Etrioc.

Parents: Thyxlaog and Eithiana

Sanctum: The Shining Palace, a blindingly radiant building with mirrored outer walls, at the centre of Teraste's sun.


(I've updated the domain list of deities to reflect the last couple of posts)

mystic1110
2014-02-21, 10:44 AM
And a whole other branch of the family

Name: Ix'Maerth, Prince of Alumaria
Domains: Cities
Appearance: Like the rest of the divine royalty Ix'Maerth has four faces and six arms. Also like the rest of the divine royalty Ix'Maerth only wears purple robes and amethyst jewelry.
Personality:Ix'Maerth is not a shallow spoiled prince . . . actually he is. He is full of himself and his rank in the world of divine due to his family and is not above abusing it, making more powerful gods cater to him. He is a little pompous, and despite his wife, he is not above flirting with other goddesses. He is an ass, pretty much. However if you talk about city planning or architecture or population, or anything about the logistics of lodging, his eyes would light up, the pretentious facade would instantly fall apart and he would talk excitingly about it, waving his arms around and stumbling over his words. That is probably why Rilari and her sisters like him so much, despite the arrogance other gods believe he has. Within the Divine Family, he is a sullen prince, not enjoying the authority the other members have over him, but feeling constrained to accept it like a dutiful son.
Relationships with other Gods: Ix'Maerth is a Prince in the Divine Royalty. What is the Divine Royalty? Probably the best functioning alliance and family among the lost lists of Gods. The Divine Royalty was created when one of the Pentreon's gave birth to a brother and sister. The Brother and sister married and most importantly stayed faithful - they never had other lovers (or at least no living bastard child). The brother and sister gave birth to another brother and sister who followed suit, all the way down to Ix'Maerth and his bride sister. The family may not like each other, but blood is thicker than water, and they will always take each others side. This family allegiance makes them a powerful force among the gods since while the family has internal strife towards the other gods they present a united front of 9 gods. Each member of the family lives in the First Citadel, and wears the same outfit, marks their name with a prefix of "Ix'", and even has the same physical appearance of four faces and six arms. However as was hinted at, internally the family is not as pristine as they appear from the outside. Ix'Maerth for example had a child out of wedlock with Lithus (Rilari's sister whose art was Lovemaking) - his mother Ix'Jilan found them and killed the child god, driving the point home that the Ix' blood must remain pure and unbroken. Ix'Maerth's wife never forgave him for the insult of the affair, but remained quite - solemn in her duty to bear fraternal twins, who would one day marry each other.
The Other Gods, respect the Divine Royalty, only because in centuries past, the family demanded it and worked in congruence to destroy any god that slighted them. And because they are a huge voting block on the divine council, they command considerable power. Most other gods have long since gave in and refer to them by their proper titles, and even bow a little. Of course many still resent them and secretly work for their downfall. Individually however gods have different opinions on each of the prince and princesses. For example Ix'Maerth is somewhat respected by Thasra and Karvak because he created the first city - Korolevia. Additionally Ix'Maerth is a fan of architecture and discusses the art with Rilari and her sisters.
Mortals worship Ix'Maerth in a variety of ways. Many cities have his banners somewhere among the battlements to honor him for their creation, but his main followers aren't actually his followers. The large military empire of the Ixth (People of Ix) worship the Divine Family as their pantheon and the family is known to be generous. As such his main worship is not as a single individual god but as one god of nine - and it drives him crazy.
Parents: Ix'Maerth's parents are Ix'Obynxis and Ix'Jilan
Sanctum: Like the rest of the Divine Royalty his residence and Sanctum is in the vast halls of the First Citadel located on the top of the tallest mountain on the plane of Alumaria.

Balyano
2014-02-21, 11:56 AM
Thuxdatog

Appearance: Thuxdatog is a miles long white tapeworm capable of crushing mountains within its coils, creating tsunamis with its writhing, and earthquakes simply by readjusting how a coil if its body lays.

Domains: Parasites

Personality: The great worm does not readily communicate with others, where or not it is even sentient is not truly know, but the beast does seem to have some wily cunning.

Relationships: Thuxdatog resides deep within the bowels of the earth. Its miles of sinuous body wrap completely and complexly throughout the earth, slowly draining it of its life force. If not slain or removed it will one day bring about the death of the earth itself. No god allies itself with the beast, but several have found ways to use it to their advantage, drawing it out and leaving their enemies to fight it. Thuxdatogs power should not be measured by its paltry single domain, but by the divine power it has siphoned from its victims. Galnarian has attempted to slay the creature countless times to impress his mother, but no matter how many times he hews into the beast it survives, barely weakened, and continues to grow. Mortals do not pray to the worm, but instead pray to others to keep its parasites at bay, for when its attention is turned to an area great plagues are bound to visit the area.

Parents: If Thuxdatog has any parents no one has come forth with the information. The worm was first encountered by Dokrastes. While dismembering her father Orilus to create Malladar the worm was released from the great gods remains. Deducing the this parasite was responsible for her father withering and dieing Dokrastes attempted to slay the beast. Having fed on the pentreons life force the worm was a dangerous foe, and despite her effort she was unable to kill it. Though she cleaved its flesh into many thousands of pieces she was unable to collect them all, the worm escaped and regenerated unseen.

mystic1110
2014-02-21, 03:29 PM
Name: Ix'Obynxis, Prince of Alumaria
Appearance: Like the rest of the divine royalty Ix'Obynxis has four faces and six arms. Also like the rest of the divine royalty Ix'Obynxis only wears purple robes and amethyst jewelry.
Domains: Prisons and Punishments
Personality: Ix'Obynxis is an introspective god, quiet and unassuming. His solemn aura projects all around him and make people fall into a respectful reserve without even realizing it. As such he is actually good friends with Noram, who enjoys a standing invitation to his chambers at the First Citadel - if only because its the one place where parties don't spontaneously happen around him.
Relationships: Other Gods respect and fear Ix'Obynxis. He is the one who was consulted by Karvak and Jagyn in their construction of a prison for Thyxlaog, and to this day, each year visits the sleeping god to make sure the prison is still operational. Ix'Obynxis is also the Judge and Executioner of the Divine Council overseen by Recisoldex, meaning that when another God is accused of Deicide or some other crime it is he who makes the ruling and hands down the punishment (of course the crime actually has to be filed at the court to begin with, and most acts of aggression between the Gods are not - for example his Wife's Infanticide was kept secret from everyone who was not present and Ix'Obynxis is not a prosecutor and cannot bring a claim for someone else). Of course in the interest of fairness and according to Recisoldex's rules - his rulings can be appealed if another accuses him of unfairness. Fortunately, so far no Ix family member has come before his court and his neutrality has never been questioned otherwise - although some claim that he rules harsher in matters pertaining to crimes against the Ix. To this day only one God has been executed by Ix'Obynxis and only 4 have been stripped of their divinity and imprisoned in the great celestial prison Urdthan, located on Alumaria. Within the family he is dispassionate when it comes to intra family strife, and remains at the Divine Council with Recisoldex, maintaining a unusual silent yet deep friendship. His wife enjoys his authority and threatens other gods with it, and he does not stop her from doing so, but he finds it distasteful. However despite her faults he loves his sister-wife with all his heart.
Parents: His parents are Ix'Killas and Ix'Belfia who are again brother and sister
Sanctum: Like the rest of the Divine Royalty his residence and Sanctum is in the vast halls of the First Citadel located on the top of the tallest mountain on the plane of Alumaria.

Mx.Silver
2014-02-23, 10:03 PM
Time to see if we can get this thread going again.

Name: Nilunea, The Smiling One

Appearance: Nilunea's preferred form is that a female humanoid with double-jointed, elongated limbs and a prehensile, ratlike tail. Most of her head and face is covered by a black silk scarf, leaving only the lower portion of her face and her grinning mouth. She dresses in loose robes made of the same black silk as her head scarf. Although ostensibly plain, anyone staring at her clothing for long will start to see images of eyes staring back at them.

Domains: Deceit.

Personality: Nilunea is quite a cheery, sociable goddess; generally friendly and easy-going while never quite revealing much about herself. Surprisingly, she is generally a consistent friend, although her fondness for practical jokes often supersedes this.

Relationships: Nilunea has few direct worshipers, and no real temples to speak of - a not uncommon state of affairs for one of the so called 'demon gods'. Those mortals who do throw prayers her way tend to be spies or charlatans, but equally can be those trying to guard against being deceived, in the hopes that she will withdraw any assistance from their would-be enemies.
Amongst demons - or her 'little cousins' as she calls them - she is quite well-liked. As a granddaughter of Azmoros she also commands a fair-sized retinue, although she tends not to exercise much direct control over them.

Amongst the other gods, she generally gets by fairly well - particularly given her heritage - and is reasonably tolerated by most of them (with the obvious exceptions of Etrioc and Yuyevris). Generally though, her closer friends are among her immediate family - although Celeberse has been known to seek out her company every so often, looking for more 'unorthodox' input on the matter of hastening her succession.
The biggest bone of contention concerning her however, especially as far as Ilymar is concerned, is due to her having been responsible for opening the Frozen Gate. The fact that she treats this event as a highly amusing joke has not helped matters.

Parents: Liluar and Vestryxis

Sanctum: Nilunea lives, along with her brothers Dallakar and Venlilach in the Flowstone Keep, a demonic fortress on the eternally shifting shores of the Sea of Nightmares, on the plane of Mezzethera. She tends not to spend much time there however, preferring to wander both the rest of the plane or invite herself to various gatherings of other gods.


In addition to gods, it may also be worth consider what sort of mortal races inhabit the various planes.

Wybirne - possibly Ithiliens? Likely other things as well.
Astral Plane - seems to be just gods
Mezzethera, Plane of Dreams - Demons
Subere - ??? (plane seems related to death/dead things)
Alumaria - ??? (definitely has non-divine inhabitants)
Teraste, the Mortal Plane - Humans, Dragons, Elves, possibly Ithiliens

Races that have been named as existing but not placed anywhere: Harpies, Fey, Dwarves.
Satyrs, Ogres and Centaurs have also been mentioned, but only in reference to some gods looking like them - so not clear if they actually exist in setting or not.

mystic1110
2014-02-24, 09:14 AM
Its only been silent for a day or two :smallsmile:

General setting discussions
What are the groups of Gods? We have the Divine Royalty in Alumaria. And the Demon Gods in Mezzethera. What makes the Demon Gods Demonic? actually let me explore that. . . .

Also Mr. Silver can you provide another list of named or alluded to deities? Thanks!

Name: Vestryxis, the Sleeping One.

Domains: Nightmares and Fear

Appearance: Like the rest of the Demon Gods, Vestryxis has double-jointed, elongated limbs. unlike the rest of them he always appears sleeping. Most who see him, simple see a pile of limbs and hair, never realizing they are actually looking a God. In his dream form, he appears anyway he likes - usually whatever terrifies the audience most.

Personality: No one knows what Vestryxis personality is really like - he is always asleep. True Gods meet him in their nightmares - so they think of him as a sadist, but that's not really fair. In their nightmares he is just assuming a role in their own theater.

Relationships: Vestryxis, is responsible for the Nightmare sea, on which Flowstone Keep floats upon. The Nightmare sea contains all the nightmares and paranoia each mortal mind thinks about. Whenever a mortal falls asleep they either go to the sea of dreams ruled by another god on Mezzethera, or they fall into the depths of the Nightmare sea ruled by Vestryxis. Mortals don't pray to him except when they wish uneasy sleep upon their enemies. The other gods don't think about him either. He is more natural phenomena than a God - nightmares simply happen. Only the older Gods despise him, since they remember a time when sleep always meant good dreams. It is also unclear how Liluar managed to wake him to bear not just one, but three children!

Parents: Maglor and Gure

Sanctum: The Flowstone Keep, a demonic fortress on the eternally shifting shores of the Sea of Nightmares, on the plane of Mezzethera. While not the most powerful Demon God, his chambers are the very center of the keep since he is completely defenseless and responsible for the very sea the fortress draws forth its power.

Balyano
2014-02-24, 09:42 AM
Papyra - The Paper Maiden

Appearance: Papyra takes the form of an adolescent girl short for her age with an eager, upbeat look to her eyes. She wears a different paper dress every day, sandles made of folded paper, sometimes topped with a paper hat or with an origami bird nested in her hair.

Domain: Paper

Personality: Papyra is an energetic helpful type. She is always ready to help, for she always knows the solution to any problem, and that solution is always the same: PAPER!!! For Papyra is convinced that though she only possesses one domain, she has the most powerful and versatile domain of all. She constantly attempts to assist the other gods and makes them gifts of paper to aid them in their endeavors. Most, or all, the other gods have yet to realize just how much help she and her paper are, but she knows it is only a matter of time till they all see just how much they benefit from her prodigious power of cellulose sheets.

Relationships: Mortal paper makers worship the young goddess, as do any whose lively hood involves making things from paper.

Papyra has attempted to pass some wisdom on to mortals. She invented the art of origami to teach mortals the great truth...that anything can be made with paper, paper is the solution to every problem.

In an attempt to explain the relationship between herself, Vakparellna, and Zalnakx she instructed a mortal philosopher thus. Papyra is paper, and paper is a plant, growing and full of life. Vakparellna is the mountain, strong as stone, Zalnakx is the blade. Plants split stones and are nurtured by it, blades cut plants to make paper, stones are like the hammer and anvil needed to pound metal to make blades. Thus plants split rocks, rocks hammer blades, blades cut plants. Everything leads back to the plants. Paper is plants, everything leads back to paper. But mortals mistook the meaning behind this profound truth. They saw it as a teaching about everything having a strength and a weakness. Paper covers rock, rock crushes blades, blades cut paper. This is foolishness of course, because in reality paper beats everything.

Papyra has and continues to help the other gods in all their endeavors, for she knows that what they really need is paper. To Caseus she bequeathed wax papers for wrapping his cheeses so they might stay free of dirt and dust during shipping. To her crush Noram she has gifted paper lanterns, party hats, and streamers so that his parties will be that much greater, of course he prefers the paper earplugs she gave him, that way he can better ignore the parties. To the mighty Vronto she gave the gift of confetti, so that he would look even cooler when his winds whip around him. For Isodril she invented napkins so that feasters could better keep their laps and faces clean. Soon after Vakparellna revealed her existence to the other gods, Gavrem obviously realizing her grand destiny, kidnapped her. To buy her freedom she taught him the art of placing paper over an impression and rubbing it with charcoal to make scratchings. Thus he could better steal secrets. But he fooled her and she remained his prisoner, that is until Naru tracked him down and freed her. To thank the Bear Goddess for saving her she bequeathed the divine protectress with a suit of lacquered paper armor. Upon seeing Idourns calendar engravings and wall murals she invented the paper calendar so mortals too could have access to these same methods of tracking the days and season, right in the comfort of their own home! For Iillthiex she invented travel guides to wet the appetite for adventure and local cuisine, and she gave him paper parasols to keep the sun off him. Though he claims he would prefer a canvas one for when it rains, but "serious canvas, YUCK!!!'' she responds. She has had similar problems trying to convince Rilari to use her gift of paper for her art, Rilari still clings to her canvas, saying the paper warps when wet. ''It's a feature, not a problem!'' To lonely Valhanthris she introduced the idea of pen-pals, ''that way you can have all sorts of friends!'' sadly after a few messages they stop writing back. King Ausreks III still rejects her idea of paper money, he refuses to use money that is not inherently valuable, though he uses her paper for tracking all sorts of transactions. Among the gods that have begun to see the light are Recisoldex, who loves for his followers to use paper rather than clumsy tablets. Celeberse has likewise found paper a useful medium for her own dealings. Both have taken to calling it ''paper work''. Seredan has taken to paper as a preferential material to record music on and Jidzi Al'Betta is in full support of the medium, though she still advises the use of engravings and painted walls. Of the gods that have made gifts to her she is most thankful to Karvak, for he gave her a gift beyond compare, scissors. She has yet to gift anything paper to Karvak, she says that the gift she has in mind is her most brilliant yet, but will take some time to get it just right.

Parents: Whether Papyra has any parents is not known. Vakparellna is usually credited as her mother but the truth is she merely discovered her. While walking in her forests Vakparellna noticed one reed was larger than the others, but she paid it no mind. But each time the goddess returned to the spot it had continued to grow ever larger, until it was the size of a tree. Whether it would have grown larger still is not known for soon the mountain was alive with war as Vronto battled Galnarian for the right to be called fiercest, and Galnarian battled Vronto for the thrill of it. As Galnarian swung his mighty Zalnakx the Storm Stallion charged forward headless of the danger. The very tip of the Sword Mother grazed the enormous reed, splitting it open. After the dueling gods had thundered off a small girl emerged from the pith of the sundered reed and found herself in the loving arms of the Forrest Matron.

Sanctum: Papyras Glade in the eternal spring region of Wybirne is a cheery place where the forests are full of mulberry trees and the stream banks engulfed in papyrus reeds. Paper cranes fill the sky as paper soldiers guard the paths, and paper gnomes tend the gardens. Papyras villa is a light framed house, each of the walls consisting of paper walls and shoji screens. The panels of these paper walls are beautifully painted and ever changing as the bees and caterpillars that serve the Paper Maiden constantly clean and replace the entire house. Guests at the villa find all their needs met by the various paper dolls that bring tea and cookies to visitors.

Mx.Silver
2014-02-24, 11:19 AM
The list of named and alluded to gods.




Orilus
- 5 Domains
- Deceased
- Parent of Doskrates; involved in creation of Malladar; was Thuxdatog's host.
- Primordial Pentreon


Tomenetras
- 5 Domains
- Primordial Pentreon
- Parent of Jagyn (with Doskrates) and creator of Azmoros
- Deceased


Myfe
- 5 domains
- Mother of Noram (with Isoldril) and Smalin (with Krythe)


Krythe
- 5 domains
- Parent of Thyxlaog (with Elith'yern) and Ilymar (with Galnarion)


Elims
- 5 domains
- Primordial Pentreon
- Sponsored Yitus


Eth
- 5 domains
- mother of Maglor (with Elith'yern)


Ix
- 5 Domains
- Primordial Pentreon
- Head of the Divine Royalty


Saliol
- 4 or more domains
- Parent of Laeyrd (with Recisoldex) and Asio (with Sarasa)


Vianileth
- 4 or more domains
- Parent of Okarus (with Maglor)


Papilsi
- 4 or more domains
- Parent of Federatisto (with Fisylaka)


Fisylaka
- 4 or more domains
- Parent of Federatisto (with Papilsi)


Sarasa
- 4 or more domains
- Parent of Ankorial (with Cassabiel) and Asio (with Saliol)


Ulumie
- 4 or more domains
- Parent of Ardiasd (with Maglor)


Eithiana
- 4 domains
- Parent of Yuyevris (with Thyxlaog) and Thasara (with Federatisto)


Ix'Naranth
- 4 domains
- Parent of Ix'Killas and Ix'Belfia (with Ix'Teshal)
- Member of the Divine Royalty


Miuar
- 3 or more domains
- Parent of Recisoldex (with Yuyevris)


Vereshalia
- 3 or more domains
- Mother of Skorghus (with Idourn)


Etrioc
- 3 or more domains
- Fought at battle of Fallen Stars (against Cassabiel)
- Father of Amulird and Aanulyynn (both with Vakparellna)


Ix'Belfia
- 3 domains
- Parent of Ix'Obynxis and Ix'Jilan (with Ix'Killas) and Eridel (with Kiarare)
- Member of the Divine Royalty


Liluar
- 3 domains
- Mother of Nilunea, Dallakar and Venilach (with Vestryxis)
- Daughter of Azmoros
- Demon God


Cassabiel
- 2 domains
- Deceased
- Killed at the Battle of Fallen Stars (fighting against Etrioc and Yuyevris)
- Parent of Ankorial (with Sarasa)


Dallakar
- 1 domain
- Brother of Nilunea and Venilach; son of Liluar and Vestryxis
- Demon God


Venlich
- 1 domain
- Brother of Nilunea and Dallakar; son of Liluar and Vestryxis
- Demon God


Lithus
- 1 Domain (lovemaking)
- Had child with Ix'Maerth, which was killed by Ix'Jilan
- Daughter of Smalin and Myrisol


Esu, The Lord of Secrets
- 1 domain
- Child of Ordog


Djavulen, Maiden of the Dark
- 1 Domain
- Child of Ordog


Ibliisku, Lord of Lies
-1 domain
-Child of Ordog


Mualth
- Any domains
- has human worshipers


Vioad
- Any domains
- Sponsored Yitus


Oleadaf
- Any domains
- Sponsored Yitus


Miae
- Any Domains
- Sponsored Yitus


Valeth
- Fewer than 5 domains
- Deceased
- God of Flowers



I'll try and keep this updated as we go along.

FallenGeek
2014-02-24, 01:41 PM
Name: Myrisol, the Servant God

Appearance: Myrisol is a three meter tall man dressed in the finest clothing possible. He has skin of gold, hair of iron curls, and eyes of marble. He is neither particularly handsome nor homely, and if he shed his deific features he would look completely nondescript.

Domain: Politics & Loyalty

Personality: Myrisol is one of the utmost contradictions, an honest politician. He jockeys for favor and support for his subjects – his daughters and the planar merchants residing in his city - however, if he makes a promise to get something done (he usually only promises to try) Myrisol will complete his promise and any deals he has to agree to complete it.

Relationship with Mortals: Myrisol is worshipped primarily by benevolent leaders and bureaucrats. He has no temples devoted only to worship, but most cities have a worship hall in the palace or city center where mortals govern cities. He receives the most prayers regarding not the governance of a civilization, however, but for strength when subordinates question their loyalty or a stuck between two loyalties at odds.

Relationship with Other Gods: Myrisol is a doting father to his many daughters, loving husband to Smalin, and loyal subject to the Divine Royalty (specifically Ix’maerth). He stood and watched as Ix’Jilan killed his only grandchild and was happy that he was not asked to perform the task himself.
He has allied himself with Naru by offering tribute in order to keep Winter’s wrath from encroaching too near Subriz. He fears the day Galnarian demands one of his daughters.
He is friends with his brother and womb-sharer, Skorghus, but makes sure his wife and daughters are kept from his lecherous wings.

Parents: Jagyn & Vereshalia

Sanctum: Myrisol wandered Wybirne until he found the center – the area where all four seasons blended and shadowed the yearly journey of Teraste. However, he found it lacking. So, Myrisol requested a favor of his older brother, Karvak, and swore allegiance to Ix’maerth in order to found Subriz, the most elegant city in all the planes except for Korolevia.

Subriz is first among merchant city throughout the planes. As Wybirne has no tendency towards good or evil, angels, demons, mortals, and other sentient planes-walkers congregate and partake in business and other relationships.

General Setting Discussion

The Ithiliens live in the south of Teraste.

And a question regarding the Divine Royalty - do they kill all children not born as fraternal twins? Ix'Maerth's history makes it appear so.

Also, we don't have any elemental planes but Wybirne is made up of four eternal seasons. Perhaps instead of elemental magic and monsters we have seasonal versions instead.

Balyano
2014-02-24, 02:01 PM
Also, we don't have any elemental planes but Wybirne is made up of four eternal seasons. Perhaps instead of elemental magic and monsters we have seasonal versions instead.[/SPOILER]

I love this idea, I love this idea, I love this idea.

Mx.Silver
2014-02-24, 03:20 PM
And a question regarding the Divine Royalty - do they kill all children not born as fraternal twins? Ix'Maerth's history makes it appear so.
I believe the answer to that is going to be: 'if someone wants them to' :smallwink:



Also, we don't have any elemental planes but Wybirne is made up of four eternal seasons. Perhaps instead of elemental magic and monsters we have seasonal versions instead.

I can get behind that.

Actually, come to think of it, we don't even know if 'magic' is a thing as far as most mortals are concerned. Particularly since there's a still a fair bit of a 'classical mythology' vibe coming from this setting - where anyone who's capable of magical stuff generally is fairly far from 'normal', or indeed fully human in most cases. Something to consider, anyway.


Removed Myrisol from the list. As I said, I'm going to keep editing it as we go for ease of reference, in case Mystic wants to link to it in the OP.

FallenGeek
2014-02-24, 04:39 PM
Name: Smalin, the Tree-Mother of Magick

Appearance: Smalin is a living tree in the shape of a gravid woman currently planted in the city of Subriz. She is 10 meters tall, but has a variety of branch cuttings planted around Subriz that she can can posess(all in her same shape) in order to keep an eye on her daughters, to maintain her relationship with her husband, and teach her classes.

Domain: Arranged Marriage, Child-birth, Seasonal Magics, Women

Personality: Smalin was kept away from men until Myfe lost custody under Recisoldex’s ruling. She was given to the Divine Royalty for custody until she was married off to Myrisol. She is a kind but stern deity who prefers offering the carrot over the stick.

Relationship with Mortals: Smalin is revered by all Seasonal Mages. She taught the first mortals the power of seasonal magic. All of the seasonal magical schools are also her temples and are often in places isolated from civilizations. However, she also has temples closer to civilizations to support her other domains – her city-temples contain marriage halls and is place where mid-wives and women seeking sanctuary congregate. Her clergy is entirely female, something which frustrates many of her male magician worshippers.

Relationship with Other Gods: She is a loving mother to her daughters and doting wife to Myrisol. Even if it was an arranged marriage as payment for his obligation to the Divine Royalty, Smalin has grown to love Myrisol for his loyalty and good heart. Other gods, especially those residing in Wybirne respect her greatly as her magic is very powerful.

Parents: Krythe & Myfe, Smalin is born of their Sapphic affair before either of them had intimately encountered a male.

Sanctum: Smalin resides with her husband in Subriz. She is the headmistress of Mechexia, the Academy of Seasonal Magicks, at the heart of Subriz.

mystic1110
2014-02-24, 07:30 PM
Name: Eridel, Lord Outcast
Domains: Luck and Exile
Appearance: Eridel always appears wearing a cloak made of the deepest night, and a mask of boiled black leather.
Personality: Eridel despite his fearsome looks is a coward - that's whats always being on the run does to you. The slightest hint of something going wrong will cause him to give flight. However as the god of luck is is ridiculously lucky. Once he was attacked by Winter, and before the great wolf could rend him in half, a magic spell of a student of Smalin went haywire, and caused instant summer, making Winter stop mid season and retreat, sulking. When you manage to actually talk to the fellow, he is quite deprecating and sarcastic, but all around nice if a bit awkward and creepy.
Relationships: Eridel is a hunted God. For some reason the Divine Royalty and the Demon Gods want his head. The stated reasons from both sides are as follows: the Divine Royalty want him dead due to some slight at their authority that went beyond mere mischief, while the Demon Gods clamor for his death due to him breaking a Blood Contract. The real reason is even more of a scandal. By policy the Divine Royalty hunt and kill all offspring that is not produced from a union of divine royal siblings - this is a well known policy. They do not like to brag or bring out to the light, but their is no small pile of murdered infants metaphorically beneath their throne. Either through dalliances of youth like Ix’maerth, disappointments, or even twins of the same sex - one must die. None have lived more than a day. Except for Eridel. Eridel was the product of a rape and a plot, the Demon God Kiarare violated the matron Ix'Belfia. Ix'Killas had his vengeance when he murdered Kiarare in secret, for the whole affair was hidden from the rest of the family and the rest of the gods. Ix'Belfia sticking to policy and with disgust tried to abort the half-demon child growing in her womb. But by luck the child was a god of luck and survived through mere happenstance. Now the divine family hunts him due to his status as a bastard, and the Demon Gods hunt him because as a half demon half royal his flesh could be the key to their ascension - due to some prophecy that is largely unknown to the rest of the gods. The reason he keeps his form hidden is due to his disjointed limbs which would mark him as a demon to the rest of the Gods, and his four faces which would mark him as a Royal. To avoid the more curious he avoids all Gods except perhaps for Gavrem and Ellisprex who are like brothers to him, Lybretta, who he treats like his personal Goddess, since after all she is his Goddess, and Valhanthris who understands his loneliness. You would think he would be friends with Nilunea, but as a demon god, he avoids her. Mortals don't worship him, nor do any temples exist - except for in the hearts of gamblers everywhere who wish to have his luck. While not a temple the Grand Casino in Nocimo has a gigantic statue of him in gold at the entrance. The other gods do not make a fuss over it, since while it is generally known that the Divine Royalty and the Demon gods want his body, both sides would never actually make a big deal of it - they give off the appearance that he is an annoyance rather than a priority.
Parents: Kiarare and Ix'Belfia
Sanctum: The exiled god has no sanctum.

Jendekit
2014-02-25, 12:25 AM
Page 3, YAY! Also, potential prestige class introduced in this post...MORE YAY!

Marzarok, the Black Fire

Appearance: The youngest godly son of Galnarian, Marzarok, according to Vakparellna, resembles his father. Everyone else believes that the ogre blood in his veins ended up affecting his appearance most strongly; but like Galnarian, Marzarok possesses seven eyes (Marzarok's are an onyx black whereas his father's are a poison green). Marzarok's body is constantly wreathed in black flames that will melt all but the most powerfully enchanted items, hence his title.

Domain: Rage

Parents: Galnarian and an ogress...Galnarian claims to have been blacked out drunk at the time.

Personality: Marzarok is an even simpler individual than his father. He is always angry. He is more a rabid animal than a thinking entity.

Relations: The only god that ever spends any amount of time with Marzarok is his father, Galnarian, due to the fact that at least some part of whatever Marzarok has that passes as a mind recognizes him as kin. Even then, Galnarian treats him more as a war beast to be sent after enemies than a son.

Mortals by and large don't worship Marzarok. The Black Fire Beserkers are the only organization that pays regular tribute, and the higher ranking members are able to call upon a tiny fraction of the flame that shrouds the God of Rage.

Sanctum: Marzarok lives and fights alongside his father and as such when not off in battle resides, ironically, within the eternal winter portion of the Wybirne.

Mx.Silver
2014-02-25, 06:28 AM
Page 3, YAY! Also, potential prestige class introduced in this post...MORE YAY!

I was not under the impression that was a concern for this thread. In fact I wasn't under the impression this was meant to be for a particular set of game rules at all.

Jendekit
2014-02-25, 09:30 AM
Neither was I, I was just in a silly mood when I typed that.

mystic1110
2014-02-25, 01:08 PM
Random Resource

A List of Common Domains/Concepts (a lot of which have not been used), Just to get the juices going http://home.comcast.net/~ftm3/ASMoNM/domains.html

Jendekit
2014-02-26, 08:50 PM
Yemeth, the Worms that Walk

Appearance: Yemeth is just as disgusting as his title suggests, a writhing mass of worms, maggots, leaches, and other such things in a rough humanoid shape. Most frequently he dons a nondescript cloak and a snow white, porcelain mask lacking in any features.

Domains: Worm-forms and Loneliness

Personality: Yemeth is often remembered as a trickster beyond compare. His ability to be smashed apart and still survive no matter how brutal the beating meant that most gods were more willing to put up with his antics than they would have otherwise. That changed with the death of Orlus. Now, Yemeth is simply tired. He has been fleeing for his life for almost as long as he can remember, he can scarcely remember the last time he played a prank, and his form makes it impossible for him to hide amongst mortals. More than once he has considered seeking out the demon gods to see if there would be a place for him there, but for reasons unknown even to himself, he hasn't.

Parents: It is said that the first worms in the seas eventually merged into Yemeth, but either way Yemeth has neither confirmed nor denied the story.

Relationships: Yemeth is deeply hated and despised by all of Doskrates's brood. Seeing as how they are among the most powerful of the gods, this poses a bit of a problem as far as Yemeth is concerned. They have tried on multiple occasions to kill him in the past, going as far back as Orlius in his prime. Each and every time, Yemeth has burst apart into the individual worm-forms that make up his body, and as long as a single one lives he can reconstitute himself from mundane worm-forms. Though he vehemently denies it, a large amount of the blame for the death of Orlius has been placed on Yemeth. Despite his claims to the contrary, the current theory is that the last time that Orlius smashed Yemeth to pieces, a portion of Yemeth found its way into Orlius where it gained independence from Yemeth as the parasitical tapeworm Thuxdatog.

Yemeth is not actively worshiped among mortals. When a mortal is buried after death, an offering is typically made to Yemeth by the deceased's loved ones to swiftly render the deceased's remain unusable by necromancers but otherwise he is ignored.

Sanctum: Yemeth is a god on the run. With so many gods seeking his permanent death, he cannot afford to stay in one place, and as such he has no sanctum after his home in the eternal summer portion of Wybirne was destroyed shortly after the death of Orlus.

mystic1110
2014-02-27, 09:01 AM
I'll be gone till March 10th. Please don't think this game is dead - I'll be back :smallbiggrin:

FallenGeek
2014-03-01, 10:42 PM
Jendekit: It looks like Yemeth is Thuxdatog's parent (indirectly at least), so he should have a second domain as well.

After Vronto begetted Gavrem with the newly divorced Malladar, Skorghus made sure to get his revenge. He seduced Vronto's mom.

Name: Luchanoori

Appearance: Luchanoori is a beautiful winged, centaur stallion. His horse half is roan, his four wings are the copper shades of a red-tailed hawk (a pair from his humanoid back and the other from his horseback), his human torso is pale alabaster. He has blonde hair, violet eyes, and elfin ears. He carries a longbow at all times.

Domains: Archery

Personality: Luchanoori is very calm and focused, always concentrating on his target.

Relationship with mortals: Luchanoori is primarily worshiped by elves and centaurs, but archers of all races pay him at least lip service. His most fervent worshipers are the Order of the Bow, an elite group of archers across all race lines devoted to the mastery of the craft.

Parents: Vakparellna and Skorghus

Sanctum: Luchanoori lives in the eternal spring of Wybirne with his mother.

Mx.Silver
2014-03-04, 04:11 PM
Really liking Yemeth, I must say.



Name: Ix'Killas, Prince of Alumaria

Appearance: Like the rest of the divine royalty Ix'Killas has four faces and six arms. Also like the rest of the divine royalty Ix'Killas only wears purple robes and amethyst jewelry.

Domains: Engineering, Masonry, Construction

Personality: Ix'Killas is a stoic, laconic deity, more so than he was in the past since Eridel's conception. He cares for little save his work, and is by far the most reclusive of the Divine Royalty, although his sense of duty to the family's policies remains unwavering.

Relationships: Although he receives no individual credit, Ix'Killas' exploits have done a great deal to endear the Divine Royalty to the more civilised inhabitants of Alumaria. He was, after all, the god who created the first causways - the gigantic network of bridges linking the upper slopes of Alumaria's myriad mountains, thereby enabling travel between the peaks without setting foot into the gloom-laden valleys that lie shrouded below the night-mists. Not that the lack of acknowledgement for this bothers him much.

He sees little of the other gods outside of the family, although there is some mutual respect between him and Jagyn, as one craftsman to another. He does hold a special loathing for the Demon Gods, having never forgiven the clan for the actions of Kiarare, and is not particularly well-liked by the clan in return.

Parents: His parents are Ix'Naranth and Ix'Teshal who are again brother and sister

Sanctum: Like the rest of the Divine Royalty his residence and Sanctum is in the vast halls of the First Citadel located on the top of the tallest mountain on the plane of Alumaria.

Adam1949
2014-03-04, 05:44 PM
I like the idea of both Thuxdatog and Yemeth, but by the looks of it their isn't a feminine part of their legend. I want to fix that with a goddess that might fit!

Okarus, the Accursed Maiden

Appearance: When encountered in the mortal realm, people are often surprised to see that Okarus looks practically mundane; a blonde girl of pre-teen appearance, with a wide-brimmed hat and a purple dress. Her eyes, however, are grey and always filled with a sort of twinkling, hinting at her agelessness. She has shapeshifting abilities, and may take the form of a mature woman, a white snake, or a green frog (the latter two any size from normal to house-dwarfing).

Domains: Curses, Snakes, and Frogs.

Personality: Okarus is a whimsical and capricious goddess, who does things as they amuse her. It is not uncommon for her to twist requests in ways that their makers did not intend, for good and for ill; a man who wishes to end the plague on his crops may find them all burned down (no more plague), or might find that the 'plague' is actually a highly-potent medicine which can be harvested at a faster and more lucrative rate than his original crops.

Relationship with Mortals: Mortals who worship Okarus traditionally do so out of fear or tradition, not love. She is well-known to be a wild goddess who hands out blessings and curses at her leisure whether or not she has been prayed to. She asks for no sacrifices, although she does request that both snakes and frogs are left alone when encountered; the latter she may choose to elevate into her divine agents, while the latter is traditionally believed to be her favorite snack.

Relationships with the Other Gods: One popular myth states that a snake-servant who angered Okarus was cursed to lose his eyes and his teeth, before having his skull caved in by her mighty staff. The fallen serpent lived on, and became the first portion of the god now called Yemeth. Whether this is true of not is unknown.
The Accursed Maiden has a certain measure of respect for Thuxdatog, seeing it as the natural end to all cursing, and finding its similarity in appearance to her own minions as hilarious. She is one of the few gods who refuses to harm or even use The Beast, instead claiming that she has allowed it to escape from Galnarian. As such, she is not regarded kindly by that god. She holds special contempt for one of Galnarian's children, Winter, by virtue of him freezing and eating her frogs and snakes (both of which she eats herself; it's the semantics of the act, not the actual act itself, that angers her).

Parents: The deities Maglor and Vianileth (thus making her half-sister to Vestryxis).

Sanctum: Okarus lives in the mortal realm, in a lake known as the Darklife Pit. The lake's bottom is so deep that the whole thing appears black as night. It is said that she resides there, although she travels the world often for her own amusement.

Mx.Silver
2014-03-04, 10:50 PM
Parents: The deities Maglor and Vianileth (thus making her half-sister to Vestryxis)

And not demonic. Which would mean that Maglor probably isn't either. Which means that Vestryxis' demonic parent would have to be...


Name: Gure, the Whispering One

Appearance: The most striking about Gure's appearance, beyond the usual elongated multi-jointed limbs typical of Azmoros' descendants, is how emaciated she seems. Even the three horns sprouting from her face are thin and spindly, while her serpent-like tail seldom moves, seeming to be as lifeless as her dull, tangled hair. The only part of her which does not seem frail and lifeless are her eye, which save for her pupils are solid blue, which are constantly active, staring at sights few can see.
Her robes are dull grey and rather tattered, especially around the sleeves.

Domains: Visions, Prophecy, Madness

Personality: What an insane demon would actually look like is difficult for mortals to answer, since to mortals most normal demons appear fairly mad to begin with. This is not too surprising, demons are, after all, born from the emotions of mortal dreamers and as such tend not to be particularly stable or rational - even those who stem from the less destructive side of the emotional spectrum. While the Demon gods tend to be rather more rational, most of the time, the fact that they live surrounded by demons - creatures that will reincarnate if killed in Mezzethera and to whom death is usually a temporary inconvenience - on a plane where there is very little in the way of lasting consequence does create something of a gulf between their standards of behaviour and what the residents of the other five planes would consider normal.

Most would therefore assume that Gure would be uncontrollably wild and chaotic, an unstable danger to everything around her. The reality however is rather different.
Gure rarely even moves, and seldom seems to react to external stimuli. Most of the time the only sign she is even alive are her constantly roving eyes and the never-ending whispered monologue she constantly chants; a maddeningly incomprehensible mixture of descriptions and predictions mixed with thousands of conversations, all spoken in a myriad different languages.
The root of the problem is not that she isn't aware of her surroundings, but rather the reverse for Gure sees and hears almost everything. Before her eyes stretch possible futures and impossible futures; things that might, will, won't, did and did not happen flowing around her eyes and ears. Her constant stream of whispers are her attempt to make sense of this, to sort and filter the relevant visions from the unimportant ones, from which she can then try to steer events in a better direction.
Her biggest difficulty is in being able to keep a fixed picture of what is going in the present immediately around her. Physical contact can help, but her physical weakness and frailty makes initiating this difficult.

On the rare occasions she is able to focus herself on the present, she displays a very sharp mind indeed, although her inability to communicate verbally can make this difficult to tell. She also seems particularly fond of games of chance, although given the ridiculous advantage her abilities grant her few entities indeed would want to play against her long. She does also seem to have some ability to push visions towards mortal minds, and her influence manifests itself, although what end her seemingly arbitrary grants of visions and madness are meant to bring about (if indeed they are meant to) seems a mystery.

Relationships: Although not much worshiped in the conventional sense, given her lack of direct interaction with most mortal entities, Gure does possess a fair mortal following of a kind. While most mortal auguries keep to Skorghus and the other relevant descendants of Doskrates (such as Malladar), for those who truly desire oracular predictions, or the knowledge to alter or bring about the future, Gure is the deity who can best answer them. Of course, this is by no means the safe option; many who stumble into Gure's visions are driven mad - and even those who are trained for it can still lose the minds to the stream of possibles, and as a consequence prayers to her tend to be strongly discouraged. Nonetheless, there are still those willing to take the risk.
Most demons regard her with a small degree of fear, uncertain of how to deal with her seemingly inert behaviour. Nonetheless, a fair number - mostly demons of anticipation and surprise - do attend to her needs, such as they are. Or at least try to keep an eye on her.

Gure's relationships with the other gods are not particularly numerous. Outside of the other Demon Gods she is mostly known of by reputation, rather than any direct acquaintance. One of the few exceptions to this is Maglor, who, not realising quite who she was, once made the mistake of agreeing to a game of senate - with his fathering of Vestryxis being the price for his loss - although he has had little to do with her since. There is persistent speculation within the halls of the Divine Council that Gure is constantly engaged in some sort of long term contest or other battle of wills with Malladar, although neither goddess has ever confirmed this.

The other demon gods usually try to keep an eye on her from time-to-time, the role frequently falling to her 'sister' Liluar or one of the latter's children. Usually this doesn't involve much, but on the rare occasions the Gure is both lucid enough and able to communicate information the other demon god's will listen and listen very closely.

If any deity can be said to fallen on her enemy it is Eridel. For Gure knows that if the demon gods ever wish to ascend to an equal standing with the other deities, particularly the Divine Royalty, Kiarare's essense must be reincarnated and that this cannot happen while the Outcast Lord is at large and alive.

Parents: Gure was created by Azmoros, somewhat unintentionally as was the case for all her generation of the clan. She was drawn from the Azmoros' anxieties and uncertainty at her predicament, and given form by her breath as it crystalised on the surface of the Wandering White, the traveling sea of doubts and predictions.

Sanctum: The Tomorrow Shore, a largely featureless floating sandbar slowly orbiting within sight of the Great Maelstrom on the plane of Mezzethera. The shore is largely featureless save for a small single-roomed hut made of the same silver sand, in which Gure spends most of her time sitting.






The idea I'm sort of going for here, if it wasn't clear, is that demons aren't necessarily 'evil' (as I'm not really sure some cosmic good-evil divide really works for this setting), so much as they are just different and potentially dangerous. Not to say that there aren't really nasty demons out there mind you, just that they aren't the usual army of darkness.

Storm_Of_Snow
2014-03-06, 12:30 PM
Mind if I join in?

Name: Merila
Title: Goddess of rain
Appearance: Young human girl, with raven black hair and bright blue eyes. Usually depicted wearing a long grey dress, which is sometimes depicted as tattered on the edges.
Domain: Rain
Personality: Flighty, can be provoked into huge rages, but can also be tender and caring. Has many siblings (both full and half, with the goddesses of the land and the air), each responsible for a different aspect of weather. All are constantly vying with each other for dominance.
Worshippers: No regular worshippers, although farmers make devotion to her for their crops, whilst sailors do so in parallel with her mother for safe voyages.
Parents: Father is Halithan, god of nature, and her mother is Solma, goddess of the sea.
Domicile: The Tempest Palace located on the Elemental plane of Water.

Mx.Silver
2014-03-06, 02:17 PM
Mind if I join in?
Not at all, although you may want to check some of the thread first (stuff marked as setting discussion is helpful - I may try to get a rough setting guide up and running shortly, unless someone else wants to take a stab at it), as the setting has a developed a few features that may need to be kept in mind. For instance: there is no 'elemental plane of water', in fact 'elements' don't really play a function here, things divide along seasonal lines instead.

Also, it's not considered great form to declare what sort of domains your deity's parents have in the post - helps to leave it open in case someone else has an idea.

Adam1949
2014-03-06, 03:02 PM
In addition to what Mr. Sliver stated, another tip: try connecting your deity to a pre-existing one, if at all possible. Perhaps Merila is the daughter of a different deity who already has 2 portfolios? Maybe she's got a rivalry with Winter for being a jerk?

Balyano
2014-03-07, 04:35 AM
In the vein of what Adam1949 said:

Idourn is the sky god, has the rain domain, and is described as having fathered several other deities with the rain domain. Thasara is the goddess of the ocean. It might make sense to have them as her parents.

Since we don't have a plane of water perhaps she lives in the spring region of Wybirne, after all there is a lot of rain in the spring time. Or perhaps a summer realm? If her primary worship is for farming she might be the goddess of summer rains. Or maybe spring rains after all depending on the area being farmed. After all spring rains bring floods and in some parts of the world that means farmable silt deposits, but in others that means flash floods and danger. Could have a villa in each both realms.

Storm_Of_Snow
2014-03-07, 09:23 AM
Fair enough, I just had the idea that all weather would be a subset of the domains of a nature deity rather than the combination of two "elemental" ones, and other natural phenomena, such as sand/dust storms and maybe even earthquakes could be included in that "weather" domain as other minor deities (for instance, whilst Merila's a rain goddess, there could also be a storm god, even though they'd theoretically overlap). And whilst a deity might be a lower tier simply through their single domain being quite narrow or inconsequential to mortals, their parents could well be much higher tiers (for example, a nature god might be tier 3, possibly even tier 4).

Also, her parents could have those titles, rather than them being specifically their domains. :smallwink: But, to be honest, the longer the thread goes, the more difficult it's going to be to keep things like that in line with each other (I had a look at the list in the first post, and there's already three gods who have aspects of money in their domains - King Ausreks III - money, Thasara - wealth and Celeberse - inheritance).

Maybe just suggesting the relevant domains of their parents would be a better way to go (which could say allow for, say, the child of a god of wealth to rebel from them and champion the dispossessed, rather than having the dispossessed as their domain and being the child of a godess of charity), and the names could be filled in later.

Anyway, version 2:
Name: Merila
Title: Goddess of rain
Appearance: Young human girl, with raven black hair and bright blue eyes. Usually depicted wearing a long grey dress, which is sometimes depicted as tattered on the edges.
Domain: Rain
Personality: Flighty, can be provoked into huge rages, but can also be tender and caring. Has many siblings (both full and half, with the goddesses of the land and the air), each responsible for a different aspect of weather. All are constantly vying with each other for dominance, other deities tend to leave them to it.
Worshippers: No regular worshippers, although farmers make devotion to her for their crops, whilst sailors do so in parallel with her mother for safe voyages.
Parents: Idourn and Thasara.
Domicile: The Tempest Palace, a palace with walls made of constantly flowing water that restructures itself according to Merila's moods, and a small plane in it's own right.

BTW, there's no truth in the rumour that her holy days are British bank holidays, or the third day of any Cricket test match. :smallbiggrin:

FallenGeek
2014-03-07, 07:40 PM
Name: Ix’Tirenuia, Champion of the Chaste

Appearance: Like the rest of the divine royalty Ix'Tirenuia has four faces and six arms. Also like the rest of the divine royalty Ix'Tirenuia only wears purple robes and amethyst jewelry; of particular, note is her silver and amethyst tiara.

Domains: Courtly Love

Personality: Ix'Tirenuia has a sugar-and-ice personality; she is all icy regarding her husband and her family, but has a sweet personality to the other gods.

Relationship with mortals: Ix'Tirenuia is a stern goddess with many rules for her followers, and since her doctrines hold sway among all worshipers of the Divine Royalty, she has many. She demands her adherents to forswear all erotic love and to punish and discriminate against fornicators, especially prostitutes. Her more zealous clergy attacks brothels and have recently begun a holy war against Lithus's followers.

Relationships with other Gods: She and Ix'Maerth are married, but it is certainly a cold, mechanical marriage with them living in separate wings of the First Citadel. Her family has angered her by forcing her to marry her twin brother, even if it is the family tradition. She has fended off the advances of numerous gods, but has been having an affair of the heart, if not the body, with Byrahn ever since Lithus gave birth to Ix'Maerth's child. Ix'Tirenuia has sworn vengeance upon Lithus for the affair and has taken the first action in what will certainly be an eternal conflict(see above).

Parents: Ix'Tirenuia's parents are Ix'Obynxis and Ix'Jilan

Sanctum: Like the rest of the Divine Royalty, her residence and Sanctum is in the vast halls of the First Citadel located on the top of the tallest mountain on the plane of Alumaria.

I felt that the world needed some more structured religion, especially with a grouping such as the Divine Royalty. I would presume that there are other gods that are worshiped as a grouping (Rilari and her sisters?)as well.

mystic1110
2014-03-10, 08:33 AM
Back!!! Updated the first chart

Can anyone provide a setting summary since I left.

And I will begin posting new gods myself later today :smallsmile:

FallenGeek
2014-03-10, 04:07 PM
Name: Ix’Jilan, Princess of Alumaria

Appearance: Like the rest of the divine royalty Ix'Jilan has four faces and six arms. Also like the rest of the divine royalty Ix’Jilan only wears purple robes and amethyst jewelry.

Domains: Justice and Tradition

Personality: Ix’Jilan does not like change. Things were done a certain way because they worked and must continue because that is how it is done. Any gods or mortals that wish to break from any tradition must be punished, a desire that is causing conflict in her loving marriage to her brother-husband, Ix’Obynxis.

Relationship with mortals: The second youngest princess of Alumaria has several temples in large cities across Teraste, with her primary worshippers being the city guard. Those found guilty of capital crimes are her preferred sacrifice – the guilty, after being killed with a silver knife, are burned upon a pyre of jacaranda, but those guilty of gross breaks of tradition are burnt alive. It is her influence upon the empire of Ixth that has kept the tradition of expansion from fading – any leader that does not maintain the tradition is burned alive by her priests.

Relationships with other Gods: While Ix’Obynixis is the judge and executioner of the gods, Ix’Jilan is the prosecutor; for that, Ix’Jilan is feared and respected by the other deities. She spends much of her time hunting Gavrem and Eridel.

Parents: Ix’Jilan's parents are Ix'Killas and Ix'Belfia

Sanctum: Like the rest of the Divine Royalty, her residence and Sanctum is in the vast halls of the First Citadel located on the top of the tallest mountain on the plane of Alumaria.

mystic1110
2014-03-10, 09:06 PM
Name: Federatisto, The King of Many Islands
Domains: Volcanoes, Sacrifice, Shores
Appearance: Federatisto appears as a dark humanoid - large and muscular, he is one of the most mortal looking gods - that is viewed from afar. Up close he has red eyes composed of live embers and he gives off immense heat - if he steps into the ocean his heat is so intense that not one drop of water will touch it - the ocean will evaporate and sheild him thanks to the Leidenfrost effect.
Personality : Federatisto is an angry god. He is misogynistic and abusive. He is lustful and easily prone to wrath. He is not the most admirable of the divine. He is also an isolationist God, never appearing at the Divine Council, content to stay on the mortal realm with his Harem. However he has some power within divine society due to his domain of sacrifice, through which much of mortal worship is conducted by, and his service towards Ix'Killas. The two gods don't really talk to each other and no one knows why Federatisto has been so loyal to the royal or why the royal trusts the other god as much as he does.
Relationship with Mortals: Most other gods don't really have an interaction with Federatisto - Thasara doesn't talk to her father, and not only does he not care about his daughter, the sea itself rejects him. Mortals that live near shores and beaches pay him homage and of course sacrifice virgins to him every year, same with mortals that live near volcanoes. Mortals that pray to other gods invoke Federatisto's name when making a sacrifice, but they do so only as a formality.
Parents: Papilsi and Fisylaka
Sanctum:Federatisto lives inside a palace of brass located within Mount Gorlati, the largest volcano in the mortal realm. The island on which the volcano is located on, is the center of the largest archipelago on the mortal realm, composed of a myriad of thousands of Islands. The people on each island are extremely varied, and culturally distinct. However they share two things in common - they are all isolationist, doing very little trade with even the other islands, and they sacrifice one preteen daughter to Federatisto each year. The festival is a time honored one - young girls even compete to be chosen to be the Fire Lord's Bride. They are boated to Mount Gorlati and throne into the volcano - once they are burned alive, they are reborn as one of Federatisto's immense harem (and growing) in his brass palace.

Balyano
2014-03-13, 02:00 PM
Originally posted this one incomplete, finally got time to finish it.


Summer

Appearance: Summer is an enormous eagle with iridescent feathers of every color that can be imagined by mortal mind, and a few that can't.

Personality: Summer is stern and protective. He doesn't enjoy change and thinks the world would be better if just kept in (to his mind) it's perfect state. Of course things are not in their perfect state yet, no Winter keeps ruining things, Spring keeps changing the playing field, and Autumn keeps stealing everything. There was a time when he tried to set things right and bring the eternal summer, but now he has found himself in a rut of sorts. For his resistance to change things has him just repeat the same cycle of destruction, growth, preservation, and harvest with the other three seasons, year in and year out.

Domain: Summer

Relationships: Summer shares correspondence with Ix'Jilan and Ix'Obynxis, fellow preservers of society, Naru, his fellow protector, and with Latha and Luthu whos philosophy of cooperation helps fight entropy. During his reign he works with Vakparellna, Isoldril, Merila, Idourn, and his other children to ensure the mortal realm is well fed and prepared for the hardship to come.

Mortals pray to Summer for a longer growing season, to preserve all that is right in the world, and to reveal deception. A great many knights bear his mark and take him as a symbol of the battle against chaos and dishonor.

Parents: Skorghus and Yuyevris

Sanctum: The Eagle's Nest rests atop the highest branches of the tallest tree in the summer region. The nest is a fortress in its own right, woven from entangled vines covered in razor sharp thorns, with large sharpened stakes thrust out in every direction, and filled with biting and stinging insect soldiers, access to the nest is all but impossible. From beneath only those small as an ant can squeeze through the maze of tangled razors, but any climbers must contend with the guardian ants. From above towers of locust thorns are connected by near invisible webs of sticky silk and garrisoned by nests of hornets of every size. The only sure way to enter the nest is in the talons of the eagle himself.


Spring

Appearance: Spring is a sentient swarm of honey bees miles across. On the few occasions that she has taken to the air in the mortal realm her living cloud has brought the darkness of night to the day. Luckily she is content to spend her time in the springtime realm.

Personality: Spring loves to bring out the potential in any and every thing. Everything has something it was, something it is, and something it could be, and spring sees it as her job, and passion, to help them along to becoming what the should be next. Sometimes she can see the underlying destiny of the person, creature, or object in question, but usually she just pushes things along and observes what grows from it.

Domain: Spring

Relationships: Though the rough time of their reigns are set, Spring must battle Winter back each year to ensure that Isoldril can help the mortals with their sowing of seeds. When Winter is beaten back she spends her days dancing in Merila and Idourns rains, listening to the songs Seredan put in birds Skorghus sent her and watching in wonder as Rilari paints Vakparellnas flowers. When her time to rule the year is over Spring enjoys the company of Ix'Killas, Karvak, Jagyn, Papyra, Seredan, and Rilari as she never grows tired of their creations.

Mortals worship Spring as an inspirer, ender of hardship, and blesser of new ventures. Prayers to her often ask for aid in reaching ones potential or for an ending of hardship.

Parents: Spring was spawned by drops of Cassabiels blood that struck the earth during the Battle of Fallen Stars.

Sanctum: Springs sanctum in Wybirne could at first be mistaken as a mountain, indeed trees have long taken root on its slopes, but in reality the vegetations hides a bee hive miles across and nearly a mile tall.


Autumn

Appearance: Autumn takes the form of a humble pack rat with red, orange, brown, and yellow splotched fur that resembles fallen leaves. Though her exact size changeable at a whim, she rarely takes a form larger than is necessary for her to collect her treasures.

Personality: Autumn is a hoarder by nature, always collecting things. She possesses at least twelve of everything, just in case she should ever find need of them. She believes in always being prepared for any situation and in the hard work that is often required to obtain the resources necessary to do so. Her habit of ''harvesting'' things that others see as their own has sometime brought her into conflict with the other gods, some see her as a kleptomaniac, others as an eccentric survivalist, and a few have found out the hard way that the last thing one should try to do is take from her what she has collected.

Domain: Autumn

Relationships: Most of the gods don't hate Autumn, but they are weary when she is about as she tends to collect anything that isn't nailed down. Ausreks and Thasara refuse her entry to their homes at all times. Isodril and Caseus are on better terms with her since she shares interest in the harvest and preservation of food stores. For her part she doesn't actually hate any of the other gods...except Winter....and Galnarian, but those two deserve it, they ruin crops with their frosts.

Mortals gives prayers to Autumn in the fall, asking her to fight harder against Winter, the longer she holds him off the better off they are. Early frosts that ruin harvests are seen as a sign that not enough encouragement and sacrifice was sent to her.

Parents: Isoldril and Vakparellna

Sanctum: The Grand Midden is massive collection of sticks, straw, logs, and scavenged lumber built into a massive rock cavern in a canyon in the land of harvest. Inside the twisting passages and tunnels, half stone, half plant material, countless collections of all sorts can be found, some neatly arrayed, but most a chaotic mess, though Autumn knows the location of every object in her collection, as well as when something has been taken.

Mx.Silver
2014-03-15, 09:46 PM
@Balyano: Summer's parentage doesn't quite work, since both the gods you've listed have 3 domains but he only has 1, and neither of them have ever 'moved-up' from having 2 domains. One or both the parents should probably be swapped (note that if you're worried about crowding, I would note that we don't actually have that many 2-domainers, so throwing in a new probably won't hurt).



I'll have another god to add shortly, after that I'll try and get some sort of guide to the planes up and running.

Balyano
2014-03-16, 07:14 AM
@Balyano: Summer's parentage doesn't quite work, since both the gods you've listed have 3 domains but he only has 1, and neither of them have ever 'moved-up' from having 2 domains. One or both the parents should probably be swapped (note that if you're worried about crowding, I would note that we don't actually have that many 2-domainers, so throwing in a new probably won't hurt).

As I said in the post I got called away while typing it so it's not in the finished stage. Haven't had time to finish them yet.

Jendekit
2014-04-01, 04:03 PM
First new god after the website update! By the way Mystic, the list of gods on the first page is missing.

Velnias, the Prince of Pain

Appearance: Velnias most frequently appears as a human male, black of hair with sapphire blue eyes, with a dignified, noble air about him. An even six foot, he typically dresses in sombre clothes not out of place in a noble's court.

Domains: Torture

Personality: Velnias, despite his domain and title, is not a sadistic individual. He treats torture as his job, and he is a consummate professional. For him, it is never personal and he refuses to let his emotions affect his work. His brother Esu found that out the hard way when, to test each of their resolves, Ordog told Esu a secret to be taken to his grave and then ordered Velnias to torture the secret out of Esu. To this day, Esu has kept silent of the secret and Velnias continues to try to get the secret out of his brother.

Relationships: Velnias is not worshiped by mortals, so much as is is respected or feared. He does not care for prayers, and instead acts as an instructor. He sees his role as to teach his craft to any that wish to learn. Among the gods, his role is slightly different. With Ordog the information broker amongst the gods, Velnias and his siblings are seen as little more than Ordog's henchmen (not an incorrect assessment) and are only sought out if Ordog is needed.

Parents: The circumstances of the birth of Velnias and his siblings Esu the Lord of Secrets, Djavulen Maiden of the Dark, and Ibliisku Lord of Lies are unknown, but what is known is that all four are the children of a mortal mother and Ordog the Keeper of Knowledge

Sanctum: Velnias and his siblings live with their father in his fortress in Subere.

mystic1110
2014-04-02, 10:44 AM
I have to make a whole new list :smalleek:. . . my. . . gods. . .

Jendekit
2014-04-02, 02:14 PM
I have to make a whole new list :smalleek:. . . my. . . gods. . .

...pun intended?

mystic1110
2014-04-02, 02:19 PM
glad someone noticed :smallbiggrin:.

I'll try to get a new table up on Friday, and hopefulyl have a new god up by then.

Mx.Silver
2014-04-02, 07:00 PM
A new god, you say?


Name: Ankorial, Archangel of Death; The White Reaper; The Messenger of Souls; The Beating Wings that Herald the Last Light and the Final Breath

Appearance: Aside from her apparent possession of a physical sex, Ankorial mostly resembles her charges, the angels. A tall humanoid in form, with sallow leathery skin and two pairs of silvery-grey wings, each with an eye located at the carpal joint. As with the angels, she has no real face, the front of her head merely being an ivory contoured suggestion of where a face should be. Few see this however, as it is usually hidden behind a white veil, the same colour as the robes she wears.

Domains: Psychopomps

Personality: Stoic and laconic, Ankorial displays little strong emotion, save for a sense of pride and importance of the work and duties of her and her angels: escorting the souls of deceased mortals to The Dragon's Keep for judgement. She devotes a great deal of her time to this, with little concern for other trivialities.
That at least is how she would like to be viewed.

More astute observers however would soon pick-up on her subtle, but nonetheless severe, arrogance and her unspoken but strong desire to be treated with as much importance as she feels she deserves. Judging by the way she presents herself and the mortal depictions of her she favours, this seems to be a great deal of importance indeed.
Her work ethic seems also to be influenced by a desire to set herself apart from the other gods, most of whom she quietly regards as being lazy, self-serving hedonists who don't deserve the amount of worship and status they get. Her supposed 'refusal to compromise her duties' is also at times indistinguishable from being a passive-aggressive jobsworth.

Relationships: Given her general perception of the other gods, Ankorial has few divine friends, outside of her immediate family - although she does hold Zokaheesi in some respect. Most she simply regards with detached disdain, but not outright enmity - although her refusal to provide angelic support in the case of necromancy, under the reasoning that an angel's role is to deal with the dead living, not the living dead, has caused some annoyance in the past.
As Cassabiel's daughter, she actively hates Yuyevris and Etrioc over the former's death at the Battle of Fallen Stars. She also resents Spring since she blames the latter's 'birth' from Cassabiel's blood as the reason she did not inherit an additional domain and move up a tier.

Amongst the mortal races however Ankorial is widely worshipped, given her role in ensuring that the angels transport souls safely. She has been known to oversee the guiding of some souls personally, and as such has a fair degree of interaction with mortals - although given that any mortal seeing an angel is either dead or about to be so, these interactions aren't always positive. Generally she delegates this multi-planar task to the angels, over whom (with the exception of the Ash-Wings, who serve Malladar in maintaining The Keystone) she holds authority.

Parents: Cassabiel and Sarasa

Sanctum: The Gatehouse of The Dragon's Keep, from which she oversees the flow of arriving souls. The gate itself is comprised of four great stone arches through which the angels ferry the souls of the dead from the other planes (the Teraste arch, the largest by far, seeing the heaviest traffic, the Astral arch very little). There is no arch assigned to Mezzethera; any mortal unfortunate enough to die while physically in the plane of dreams is no longer Ankorial's concern, while demons themselves are outside the standard realm of souls to begin with. Indeed, angels seldom visit Mezzethera at all.

moossabi
2014-04-03, 11:32 PM
I have a god!

Name: Irilvis
Title: Keeper, All-knower, Most omnipresent Knowledge Lord.
Appearance: Not many have gazed directly on him, but when he requires to get a point across or manipulate mortals for own purposes, he appears as a purple and black wormhole in reality.
Domains: Knowledge, Books, Magic, Gardening
Personality: Irilvis has an eternal thirst for knowledge. And not just what Joe did on the night of the 24th, but arcane secrets that can bend reality itself. However, these secrets are highly elusive, and he constantly uses mortals to achieve his own goals. During projects, he ignores others' requests for attention. But while he has free time, he is fairly sociable. Just don't start any music. He detests music. He also has a completely random talent for gardening, and anyone who tampers with his topiaries risk death.
Relationship with Mortals: Worshippers are few, but they are some of the mortal plane's top mages. They regularly run errands for him, and in return they are granted great knowledge or high-level spells to study and use as they please. If they outlive their usefulness (die), their souls are brought to Irilvis' pocket of reality within the Astral Plane to serve as record keepers or organizers of his endless library. There is no organized religion, he merely interferes with select mortals that draw his interest.
Parents: Dokrastes, Orilus, Malladar*
Sanctum: A massive Library/Palace in a far corner of the Astral Plane that can only be reached by crossing a river of oil.

*An indirect byproduct of the creation.

mystic1110
2014-04-04, 10:36 AM
So . . . I sort of gave up trying to recreate the table. it was manageable when I could update it over time, but trying to do it all at once is crazy :smallbiggrin:. If anyone wants to help me, I would be very grateful.

That said moossabi, great to have you on board! We need more new blood !!! I'm really happy this project is continuing as the world is still being shaped. I am thinking of trying to introduce another god faction. To summarize so far we have the divine royalty (who seem to be sort of law/civilization bases) and the demon gods (who seem to be chaos and emotion based), and a whole bunch of concentrated families (sort of revolving around nature). We have the divine council and some exiled gods or gods who are mindless monsters. maybe we need to establish a "good" and "evil" faction? Also since we have 2 gods that represent the mortal races we should probably expand into gods of elves, or gods of humans, etc.

Jendekit
2014-04-04, 11:48 AM
So . . . I sort of gave up trying to recreate the table. it was manageable when I could update it over time, but trying to do it all at once is crazy :smallbiggrin:. If anyone wants to help me, I would be very grateful.

Well, I've just finished typing up all of the gods on the first two pages into Excell with their domains and parents. In the first two pages we have a total of 44 gods. Now to get started on page 3.

Mx.Silver
2014-04-04, 12:04 PM
maybe we need to establish a "good" and "evil" faction?
I'd really rather we didn't. Other factions are all well and good, but I don't think making a bunch of objective 'good guys' and 'bad guys' really works with the general 'dysfunctional extended family' model things seem to be following at the moment.



Also since we have 2 gods that represent the mortal races we should probably expand into gods of elves, or gods of humans, etc.
Makes sense.

Jendekit
2014-04-04, 02:47 PM
I agree with Mr. Silver in both regards; with that said, here's my input for a racial god. Lets see if anyone can spot the Easter Egg in it.

Aanulyynn, the Iron Tyrant

Appearance: Aanulyynn wears the form of her favored charges, the elves, with a black scar starting above her right eyebrow going down to her jawline. Black of hair and golden eyed, she wears formal garb made to flaunt her power and divinity.

Domain: Elves, Slavery

Parents: Vakparellna and Etrioc

Personality: Aanulyynn is a control freak. She feels that she must control everything in her domain, either personally or through her elven subjects. Given that she considers the whole of the mortal world as her domain, the inability of her peoples to do so after the slaughtering of her armies in ages past is a major sore point. She is also an elven supremacist, considering elves to be superior to all other mortal races due to her personal care and guidance.

Relationships: Amongst the mortal races, she is fanatically worshiped by the elves, and feared by all other races. The only members of non-elves that offer prayers her way are slavers who ask for good fortune.

Amongst the gods her relations are a bit more complicated. When she first took personal rule of the elven kingdoms in ages past, she launched a military campaign to conquer the mortal world. The other gods paid no mind, afterall only one other god, Ilymar, had devoted themselves to a single mortal race at the time. When she moved her forces south into Ithilien lands however, her conquering of the mortal world was no longer tolerated by one of the gods that resided beyond the mortal plane.

Her elven armies marched into the frozen lands to be met not by Ithilien forces, but by a single individual clad in armor and wielding an enchanted sword made of ice. The unnamed warrior offered Aanulyynn one chance to surrender, or all her mighty armies would be slain. Confident in her armies and her victory, she was older and more powerful than the only other god on the mortal plane, she refused. Upon receiving her answer, the lone warrior revealed his true form. Ilymar knew that he would not be able to resist Aanulyynn alone, and asked his father, Galnarian, to dissuade her should she invade his lands. Galnarian and Aanulyynn are both Dreons, but Galnarian's are Battle and Freezing Cold. Aanulyynn's armies never stood a chance. In two minutes, Aanulyynn was the only survivor of a military expedition numbering more than one million souls. Then Galnarian, for the first and only time in his life, spared an opponent. But not without leaving her with a reminder of what would happen if she ever threatened his son's people again.

Her relations with the other gods tend to be neutral. She has had little to no interactions with any gods since her humiliating defeat at the hand of Galnarian.

Sanctum: Aanulyynn watches over/rules the Elven Empire from her Red Palace on the island of Iiepmop.

FallenGeek
2014-04-04, 10:50 PM
And now we know why a mostly benevolent deity like Ilymar is loyal to his blood-thirsty father. Great story Jendekit.

moossabi
2014-04-06, 12:24 AM
Speaking of mortal representative gods...

Name: Arinax
Titles: Lizard Lady, Princess of Knowledge, Heir of Irilvis
Appearance: Arinax takes the form of her chosen species, the Lizardfolk. Beyond generic steriotypicalness, she bears purple markings on her hands, tail, and face. She has a spiked tail and dragon wings. She has often been mistaken for a demon by mortals other than Lizardfolk.
Domain: Lizardfolk, Persuasion
Personality: Being the daughter of a knowledge god, Arinax is very intelligent, but is fairly shy as an after-effect. She is hostile towards other mortal ruling gods, because of their habit of having their peoples enslave her chosen race. She is friends with a select few gods, mainly those that support her species. When angered, instead of pursuing violence, she uses her position as daughter of Irilvis to blackmail the offenders into humiliation and force them to assist the Lizardfolk. She wants to completely annihilate Aanulyynn and Amulird for causing the mass enslavement of her people, and is constantly looking for ways to drive Elven and human civilization to it's knees.
Relationship with mortals: Arinax is only worshipped by her species, the Lizardfolk. She is primarily worshipped via shamanism due to there being only isolated tribes of Lizardfolk and no major kingdoms. She does all she can to protect her followers (all Lizardfolk), and seeing her people thrive is all the reward she needs.
Parents: Irilvis, Vereshalia
Sanctum: As much as she would love to be actively assisting her people on the mortal plane, her father rarely lets her leave his library/palace.
__________________________________________________ ______________________________

Double posting is illegal, so here's another...

Name: Sarul
Titles: Orc King, High Chieftain, Eternal Ruler of Orcs
Appearance: Sarul is a dark-grey orc with a large scar going down his face. He is eight feet tall and wears a large cloak/cape.
Domain: Orcs, Strength
Personality: Despite his parentage, Sarul is not very intelligent, but is a strong warrior. Unlike his twin sister, he is not confined to the palace due to his father, Irilvis, banishing him out of disgust of his lack of intelligence. He has few friends among other gods, but maintains a steady friendship with Arinax, his sister.
RwM: He is the king/high chieftain of all orcs, and is treated as such. He gets paid yearly taxes by his subjects He protects his subjects through military might, just as a good king would do. He is revered through Orc mead huts, the main social gathering spot of any Orc village. He values strength in his people and many body-builders also ask for great strength.
Parents: Irilvis, Vereshalia
Sanctum: Sarul resides on the mortal plane in his basalt castle.

mystic1110
2014-04-06, 03:17 PM
Well, I've just finished typing up all of the gods on the first two pages into Excell with their domains and parents. In the first two pages we have a total of 44 gods. Now to get started on page 3.

Looking forward to the complete chart :smallbiggrin: . . . . I shudder to think how a genealogical chart would look.

Name: Amulird, the Abandoned King

Appearance: Amulird wears the form of his sister's charges, the elves, even though he is the god of humans. He looks tired all the time, as if humanity's exploits take a physical toll on him. He always appears sickly and on the verge of dying.

Domain: Humans, Peace

Parents: Vakparellna and Etrioc

Personality: Amulird is a disappointing god. His humans turned out to be a scourge, and peace seems further and furhter away. He is solemn and eager. In one word. . . pathetic.

Relationships: Amulird was conceived by his parent to undue the harm that his sister Aanulyynn wrought upon the mortal realm. He took some of the elves and removed some of their blessings, making them live shorter lives and taking away their ability to weave powerful enchantment. To balance these curse he gave humans curiosity and imagination. Little did he know that he had created the most dangerous race in all of the planes. Humans, almost immediately, learned what battle and war was. They waged war on each neighboring race, including his sister's recently humiliated and decimated elves. Almost like a cosmic joke, humanity enslaved the elves. Amulird was the God of Peace - so he sought to placate and appease the humans, trying to dissuade his wards from war. He granted them fertile basins, and fields of milk and honey, but they kept coming back to war. This conflict of his domains and desires ripped his heart in twain, wounding him beyond repair. In fact at this point most humans don't even worship him, and instead worship their chosen God of Mualth. The rest of the gods simply feel sorry for Amulird, but also hold deep grudges towards him for introducing the Human Plague to the multiverse. Humanity constantly advances . . . causing great scars to the landscape and to other races.

Sanctum: Amulird used to have a castle build on the mortal realm made out of leaves and glass. But now after human's stopped worshiping him, he has retreated to live with his father Etrioc

Mx.Silver
2014-04-06, 06:27 PM
Well, I was about 2/3rds of the way done with Etrioc's write-up, but my concept is pretty much incompatible with something that would create Amulird. So I've scrapped that, and am moving on to doing Azmoros.

Also, while I'm not averse to new races we are starting to run into the problem that Teraste is now getting a bit full. Even before we we threw in Orcs and Lizardpeople the mortal plane was already playing host to civilisations of Elves, Humans, Merfolk, Ithilens and dwarves, many of whom had previously been ruled over by dragons. By contrast, Wybirne - the plane of seasons - has a sum total of zero identified non-divine inhabitants, despite it having at least one city. Something to consider there.

It may also be worth considering that the following races have all previously been named/implied as existing, but haven't been placed nor do they seem to be the domain of any existing deity:
Ogres
Centaurs
Satyrs
The Fey
Harpies


Also, I should probably get some guide to the six planes up. I had been planning on fleshing out a couple of the planes via deities first, just to get at least some more clear definition of Alumaria, Mezzethera and The Astral, but if no one objects I could just skip to putting those in the general guide.

Jendekit
2014-04-06, 07:11 PM
I have no objections to that, and I also have a proposal: with the exception of dragons, all magical/mythical/etc. creatures are not native to the mortal plane. So Ogres, Harpies, etc. would be native to some other plane and migrate over in small numbers.

And as of Amulird, we have 64 gods. Can't wait to see how many we have on page 8 or 9!

mystic1110
2014-04-07, 08:33 AM
Well, I was about 2/3rds of the way done with Etrioc's write-up, but my concept is pretty much incompatible with something that would create Amulird. So I've scrapped that, and am moving on to doing Azmoros.

Also, while I'm not averse to new races we are starting to run into the problem that Teraste is now getting a bit full. Even before we we threw in Orcs and Lizardpeople the mortal plane was already playing host to civilisations of Elves, Humans, Merfolk, Ithilens and dwarves, many of whom had previously been ruled over by dragons. By contrast, Wybirne - the plane of seasons - has a sum total of zero identified non-divine inhabitants, despite it having at least one city. Something to consider there.

It may also be worth considering that the following races have all previously been named/implied as existing, but haven't been placed nor do they seem to be the domain of any existing deity:
Ogres
Centaurs
Satyrs
The Fey
Harpies


Also, I should probably get some guide to the six planes up. I had been planning on fleshing out a couple of the planes via deities first, just to get at least some more clear definition of Alumaria, Mezzethera and The Astral, but if no one objects I could just skip to putting those in the general guide.

Ah I'm sorry about your Etrioc :smallfrown:. And I agree . . . lets have all the fey type creatures live else where. I eagerly await your planes write up :smallsmile:


I have no objections to that, and I also have a proposal: with the exception of dragons, all magical/mythical/etc. creatures are not native to the mortal plane. So Ogres, Harpies, etc. would be native to some other plane and migrate over in small numbers.

And as of Amulird, we have 64 gods. Can't wait to see how many we have on page 8 or 9!

How many gods do we have if we include named but not written up gods?

Jendekit
2014-04-07, 11:36 AM
How many gods do we have if we include named but not written up gods?

Just finished that list, names only, and came up with a total of...:smalleek:92 gods.

EDIT: Made a typo in the number of gods, fixed now.

mystic1110
2014-04-07, 12:00 PM
Holy. . .

Well I eagerly await your list so we can start filling in those missing Gods. I'll try to link named gods to named gods to limit the number of gods we have.

Mx.Silver
2014-04-07, 06:58 PM
Guide to the planes as we stand:


Alumaria - The Realm of Light and Shade

Alumaria is an inverse of Teraste (or perhaps Teraste an inverse of Alumaria); a hollow sphere with its sun floating in the central sky.
To most mortals who see it, it is a world of mountains, peaked and table-topped, rising like islands out of a sea of thick grey mist, where the ever-present sun is only obscured by the frequent heavy rains, which flow periodically an untouched by the seasons that characterise Teraste and Wybirne. The civilised peoples of Alumaria, most notably the Ixith, build their civilisations on these sun-drenched slopes; farms and orchards sprawl across entire plateaus, to feed the populations of the alpine cities that dot the mountain tops. Other slopes play host to quarries and mining complexes, or are covered with carefully managed pine forests and meadows, while alpine lakes and rivers are fished, or used to feed aqueducts. On most of the taller ranges it is possible to walk from one peak to another without ever coming hitting the fog-belt, while the more distant slopes are linked by the great rotating Sky Bridges, designed by the Divine Royalty - who's Citadel towers over even the other mountains. The sky bridges themselves are considered sacred, to the point where even in times of war between nation no violence is to be committed to them or upon them.
To most observers from other planes, Alumaria seems a triumphant monument to the glory and power of civilisation. Which it is, provided one never steps below the fog-belt.

For under the thick blanket of the night-mists is another land entirely. The most remote, untouched wilderness regions of Teraste look like topiary gardens next to the twilit valleys of Alumaria. Vast forests and jungles cover almost everything, and the deeper one goes the larger and more strange the plantlife becomes, an effect only enhanced by the sheets of luminescent fungi growing on trunks so wide even walking around them would take hours. In the more water-logged valleys these rainforests give way to swamps, while the valleys that see the heaviest rainfall of all are swallowed by rivers and lakes the size of small seas. The wildlife is, if anything, even worse. Hunting excursions into the valleys are effectively short of military operations and even then are seldom likely to succeed. According to Ixith folklore, the dragons of Teraste were originally from the valleys but fled the plane at the first opportunity to save themselves from the forests and its inhabitants.
The excursions are not exclusively one-way, however. Periodically, monsters will range up the slopes in some cases with enough regularity that some regions maintain permanent armed garrisons near the fog-belt. In extreme cases these incursions from the valleys start to resemble outright invasions - the dreaded 'Green Tides', so named due to the presence of some of the more aggressive plant-life such as the Shrike Vines. The most common invaders however tend to be smaller, mostly insects but also some smaller mammals, which primarily attack crops and spread disease and are a constant source of frustration to farming communities on the lower slopes.


Non-divine Inhabitants:
The Ixith

The Astral Plane - The Realm of the Gods

The Astral Plane is barely a plane at all, at least in comparison to the other regions. It is primarily a grey void, with no real physical body nor much gravity, lit by the faint silvery glow of the mists that fill it. Most mortals struggle to navigate it at all, although very few visit it without divine invitation. For within this void drift the various sanctums of the gods. Each is effectively a miniature plane unto itself, albeit one with clearly defined limits and boundaries. The exact size and nature of each demi-plane varies according to whatever its creator wished to put in it at the time, and will persist as such until a deity decides to remove it. According to legend there exist some forgotten demi-planes that have been untouched for centuries - and even some persistent stories of regions that even the gods themselves have not visited, although whatever could have formed them is unclear.
Generally though, most of these demi-planes are fairly well-known and locatable - at least to the gods. Getting into one without it's owner's permission however may prove more difficult. The most famous of these demi-planes, although off-limits to all non-gods, is the divine Meeting Hall which serves as the closest thing to a seat of government the deities possess.

Non-divine Inhabitants: none native


Mezzethera - The Realm of Dreams

Mezzethera, the ocean of dreams, has both the most and least mortal visitors of the planes. When dreaming, all mortal minds drift within the plane's infinite depths, the shadowy dream-waters and submerged pieces of flow-stone shaping themselves around the dreamer as required, then fading back into formlessness once the dreamer awakens and the dream-self vanishes. Of course, such dreamers cannot really navigate the plane - most seldom realise they are even in it to begin with - and are at the mercy of the currents. To actually exert control the individual must undertake dream-walking, a difficult trance-like technique where the conscious mind is projected into the dream-self. While this does allow for purposeful navigation of the plane - including entering the dreams of others - it carries with it far more risks. While a normal dreamer may find themselves in the sea of nightmares, or have their dreams invaded by an inquisitive demon, at the end it is still just a dream, from which they will awaken physically unharmed. A dream-walker however must awaken by force of will and if their dream-self becomes trapped this is impossible. In extreme cases a demon may capture the dream-self, then us it as a conduit back into the mortal's body at which point the unfortunate individual will find themselves possessed. Dream-walking also poses one limitation: a dream-walker still cannot break the surface of Mezzathera under their own power. That requires entering Mezzathera physically, something very few mortals attempt.

Those that succeed, however, find themselves in a world of vast drifting beaches and banks of grey-white sand, the largest of which seperate the main ocean from it's subsidiary seas (the Sea of Nightmares, the Sea of Fantasies and The Wandering White - the cloudy sea of doubts and predictions) and the vortex of the Great Mealstrom. The rest of ocean is dotted with traveling islands of the always changing flow-stone, most notably the great The Flowstone Keep, and large bergs of prismatic dream-ice. Although Mezzethera is, apparently, flat long range visibility is difficult due to the the haze of dream-water vapour that permeates the air. The sky, such as it is, is filled with stars of all visible (and most invisible) colours.
Such a view comes at a price however, as Mezzethera is deceptively lethal. While dream-water will turn into food or drink simply by willing it, this is still an illusion and without proper sustenance starvation and dehydration are inevitable. This is a particular risk for any visitor who falls into the ocean and is unable to escape, which is always a possibility given the inherent instability of flow-stone and dream-ice. The other danger comes from the demons.

It is not so much that demons are naturally malevolent - although some of them do a good job of acting like it. Most of the demon societies and settlements that dot the various islands of Mezzethera are not particularly hostile to outsiders. Demons are, however, quite volatile creatures of pure emotion and prone to outbursts, usually of whichever emotion they most identify with. They are also, at the core, made from largely the same substance as their plane - and can regenerate from most physical injuries simply by submerging themselves in the ocean for a time. Even in cases where a demon 'dies' their essence simply returns to the waters to be reborn again in a new body at a later date. As a result, as far as demons are concerned, violence - even warfare - is of little long-term consequence and therefore they have far fewer reservations about resorting to it - some even treat violent conflict as a sport or game. Unsurprisingly, demon societies tend to be rather chaotic affairs and it is all-too possible for a mortal to end-up killed. And dying in the dream-realm poses it's own unique set of problems - for no one truly dies in dreams, so there is no direct connection between Mezzathera and Subere and therefore nowhere for a deceased soul to go. Instead the soul, and by extension the mind, remain stuck on the plane, usually trapped, conscious but unable to act, within the corpse indefinitely unless something manages to extract. Should the body fall into the ocean, the dream-water will attempt to reform it but this is seldom a clean or exact process - most mortals being utterly unprepared for the demands of having aspects of a physical form that are dependent on their own will for their shape. Even in cases where this happens, there is nothing to stop the unlucky mortal from dieing again, and again, and again. Unless they somehow manage to find their way through one of the still-standing ice gates that connect the surface of the Mezzethera to one of the other planes.


Non-divine Inhabitants: Demons

Subere - The Realm of Death

Eventually, all will see Subere, as the saying goes. The most people arriving at the plane of death via the normal means see are the titanic gates of The Dragon's keep, through which the angel that collected their should shall escort them to be judged by Zokaheesi.
Those who visit Subere while still alive tend to get more of a complete view, in as much as Subere's downward sloping apparent wedge shape allows for a complete view. The first thing that hits anyone visiting the plain is the silence. There is very little wind, no visible running water, no conventionally living animals. Only the sound of their own footsteps across the ash covered ground. This is further enforced by the perpetual dusk the covers the land, the sky being permanently covered in a swirling mass of dark cloud. Subere is far from featureless however. Extending down from the sky is a vast spinning funnel of cloud, the Storm of Shadows, the lower edge obscured by slow clouds of dust blown upwards by its passing. Empty riverbeds and canyons cut across the gently sloping earth, some running through a vast forest of dead trees - and echo of all forests destroyed on other planes. Clusters of ruined building dot the landscape, calling to mind various lost cities and fortifications throughout history. The slope flattens out at the Blackglass Desert, the dunes of powdered obsidian from which rise the colossal spires of the Dragon's Keep. Beyond the desert, dwarfing even the keep,to the point where from a distance they seem to be part of the sky, are the Cliffs of Entropy. It is towards these that the souls which survive Zokaheesi's judgement, those unclaimed by any god, will make their way. Before finally stepping into one of the openings at the cliffs' base, and passing to whatever afterlife awaits them.


Non-divine Inhabitants: Angels


Teraste - The Realm of Mortals

Teraste, the home of the mortal races, is a spherical planet dominated by it's four continents and numerous oceans - lit by Yuyevris' sun and under Idourn's sky. Teraste has seen worth to all many of wars and conflicts, loves and sacrifices, inventions and creations, heroism and villainy throughout the history of its many peoples and holds a special fascination for a lot of gods. Up until a few centuries ago, most of it's cultures were dominated by a large draconic empire. However, with the madness and imprisonment of their god Thyxlaog, the dragons began to decline. The final blow to the dragon empire came when the now legendary smith Eilsta perfected the technique of forging wootz steel, allowing the mortal races to craft weapons strong enough to pierce dragon-scale.


Non-divine Inhabitants: Dragons, Dwarves, Elves, Humans, Ilithens, Lizardfolk, Merfolk, Orcs


Wybirne - The Realm of Seasons


Wybirne is a flat disc of a plane, rising slightly towards the centre. The plane is divided into four equal sections radiating outwards from the central point, each dedicated to one of the four seasons. The region of Winter is a land of long nights and short days, lit only by the smaller of Wybirne's two suns. Geographically it is flanked by mountains covered in pine forests, giving way to tundra and at its heart the great frozen sea. Clockwise from winter is the land of spring, a land of heavy showers and bright sunlight, flower-filled meadows and young forests. Summer is hot land, lit fully by both suns, characterised by it's huge expenses of plains and steppe grasslands, much of which has been given over the the farms of it's inhabitants. Finally are the lands of autumn, a country of wind-blown hills, downs and orchards.
Throughout these lands drifts Mount Halcyon, a heavily forested crag that slowly meanders its way from season-to-season. At the centre of Wybirne, where all seasons mingle, stands the city of Subriz, home of Myrisol and his family as well as some of the most diverse markets to be found anywhere in the planes.


Non-divine Inhabitants: tbd




I'll probably come back to this a bit as the thread goes on and we get more races and things established.



Ah I'm sorry about your Etrioc
No worries, I can move most of the concept onto someone else, if needs be.


In regards to number of gods, it's worth noting that a few of them are dead - in fact due to the amount of '4 or more domains' on the list I strongly suspect Orilus is not the only dead Pentreon, so the effective number of gods is probably a bit lower. On the other hand, there are also a couple of deities who's existence is implied but who haven't been named yet and so aren't on the list (e.g. the Pentreon who heads the Divine Royalty).

mystic1110
2014-04-07, 07:13 PM
That was an excellent account!! I have added it to the OP. (Still want to eventually add back each gods domains - and, this may be too ambitious, a short myth/summary)

As for dead gods, I know that there should be quite a lot ( it would be cool to have a entire "dead" pantheon ) but I know we still have a lot more gods up our sleeves. For example, I'm sure there should be more "sponsored" gods than the two or three we have. We also need to come up with more Demon Gods that aren't even named. Looking at a D&D domain list, I would say . . . we are half way there :smalltongue:. Also there are a whole bunch of other alluded to sky gods, and other redundant gods who help the big dogs with their duties.

(Also I really want to play in this setting eventually, due to its history and wide variety of awesome characters!)

moossabi
2014-04-07, 09:45 PM
Are we going to eventually expand details to mortal nation and species descriptions?

mystic1110
2014-04-07, 10:03 PM
Feel free to in your gods descriptions. For example maybe a god of worship that teaches species how to worship each god (I think the god of heraldry just keeps the mega shrine.) Or a god of culture and art, and then talk about each species' culture and arts . . . and so on.

Jendekit
2014-04-07, 11:32 PM
Elith'yern, the Ravaged Dream

Appearance: Elith'yern's corpse resembles a mountain sized mass of tentacles. In life the Pentreon could change the color of his skin at will; in death they remain a static, cold grey.

Domains: Alteration, Corruption, Domination, Dream, Madness

Parents: As a Primordial Pentreon, Elith'yern has no parents. All that the current groupings of gods today know is that he and Orilus have fought since time immemorial. Shortly after Orilus slew the dark god, his own death came to him. Some mortal scholars believe that Elith'yern placed a curse on Orilus as he died, but most gods believe that Yemeth is to blame for Orilus's demise. Mortals that have the misfortune of gazing upon Elith'yern's corpse are inevitably driven to insanity, babbling strange phrases unheard since Elith'yern's death and on rare occasions attempting to consume a piece of the god's corpse.

Personality: Elith'yern is dead. But this dead god still dreams, and its dreams corrupt those that they touch into worshiping him, be they mortal or god. While living, he sought to absorb the power of his proclaimed counterpart, Orilus, into himself.

Relationships: Elith'yern's only active relationship in life was his war against Orilus. In death, cults devoted to him have sprung up in every plane among every race as the touch of his dead dreams caress sleeping minds. The gods of Mezzethera have found no evidence of his dreams in their own realm, but they have seen his influence upon select few. Cults devoted to Elith'yern seek to find ways to either bring the dead god back to life or to warp and corrupt all that lives into a reflection of his image. Higher ranking cultists begin to look more and more alien, with tentacles, mouths, eyes, and other features growing out of, or within, their bodies at various locations.

Sanctum: Elith'yern never had a permanent home in life, and when it was discovered that death in no way weakened the god, his body was banished to the farthest reaches of the Astral Plane.



Here's another god:

Ordog, the Keeper of Knowledge

Appearance: Ordog most frequently appears as a nondescript human man of average height. Any attempts to describe him in this form can only be described as average.

Domains: Avarice, Knowledge

Parents: Ordog is the son of Gure. Despite having just one parent, and Gure's status as a Demon God, Ordog himself is not a Demon God. Ordog likely knows why, but he has never felt the need to share.

Personality: Ordog is a cruel individual, he enjoys seeing others suffer but lacks the physical capablities to regularly engage in such activities personally. In addition, like his children he is a consummate professional. While working, he does not allow his cruel personality to influence his work.

Relationships: Despite his cruel personality, almost all of the gods try to keep in Ordog's good graces. Ordog acts as an information broker amongst the gods. The only living god not to try to keep amicable relations with Ordog is Irilvis. Ages ago Irilvis kept all knowledge in his library in the Astral Plane where any could come and browse the contents, the magic of the library cataloging all knowledge as it was discovered. Ordog, a childling god at the time, had to have access to all of the knowledge in existence. To this day no one knows just how Ordog did it, but somehow he stole Irilvis's library from the Astral plane and hid it in Subere. Irilvis obtained a new library, but the magic that allowed the original to automatically catalog all information from all of the planes couldn't be duplicated.

Amongst mortals, Ordog is commonly worshiped by scholars, information brokers, and others that deal in knowledge and information.

Sanctum: Ordog resides in the Black Library on the plane of Subere, where all knowledge in all of the planes is cataloged. Unlike most gods with sanctums beyond Teraste, Ordog spends a surprising amount of his free time amongst mortals.



A few questions:

1.) Are there any objections to making posts about specific locations or events within the setting now that we have an actual setting?

2.) Since I am planning on running a Pathfinder game in this setting in the near future, I got started on a map of part of Teraste in Fractal Mapper 8. If the OP would like I can PM a jpeg for inclusion in the opening post.

3.) Was there ever a specific plane mentioned that the Battle of Fallen Stars was said to have taken place on?

Mx.Silver
2014-04-08, 04:57 PM
As for dead gods, I know that there should be quite a lot ( it would be cool to have a entire "dead" pantheon )
The difficulty with a dead pantheon is that there doesn't seem to be much reason to worship a dead god in the first place.


We also need to come up with more Demon Gods that aren't even named.

Shouldn't be that difficult. There's no reason to assume Gure doesn't have another child or two, or that Kiarare didn't father other deities before his death.



Looking at a D&D domain list, I would say . . . we are half way there :smalltongue:.
Were we meant to be following that? Because I've just been making these up as I go along. I don't even think the stereotypical D&D cleric has much place in this setting to begin with, honestly.



3.) Was there ever a specific plane mentioned that the Battle of Fallen Stars was said to have taken place on?
Not explicitly stated, but given Yuyevris was a confirmed participant one can assume it was fought on Teraste.



4.) What's everyone think of Elith'yern?
To be perfectly honest, when I first read your post I thought Elith'yern was a work-in-progress draft. It seems too light on information, to the point where it still feels like he needs to be fleshed-out - on things like his personality, or what exactly it is that makes him a 'dark god'. The big question hanging over those names on the list with '5 domains' under them was whether they were one of the 'primordial pentreons' and that still hasn't really been answered in his case. These are things that are important because they are going to have to come-up later should anyone want to write-up a deity who knew him while he was alive.

There's also the question of whether his Pentreon slot has been 'inherited' by another god. Because presumably the slot has opened up, since that's the only meaningful difference between him being dead and just being comatose or paralysed, yet with the 'death has in no way weakened him' line that matter is left rather vague.
Then there's the matter of what his cultists actually do or what they even get out of worshiping him. Because, as I mentioned above, that's sort of the key question about dead gods and this would be the sort of be the best place to answer that.

Granted these don't all have to be answered in the post (well, aside from the stuff in the first paragraph, because that's sort of important), but it does seem a bit light on the actual information of the information-mystery divide.

mystic1110
2014-04-08, 05:15 PM
No we are not following the D&D domain list - but I still would like some major domains to be covered. As for dead gods. . . I am actually working on a God right now that explains why people would worship dead gods :smallwink:

Mx.Silver
2014-04-08, 09:41 PM
Name: Azmoros, The Broken One

Appearance: Looking upon Azmoros is like staring into a cracked mirror, broken into nearly two dozen seperate shards all of which reflect a completely different image. This effect is present no matter the angle she is seen from, but it is only from the front that the missing piece, located in the lower portion of her chest can be noticed; a small transparent blank gap in the maddeningly incoherent form.
In approximate outline, she appears more or less like a large humanoid, but many of the composite parts seem drawn from a number of forms that differ in size and shape greatly, yet all seem to move as if they were still part of their unified form. One eye may look like that of some giant reptile, while the other appear mammalian, save for one corner which is compound like an insect's. Her tail is ratlike at the base, then disappears completely for most of it's length, only to return at the end looking distinctly draconic. A third of a multi-coloured feathered wing, unconnected to her torso, hangs over her back while an additional left hand and wrist moves as if it were still attached to an arm that no longer exists.
Before her fracturing, according to those gods old enough to remember, she could adopt any one of the forms the fragmented pieces hint at, and more besides. Now however she seems to have no real control over her appearance.


Domains: Demons, Dreams, Suffering, Reflections


Personality: Azmoros' personality is as fractured as her appearance, the only constant being a general, and somewhat understandable, fixation on her physical state. At times she seems deeply withdrawn and melancholic; at others possessed by desperation or violent rage, sometimes directed at herself, sometimes at the world around her. Conversely, at other times she can seem much calmer and more sociable, possessed of a sense of almost cheerful resignation. But this seldom lasts, and can sometimes to collapse into a state of near-catatonic despair, during which she does little save stare into the dreams the float past - without seeming to actually see anything before her.


Relationships: Azmoros has no mortal worshippers. Even the few mortal deliberately trying to invoke demons will turn to other demon gods as a go-between. Indeed, few mortal races even attempt to picture her much. The only non-divine relationships she has are with her creations, the demons, who venerate her above all the other the demon gods.
For their part, the demon gods, her other creations/progeny, view her with a mix of affection and concern. The familial relationship often proves difficult for all concerned. Azmoros herself is generally fond of the clan, but in her darker moods she often lashes out at them or drives them away, seeing them as reminders of her condition; actions she then inevitably feels intensely guilty over during her quieter phases.


The rest of the gods have little contact with her, unless they happen to bump into her in their dreams. Most of the gods were not born early enough to know her before the fracturing, and as such any real contact between her and them is second-hand at best. Of the deities who knew her before however, relations tend to be rather cold.
When she first approached the them at the Godsmeet (the precurser to the Divine Council) she was not well received by the then other deities. Her shifting appearance and distinctly abnormal heritage unsettled many, as did the rather worrying amount of knowledge she had managed to glean about the other gods from their dreams. Her lack of experience at interacting with non-Mezzatheran entities only made her first impression more awkward, with the end result that most of the deities found her presence highly uncomfortable, particularly her accidental creator Tomenetras. Elith'Yern Was the most hostile towards her, claiming that her existence encroached upon his own domains. Orilus however supported her, albeit largely for the sake of spiting Elith'yern, and by his leave her presence was, by and large, tolerated.
This changed following Orilus' death. The older tensions quickly flared up, exacerbated by the clashes by Azmoros' demons interferences with the dreams of the first mortal races (Dragons and the Ixith). Conscious of being isolated, Azmoros tried to force herself into even closer involved with the other gods, which - as far as anyone can remember - served only to provoke more arguments. What exactly it was that finally pushed things to a head, if indeed there was anything, has been lost to the past. But eventually Tomenetras confronted her before the dream gate on the astral plane and ordered her to exile herself from divine society. Azmoros refused, and the confrontation turned violent.
The fight itself lasted for three days, and echoed through the dreams of mortals throughout the planes. Some of the oldest legends of dragon-kind still make reference to the nights of thorn, as the sleeping reptiles felt the shockwaves as the Primordial Pentreon threw himself against his unwanted creation and her demonic followers. Finally, Tomenetras struck the decisive blow, tearing out a piece of her essence in the process. Casting her broken body back into Mezzathera, he sealed the gateway then dragged himself back to his sanctum where he would eventually succumb to his wounds. He may have thought the Azmoros would do the same.
But no one dies in Mezzathera. Within the dream waters her body began to reform, but without the piece of herself stripped from her this regeneration was flawed. When she finally regained consciousness, she found herself stuck in the fractured form she now holds - and from these events came Gure and her siblings, the first of the demon gods.


Azmoros' feelings towards the other gods are largely a mixture of jealousy, resentment and contempt, and is not much liked in return. In the case of Yemeth this is little short of outright hatred, as she blames him for Orilus' death and, by extension, her own situation. In the case of Jagyn, things are rather less severe, as neither of them seem to possess any memory of the other. This seems rather curious, since Azmoros' fracturing occurred around the time of Karvak's birth - which would have meant the two gods were both active in the astral plane around the same time. Nonetheless, none of the other gods seem to be able to recall any specific instance of seeing the two together so perhaps it is not so strange after all.

Parents: The Primordial Pentreon Tomenetras was the accidental creator of Azmoros, when - trying to get away from the incessant bickering of Orilus and Elith'yern - he walked across the surface of Mezzethera. At that time, the ocean's surface was still covered by solid dream ice and as he walked across it he cut himself upon a jagged spike of flow-stone rising from the frozen surface. The god's blood seeped down into the dream-waters which began to warp and twist around it, eventually forming Azmoros, who observed the dreams of the other gods as she grew. When she broke through the surface the dream ice broke apart, the small fragments that fell into the oceans eventually serving as the catalysts around which the demons would form.

Sanctum: Azmoros, in her current state, cannot leave Mezzathera - her fractured body can only hold be held together functionally within the dream realm. She has no fixed abode within it, instead she wanders or drifts around it, seldom staying in one part of it's ever changing landscape for long.
She once possessed a sanctum in the astral plane, an oddly proportioned tower made of shifting blocks of multi-coloured quartz. Supposedly it still exists somewhere in the grey void, but if so it has stood unoccupied for countless centuries.





As for dead gods. . . I am actually working on a God right now that explains why people would worship dead gods
Is it Kiarare? I ask because he's currently on my 'to-do' list, but if you're working on him I'll cross him off and move onto someone else.

mystic1110
2014-04-08, 09:50 PM
Actually it's Ix’Teshal (but I ran into some work, so my write up is going very slowly)

mystic1110
2014-04-09, 01:17 PM
Name: Ix'Teshal, Princess of Alumaria

Appearance: Like the rest of the divine royalty Ix'Teshal has four faces and six arms. Also like the rest of the divine royalty Ix'Teshal only wears purple robes and amethyst jewelry.

Domains: History, Remembrance, Myths, Worship

Personality: Ix'Teshal is a beloved goddess. She is an extremely bubbly personality, and is always inviting other gods to the Royal Palace for a variety of balls, tea parties or other events. She is especially held in high regard by other Female goddess, since she acts as doting grandmother or aunt. The thing is - Ix'Teshal - is not pretending. The friendliness is not an act, Ix'Teshal is really that friendly. This makes her somewhat annoying, as all optimists are annoying on some level. She doesn't see the glass half full - she see the glass as an A plus glass and doing a great job for holding ALL that water. . . and who wants some freshly baked cookies.

Relationships: Ix'Teshal has a good relationship with pretty much every god (one of the reasons the divine royalty is so endeared). Her brother/husband is often exasperated with her, but he knows she means well. She is particularly close with Smalin and Myrisol's entire family. The only gods she hates (and when she hates, all the gods cower) are the Demon gods due to the rape of Ix'Belifia. She is also a dutiful daughter, Ix, still being alive and well. Ix is the King and Queen of Alumaria, and Ix'Teshal makes sure everyone is aware of his power - she is constantly throwing events in his honor and granting boons and gifts to the other gods "on behalf of her father/mother." It would be annoying if she wasn't so pleasant.

The other important thing of Ix'Teshal is her connection to dead deities. Ix'Teshal is basically the goddess of dead gods - she is why mortals worship gods, she is why mortals tell stories of the gods, and she is why mortals will keep on telling stories and praying to the gods. She is the goddess of religion in effect. She is the goddess of cults. In her mind, every god deserves to be worshiped - even dead gods. Once a god always a god (except those rotten demons - Ix'Teshal being why cults to demon gods are even more secretive than cults to dead gods). She is the divine historian and the divine storyteller.

Dead gods, through her power never truly die. Well. . . they die, but their essence lives on through her. Mortals who pray to dead gods, pray to Ix'Teshal, and the dead gods manifest through her. Other gods who want to talk to a deceased precursor, seek Ix'Teshal's council who channels the dead god's essence. She is basically the divine Medium - she talks for the dead. While dead gods manifest through her, she never gains their powers, just their opinions, personalities and memories (she forgets it all when she is not channeling). Occasionally a dead god's spirit tries to pursue some plot to be brought back to life through her (such as Tomenetras) but her faithful brother husband has always been able to snap her out of it.

Parents: Ix'Teshal and her husband Ix'Naranth are the children of the Primordial Pentreon Ix.

Sanctum: Like the rest of the Divine Royalty her residence and Sanctum is in the vast halls of the First Citadel located on the top of the tallest mountain on the plane of Alumaria.

Jendekit
2014-04-11, 09:31 PM
I'm preparing a Pathfinder game in this setting, and after getting permission, have made a Pathfinder version of the Ilithens using the Race Builder from the Advanced Race Guide. Based on what FallenGeek mentioned, these are a branch of the Ilithens that Ilymar blessed with the ability to live outside of freezing cold environments.

Here are the Ilithen racial traits and my reasoning for each:

Type: Humanoid (Ilithen) — It was a toss up between Humanoid, Monstrous Humanoid, or Dragon. With the Core races costing an average of around 10 Build Points, and the costs for each type being 0BP, 3BP, and 10BP respectively, if I wanted Ilithens to be in the same class as Humans, Elves, Dwarves, etc. they would need to be in the same ballpark which means Dragon is out. That leaves Humanoid and Monstrous Humanoid, with not much to go on I really could have gone either way. In the end though I decided to stick with Humanoid.

Size: Medium — Again, there isn't much on them in the thread, but in the Builder there are 4 sizes given, from smallest to largest they are Tiny, Small, Medium, and Large. Humans, Dwarves, etc. are Medium size whereas Gnomes and Halflings are Small size and Ogres are Large size. Now given their origin story and just who their patron god's father is, I could easily see giving them Large size except being Large size eats up 7BP. So Medium it is.

Movement Speed: Normal (30ft) — Only two options given here, Normal and Slow. Nothing about what I know about them makes me think of them as being slow so normal it is.

Ability Score Modifiers — +2 Constitution, +2 Wisdom, -2 Charisma — Okay, now we're to the stuff were I have something to work with! As a race they are embroiled in constant war against the demons pouring from the Frozen Gate meaning that they need to be tough and hardy, and for the same reason they need to be prepared against any tricks that the demons may employ (illusions, mind influencing magic, etc.) as well as having their patron god living and fighting alongside them. Being seen as warlike by the other races means that beyond militarily they must not interact much with the outside races and given how it is implied that their entire culture is geared around fighting off the demons pouring through the Gate that means that it is likely that they aren't used to being diplomatic and such. So that's one bonus to physical scores, one bonus to mental scores, and one penalty for 0BP. And I just now realized that the modifiers are exactly the same as Dwarves. I'll run a session or two before deciding if anything needs to be changed.

Languages: Standard — Three options this time: Linguist (1BP; begin with Common and Racial language if any, and may choose any languages as bonus starting languages), Standard (0BP; begin with Common and Racial language if any, and may choose from among up to seven specific languages [varies by specific race] as bonus starting languages), and Xenophobic (0BP; start with Racial language, and may choose from among up to four additional languages [varies by race and one must be either Common or Undercommon] as bonus starting languages). I don't see the Ilithens being Linguists, which means they must be either Standard or Xenophobic. I can see the main Ilithens being Xenophobic, but given how this is a wandering branch of the race it doesn't make sense for them to not be able to speak the local trade language. So all Ilithen characters begin with Common and Ilithai (my name for the Ilithen language), and those with bonuses to Intelligence get to speak additional languages. Now to choose how many and which languages those are. If we go with the average in the Core Rulebook, that would be 5.6, rounding down to 5 in this case since the number of languages spoken in this setting hasn't been covered. Dwarven would probably be one of the bonus languages due to trading if nothing else. Abyssal, Orc, and Elven would probably be understood due to the whole 'Know thy enemy' mentality and neither mortal race having a pleasant history if I remember correctly and Abyssal for the demons. One slot left, which I'm going to give to Draconic, partially due to being created from the bones of dragons and partially because I can't think of a better one. So Ilithens begin with Common and Ilithai, and those with a high Intelligence can choose from Abyssal, Draconic, Dwarven, Elven, and Orc.

So the Ilithens are currently at 0BP out of a budget of 10. Now onto the fun stuff: Racial Traits.

Ancient Foe (Outsider): Ilithens gain a +2 dodge bonus to AC vs Outsiders and a +2 racial bonus on combat maneuver checks to grapple Outsiders. — The Outsider creature type basically means creatures from another plane of existence, and what do demons count as? Ilithens have been fighting demons for as long as they have been a race so it makes sense that they would be adept at fighting creatures from beyond Teraste. 3/10BP

Energy Resistance (cold): Ilithens have Cold Resistance 5. — Ilithens in addition to living in a frozen land were made from the bones of the first white dragon (which in D&D and Pathfinder have immunity to cold) as well as snow and blood so it makes sense that they'd take less damage from cold. 4/10BP

Skill Training (Acrobatics and Survival): Acrobatics and Survival are always class skills for Ilithens. — Acrobatics handles jumping, keeping your balance, tumbling, etc. and given their ice and snow wrought homeland it is understandable that they would be skilled in keeping their balance on ice; while Survival is about wilderness savy, finding food in the wild, and is used when tracking. Given how this branch of the Ilithens are a nomadic peoples growing up and learning how to hunt and look after yourself is something else that makes sense for them to have. 5/10BP

Elemental Assault: Once per day as a swift action, Ilithens can shroud their arms in freezing cold. Unarmed attacks with elbows or hands (or weapons held in those hands) deal an additional 1d6 points of cold damage. This effect lasts for one round per character level. The Ilithen can end this effect early as a free action. — For the same basic reasons as giving the Ilithens Cold Resistance I'm giving them a way to weaponize it. 6/10BP

Darkvision 60ft: Ilithens can see in nonmagical darkness up to 60ft. This vision is black and white only, but otherwise functions as normal vision. — I realize their homeland is a frozen tundra due to magic not nature, but I could easily see the Frozen Gate resulting in massive cloud cover blocking sunlight. 8/10BP

Quick Reactions: Ilithens receive Improved Initiative as a bonus feat. — I never got the impression that demons are coming from the Frozen Gate 24/7, with that in mind Ilithens need to be ready to snap into action at a moment's notice. 10/10BP



So what do you guys think?

moossabi
2014-04-12, 01:15 PM
Pretty cool... Can I do one for the Lizardfolk?

Peregrine
2014-04-12, 01:31 PM
This is awesome. And by my count, this is page 4, and therefore it's time for someone to chart all the relationships.

Don't mind if I do. :smalltongue:

The family tree. (http://img.pederick.id.au/gallery/d/462-4/GitP-Pantheon.png) (Everybody up to Asio, who's further down this page, has been charted.)

mystic1110
2014-04-12, 01:41 PM
This is awesome. And by my count, this is page 4, and therefore it's time for someone to chart all the relationships.

Don't mind if I do. :smalltongue:

The work-in-progress family tree. (http://img.pederick.id.au/gallery/d/462-1/GitP-Pantheon.png) (Everybody up to Gure has been charted, plus a couple of later ones who slipped in.)

WOW! That's an amazing chart!! Thank you so much!!

Edit: I'm guessing the colors relate to domains and those in bold black are unknown? Just to clear it up - the following gods must have the exact number of domains, so you can change their colors if you want.

Ix'Naranth must have 4 domains
Ix'Belfia (actually I think has a profile, but if not) must have 3 domains
Maglor must have 4 domains
Tormentras must have 5 domains
Kyrthe must have 5 domains
Elith'yern must have 5 domains (and had been stated already)
Orilius must have 5 domains

Some problems that we need to figure out

Eithiana - produced yuyevris with 3 domains, but her father Thyxaog has 4 domains. . . so something doesn't work out.
Dokrastes - was produced by Orilius who has 5 domains, and produced Malladar who has 4 domains. . . so something doesn't work out.


I'll be adding it to the front page!

Hopefully we will clear up the dotted lines and expand the demon family. FYI, to those just joining us, the Demon Gods aren't necessary evil but they can be. They are embodiment of emotions and are usually recognized by having disjointed limbs. Additionally their naming convention is Name, The [Adjective/Verb, e.g. Smiling] One.

This world is getting awesome! I'm really enjoying the history we are developing with the Gods meet and the Divine Council.

Adam1949
2014-04-12, 02:44 PM
Very nice chart!

I do have a question, however. Would my Okarus count as the "Mother" of Yemeth?

Mx.Silver
2014-04-12, 03:33 PM
Some problems that we need to figure out
Eithiana - produced yuyevris with 3 domains, but her father Thyxlaog has 4 domains. . . so something doesn't work out.
Thyxlaog isn't Eithiana's father; he's Yuyevris' father.


Dokrastes - was produced by Orilius who has 5 domains, and produced Malladar who has 4 domains. . . so something doesn't work out.

Doskrates inherited a fifth domain from Orilus after his death. Most of her offspring were born/created after this, with the exception of Idourn, hence why he has 3 domains instead of 4. This is mentioned in her write-up:


Dokrastes was created by the Primordial Pentreon Orilus(now deceased) as an assistant. When Orilus was slain by Yemeth, Dokrastes inherited his role and position as Pentreon, thereby becoming the first deity to rise in divine tier.

Note that the last sentence there implies that, while he died before Orilus, Elith'yern's position seems to have taken longer to find a successor to fill it (assuming it has done so).

Note also that, due that aforementioned quirk of Doskrates' tier, both Elith'yern' and Orilus' deaths predate the existence of a sizeable chunk of the pantheon and at least three mortal races.


I do have a question, however. Would my Okarus count as the "Mother" of Yemeth?
Unlikely, since they both have two domains. Plus Yemeth is noted as not having direct parents, and is one of the oldest surviving gods

Adam1949
2014-04-12, 03:58 PM
Unlikely, since they both have two domains.

Erm, she has three. Snakes, Frogs, and Curses.


Plus Yemeth is noted as not having direct parents, and is one of the oldest surviving gods

Although that is a good reason. I guess, of course, just like in reality, a story that's told about a deity isn't necessarily true.

mystic1110
2014-04-12, 04:32 PM
Thank's Mr. Silver for clearing that up!

now lets get back into the God making!

Lets expand the right part of the family tree while connecting it to the bottom!

Name: Asio, The Gravekeeper

Appearance: Asio always appears an titanic spider. Each one of his eight eyes is a different color, the rest of him though is black. Asio is large. Very large. Picture a pyramid - Asio could step on that pyramid. He is HUGE. When required - such as attendance at the Divine Council or tea with Princess Ix'Teshal, Asio takes on the form of a dwarf dressed in a black robe, and a spider's head. Still not a pretty sight.

Domains: Funerals, Giants and Spiders

Personality and Relationships: Asio is a somber god. He takes his duties very seriously, and as such he holds much favor with the other serious gods such as Recisoldex. Also since his duties over the Graveyard of the Gods he is especially favored by Ix'Teshal and the divine royalty. As so he is often considered one of their most powerful servants. Other than that Asio is a respectful god that doesn't leave Subere that often. He tends the Graveyard and protects the bodies of the dead.

Most Mortals don't pray to Asio, but they do carve a spider on every headstone as tribute and a ward against grave robbers. Giants of the world, however, do in fact pray to the god. Most Giant cultures are spider worshipers due to Asio's influence. Asio occasionally blessed these titan barbarian spider cults with good favor, but more often than not, he remains the terrifying silent guardian of the divine dead.


Parents: Saliol and Sarasa

Sanctum: Asio's sanctum is the Graveyard of the Gods located in Subere. The graveyard is enormous - and largely empty - not many gods have died after all. However the tombs of the gods, or memorials for gods who are not buried there (such as Elith'yern), are just as vast so the graveyard itself viewed from afar seems small. The tombs are extremely elaborate and large. The tombs and memorials are built to show case the God's power in life. For example a Penteron's tomb would be five times the size of a new born god's. The largest tomb is the size of a small country (Tomenetras') while the smallest (Valeth, the dead god of flowers) is merely the size of a skyscraper. Each tomb is designed differently - one might be an obelisk - another a fountain.


----

Also forgot to say Jendekit - I like your write up! I think we need to expand on what the Frozen gate is, (or have we yet?) because I don't think we have really thought about what Demons (as opposed to demon gods) are (although they are also primarily emotions I would think) and why they need to be stopped/pouring out/ etc.

Mx.Silver
2014-04-12, 05:16 PM
Erm, she has three. Snakes, Frogs, and Curses.

So she does. Must have gotten her confused with one of the other gods for a moment there.


Although that is a good reason. I guess, of course, just like in reality, a story that's told about a deity isn't necessarily true.
Possibly, although the age thing is significant. Depends a lot on who Okarus' grandparents turn out to be.



I'm guessing the colors relate to domains and those in bold black are unknown?
From the looks of it:
Grey = five domains
Blue = four domains
Green = three domains
Yellow = two domains
Red = two domains

The shape of the name box also seems to denote the deity's gender, the rectangular boxes indicating male, oval female and round rectangles other/unspecified.

It's actually really impressive work, all considered.



Also forgot to say Jendekit - I like your write up! I think we need to expand on what the Frozen gate is, (or have we yet?) because I don't think we have really thought about what Demons (as opposed to demon gods) are (although they are also primarily emotions I would think) and why they need to be stopped/pouring out/ etc.
The first and last ones are things I'm touching on with Kiarare. To summarise my thoughts on the latter one a bit, since the Ilithiens have also been able to do a fair bit of conquering on Teraste themselves (see Ilymar's write-up), I think for the most part demons aren't so much continually pouring out as they are raiding, with the occasional really major offensive at certain point in history.


Parents: Saliol and Sarasa
It might be worth considering that naming these two as parents reduces the number of potential living two-domain deities on the unwritten list to zero. While raising the number of potential living 4 or higher domain deities on the list to eight (not including confirmed pentreons).

mystic1110
2014-04-12, 05:26 PM
It might be worth considering that naming these two as parents reduces the number of potential living two-domain deities on the unwritten list to zero. While raising the number of potential living 4 or higher domain deities on the list to eight (not including confirmed pentreons).

Hm, that's not true. Cassabiel, Liluar, Vereshalia can still have two domains. And while that might be a problem _ i think after Asio, I'll be focusing on making many many more one and two domain gods to balance everything out. This means the project will be much bigger than what it is now as I hope we will eventually develop into a sort of pyramid hierarchy. That said I don't think an hour glass hierarchy will be that bad either (many 4+ gods and many 1 domain gods, with few 2/3 gods) as we can then explore Divine culture in interesting ways.

moossabi
2014-04-12, 05:54 PM
Vereshalia can still have two domains.

Actually, if Vereshalia gets only 2 domains, it'll mess up my 2 mortal-ruling gods.

Mx.Silver
2014-04-12, 06:32 PM
Hm, that's not true.
Having checked through the thread again you are correct: Mualth may still be alive and could have 2 domains. In regards to your cited examples however...

Cassabiel
Is dead.

Liluar
Was created alongside Gure and so (presumably) has 3.

Vereshalia
Is the mother of more than one 2-domain deity and therefore can't have less than 3.






In the process of checking through the thread however I have spotted a problem. Specifically in regards to this part of rule 1 in the OP:

(You may notice that gods with 1 domain can't be parents, think of them as gods who have not yet reached reproductive maturity)
Which would mean Ix'Maerth (who has 1 domain) can't have had a child out of wedlock, let alone with one of Myrisol's daughters (who would also have 1 domain).

Peregrine
2014-04-13, 12:37 AM
For the record, I hope nobody's basing any decisions on my chart. It's not yet finished, and there are probably mistakes. :smallsmile:

EDIT: It's finished, or at least it's charted everyone mentioned so far. There are probably still mistakes though. Also what I say below about outlining the unwritten gods in black has changed; everyone that has an unambiguous rank is coloured appropriately.

MORE EDIT: Fixed some of those mistakes I mentioned. I've updated the original post with the link to the current version, but the one at the start of the thread is out of my hands. For your convenience, here it is: The family tree. (http://img.pederick.id.au/gallery/d/462-4/GitP-Pantheon.png)


I'm guessing the colors relate to domains and those in bold black are unknown?
Yes. Mr. Silver had both the colours and the shapes spot on: Pentreon: grey Tetreon: blue Treon: green Dreon: gold Monreon: red Unspecified: black Rectangles are male, ellipses are female, and rounded rectangles are androgynous (like Ellisprex), neuter (like Thuxdatog), or unspecified.

Also, dashed lines represent parentage in a sense other than "begotten", like Dokrastes crafting Malladar, Vakparellna discovering/adopting Papyra, Orilus spawning Thuxdatog, and Azmoros accidentally thinking Gure into being. Dotted lines represent birth from material: Orilus to Malladar and Irilvis, Cassabiel to Spring, Yemeth's debated link to Thuxdatog, and (I mistakenly made this dashed, not dotted) Tomenetras to Azmoros.


Just to clear it up - the following gods must have the exact number of domains, so you can change their colors if you want.
I was planning--well, "planning" is a bit of a strong word... I was thinking (:smalltongue:) that I'd leave gods without writeups with black borders to help identify them to participants. But it would also be helpful to have what we do know about them indicated on the chart (like how, wherever possible, I've given unwritten gods the right shape)...


I do have a question, however. Would my Okarus count as the "Mother" of Yemeth?
I considered it, but decided against it. Being the smiter of the serpent that may have been the first worm to coalesce into Yemeth seemed a little too indirect.

Also it would've made the chart that much more tangled and awkward. :smallwink:


Which would mean Ix'Maerth (who has 1 domain) can't have had a child out of wedlock, let alone with one of Myrisol's daughters (who would also have 1 domain).
I figure that for purposes of the game, one-domain deities can't have any written-up kids. In-universe, perhaps it's that they can't have divine kids--demigods are okay. And any godly kids they do have are "stuck" as divine infants--children inherit power from their parents, and the little godlings can't gain power from parents who don't have any to give. Such godlings don't get power, worship, maybe not even names. (Unless and until their parents both advance? Both, because of the "weaker parent" rule.)

ALSO EDIT: I decided to help with keeping events in line by making a list of what's been described, and giving some indication of temporal relationships between them. The "main" events listed below are plausibly in chronological order, though it's not set in stone.
At the Dawn of Time...
Orilus creates Dokrastes as an assistant.

Dokrastes' first creation is Idoun.

Elith'yern is active at this time, and is probably a Primordial Pentreon. I don't think any other Pentreons (Ix, Krythe, Myfe, Tomenetras) have been confirmed as Primordial, but the possibility is there. Okarus is presumably active at this time, as Yemeth's beginnings have been laid at her feet. This requires that Maglor and Vianileth are also active.
Death Among the Primordials
Yemeth is killed many times, but always reforms from the pieces.

Elith'yern and Orilus fight a lot. Orilus eventually kills Elith'yern, but soon succumbs to a mysterious death himself.

When Orilus wastes away and dies, blame falls on Yemeth, perhaps because of the worm Thuxdatog that was found inside the dead god--born, maybe, from a lost fragment of Yemeth. It's also possible that Elith'yern laid a curse on his killer. But there are lots of "perhapses", "maybes" and "possibles" there.

Dokrastes forms Malladar (and, as an indirect by-product, Irilvis) from Orilus's remains. In the process, Thuxdatog emerges from the corpse, survives attempts to destroy it, and escapes.

As Dokrastes and Malladar together create Vakparellna, her children (AKA half the flippin' pantheon!) and their descendants date from after this event.

Additionally, as Dokrastes ascended from four to five domains upon Orilus's death, Jagyn's birth must date from after this event, or else he would not have four domains himself... unless perhaps he too went up in rank when his mother did?
Divinities at War
Cassabiel, Etrioc and Yuyevris are active at this time.

A battle, called the Battle of Fallen Stars, is fought. Cassabiel is slain. Yuyevris seems to bear some of the blame, though it isn't stated that she did the deed. Etrioc seems to have been an opponent of Cassabiel.

As Spring sprang from Cassabiel's spilt blood, the truce of the seasons must date from after this event.
The Madness of Thyxlaog
Jagyn, Galnarian, Ix'Obynxis, Karvak, Thasara and Yuyevris are all active at this time. So, of course, are Thyxlaog, Vakparellna, and Lerreline.

Lerreline is killed by his father, Thyxlaog. Later, his half-eaten corpse will collide with a stray fragment of Orilus's body, and he will rise to undeath.

Thyxlaog is put to sleep and imprisoned with a magic prison-stone-thing.

Lerreline and Thasara had been lovers. Their child, Valhanthris, is weird enough to have been born after this event, but that seems unlikely given that Thasara tried to kill the reanimated Lerreline.
Malladar's Adultery
At this time, Skorghus and Malladar are wed and have a child, Celeberse.

Malladar has a child, Ellisprex, by Lerreline. (It is strongly implied that he/she was born after Lerreline's death and rising.)

Skorghus and Malladar divorce over the scandal.

Vronto woos now-divorced Malladar to annoy Skorghus. The issue of their union is Gavrem. In response, Skorghus seduces Vronto's mother, Vakparellna, and Luchanoori is born as a result.
Surprisingly, A Happy Marriage
Myrisol founds the divine city of Subriz, with aid from Karvak and Ix'Maerth (to whom he swore allegiance in order to secure assistance). The description of Subriz's site suggests that this happened after the truce of the seasons.

As part of Myrisol's fealty to Ix'Maerth, the Divine Royalty give him their ward, Smalin, to wife.

Rilari is the eldest child (or merely eldest daughter?) of Smalin and Myrisol. The twins Latha and Luthu are the youngest. Seredan and Lithus are middle children, in unspecified order. Their other middle daughters cover all sorts of arts.
Other Events
Tomenetras goes for a walk one day, cuts his foot, and bleeds out a new deity, Azmoros. Later, Azmoros "accidentally" creates Gure, Liluar, and others of their "generation" of Demon Gods, apparently simply by thinking too loudly.

Gure wins a game against Maglor, and her prize is that he gets a child on her: Vestryxis.

Tomenetras is dead, but once tried to come back via Ix'Teshal (as patroness of remembrance), possibly taking possession of her. Ix'Naranth managed to "snap her out of it", as he has done when others have tried the same trick.

Galnarian asks Jagyn and his son Karvak to create the first weapon: Zalnakx.

Galnarian attempts to kill and usurp his father, Idourn. Yuyevris blinds him with light, foiling his attempt. The Milky Way is the scar of the injury that Idourn received.

Idourn negotiates a truce between the seasons, granting them each dominion for a quarter of the year.

Zokaheesi bites off Yuyevris's legs. Yuyevris decapitates Zokaheesi's tenth head. This may or may not be connected to the Battle of Fallen Stars. Karvak forges Yuyevris a new pair of legs.

Karvak calls in a favour that he's owed, receiving assistance in creating the dwarves. It may be that this favour was the piece of the sun that Yuyevris gave him, since he's said to have never called in any other favour; or maybe that was not considered a "favour", but merely a fair exchange for the legs he gave her.

Myfe and Krythe, each never having been with a man, have a child, Smalin. Myfe is later involved in some manner of custody dispute (against Krythe? who knows?) and loses; Smalin becomes a ward of the Divine Royalty.

Ordog, only a young god at the time, somehow stole Irilvis's library. Irilvis rebuilt, but now it's Ordog, not Irilvis, whose library automatically tracks all knowledge everywhere.

Myrisol and Skorghus are half-brothers by the same mother, Vereshalia. They are described as "womb-sharers", which may indicate that they were twins (by different fathers--hey, the Greeks did it too!), or may simply be a poetic way of emphasising that their relationship is via their mother.

Kiarare rapes Ix'Belfia, and is killed by Ix'Killas. Ix'Belfia conceives a child -- Eridel -- and though she tries to abort the pregnancy, he wasn't just born lucky, he was lucky in the womb and survives.

Federatisto is loyal to, and trusted by, Ix'Killas. No-one knows why.

Galnarian (wielding Zalnakx) and Vronto fight, more or less just for the fun of it. Zalnakx brushes against a papyrus reed, releasing Papyra, who is promptly adopted by Vakparellna.

Marzarok is Galnarian's youngest (divine) son.

King Ausreks of Lyca is raised to divinity on Thasara's sponsorship. So is his contemporary, Jidzi Al'Betta, on sponsorship from Laeyrd, Noram and Seredan. This is an unusual event, since mortals usually only ascend at a rate of one per millennium.

"Within the last generation", Lybretta was born.

mystic1110
2014-04-13, 09:08 AM
Peregrine . . . you are full of so much WIN. . .

http://stream1.gifsoup.com/view7/3620074/bow-to-the-master-o.gif

The only note I have is that IX should be a rounded rectangle due to he/she's title as King and Queen. . . or whatever he/is. . . I'll leave it up to someone else to come up with the ruler of the divine royalty. . .

Also are their any other line types you can make for sponsored gods? I don't like that they are completely unconnected to the rest of the gods.


I figure that for purposes of the game, one-domain deities can't have any written-up kids. In-universe, perhaps it's that they can't have divine kids--demigods are okay. And any godly kids they do have are "stuck" as divine infants--children inherit power from their parents, and the little godlings can't gain power from parents who don't have any to give. Such godlings don't get power, worship, maybe not even names.

Yeah that's how I think of it.

------

Speaking of sponsored Gods, vague history, and a whole new part of the family to explore here is:

Name: Yitus, Sire of Charity
Domains: Charity
Appearance: Yitus was the first mortal ever raised to God Hood. Thus he is a dragon. A large gold dragon, his scales gleam in the sun and his wings shimmer is glory. He is a sight to behold and many mortals fall weeping in front of him.
Personality: Yitus as a mortal was a priest of Dragon kind. He headed the religion of a Primodiral Pentreon known as Eilims. Yitus was a benevolent priest, helping wounded and sick dragons, settling disputes and being faithful in his prayers and adoration. Yitus gave onto others much more than he took onto himself, and was beloved by all of dragon kind (except those that tried to overthrow the Gods and rule Teraste). As such at the second meeting of the newly established Divine Council (which occurred after the dragon uprising was swiftly and decisively crushed, not by gods but by other mortals, and after the events of the Mirth Storm which created a need for more organization among the gods) the gods, in a move never to be repeated, unanimously voted to raise Yitus to divinity.
As a god Yitus is a prideful beast. He feels as if his divinity was a reward for his years of service, and he relishes it and enjoys it. However despite his arrogance he is still the God of Charity and always seeks to grants boons to whomever asks for it. His pride is not a sin, in fact it is due to his pride that he carries on his duties with such exuberance.
Relationships: Most mortals on Teraste still worship Yitus even after the dragon rebellion, due to his status as one of the Lords of Light, a list of gods whom are commonly thought to be the most virtuous of the Gods (Not necessarily true, more than one liar is a Lord of Light). The Older gods who voted for his ascension hold him in high esteem, and he is ever faithful to them all - this leads to his position as a messenger God as many older deities use him as a middle man during disputes. His most important relationships however are to Eilims, who he still worships to this day; Ix'Teshal, whom he visits often to find out how to best please Eilims, due to her domain of Worship; and the rest of the Sponsored Gods. Yitus has since become a stern father figure to the rest of the mortals raised to Godhood. He protects each of them and helps them navigate the confusion that is divine politics.
Parents: Like every sponsored God he was actually created by Recisoldex, but his sponsors were Eilims, Vioad, Oleadaf, Miae and Ardiasd. The reason he had so many sponsors was due to his popularity and also the due to different divine factions feeling the need to have a representative sponsor him in some fashion after the Mirth Storm.
Sanctum: Yitus' sanctum is Golden Castle on the astral plane, however he does not spend much time there as he is busy granting boons to whomever prays to him.

Mx.Silver
2014-04-13, 06:26 PM
Name: Kiarare, The Graceful One

Appearance: Kiarare was arguably as close to an example of physical perfection as the demon gods produced. Tall, slender but well-muscled with hairless malachite skin and a handsome, golden-eyed face. The only features that might have spoiled this were his multi-jointed limbs and reptilian tail. He was known for the poise and fluid agility with which he moved, which was the source of his title.

Domains: Desire, Passion, Hatred

Personality: On the surface, Kiarara seemed a charming individual; friendly and personable, always ready with a well-mannered compliment or quick witted joke as the situation required. Perhaps a little prideful or self-indulgent on occasion, but generally easy company.
Far less obvious was his callous selfishness, the amusement he took from manipulating people and his utter disregard for the welfare of others. The sheer extent of his vindictiveness towards those he considered to have slighted him or the interests of the clan was matched only by his capacity for cruelty in his revenge when Liluar wasn't restraining him.


Relationships: Kiarare had a surprisingly substantial mortal following before his death; the more hedonistic, unfettered aspects of his influence was quite attractive and few non-Ithiliens were particularly aware of his darker nature. Kiarare's occasional habit of taking mortal lovers may also have contributed to this, although such liaisons tended not to last very long.
Most of the gods seldom saw beyond his charming facade either, with the exception of the few who were unfortunate enough to be find themselves on his list of direct enemies.

The first of these was Ilymer. Following the opening of the Frozen Gate, and the first major Ilithien-Demon conflict, Ilymar approached Kiarare and demanded that the gateway be sealed, refusing the demon-god's counter-proposal - that an area in Teratse be left open for demonic usage - on the grounds that the demons had no right to any Ithilien land, especially after the lives lost. Kiarare appeared to relent and swore to prevent all demons from stepping through the gate until such time as it could be sealed.
For over eleven years no more demons were seen in Ithilien lands and Ilymar, feeling satisfied, began to lead his people to expand outwards. At which point Kiarare, along with a contigent of anger demons, appeared in the town of Drakesfall, capital of the Krulskan clan and slaughtered every single Ithilien living there.
When Ilymar and returned, he found the town in plundered and in ruins, the skins of its population hanging from the walls and Kiarare sitting nonchalantly upon a throne made from the mutilated corpses of the clan elders. The demon-god calmly informed the god of the Ithiliens that the proposed treaty was not acceptable after all, so the gate would remain unsealed and that the various demon lords would be free to exact tribute from any of the surrounding Ithilien clans by whatever means they chose.


The other main god to find herself against Kiarare was Ix'Belfia who, having never cared for the 'uncivilised' demon gods to begin with, barred Kiarare from a major session of the Divine Council and snubbed him when he attempted to protest about it. Kiarare responded to this by intercepting her as she travelled between The Astral plane and Alumaria and raping her, inadvertently impregnating her in the process.
It was this that was to be his downfall as Eridel, the son produced by this act, has inherited enough of Kiarare's essence to prevent the demon-god from reforming in Mezzethera after his death, or from any of his power being inherited by any other demon god. Few outside of the demon-gods are aware of this fact, however: even Ix'Killas, who killed him in secret, still assumes it is the fate of Kiarare's body that would block any attempts at bringing the demon god back. The exact circumstances of Kiarare's death are still unknown to vast majority of all gods.

Exactly what Kiarare's death means in regard to Gure and Ordog is unclear. As is why his bodily destruction is not the obstacle in his case at is in Azmoros'. It may be that Tomenetras was more effective than Ix'Killas, but it seems more likely a result of Kiarare and his siblings being simply more demon-like than his 'mother'. Certainly as far as anyone, including herself, seems to know Azmoros had no offspring prior to her fracturing, nor does her current form seem capable of producing any.

Parents: Kiarare was formed, alongside his 'siblings', as a by-product of Azmoros's fracturing. He was born her initial rage at Tomenetras and the other standard gods for causing her current predicament, with her dried blood acting as catalyst.

Sanctum: Kiarare did not have a specific sanctum in life, and as a demon god has no tomb on Subere in death. Anything that might remain of his body presumably lies within the Labyrinth of Torment, a twisting death trap built by Ix'Killas with the express purpose of killing the demon god, hidden inside one of Alumaria's mountains. The divine prince lured Kiarare into it then sealed it shut, condeming The Graceful One to a slow, extremely violent death.





Yeah, didn't end-up elaborating on the Frozen Gate in the end as I couldn't find a logical place. I'll leave the details open to whoever else wants to give it a shot, as I think I've probably monopolised the demons enough for the moment.




I don't think any other Pentreons (Elith'yern, Ix, Krythe, Myfe, Tomenetras) have been confirmed as Primordial Pentreons, but the possibility is there.

Ix and Tomenetras are both confirmed as primordial (see Ix'Teshal's and Azmoros' write-ups, respectively).
Furthermore, since Smalin has to have been born before Thyxlaog (since Elith'yern is male), Krythe and Myfe both had to have hit Pentreon level before Elith'yern's death. When you consider that part in Dokrastes's write-up about her being the first diety to move-up a tier, coupled with the fact that Elith'yern died before Orilus (and therefore before Dokrastes could have moved up a tier), it seems very likely indeed that Elith'yern, Myfe and Krythe are all primordial.



I'll likely end-up moving on to this area of the family tree next anyway, since we're starting to get to the point where aspects of it need some harder information (lest we end-up with a complete mess) and if the last two months are any indication most of us seem to be reluctant to take the first step on it.


The list of unwritten dieties should also be fully up to date as of this post.

Zovc
2014-04-13, 09:35 PM
This thread/"game" is awesome. I'm so intimidated by the (awesome) clutter of the family tree that I'm afraid to contribute! :P

I wonder if there's a dynamic contribution flowchart suite that would allow this sort of project to be laid out as per that image on the fly?

The closest thing I can think of off hand (which isn't all that close) is Google Wave, but I'm sure there's something (maybe even free) that could give you most of the functionality you need! I'll try poking around the internets.

Keep up the good work! :)

Edit:
Diagrammr (http://www.diagrammr.com/) is the easiest to use one I've come across so far. It's a little unintuitive right off the bat, but the way you use it is [Noun1] relationship [Noun2]. In this diagram (http://www.diagrammr.com/edit?key=d7N0o6ccEwW), I entered "Zeus father of Hercules" and "Hera mother of Hercules". Granted, if anyone can edit it, things might get cluttered.

Edit2:
lucidchart (https://www.lucidchart.com/) is more "Microsoft Word" style in the way that it is controlled. It may be more intuitive for more users to figure out since it's less like programming an more like your average word processing program. This (https://www.lucidchart.com/documents/edit/258864fd-b026-4b10-acb2-d3797d7e9087) is Zeus + Hera = Hercules represented in lucidchart.

Edit3:
Gliffy (https://www.gliffy.com/) looks like a nice suite, and might be the least finnicky one I tried. I can't share an example chart because that'd require signing up.

Peregrine
2014-04-14, 02:56 AM
The only note I have is that IX should be a rounded rectangle due to he/she's title as King and Queen. . . or whatever he/is. . . I'll leave it up to someone else to come up with the ruler of the divine royalty. . .
Fixed. It'll be there when I upload the next version.


Also are their any other line types you can make for sponsored gods? I don't like that they are completely unconnected to the rest of the gods.
You just want to make me pitch a fit trying to connect Jidzi Al'Betta to Noram, Seredan and Laeyrd, don't you? :smalltongue:

Not to mention all the fun it'll be to connect Yitus to his five sponsors...

(Lest anyone think I'm serious, please let me emphasise that the last thing I want is for anyone to base decisions on thinking, "How hard will this be to add to the chart? :smallsmile:)


This thread/"game" is awesome. I'm so intimidated by the (awesome) clutter of the family tree that I'm afraid to contribute! :P

I take back what I just said. That's the second-last thing I want. This is the last thing I want. Zovc, I will be personally offended if you don't contribute. :smallbiggrin: The chart is supposed to help, but you can probably safely ignore it (any inconsistencies will quickly get picked up and corrections can be made).

Speaking of, I note that Kiarare and Ix'Belfia (three domains each) produced Eridel (one domain). Does this need fixing or can we chalk it up to him being unwanted and narrowly escaping death in utero?


I wonder if there's a dynamic contribution flowchart suite that would allow this sort of project to be laid out as per that image on the fly?
I'm making this by hand in Inkscape. I don't know that any automated tools would be able to handle this tangled a diagram with anything like neatness... but then, my version isn't a paragon of clarity, so feel free to try any tools you like!

And now to actually contribute to the game itself.

Name: Ardiasd, the Wellspring of Hope

Appearance: Ardiasd changes the specifics of his appearance like mortals change their clothes. He usually appears as a tall, young or middle-aged, male humanoid, though he also frequently puts on a female form. In every shape, he is recognisable by his eyes (a deep, luminous green without white or pupil), his furred, prehensile tail, and his broad smile and tearful eyes. (He is known to wear a monkey's shape at times, though not as often as mortal art depicts!)

Domains: freedom, hope, rebellion

Personality: Ardiasd is light-hearted, friendly, and optimistic, but he is far from carefree. He detests constraint and lack of free choice, and seeks to end all manner of oppression. Laws and obligations are also distasteful to him. He has been accused of being reckless of the consequences of disrupting order and routine.

Relationship with mortals: Ardiasd is popular with individuals, but not with organisations or authorities of any kind. He is still least respected by some rulers--those that take their duties to their people seriously--as he is seen as a necessary counterbalance to the danger of being corrupted by power. Even some tyrants pay him lip service, though, in order to be seen as benevolent and responsible rulers.

At times, Ardiasd is resented by mortals, for he is known to bring "freedom" and "choice" in the form of shaking people from their complacency and taking away their comfortable dependence on others. He has also been credited (blamed?) for giving mortals free will, though that tale is also told of other gods.

Relationships with other gods: Ardiasd is on good terms with many gods, but will be beholden to none of them -- not even the Lords of Light, even though he is often identified as one of them. He hates the politicking of the Divine Council, to which he shows up infrequently and from which the Divine Royalty have often managed to have him barred.

He is cordial, though not friendly, towards the Demon Gods. His outlook generally aligns with theirs, but he finds them too undirected and careless for closer cooperation. He particularly disliked Kiarare and is aware of his death; he suspects the Divine Royalty were behind it, and privately applauds them for it, which is may well be the only thing they've ever done that he applauds.

He cares for his half-sister Okarus, though they often come into conflict. He often tries to get Yuyevris to lighten up and change her steady daily march.

Ardiasd was heavily involved in the Mirth Storm, and spoke out against the formation of the Divine Council from its beginning. The gods also suspect he was involved in giving the first mortals free will, though they can't prove it any more than the mortals can.

Parents: Ardiasd's parents are Maglor and Ulumie.

Sanctum: Ardiasd maintains a home in Tilidasar, a great tree that he periodically uproots and carries to a new location on Wybirne. He is abroad more often than not, however.

Mx.Silver
2014-04-14, 03:20 AM
Speaking of, I note that Kiarare and Ix'Belfia (three domains each) produced Eridel (one domain). Does this need fixing or can we chalk it up to him being unwanted and narrowly escaping death in utero?
...

Name: Eridel, Lord Outcast
Domains: Luck and Exile




He particularly disliked Kiarare; slaying him is perhaps the one thing Ix'Killas ever did that Ardiasd applauded.

How does Ardiasd know about that?

Peregrine
2014-04-14, 03:36 AM
...
Having warned people not to rely on my chart for their information, I went and did exactly that and got sucked in by one of those mistakes I mentioned. :smallannoyed:


How does Ardiasd know about that?
Let me check my notes... Hmm. I know I was going for something there, but I don't now recall what. Let me edit that bit.

Mx.Silver
2014-04-14, 04:45 AM
List of unwritten deities has been updated, and arranged based on number of domains.I'm also posting it again here for ease of reference, when people are looking for potential parents.




Orilus
- 5 Domains
- Deceased
- Parent of Doskrates; involved in creation of Malladar; was Thuxdatog's host.
- Primordial Pentreon


Krythe
- 5 domains
- Parent of Thyxlaog (with Elith'yern) and Ilymar (with Galnarion)


Elims
- Abdicated divinity
- 5 domains
- Primordial Pentreon
- Sponsored Yitus
- Parent of Myfe (with Tomenatras)


Eth
- 5 domains
- mother of Maglor (with Elith'yern)


Ix
- 5 Domains
- Primordial Pentreon
- Head of the Divine Royalty


Saliol
- 4 or more domains
- Parent of Laeyrd (with Recisoldex) and Asio (with Sarasa)


Vianileth
- 4 or more domains
- Parent of Okarus (with Maglor)


Papilsi
- 4 or more domains
- Parent of Federatisto (with Fisylaka)


Fisylaka
- 4 or more domains
- Parent of Federatisto (with Papilsi)


Sarasa
- 4 or more domains
- Parent of Ankorial (with Cassabiel) and Asio (with Saliol)


Ulumie
- 4 or more domains
- Parent of Ardiasd (with Maglor)


Eithiana
- 4 domains
- Parent of Yuyevris (with Thyxlaog) and Thasara (with Federatisto)


Ix'Naranth
- 4 domains
- Parent of Ix'Killas and Ix'Belfia (with Ix'Teshal)
- Member of the Divine Royalty


Miuar
- 3 or more domains
- Parent of Recisoldex (with Yuyevris)


Vereshalia
- 3 or more domains
- Mother of Skorghus (with Idourn)


Etrioc
- 3 or more domains
- Fought at battle of Fallen Stars (against Cassabiel)
- Father of Amulird and Aanulyynn (both with Vakparellna)


Ix'Belfia
- 3 domains
- Parent of Ix'Obynxis and Ix'Jilan (with Ix'Killas) and Eridel (with Kiarare)
- Member of the Divine Royalty


Liluar
- 3 domains
- Mother of Nilunea, Dallakar and Venilach (with Vestryxis)
- Daughter of Azmoros
- Demon God


Mazatl
- 2 or more domains
- parent of Coaxoch


Eztli
- 2 or more domains
- parent of Coaxoch


Yolotli
- 2 or more domains
- parent of Coaxoch


Cassabiel
- 2 domains
- Deceased
- Killed at the Battle of Fallen Stars (fighting against Etrioc and Yuyevris)
- Parent of Ankorial (with Sarasa)


Dallakar
- 1 domain
- Brother of Nilunea and Venilach; son of Liluar and Vestryxis
- Demon God


Venilach
- 1 domain
- Brother of Nilunea and Dallakar; son of Liluar and Vestryxis
- Demon God


Esu, The Lord of Secrets
- 1 domain
- Child of Ordog


Djavulen, Maiden of the Dark
- 1 Domain
- Child of Ordog


Ibliisku, Lord of Lies
-1 domain
-Child of Ordog


Mualth
- Any domains
- has human worshipers


Vioad
- Any domains
- Sponsored Yitus


Oleadaf
- Any domains
- Sponsored Yitus


Miae
- Any Domains
- Sponsored Yitus


Byrahn
- Any domains


Valeth
- Fewer than 5 domains
- Deceased
- God of Flowers

mystic1110
2014-04-14, 08:02 AM
This thread/"game" is awesome. I'm so intimidated by the (awesome) clutter of the family tree that I'm afraid to contribute! :P


DON"T BE AFRAID!!!

More contributors are more than welcome. If you are scared of getting involved in the tangled web we already have, there is nothing stopping you from making a 1 domain god connected to two previously unmentioned parents. I.e. you can always start a new branch :smallsmile:. That said despite the 5 pages, it is a short read, and you will quickly grasp who the major players are.

Edit: Mr. Silver, I have added your list to the OP :smallsmile:

Zovc
2014-04-14, 08:22 AM
Okay, okay. I'll try to contribute. Do we have a God(dess) of Justice yet? If so, what about justice-y things like Retribution or Prison?

Going to be poking through the thread today but I'm prone to overlook something. :P

Edit: Zokaheesi fills the role I was thinking of. ;)
Edit2: And Ix'Obynxis.

mystic1110
2014-04-14, 08:36 AM
We have two gods of justice already and some gods of justicy things (Look at Ix’Jilan, Zokaheesi and Ix’Obynxis) - don't worry repetition is usually allowed (and in my mind means that justice gods would be worshiped as a pantheon?)

Here is a list of all the gods and their domains - still not a table since I have no clue how to use the table tool in this new format



[table="width: 500"]
Noram Drinking
Isoldril Harvest, Hospitality
Lybretta Orphans
Skorghus Avians, Foresight
Seredan Songs
Smalin Arranged Marriage, Child-Birth, Seasonal Magics, Women
Myrisol Politics, Loyalty
Ellisprex Misfortune
Lerreline Stealth, Undead
Malladar Law, Order, Knowledge, Entropy
Celeberse Inheritance
Caseus Fermentation
Mycosa Toxic Plants, Medicinal Plants
Idourn Sky, Time Keeping, Rain
Valhanthris Loneliness
Thasara Oceans, Wealth
Vronto Tornadoes, Horses
Vakparellna Hunting, Forests, Plant Growth
Zokaheesi Death, Justice, Duty
Jagyn Sculpting, Souls, Life, Conception
Thyxlaog Dragon-kind, Destruction, Death, Fate
Dokrastes Time, Enlightenment, Planar Boundaries, Patterns, Predictions
Laeyrd Heraldry
Recisoldex Divinity, Bureaucracy
Galnarian Battle, Freezing Cold
Ilymar Ilithens
Karvak Dwarves, Forging, Mountains
Zalnakx Weapons
Latha & Luthu Collaboration
Naru Bodyguards
Elith’yern Corruption, Darkness, Domination, Dream, Mind
Rilari Painting
Iillthiex Travel
Federatisto Volcanoes, Sacrifice, Shores
Winter Winter
King Ausreks III Money
Jidzi Al’Betta Writing
Gavrem Thievery
Yuyevris Light, Vengeance, the Sun
Yemeth Worm-forms, Loneliness
Ix’Maerth Cities
Ix’Obynxis Prisons, Punishment
Ix’Jilan Justice, Tradition
Thuxdatog Parasites
Ix’Killas Engineering, Masonry, Construction
Nilunea Deceit
Vestryxis Nightmares, Fear
Gure Visions, Prophecy, Madness
Papyra Paper
Eridel Luck, Exile
Marzarok Rage
Luchanoori Archery
Okarus Curses, Snakes, Frogs
Merila Rain
Ix’Tirenuia Courtly Love
Summer Summer
Spring Spring
Autumn Autumn
Velnias Torture
Ordog Avarice, Knowledge
Ankorial Psychopomps
Irilvis Knowledge, Books, Magic, Gardening
Aanulyynn Elves, Slavery
Arinax Lizardfolk, Persuasion
Sarul Orcs, Strength
Amulird Humans, Peace
Ardiasd freedom, hope, rebellion
Kiarare Desire, Passion, Hatred
Yitus Charity
Asio Funerals, Giants, Spiders
Ix'Teshal History, Remembrance, Myths, Worship
Azmoros Demons, Dreams, Suffering, Reflections

Adam1949
2014-04-14, 09:07 AM
Regarding how to make a table, here are the first six gods listed in the new table. Repeat most of the code as necessary!



NoramDrinking

IsodrilHarvest, Hospitality

LybrettaOrphans

SkorghusAvians, Foresight

SeredanSongs

SmalinArranged Marriage, Child-Birth, Seasonal Magics, Women

mystic1110
2014-04-14, 09:26 AM
Thanks! That'll be my weekend project. :smalleek:

Zovc
2014-04-14, 09:46 AM
Alright, here goes my first attempt at contribution!

Name: Maglor, the greatest predator

Domains: Chaos, Instinct, Predation, and Strength

Appearance: Maglor is a towering, muscular, humanoid form speckled with coarse hairs. Atop this male figure is a black bear's head with the golden mane of a lion. The wrath is generally depicted naked with prey clutched in his hands, mouth, and possibly even his talon-like feet. Maglor is depicted as having various animalistic traits, but generally has the epitome of a male's physique for everything between his head, his hands, and his feet.

Personality: Maglor believes in survival of the fittest--or perhaps fitness through survival. There is always chaos and hunger and Maglor thinks strength provides for the hungry. It is believed that Maglor is the strongest of the Gods, but he avoids political and social conflict and wars. The wrath asks for nothing and expects his followers to be self-sufficient and strong. If ever someone crosses Maglor or one of his followers, it is expected that they will be met with defeat, be feasted upon, and then possibly even be further destroyed afterwards. If there is any one noteworthy characteristic of Maglor, it's his short temper. He is conscious of his tendency to see red and does his best to keep to himself.

Relationship with mortals: Desperate individuals and sometimes even armies will pray to Maglor for the strength to overcome hopeless odds. Maglor is sometimes worshiped by hunters. It is unwise for one to ask for Maglor's aid if he deems it unnecessary, however. Maglor's volatility and tendency to get upset with expectations could cause your prayers and offerings to backfire.

Relationship with other gods: Historically, Maglor's strength and reliance on predatory instinct has been a dangerous combination for the other gods. His existence was one of hunting, killing, and mating, in a very disorderly and violent order. Being so volatile and strong, the predator was more than a nuance to the other deities--nearly being a terror. The number of deities slain and children sowed by Maglor are possibly greater than any other living god can claim.

It was not until Maglor's fury was met with Ulumie's grace that he was tamed. Baiting the predator as a promising mate, Ulumie managed to captivate and reach through to Maglor more than any other god had manged to. A previously unknown reason was spoken to in Maglor and Ulumie managed to convince the predator to confine himself to Wybirne and no longer hunt gods.

In present times, Maglor does his best to hunt and keep to himself. He spends his time being the ultimate hunter and predator of Wybirne, whose relatively desolate and uncivilized land is ideal for such an antisocial deity. The predator occasionally has outbursts of rage and hunger and will start to once again prey upon deities. When this happens, Ulumie reaches out to Maglor and tells him to save such tendencies for a future war between the Gods. This is the only reason Maglor pays any attention to the politics of the gods, the hope of once again hunting and feasting upon such dangerous prey.

Parents: Elith’yern and Eth (5 domains)

Sanctum: Wybirne

Adam1949
2014-04-14, 11:07 AM
It looks nice to me! My main thing is, isn't his name Maglor? At least I assume so, considering you make reference to Ulumie, who is said to have had a child with a "Maglor"; I take it, then, that "Malgor" is actually supposed to be Maglor. That's my one nitpick, however, as the rest of it looks stunningly good!

Mx.Silver
2014-04-14, 11:21 AM
Parents: Elith’yern and Eth (5 domains)
...

You know, I think I'm just going to edit that whole 'first diety to ascend in tier' clause out of Dokrastes' write-up. Because it's either that or watch as the tier list disappears under the ever-growing number of necessarily primordial pentreons.



The number of deities slain and children sowed by Malgor are possibly greater than any other living god can claim.

Vakparellna probably finds the second half of this claim hilarious :smalltongue:

Zovc
2014-04-14, 11:46 AM
It looks nice to me! My main thing is, isn't his name Maglor? At least I assume so, considering you make reference to Ulumie, who is said to have had a child with a "Maglor"; I take it, then, that "Malgor" is actually supposed to be Maglor. That's my one nitpick, however, as the rest of it looks stunningly good!

Whoops! Fixed. :)


Vakparellna probably finds the second half of this claim hilarious :smalltongue:

Sorry, Mr.Silver. >.<

And that may be the case now. We'll see in the long run. :P

Peregrine
2014-04-14, 12:44 PM
You know, I think I'm just going to edit that whole 'first diety to ascend in tier' clause out of Dokrastes' write-up. Because it's either that or watch as the tier list disappears under the ever-growing number of necessarily primordial pentreons.
I think the trouble is that we only have two ways to be a Pentreon: ascend on the death of another Pentreon, or be primordial. We could come up with other means of ascension, but someone still has to be the first to ascend, and I for one would like to see Dokrastes retain that distinction. What we don't have is a way for Pentreons to come into existence without a Primordial Pentreon having to die first.

Part of the solution may be to more clearly define what a Primordial Pentreon is. At the moment, the implicit definition seems to be "didn't ascend and was around in the early days, before Orilus died". (The former is a bit redundant, since any Pentreon around before Orilus died can't have ascended, so long as Dokrastes remains the first.) If we could come up with some way for a new god to come into existence with five domains, we could be more stringent with the definition: a Primordial is one who's always just "been there", and so has no "coming into existence" mentioned in their background.

But then, this might just encourage a glut of Pentreons, primordial and otherwise. Maybe the real solution is to set ourselves to fleshing out the lower tiers some more. As it stands, we only have nine Pentreons, and one's a confirmed ascension; eight seems like a good number to settle at for now until we find we need more.

Jendekit
2014-04-14, 05:34 PM
Do you guys think that having a specific batch of gods collectively devoted to a specific civilization wouldn't fit with the setting? I have a tree of gods descended from Elith'yern that I'm working on that serves as a pantheon focused on a human empire based off of the Mexica (Aztecs).

Mx.Silver
2014-04-14, 08:19 PM
Name: Lithus

Appearance: Lithus appears as a fairly young adult woman, tending towards the plump side physically, with shoulder length brown hair - which frequently falls across her face. She usually wears a rather creased purple dress and carries a scroll case, filled with various love songs and poetry.

Domain: Lovemaking

Personality: Lithus is a shy, easily embarrassed goddess, frequently exasperated by the confusion caused by her domain. A romantic at heart, she used to possess a strong but quiet sense of optimism. The tragic outcome of her relationship with Ix'Maerth ended that however - and she has never fully recovered from the death of her child. As a consequence she now tends to be even more withdrawn, and her occasional smiles are never truly reflected in her eyes.

Relationships: Lithus has a rather awkward relationship with mortals. It is not that she isn't worshiped - she is, and by many - but that, owing to some persistent translation errors, much of this worship tends to be conducted under the misapprehension that her domain is primarily concerned with sex, rather than the declarations and artistic expression of love, which is what most of it actually consist of. While she has some consideration for the more physical acts of love, it often turns out to be substantially less detailed or inventive than many of her worshipers suppose - much to the goddess' frequent distress. Her own exploits in this field are also far less significant than many of the more popular stories about her speculate - her only real experiences having been with Ix'Maerth. And also a few 'incidents' with Naru at some of Isoldril's feasts - which both goddesses do their level best to never talk about.

Lithus is the middle sibling of her family, and she keeps to herself moreso than her siblings. Amongst the other gods her main current relationship is her long-lasting friendship with Narum, both of them having had comparable difficulties with their worshipers in the past. Another friendship is between her an Nilunea, likely due in part to the demon goddess sharing Lithus' antipathy to the Divine Royalty.
Lithus' few encounters with Naru are quite rare and, in the absence of alcohol, characterised by stiff politeness and avoiding eye-contact. Nilunea has described these as being 'hilariously awkward', and has gone on to make various observations that have resulted in Naru punching her.
Lithus has had next to no contact with Ix'Maerth following the murder of their child, which seems to have put an end to their relationship. She sees the rest of the Divine Royalty as little more than monsters, an opinion which has driven a deep wedge between her and her father Myrisol, whose continued subservience to the Royalty has left her feeling deeply betrayed. This has been the cause of no small amount of tension within her household - despite Smalin's best efforts - to the point where Lithus has taken to avoiding spending time with the family unit wherever possible.

Parents: Smalin and Myrisol

Sanctum: Lithus, like her sisters, lives in the family home in Subriz, although these days she tends to spend long periods of time away from the family home.






Sorry, Mr.Silver. >.<
Don't worry about it. Looking back on it, we've been heading this way ever since Smalin's write-up and Elith'yern's death is probably what kicked it past the tipping point. The general bloat in the '4 or more domains' deity list size from about page 3 onwards should also have been a hint this was coming.



Do you guys think that having a specific batch of gods collectively devoted to a specific civilization wouldn't fit with the setting? I have a tree of gods descended from Elith'yern that I'm working on that serves as a pantheon focused on a human empire based off of the Mexica (Aztecs).
In principle it should be alright; the Divine Royalty are about halfway to being a civilisation specific pantheon themselves, after all.



I think the trouble is that we only have two ways to be a Pentreon: ascend on the death of another Pentreon, or be primordial. We could come up with other means of ascension, but someone still has to be the first to ascend, and I for one would like to see Dokrastes retain that distinction. What we don't have is a way for Pentreons to come into existence without a Primordial Pentreon having to die first.
That was the intent. The point was that capping domains at 5 would stop things from spiraling up too high, and by presenting a cap it would also limit the number of deities at that point (because they couldn't just be born) thereby reinforcing the bottom-up nature of the setting. The reason there aren't many ways to be a pentreon is because there should only be a few of them, Jendekit even proposed limiting the amount of pentreons to one back when it first came-up, although this was not adopted because it wasn't thought the number would get much more than 4, maybe 6 tops (note that by this standard we're already in a glut situation).
This is because back when that clause in Dokrastes' profile was written there were only 3 deities besides her who needed to have 5 domains: Krythe, Tomenetras and Elith'yern, and given the strangle-hold Dokrastes had on the family tree it didn't seem likely the number would rise much. Of course, this didn't really work, which is why we've now hit the point where that passage seems to be doing more to encourage tier 5 bloat than prevent it.





Part of the solution may be to more clearly define what a Primordial Pentreon is.
This one is probably my fault. I'd left it vague (it essentially just means 'the original tier fives who can't have had any creators') to allow for other's to have a god at defining it if they wanted to. I should really have considered the possibility that nobody did want to do that - and if the way Elith'yern's write-up dodges that topic (along with the fact that he's the first 5 domain god to be written since Dokrastes) is any indication it's fairly clear nobody in the two months since the term got coined particularly does.
Because anyone doing that not only has to do a 5-tier god (and it is a lot trickier to keep a deity concept consistent when it has over 3 domains) but is likely going to also have to come-up with at least an outline of how things were 'in the beginning'.


As it stands, we only have nine Pentreons, and one's a confirmed ascension; eight seems like a good number to settle at for now until we find we need more.
I'm not entirely sure we even need those 8. Elims, for instance, currently has no bottom-up parental relationship that specifically requires him to have 5 domains. I'm not begrudging mystic the right to have him as such, mind you.

It's more that the total of active pentreons just seems a bit higher than necessary, and dropping Doskrates' clause allows for a some of those to be closed without opening a singularity of continuity errors.

Peregrine
2014-04-15, 01:53 AM
I love that we have a party god who dislikes parties, and a sex lovemaking goddess who isn't "experienced". :smallbiggrin:


That was the intent. The point was that capping domains at 5 would stop things from spiraling up too high, and by presenting a cap it would also limit the number of deities at that point (because they couldn't just be born) thereby reinforcing the bottom-up nature of the setting. The reason there aren't many ways to be a pentreon is because there should only be a few of them, Jendekit even proposed limiting the amount of pentreons to one back when it first came-up, although this was not adopted because it wasn't thought the number would get much more than 4, maybe 6 tops (note that by this standard we're already in a glut situation).
Ah, right. I took your statement more as not wanting too many Primordial Pentreons, rather than not wanting too many Pentreons full stop. I'm right with you on that one.


This one is probably my fault. I'd left it vague (it essentially just means 'the original tier fives who can't have had any creators') to allow for other's to have a god at defining it if they wanted to.
Fault? No. It's not a bug, it's a feature. :smallsmile: Leaving things vague for others to write up is what the game's all about! I was just saying (in the context of a possible "Primordial overload") that maybe now was the time to define it.

At the moment, though, the balance is not too bad. We're a bit short on tier 4s, that's all. But if you count all the unwritten "tier 4/5" gods as tier 4s, it looks a lot better; if anything, tier 2 is now the bare-looking one. (Asterisks on unwritten ones, who might be a higher tier even if the evidence is against it.)
Dokrastes, Eilims, Elith'yern, Eth, Ix, Krythe, Myfe, Orilus, Tomenetras
Azmoros, Eithiana*, Fisylaka*, Irilvis, Ix'Naranth, Ix'Teshal, Jagyn, Maglor, Malladar, Papilsi*, Sarasa*, Thyxlaog, Ulumie*, Vianileth*
Ardiasd, Asio, Etrioc*, Federatisto, Gure, Idourn, Ix'Belfia, Ix'Killas, Karvak, Kiarare, Liluar, Miuar*, Okarus, Vakparellna, Vereshalia*, Yuyevris, Zokaheesi
Aanulyynn, Amulird, Arinax, Cassabiel*, Eridel, Galnarian, Ix'Jilan, Ix'Obynxis, Isoldril, Lerreline, Mycosa, Myrisol, Ordog, Recisoldex, Sarul, Skorghus, Vestryxis, Vronto
Ankorial, Ausreks, Autumn, Caseus, Celeberse, Dallakar, Djavulen, Ellisprex, Esu, Gavrem, Ibliisku, Iillthiex, Ilymar, Ix'Maerth, Ix'Tirenuia, Jidzi Al'Betta, Laeyrd, Latha & Luthu, Lithus, Luchanoori, Lybretta, Marzarok, Merila, Naru, Nilunea, Noram, Papyra, Rilari, Seredan, Spring, Summer, Thuxdatog, Valhanthris, Venlilach, Velnias, Winter, Yitus, Zalnakx, and an indefinite number of other Arts and Weathers
Byrahn, Miae, Mualth, Oleadaf, Valeth, Vioad
I may have missed some somewhere, but that's not too bad at all.

Mx.Silver
2014-04-15, 06:50 AM
Ah, right. I took your statement more as not wanting too many Primordial Pentreons, rather than not wanting too many Pentreons full stop. I'm right with you on that one.


Yeah, the only trouble being that adding to the necessarily primordial ones has the effect of bumping the number up, since they can't serve as successors to Elith'yern or Tomenetras. Which means that the full number of Pentreons still needs to be larger, unless at least one of those two somehow managed to avoid having anyone inherit their position, which seems a bit unlikely given that Tomenetras at least is concretely dead and has offspring.

Hmm...

Actually, come to think of it, that might have just given me an idea for something...


You know what? Dokrastes' status as first to move up a tier is back in effect. Tomenetras' write-up is inbound.
Watch this space.

Jendekit
2014-04-15, 07:54 PM
Okay, here's a bit of background and one of the gods that I have been working on.

On an island chain to the east and north of Ithilien lands, resides the oldest continual human empire in existence. Called Anahuac, this empire was formed less than one hundred fifty years after Aanulyynn's defeat at the blade of Galnarian. Subtly guided by a family of sixteen gods descended from the Primordial Pentreon Elith'yern, they built ships to take them away from Amulird's pacifistic priests and founded an empire two hundred years before Amulird gave up on the race.

This divine family is unique amongst the divine landscape for several features. All sixteen have the forms of a specific animal made from gemstones and, with the exception of the Tetreons of the family, all of them have three parents from the tier above them. In addition, all of them receive sacrifices of blood from the people of Anahuac.



Coaxoch, the Jade Serpent of Blood

Appearance: As her name implies, Coaxoch takes the form of a serpent formed entirely out of jade. What size and type of serpent varies, but her favorite is reminiscent of a Diamondback Rattletail with the mass of an ogre. As with all her family, her eyes regardless of size are a solid, pure white.

Domain: Fire

Parents: Mazatl, Eztli, and Yolotli

Personality: Despite her heritage, Coaxoch is actually a very shy and timid deity. She is expected to carry herself with dignity and poise as one of the descendants of Elith'yern, and when the Temple Palace is playing host to visitors she does so, but when alone or with direct family she has a hard time keeping the facade up.

Relationships: Coaxoch rarely interacts with gods outside of her family tree; the last time she left the family home she stumbled across Vronto and Galnarian once again fighting each other and nearly killed her by accident/collateral.

Amongst mortals, the human empire of Anahuac makes offerings to her in a twice monthly ritual by shedding five drops of blood onto five strips of cloth before placing the strips into the Eternal Flame within the royal palace Tetocoyan-Teopantli.

Sanctum: Coaxoch lives with her family in the Temple Palace drifting in the Astral Plane in an area where the line between Teraste and the Astral plane seems...thin.

Mx.Silver
2014-04-16, 09:20 PM
Or this space, that works too.



Name: Tomenetras, The Unspoken Question

Appearance: Tomenetras primarily wore one form for much of his existence. From the waist up he appeared largely humanoid, with pale grey skin, albeit with four additional eyes, arrange like a circlet around his head. His four large legs however had a distinctly crustacean-like appearance, and sprouted from the base of his torso, two in front and two behind.
The peculiarity of this form was its lack of a mouth. Instead, it was surrounded by a haze of silver-blue dust, which Tomenetras could form into symbols or images to communicate with. In situations where this was not practical, he was also capable of simply placing the memory of him having spoken into the minds of whoever he was addressing although he seldom resorted to this; most other beings found this method uncomfortable, if not outright disturbing especially on the few occasions he used to address groups of people at once.


Domains: Memory, Mysteries, Insight, Mysticism, Symbols


Personality: Tomentras was a highly intelligent, philosophical deity, cerebral almost to the point of emotional repression. Although apparently quite aware of his own intelligence, he seems to have had something of an inferiority complex when it came to the other primordial pentreons and as such he tended to be something of a background presence amongst the pantheon. In spite of this, his nigh-obsessive levels of perfectionism did lead to some achievements: his understanding of planar relationships and the nature of The Astral Plane was, and remains, unmatched, and The Keystone, the multi-planar structure responsible for maintaining temporal between the six planes, was built according to his design and specification.


Relationships: Having died before the advent of several mortal races, Tomenetras unsurprisingly does not possess any places of worship - save for the obligatory shrine in the Hall of Divinities. Nonetheless, he does still have some followers among some of the older races, usually worshiped by individuals who consider themselves philosophers or mystics.

Amongst the gods, his closest relationship was with Dokrastes, to whom he was given the task of mentoring and educating, possibly to keep her from getting caught in crossfire between Orilus and Elith'yern. He did not spend much time with their child Jagyn, but according to Dokrastes still took a fair interest in him, and seemed to regard him fondly. This was very much not the case with Azmoros. Tomenetras always saw his chaotic, accidental 'daughter' as a source of deep shame and never made any effort to hide this. Their relationship only went downhill from their it culminated in their final disastrous confrontation.
What exactly it was that provoked their final conflict is unclear, although this is far from the only mystery surrounding him. Much of Tomenetras' actions in the run-up to his death are shrouded in a great deal of uncertainty. There is some consensus that had previously spent some time on Subere, although what exactly he was doing there no one seems to know. The biggest unanswered question however, at least as far his offspring are concerned, is why nobody seems to have inherited his status as Pentreon.
One possible explanation for this is that in his battle with Azmoros he suffered a similar sort of injury to the one he inflicted upon her, which prevented the inheritance. Anotht explanation is that he somehow found a way to cut himself off from the inheritance process, so as to ensure that Azmoros would not rise in tier. Certainly he would have had motive for this, and if any deity could find a way to block inheritance it would be Tomenetras.
Ordog however, has advanced another hypothesis: that Tomenetras deliberately extracted a portion of his own divinity for the purpose of fueling his own rebirth; the reason none inherited was simply because, when he died, the portion of his power that would have been passed down was no longer within him.
The main argument for this rests on what transpired when Ix'Teshal channeled Tomenetras' spirit.
The channeling was conducted at the behest of Irilvis who, tired of Malladar's constant refusal to answer any of his questions, sought to enlist the dead pentreon's assistance in his research. Initially the ritual went as normal, but it very quickly became clear that something was wrong. Ix'Teshal never manifests a dead god's abilities, yet almost immediately a cloud of dust - almost identical to the one Tomenestras himself had possessed - materialised around her and she began communicating exclusively through this. After less than a minute, Ix'Teshal, now clearly fully possessed, attempted to open a planar portal to the Astral Plane - an ability she did not possess - and when her brother-husband intervened, Tomenetras spirit attempted to resist being banished by directly using various powers he had possessed in life, often uniquely so.

That Tomenestras was able to accomplish this possession, something which no other dead god has ever managed, is cited as evidence that his spirit still must have had access to more power than most. Power which perhaps should otherwise have been inherited.
Although this explanation seems plausible, there are some significant problems with. For a start, Ix'Teshal's possession could just as simply be accounted for by Tomenetras having been a primordial pentreon - especially given Elith'yern's posthumous longevity. Furthermore there is no real evidence that 'removing part of one's own divine power' and storing it somewhere is even possible, and even if it were, there has been no sign whatsoever of any such thing belonging to Tomenetras existing anywhere in the vast amount of time since his death.

As with most of the questions surrounding him it seems only Tomenetras could provide any real answer and, since Ix has forbidden all attempts to raise his spirit again, it seem that any such answer is dead alongside him. At least for the foreseeable future.

Parents: As one of the Primordial Pentreons, Tomenestras has no recorded parents. The adage that no one remembers their birth also seems to hold true to gods, and as such most speculation about the origin of the first divinities remains precisely that. The subject nonetheless seems to hold some fascination for mortals, and many cultures have spun their own, largely unsubstantiated, myths about the origin of the gods and the world.
According to the legends of the Chorungi Lizarfolk, at one point in the distant past all the planes existed as one world, similar in arrangement to the continents on Teraste, held together by the great world vine. But the planes were too different to remain together and burst apart, ripping their parent plant to pieces. As it was destroyed however, the world-vine released its seeds and from these grew the primordial pentreons.

Sanctum: Tomenetras kept a rather remote demi-plane as a home and place of contemplation during his life. It of a large crag, at the top of which was a long building carved from marble: The Halls of the Ascetic. Supposedly the building served as a repository for the pentreon's records and knowledge but after his death was found to be empty. Irilvis spent years going over the entire structure but found nothing of interest, save for a few faint, apparently meaningless scratches around the area where the pentreon's body was found - likely the remnants of the dying god's final spasms.


Maybe I should think about reigning-in the length of these write-ups a bit...




On an island chain to the south-east of Ithilien lands,
Wouldn't that put them a bit close to the south pole for things like agriculture?

Other than that though it looks pretty good.

Jendekit
2014-04-17, 01:35 PM
Here's another Pentreon, and I just noticed, this makes two out of four of the Pentreons that I have done, one of the two Primordials, and one of the two to go up in tier.

Myfe, the Eternal Protector

Appearance: Myfe takes the form of a humanoid woman clad in shining silver full plate armor with red trims and a gold tabard with her symbol (a black 4-point star within a red diamond in a black circle) upon her chest. She is rarely seen without her shield, Val'maar, and her flail, Krius.

Domains: Endurance, Law, Pride, Protection, Retribution

Parents: Myfe, the second deity to rise in tier, is the bastard daughter of Tomenetras and Elims and rose to the rank of Pentreon after Elims chose to give up her divinity and live out a mortal life.

Personality: Myfe is somewhat fanatical, to put it nicely. She is the self-declared bodyguard of Dokrastes, and guards her charge with a zeal that unnerves most that she comes across. Prior to her rise in tier, she was more laid back, but some feel that advancing in tier made her far too serious.

Relationships: Most gods find Myfe to be annoying. She suspects that almost everyone is out to get Dokrastes, and treats everyone under such suspicion as simply looking for a chance to get past her guard and get to Dokrastes. If Dokrastes hadn't ordered her to only fight if the opposing party attacks first, and also not to goad others into starting a fight, it is quite possible that several gods would have died just for trying to talk to Dokrastes. The only times that she doesn't act as such is on the vacations that Dokrastes requires her to take every thousand years.

Amongst mortals she is most frequently worshiped by protectors, those seeking to enforce the rule of law, and those that have suffered some personal tragedy and want to see the ones responsible pay, be it through the law or otherwise.

Sanctum: Myfe lives with Dokrastes in the Keystone at the center of reality while on duty. On her millennial vacations she typically favors various locations in Wyrbine.

Mx.Silver
2014-04-17, 03:27 PM
Something I noticed going back over the plane guide I drew up last page is this line from the bit on Teraste:

Up until a few centuries ago, most of its cultures were dominated by a large draconic empire. [...] The final blow to the dragon empire came when the now legendary smith Eilsta perfected the technique of forging wootz steel, allowing the mortal races to craft weapons strong enough to pierce dragon-scale.

Something I hadn't realised at the time is that, on earth, the invention of wootz steel dates from the third century BCE. Which means that a few centuries after this would still be leaving us, in real-world history, well within antiquity. As in, when the Roman Empire is still very much a thing - if not still technically the roman republic depending on what you consider 'a few centuries' to be.

Obviously historical accuracy is not of very major concern in this sort of thing, but this does seem to suggest it's actually quite possible that this may not be a medieval setting - as far as Teraste is concerned anyway.
I'm curious what people think about this, as tech level is a topic we'll probably need to address soon-ish anyway.






Myfe, the second deity to rise in tier

Ah. Here we run into the thing I've been derailing the thread with for the last couple of pages: 'necessarily primordial pentreons'.
The problem is due to these factors:
1. Smalin (who has 4 domains) was born to Krythe and Myfe before either of them had slept with a male deity.
2. Elith'yern (who is male) and Krythe produced Thyxlaog, which must have been after Smalin was born due to 1.
3. Therefore Myfe and Krythe must have been pentreons before Elith'yern died.
4. Dokrastes was the first god to rise in tier and did not do so until after Elith'yern's death.

The upshot of these being that Myfe and Krythe start to look they sort of need to be primordial, unless at least one of these points can be explained away. Eth is in the same boat, on account of her being Maglor's mother.

Jendekit
2014-04-17, 03:36 PM
3. Therefore Myfe and Krythe must have been pentreons before Elith'yern died.

Well...crap. Now I need to rework Myfe's write up. Can't do it now, but I'll try to get that done tonight.

Nevermind, made a modification to Thyxlaog's write up, explaining that Krythe was impregnated by a dead god in a dream...and I just realized how ridiculous that sounds. Eh, they're gods weird stuff is par the course.

mystic1110
2014-04-17, 04:10 PM
Krythe was impregnated by a dead god in a dream...and I just realized how ridiculous that sounds. Eh, they're gods weird stuff is par the course.

I'm going to take this AND RUN :smallbiggrin:.:smalleek:

On tech level stuff. . . remind me: what was more technologically advanced Roman Empire or Medieval Ages? I thought the ormer, despite being far in the past, was actually more advanced on some levels?

Jendekit
2014-04-17, 04:55 PM
On tech level stuff. . . remind me: what was more technologically advanced Roman Empire or Medieval Ages? I thought the ormer, despite being far in the past, was actually more advanced on some levels?

In answer to your question. (https://answers.yahoo.com/question/index?qid=20110101042205AAN8yJP)

Peregrine
2014-04-20, 11:02 AM
And continuing my tendency to do anything but add new material, here is a topical index of domains that I've put together. Some of the topics and groupings are very vague and prone to overlapping each other, but I hope it will be helpful when looking for domains for new entries. (I'm intending to write up Krythe, if no-one beats me to it, and that's what prompted me to make this.)
Abilities and Powers
Foresight (Skorghus)
Magic (Irilvis)
Prediction (Dokrastes)
Prophecy (Gure)
Seasonal magic (Smalin)
Stealth (Lerreline)
Strength (Maglor, Sarul)
Visions (Gure)
Activities
Archery (Luchanoori)
Battle (Galnarian)
Construction (Ix'Killas)
Drinking (Noram)
Forging (Karvak)
Gardening (Irilvis)
Harvest (Isoldril)
History (Ix'Teshal)
Hunting (Vakparellna)
Lovemaking (Lithus)
Painting (Rilari)
Rebellion (Ardiasd)
Sculpting (Jagyn)
Songs (Seredan)
Time-keeping (Idourn)
Torture (Velnias)
Travel (Iillthiex)
Various arts (daughters of Myrisol and Smalin)
Writing (Jidzi Al'Betta)
Concepts
Alteration (Elith'yern)
Chaos (Maglor)
Collaboration (Latha and Luthu)
Corruption (Elith'yern)
Death (Thyxlaog, Zokaheesi)
Destruction (Thyxlaog)
Entropy (Malladar)
Life (Jagyn)
Light (Yuyevris)
Mysteries (Tomenetras)
Order (Malladar)
Patterns (Dokrastes)
Protection (Myfe)
Symbols (Tomenetras)
Peace (Amulird)
Planar boundaries (Dokrastes)
Punishments (Ix'Obynxis)
Remembrance (Ix'Teshal)
Time (Dokrastes)
Customs and Rules
Arranged marriage (Smalin)
Bureaucracy (Recisoldex)
Charity (Yitus)
Courtly love (Ix'Tirenuia)
Duty (Zokaheesi)
Funerals (Asio)
Heraldry (Laeyrd)
Hospitality (Isoldril)
Inheritance (Celeberse)
Justice (Ix'Jilan, Zokaheesi)
Law (Malladar, Myfe)
Politics (Myrisol)
Slavery (Aanulyynn)
Retribution (Myfe)
Tradition (Ix'Jilan)
Feelings and Thoughts
Avarice (Ordog)
Desire (Kiarare)
Dreams (Azmoros, Elith'yern)
Exile (Eridel)
Fear (Vestryxis)
Hatred (Kiarare)
Hope (Ardiasd)
Loneliness (Valhanthris, Yemeth)
Madness (Elith'yern, Gure)
Nightmares (Vestryxis)
Passion (Kiarare)
Pride (Myfe)
Rage (Marzarok)
Suffering (Azmoros)
Groups and Professions
Bodyguards (Naru)
Engineering (Ix'Killas)
Orphans (Lybretta)
Thievery (Gavrem)
Women (Smalin)
Natural Things and Processes
Conception (Jagyn)
Childbirth (Smalin)
Fermentation (Caseus)
Fire (Coaxoch)
Forests (Vakparellna)
Freezing cold (Galnarian)
Medicinal plants (Mycosa)
Mountains (Karvak)
Oceans (Thasara)
Plant growth (Vakparellna)
Predation (Maglor)
Rain (Idourn, Merila)
Reflections (Azmoros)
Seasons (Autumn, Spring, Summer, Winter)
Shores (Federatisto)
Sky (Idourn)
Sun (Yuyevris)
Tornadoes (Vronto)
Toxic plants (Mycosa)
Various weather (sisters of Merila)
Volcanoes (Federatisto)
Objects and Structures
Books (Irilvis)
Cities (Ix'Maerth)
Masonry (Ix'Killas)
Money (Ausreks)
Paper (Papyra)
Prisons (Ix'Obynxis)
Wealth (Thasara)
Weapons (Zalnakx)
Peoples and Creatures
Avians (Skorghus)
Demons (Azmoros)
Dragonkind (Thyxlaog)
Dwarves (Karvak)
Elves (Aanulyynn)
Frogs (Okarus)
Giants (Asio)
Horses (Vronto)
Humans (Amulird)
Ithiliens (Ilymar)
Lizardfolk (Arinax)
Orcs (Sarul)
Parasites (Thuxdatog)
Snakes (Okarus)
Spiders (Asio)
Undead (Lerreline)
Worm-forms (Yemeth)
Qualities and States of Being
Deceit (Nilunea)
Domination (Elith'yern)
Freedom (Ardiasd)
Insight (Tomenetras)
Instinct (Maglor)
Knowledge (Irilvis, Malladar, Ordog)
Loyalty (Myrisol)
Luck (Eridel)
Memory (Tomenetras)
Misfortune (Ellisprex)
Persuasion (Arinax)
Vengeance (Yuyevris)
Spiritual Matters
Curses (Okarus)
Divinity (Recisoldex)
Enlightenment (Dokrastes)
Fate (Thyxlaog)
Mysticism (Tomenetras)
Myths (Ix'Teshal)
Psychopomps (Ankorial)
Sacrifice (Federatisto)
Souls (Jagyn)
Worship (Ix'Teshal)

Mx.Silver
2014-04-20, 03:26 PM
I'm intending to write up Krythe, if no-one beats me to it,

Go ahead. Just remember that Thyxlaog now has to be born before Smalin otherwise Yitus' write-up breaks the timeline.

Jendekit
2014-04-21, 02:19 PM
This portion of the post regarding a Pathfinder game in this setting has been removed.



Now, so that I'm not simply wasting a post here's another god:

Cassabiel, the Fallen Star

Appearance: Though her death at the Battle of Fallen Stars resulted in the destruction of her physical form, in life Cassabiel appeared as a humanoid woman composed of stars and the night sky.

Domains: Greed, Entropy

Parents: Yuyevris and Etrioc

Personality: Cassabiel was always hungry for power. She felt that she never received the power and status that was her due, and while she tried to be patient her greed eventually won out over her desire to wait. So she tried to poison her father to the point that he would need to have Cassabiel act as steward. In order to do that Cassabiel would need to be a Treon instead of a Dreon.

Her plan may have worked, had she not attempted to do so when her mother was visiting her father. Yuyevris easily spotted Cassabiel's attempt and warned Etrioc. Father and daughter battled across planes, starting in the Astral Plane (neither noticing some of Cassabiel's shed blood forming Spring) and ending up on Teraste to the north of Ithilien lands. Cassabiel knew that she would be unable to win against her father, so decided that if she was to die, she would take her father with her. Gathering up all of what was left of her power into as small a point as she could, she prepared to release a blast that would quite possibly shatter the very plane itself, had Yuyevris not intervened.

Yuyevris avoided up front conflict ever since she lost her legs to Zokaheesi, and simply watched the battle, and waited for the opportune moment. With Etrioc taking a moment to catch his breath and Cassabiel concentrating on gathering what was left of her power, that moment had arrived. Blinding Cassabiel with a ray of sunlight, Yuyevris disrupted the Dreon's concentration resulting in all of the gathered energy bursting out of Cassabiel in a blast that killed both Cassabiel and all life in a five hundred mile area except for Yuyevris and Etrioc.

Relationships: Cassabiel never interacted much with other gods beyond serving as an occasional messenger for Idourn and her famous battle with her parents. She didn't like interacting with others and instead favored her own company, which resulted in her stewing in her feelings of being spurned and ignored in favor of others that didn't deserve their power near as much as she did.

Outside of the Battle of Fallen Stars and the wasteland named after it, mortals know little of the goddess. She saw mortals as being worthless and never bothered fostering any worshipers. She has a shrine in the Hall of Divinities, but no devoted temples or shrines otherwise.

Sanctum: In life, Cassabiel lived with Idourn in the night sky after her mother cast her out of her home in Teraste's sun.

Mx.Silver
2014-04-21, 03:21 PM
Okay, I've got a Pathfinder game set up for Saturday in this setting. With that in mind, I'm putting up a few things for that game here to share. I've already posted my version of the Ithiliens, and I have made some modifications to other races based on their history in the setting. One thing that I wanted to get the community's opinion on though, is half-breeds. Should there be races that are, to use the Pathfinder defaults, half-human/half-elf or half-human/half-orc?

No. Besides those being a pretty silly concept in general, Teraste is crowded enough as it is without adding more races to it. Leave them out.



As to the rest of the stuff, I don't play D&D so I can't say much about it, nor would be that interested in telling someone else how to run their own game. In regards to the setting, as I've mentioned earlier I don't think the traditional cleric class works here, but I don't think that's worth worry about in the context of your game.


Now, so that I'm not simply wasting a post here's another god:

Cassabiel, the Fallen Star
You know what? I'm just going to stop trying to write Etrioc. He's someone else's problem now.

mystic1110
2014-04-21, 04:09 PM
You know what? I'm just going to stop trying to write Etrioc. He's someone else's problem now.

You mind sending your notes on him to me, and I can try to salvage it by blending it around the other information we know of him?

Edit: BUSY TILL THE 8TH of MAY :smallfrown:

Peregrine
2014-04-23, 10:34 AM
Go ahead. Just remember that Thyxlaog now has to be born before Smalin otherwise Yitus' write-up breaks the timeline.
That necessity is exactly what inspired me with the idea that made me want to write Krythe. :smallwink:

Name: Krythe, the Endless Harmony, Lady of the Abiding Peace

Appearance: Krythe appears as a female of indeterminate age. Her body, hair and raiment are all absolutely white, whiter than pure snow. Mortal depictions of her are usually made in flawless marble (or chalk for the less wealthy) and frequently show her with both hands held palm-up, to weigh disputes in the balance.

Domains: harmony, mediation, music, peace, purity

Personality: Formerly, Krythe was absolutely unyielding in her neutrality, and so she presented a cool, emotionless demeanour to the other gods. Since she became the first deity to go down in rank, however, Krythe has become much more approachable and active.

Relationship with mortals: As a primordial goddess, and one of only a few of those to have continuing importance, Krythe is widely revered. Still, it's said that a compromise is an outcome that makes everyone equally unhappy, so only dedicated peacemakers truly love Krythe.

Relationships with other gods: From the first, when strife arose among the primordial Pentreons, Krythe was there to mediate their disputes and attempt to bring about peace. She did not consider the continuing conflict between Elith'yern and Orilus a failure on her part, merely a continuation of what must be--they would always fight, and she would always mediate.

Their deaths, however, she did consider a failure. She was badly shaken by their fates, especially compared to Yemeth's seemingly endless capacity to return from death. (Yes, she had even tried to mediate between the Worms that Walk and the other gods.)

What really drove her to despair, though, was her impregnation by the deceased Elith'yern. As goddess of purity Krythe had not only been neutral in the conflicts of the gods, but uninvolved in their passions and liaisons. Some time after Orilus's death, though, as Krythe slept, Elith'yern came to her in a dream. She has shared few details with the other gods, save that he spoke to her and laid a finger on her--pointing, as if in accusation. "Even in death my power will avail me," he told her, "but you will yet lose all that you hold." Anything else he said has not been repeated to others.

After she awoke, Krythe soon discovered that she was pregnant; the very real offspring of this dream-encounter was Thyxlaog. Horrified, Krythe did her best to instil her son with her own values (at which it seemed she succeeded), and then withdrew from practically all divine duties or contact with other gods. Only Myfe gave her protection and companionship. Indeed, the goddesses were very close during Krythe's seclusion, and Smalin was born to them.

It was not long after Smalin's birth that Krythe emerged from her isolation. She stripped herself of her domain of purity--which act gave rise to Ankyrytha, who now holds that domain--and took up again her duties over her other domains. She still mediates the gods' disputes, but now without trying to maintain complete detachment. (This is what led to the dispute over custody of Smalin, and also to her sharing Galnarian's bed for a time while she negotiated with him, resulting in their son Ilymar.) This peculiar approach to mediation has drawn notice; Myrisol has said that his wife's mother is "up to something". It has been speculated that she is engaged in some long scheme against Elith'yern, whose continued influence is one possible cause for Thyxlaog having turned from his mother's peaceful ways...

Sanctum: Though she goes wherever she believes herself needed, Krythe's home and sanctum is Cinnallo, the Hall of Bells, on Alumaria. It is said of that place that whatever is not music is silence, and no noise or disharmony can intrude.

Jendekit
2014-04-24, 06:52 PM
Mazatl, the Onyx Doe of Blood

Appearance: Mazatl most frequently takes the form of a doe the size of a fully grown dragon made out of onyx.

Domains: Rain, Moon

Parents: Icnoyotl, the Malachite Spider of Blood; Necali, the Obsidian Butterfly of Blood; and Tezcacoatl, the Pearl Tortoise of Blood

Personality: Like most of her family, Mazatl is a god that takes her duty very seriously. As the family of gods that serve as patrons to the Anahuac, Mazatl receives less mortal worship than most gods, but as far as she is concerned that is all right. She doesn't feel that gods need to have a large number of worshipers, just that they do their part in keeping the planes running and in balance.

Relationships: Mazatl's relations with the gods can be divided into two categories: those that are part of her family line, and those that aren't. Those of her family line can count on her to be friendly, personable, and eternally cheerful. The exceptions are Thyxlaog and those descended from him which are considered to be too far removed from Elith'yern's bloodline to count. Those that are not apart of her family find her to be cautious, guarded, and wary during every interaction. While she hasn't insulted or offended any gods, her guarded demeanor means that she hasn't made friends either.

Mortals are a slightly different story. As one of the gods of Anahuac, the majority of the mortal world only knows of her as a god that requires blood sacrifices if they know of her at all. To the humans of Anahuac, she watches over them at night and brings the rain that allows their crops to grow. Sacrifices to her occur every month on the night of the full moon. A husband stands to the north of a bowl of water facing his wife standing to the south of the bowl. The two then cut the others' forearm and both bleed into the bowl for five seconds. The mixture of water and blood is then allowed to evaporate the next day.

Sanctum: Mazatl lives with the rest of her family in the Temple Palace.

spikeof2010
2014-05-11, 12:12 AM
Terinaly, the Corrupted Faith, the Disfigured Scion

Appearance: Terinaly appears as a human beggar, who appears to be thousands of years old. His eyes are filled with a festering darkness and his cowls are tattered and covered in dirt and grime. Almost everything about him appears to be off, or "just not right"

Domains: Failure

Parents: Yemeth

Personality: Terinaly is a solemn, sullen soul. He doesn't speak much, due to him thinking everyone is out to get him. Terinaly is an outcast from the Pantheon, considering he came from the growing negativity in Yemeth's head. After being resurrected so many times, at one point, he died, but did not resurrect in the normal time. His body laid still, seemingly growing darker, until a small infant's cry was heard in his head. Many of the gods and goddess tried to crack open Yemeth's head, which was a delight to some and terrifying to others. Terinaly resulted in the incident, and always grew up to be silent, never saying anything as people take him the wrong way.

Relationships: No one tends to talk to Terinaly, not even his parent.

Sanctum: Terinaly resides in the Deserted Burrow, a small, disfigured shack located on it's own plane.

Jendekit
2014-05-12, 03:47 PM
Varz, the Grotesque Beast of Flesh

Alternate Titles: God-Queen of the Ogres, the Beautiful (to ogres)

Appearance: Varz is the epitome of physical beauty and perfection to her followers and kin. That having been said, ogres have a severely warped idea of what is beautiful. Eyes the size of a human man's head; skin covered in warts, lesions, and boils; left arm scraping the ground while the right barely reaches her waist.

Domains: Ogres

Parents: Varz was the result of a breeding program conducted by the ogres ever since the beginning of their race. The ogres believed that they were created from the cast off remains of other mortal races when they were made, and that by having the touch of so many gods within them they could eventually give birth to a race of gods to overthrow those that they felt were not worthy to rule the cosmos. The program eventually gave rise to Varz, who, upon being crowned God-Queen of the Ogres in the year 939 After Dragon Fall (referencing the fall of the dragon empire), ended the program to prevent the possibility of a rival.

Personality: Varz is arrogant, condescending, and worst of all, possessing of a lust for power unmatched by any other deity.

Relationships: Being a very young deity (she was born fifty years ago in 927 A.D.F.) Varz has not yet had the chance to form many relationships with other gods, positive or negative. The only god she regularly has contact with is her neighbor Myzyl, the Harpy Matron whom lives in the mountains above her sanctum, and the two cannot stand the other. Ogres and harpies have always warred against each other, and neither of their god-queens is interested in ending the war.

Sanctum: Varz lives in the Forest of Blood and Stone in Wyrbine, where eternal summer borders eternal autumn, alongside her mortal kin, the ogres.

Mx.Silver
2014-05-13, 08:45 PM
Think it's about time I oozed my way back onto the forums.

Name: Vianileth, Empress-in-exile of Alumaria; The Scaled Mother

Appearance: Like her Naga, Vianileth is capable of adopting pretty much any mortal form she desires, humanoid or otherwise. When appearing as her public role as goddess of the naga she takes on their traditional part-humanoid part-snake form, except with two tails rather than one. Her scales in this form are golden; her non-scaled skin changes colour depending on her mood - as is the case with most naga. She wears the full set of her 'imperial accoutrements': the sapphire-studded tiara, the four serpent bracelets (one on each of her arms) and the twin jade sceptres (carried in her lower arms). She also tends be to fairly plump.

Domains: The Naga, Sunlight, Portals, Reptiles

Personality: Vianileth is far from the most physically active of the gods, and numerous meetings of the divine council have been accompanied by her loud snoring. Indeed, it certainly seems as if she would probably be content to sit back and bask in her palace gardens if she was able to get away with it. Due to the cutthroat nature of divine politics, however, she cannot often afford to stay away from things for long.
In personality she tends to be calculating, highly deliberate and extremely pragmatic, quite often ruthlessly sow. She has a great deal of patience, as one might expect from one of the oldest tetreons, although her low tolerance for failure can often override this.

Relationships: Vianileth is the main deity, and de-facto ruler, of the Naga, Alumaria's other indigenous civilised race. Unlike the Ixith, Naga society is fairly decentralised and tends to value ascetism and their own rather unique brand of mysticism and as such lacks anything in the way of an organised priesthood. As such, there are not many actual shrines to her in Naga territory, although since worship to her plays a sizable part in naga social rituals this does not seem to matter much to her. She has few followers outside of her chosen species, saving for some groups of lizardfolk although even then she tends not to be a primary deity.

Her relationship with the rest of the gods is to a great extent defined by her less-than-stellar relations with the Divine Royalty. The acrimony between her and Ix dates so far back that long history of conflict between the Ixith and Naga, two of the oldest mortal races in existence, is better thought of as being a symptom of it rather than a cause.
When Ix began siring his divine family, Vianileth allowed Maglor to mate with her in an attempt to balance the scales. This did not prove very successful. Okarus, the result of this union, was something of a disappointment, and only became more so after Yemeth's slaying of Orilus. This latter act was enough to give the Divine Royalty the impetus to exile her from her home plane. After kicking Okarus off to Teraste, Vianileth has spent most of her exile doing her level best to undermine and stymie Ix's brood in their influence on divine affairs. This has seen her attach herself to a wide variety of causes and individuals over the centuries although so far her attempts to create a stable counter-bloc have not been too successful.

Parents: Orilus and Ellims


Sanctum: The Halls of the Serpent, a sprawling palatial structure with many open courtyards and surrounded by vast gardens. The sunctum was originally built on a plateau in Alumaria, but upon her exile Venileth moved the entire building and its environs to the astral plane. The interior of the building is kept in order by her spirit retinue, made-up of the souls of worthy naga, who also serve as bodyguards in the event of any assassination attempts from the Divine Royalty.





You mind sending your notes on him to me, and I can try to salvage it by blending it around the other information we know of him?

From the looks of it I seem to have deleted them, sorry.


Anyway, new page so here's the updated list of unwritten gods:


Orilus
- 5 Domains
- Deceased
- Parent of Doskrates; involved in creation of Malladar; was Thuxdatog's host.
- Primordial Pentreon


Ellims
- Abdicated divinity
- 5 domains
- Primordial Pentreon
- Sponsored Yitus
- Parent of Myfe (with Tomenatras)


Eth
- 5 domains
- mother of Maglor (with Elith'yern)


Ix
- 5 Domains
- Primordial Pentreon
- Head of the Divine Royalty


Saliol
- 4 or more domains
- Parent of Laeyrd (with Recisoldex) and Asio (with Sarasa)


Papilsi
- 4 or more domains
- Parent of Federatisto (with Fisylaka)


Fisylaka
- 4 or more domains
- Parent of Federatisto (with Papilsi)


Sarasa
- 4 or more domains
- Parent of Ankorial (with Cassabiel) and Asio (with Saliol)


Ulumie
- 4 or more domains
- Parent of Ardiasd (with Maglor)


Eithiana
- 4 domains
- Parent of Yuyevris (with Thyxlaog) and Thasara (with Federatisto)


Ix'Naranth
- 4 domains
- Parent of Ix'Killas and Ix'Belfia (with Ix'Teshal)
- Member of the Divine Royalty


Miuar
- 3 or more domains
- Parent of Recisoldex (with Yuyevris)


Etrioc
- 3 or more domains
- Fought at battle of Fallen Stars (against Cassabiel)
- Father of Amulird and Aanulyynn (both with Vakparellna)


Ix'Belfia
- 3 domains
- Parent of Ix'Obynxis and Ix'Jilan (with Ix'Killas) and Eridel (with Kiarare)
- Member of the Divine Royalty


Liluar
- 3 domains
- Mother of Nilunea, Dallakar and Venilach (with Vestryxis)
- Daughter of Azmoros
- Demon God


Icnoyotl
- 3 or more domains
- Parent of Mazatl (with Necali and Tezcacoatl)


Necali
- 3 or more domains
- Parent of Mazatl (with Icnoyotl and Tezcacoatl)


Tezcacoatl
-3 or more domains
-Parent of Mazatl (with Icnoyotl and Necali)


Eztli
- 2 or more domains
- parent of Coaxoch


Yolotli
- 2 or more domains
- parent of Coaxoch


Dallakar
- 1 domain
- Brother of Nilunea and Venilach; son of Liluar and Vestryxis
- Demon God


Venilach
- 1 domain
- Brother of Nilunea and Dallakar; son of Liluar and Vestryxis
- Demon God


Esu, The Lord of Secrets
- 1 domain
- Child of Ordog


Djavulen, Maiden of the Dark
- 1 Domain
- Child of Ordog


Ibliisku, Lord of Lies
-1 domain
-Child of Ordog


Vioad
- Any domains
- Sponsored Yitus


Oleadaf
- Any domains
- Sponsored Yitus


Miae
- Any Domains
- Sponsored Yitus


Byrahn
- Any domains


Myzyl
- Any Domains
- Matron of Harpies


Valeth
- Fewer than 5 domains
- Deceased
- God of Flowers

moossabi
2014-05-14, 11:45 PM
I'm baaaaaaccccckkkkk...

Name: Aniln
Titles: The Immortal Mortal (derp :smalltongue:)
Appearance: Anilnis very much like a common lizardfolk with traces of her mother's purple markings. She has two other appendages that look like skeleton wings, but are used to impale and intimidate foes with razor edges.
Domain: Lizardfolk
Personality: Quite literally the divine imprint of Arinax's desire to preside over the lizardfolk, Aniln is living up to her purpose. She is extremely passionate about her work, and as a result, has instigated several Lizardfolk uprisings and even founding the sovereign Lizard nation of Alydaxis. She cares little about other mortal species, considering that she has ended the lives of many humans, elves, and dwarves. She is quite paranoid that a greater god will attack, and has a special scroll from her grandfather for just that occasion. She also pays tribute to her mother.
Relationship with mortals: She is hailed by her lizardfolk as the queen of their race. Beyond that, she is hated and feared by other races. There is no organized religion.
Parents: Arinax, Some random mortal person.
Sanctum: Arinax resides in her capital and formerly dwarf city, H'Trakram.

Peregrine
2014-05-16, 08:58 AM
Okay, the family chart has been updated. It includes everyone named so far, except the Lords of Anahuac. Not out of any bias, I assure you, but because I haven't yet figured out how best to represent (multiple instances of) triple parenthood. :smalleek:

The updated chart. (http://img.pederick.id.au/gallery/d/462-5/GitP-Pantheon.png)

spikeof2010
2014-05-16, 11:46 AM
Pernalicus, the Unknown Lord, the Living Enigma.

Appearance: Pernalicus is a humanoid with a slightly morphic body shape, whose skin changes colors slowly. In reality, he can take on the appearance of almost anything, but it's still clearly "not right", such as he still retains his morphic body shape and colorful skin.

Domains: Mystery

Personality: Pernalicus is very vague about whatever he says and tends to need to specify clarification a lot, but like his body, his personality can alter itself, to a limit, to whatever is needed. Regardless, whether in his normal form or in another form, his vagueness seems to surface.

Relationships with Mortals: Most mortals are unaware of Pernalicus, save for anyone who has shapeshifting powers or a magic user specializing in transmutation. He usually does not speak to his followers except in vague riddles.

Parents: Niyloh and Grix'nil

Sanctum: Farreano, Planes of the Mad.

Mx.Silver
2014-05-16, 01:47 PM
Seems like time for an updated guide to the planes. This time it includes all the sanctums that have been placed so far (sanctums described as being 'in their own plane' have been placed in the Astral Plane). Unplaced sanctums have been left off, as has The Keystone (which exists in all 6 planes).



Alumaria - The Realm of Light and Shade

Alumaria is an inverse of Teraste (or perhaps Teraste an inverse of Alumaria); a hollow sphere with its sun floating in the central sky.
To most mortals who see it, it is a world of mountains, peaked and table-topped, rising like islands out of a sea of thick grey mist, where the ever-present sun is only obscured by the frequent heavy rains, which flow periodically an untouched by the seasons that characterise Teraste and Wybirne. The civilised peoples of Alumaria, most notably the Ixith, build their civilisations on these sun-drenched slopes; farms and orchards sprawl across entire plateaus, to feed the populations of the alpine cities that dot the mountain tops. Other slopes play host to quarries and mining complexes, or are covered with carefully managed pine forests and meadows, while alpine lakes and rivers are fished, or used to feed aqueducts. On most of the taller ranges it is possible to walk from one peak to another without ever coming hitting the fog-belt, while the more distant slopes are linked by the great rotating Sky Bridges, designed by the Divine Royalty - who's Citadel towers over even the other mountains. The sky bridges themselves are considered sacred, to the point where even in times of war between nation no violence is to be committed to them or upon them.
To most observers from other planes, Alumaria seems a triumphant monument to the glory and power of civilisation. Which it is, provided one never steps below the fog-belt.

For under the thick blanket of the night-mists is another land entirely. The most remote, untouched wilderness regions of Teraste look like topiary gardens next to the twilit valleys of Alumaria. Vast forests and jungles cover almost everything, and the deeper one goes the larger and more strange the plantlife becomes, an effect only enhanced by the sheets of luminescent fungi growing on trunks so wide even walking around them would take hours. In the more water-logged valleys these rainforests give way to swamps, while the valleys that see the heaviest rainfall of all are swallowed by rivers and lakes the size of small seas. The wildlife is, if anything, even worse. Hunting excursions into the valleys are effectively short of military operations and even then are seldom likely to succeed. According to Ixith folklore, the dragons of Teraste were originally from the valleys but fled the plane at the first opportunity to save themselves from the forests and its inhabitants.
The excursions are not exclusively one-way, however. Periodically, monsters will range up the slopes in some cases with enough regularity that some regions maintain permanent armed garrisons near the fog-belt. In extreme cases these incursions from the valleys start to resemble outright invasions - the dreaded 'Green Tides', so named due to the presence of some of the more aggressive plant-life such as the Shrike Vines. The most common invaders however tend to be smaller, mostly insects but also some smaller mammals, which primarily attack crops and spread disease and are a constant source of frustration to farming communities on the lower slopes.


Non-divine Inhabitants:
The Ixith
The Naga


Sanctums:
The First Citadel (The Divine Royalty)
Cinnallo, the Hall of Bells (Krythe)


The Astral Plane - The Realm of the Gods

The Astral Plane is barely a plane at all, at least in comparison to the other regions. It is primarily a grey void, with no real physical body nor much gravity, lit by the faint silvery glow of the mists that fill it. Most mortals struggle to navigate it at all, although very few visit it without divine invitation. For within this void drift the various sanctums of the gods. Each is effectively a miniature plane unto itself, albeit one with clearly defined limits and boundaries. The exact size and nature of each demi-plane varies according to whatever its creator wished to put in it at the time, and will persist as such until a deity decides to remove it. According to legend there exist some forgotten demi-planes that have been untouched for centuries - and even some persistent stories of regions that even the gods themselves have not visited, although whatever could have formed them is unclear.
Generally though, most of these demi-planes are fairly well-known and locatable - at least to the gods. Getting into one without it's owner's permission however may prove more difficult. The most famous of these demi-planes, although off-limits to all non-gods, is the divine Meeting Hall which serves as the closest thing to a seat of government the deities possess.

Non-divine Inhabitants: none native

Sanctums:
The Library of Law (Celebrase)
The Watchful Spire (Skorghus)
Shebal Tesram (Jidzi Al'Betta)
The Grand Meeting Hall of the Gods (Recisoldex)
The Tempest Palace (Merila)
The Golden Castle (Yitus)
The Temple Palace (The lords of Anahuac)
The Halls of the Ascetic (Tomentras, now empty)
The Deserted Burrow (Terinaly)
The Halls of the Serpent (Vianileth)
Farreano (Pernalicus)

Other Deities:
Lybretta
Irilvis
Arinax
Elith'yern's corpse
Thyxlaog


Mezzethera - The Realm of Dreams

Mezzethera, the ocean of dreams, has both the most and least mortal visitors of the planes. When dreaming, all mortal minds drift within the plane's infinite depths, the shadowy dream-waters and submerged pieces of flow-stone shaping themselves around the dreamer as required, then fading back into formlessness once the dreamer awakens and the dream-self vanishes. Of course, such dreamers cannot really navigate the plane - most seldom realise they are even in it to begin with - and are at the mercy of the currents. To actually exert control the individual must undertake dream-walking, a difficult trance-like technique where the conscious mind is projected into the dream-self. While this does allow for purposeful navigation of the plane - including entering the dreams of others - it carries with it far more risks. While a normal dreamer may find themselves in the sea of nightmares, or have their dreams invaded by an inquisitive demon, at the end it is still just a dream, from which they will awaken physically unharmed. A dream-walker however must awaken by force of will and if their dream-self becomes trapped this is impossible. In extreme cases a demon may capture the dream-self, then us it as a conduit back into the mortal's body at which point the unfortunate individual will find themselves possessed. Dream-walking also poses one limitation: a dream-walker still cannot break the surface of Mezzathera under their own power. That requires entering Mezzathera physically, something very few mortals attempt.

Those that succeed, however, find themselves in a world of vast drifting beaches and banks of grey-white sand, the largest of which seperate the main ocean from it's subsidiary seas (the Sea of Nightmares, the Sea of Fantasies and The Wandering White - the cloudy sea of doubts and predictions) and the vortex of the Great Mealstrom. The rest of ocean is dotted with traveling islands of the always changing flow-stone, most notably the great The Flowstone Keep, and large bergs of prismatic dream-ice. Although Mezzethera is, apparently, flat long range visibility is difficult due to the the haze of dream-water vapour that permeates the air. The sky, such as it is, is filled with stars of all visible (and most invisible) colours.
Such a view comes at a price however, as Mezzethera is deceptively lethal. While dream-water will turn into food or drink simply by willing it, this is still an illusion and without proper sustenance starvation and dehydration are inevitable. This is a particular risk for any visitor who falls into the ocean and is unable to escape, which is always a possibility given the inherent instability of flow-stone and dream-ice. The other danger comes from the demons.

It is not so much that demons are naturally malevolent - although some of them do a good job of acting like it. Most of the demon societies and settlements that dot the various islands of Mezzethera are not particularly hostile to outsiders. Demons are, however, quite volatile creatures of pure emotion and prone to outbursts, usually of whichever emotion they most identify with. They are also, at the core, made from largely the same substance as their plane - and can regenerate from most physical injuries simply by submerging themselves in the ocean for a time. Even in cases where a demon 'dies' their essence simply returns to the waters to be reborn again in a new body at a later date. As a result, as far as demons are concerned, violence - even warfare - is of little long-term consequence and therefore they have far fewer reservations about resorting to it - some even treat violent conflict as a sport or game. Unsurprisingly, demon societies tend to be rather chaotic affairs and it is all-too possible for a mortal to end-up killed. And dying in the dream-realm poses it's own unique set of problems - for no one truly dies in dreams, so there is no direct connection between Mezzathera and Subere and therefore nowhere for a deceased soul to go. Instead the soul, and by extension the mind, remain stuck on the plane, usually trapped, conscious but unable to act, within the corpse indefinitely unless something manages to extract. Should the body fall into the ocean, the dream-water will attempt to reform it but this is seldom a clean or exact process - most mortals being utterly unprepared for the demands of having aspects of a physical form that are dependent on their own will for their shape. Even in cases where this happens, there is nothing to stop the unlucky mortal from dieing again, and again, and again. Unless they somehow manage to find their way through one of the still-standing ice gates that connect the surface of the Mezzethera to one of the other planes.


Non-divine Inhabitants: Demons

Sanctums:
The Flowstone Keep (Nilunea et al)
The Tomorrow Shore (Gure)

Other deities:
Azmoros - wandering


Subere - The Realm of Death

Eventually, all will see Subere, as the saying goes. The most people arriving at the plane of death via the normal means see are the titanic gates of The Dragon's keep, through which the angel that collected their should shall escort them to be judged by Zokaheesi.
Those who visit Subere while still alive tend to get more of a complete view, in as much as Subere's downward sloping apparent wedge shape allows for a complete view. The first thing that hits anyone visiting the plain is the silence. There is very little wind, no visible running water, no conventionally living animals. Only the sound of their own footsteps across the ash covered ground. This is further enforced by the perpetual dusk the covers the land, the sky being permanently covered in a swirling mass of dark cloud. Subere is far from featureless however. Extending down from the sky is a vast spinning funnel of cloud, the Storm of Shadows, the lower edge obscured by slow clouds of dust blown upwards by its passing. Empty riverbeds and canyons cut across the gently sloping earth, some running through a vast forest of dead trees - and echo of all forests destroyed on other planes. Clusters of ruined building dot the landscape, calling to mind various lost cities and fortifications throughout history. The slope flattens out at the Blackglass Desert, the dunes of powdered obsidian from which rise the colossal spires of the Dragon's Keep. Beyond the desert, dwarfing even the keep,to the point where from a distance they seem to be part of the sky, are the Cliffs of Entropy. It is towards these that the souls which survive Zokaheesi's judgement, those unclaimed by any god, will make their way. Before finally stepping into one of the openings at the cliffs' base, and passing to whatever afterlife awaits them.


Non-divine Inhabitants: Angels

Sanctums
The Dragon's Keep (Zokaheesi, Ankorial)
The Black Crypt (Lerreline)
The Black Library (Ordog and children)
The Graveyard of the Gods (Asio)


Teraste - The Realm of Mortals

Teraste, the home of the mortal races, is a spherical planet dominated by it's four continents and numerous oceans - lit by Yuyevris' sun and under Idourn's sky. Teraste has seen worth to all many of wars and conflicts, loves and sacrifices, inventions and creations, heroism and villainy throughout the history of its many peoples and holds a special fascination for a lot of gods. Up nine centuries ago, most of it's cultures were dominated by a large draconic empire. However, with the madness and imprisonment of their god Thyxlaog, the dragons began to decline. The final blow to the dragon empire came when the now legendary smith Eilsta perfected the technique of forging wootz steel, allowing the mortal races to craft weapons strong enough to pierce dragon-scale.


Non-divine Inhabitants: Dragons, Dwarves, Elves, Humans, Ilithens, Lizardfolk, Merfolk, Orcs

Sanctums
The Hall of Divinties (Laeryd)
The Ice Castle of Niskusinsk (Ilymar)
Mt. Jagylvan (Karvak)
Tokrest (Naru)
The Halls of the Ornate Beast (Thasara; King Ausreks III)
The Shining Palace (Yuyevris)
The Darklife Pit (Okarus)
Mt. Gorlati (Federatisto)
The Red Palace (Aanulyynn)
The Basalt Palace (Sarul)
H'Trakram (Aniln)

other deities
Idourn - the sky
Ellisprex - wandering
Vronto - wandering


Wybirne - The Realm of Seasons

Wybirne is a flat disc of a plane, rising slightly towards the centre. The plane is divided into four equal sections radiating outwards from the central point, each dedicated to one of the four seasons. The region of Winter is a land of long nights and short days, lit only by the smaller of Wybirne's two suns. Geographically it is flanked by mountains covered in pine forests, giving way to tundra and at its heart the great frozen sea. Clockwise from winter is the land of spring, a land of heavy showers and bright sunlight, flower-filled meadows and young forests. Summer is hot land, lit fully by both suns, characterised by it's huge expenses of plains and steppe grasslands, much of which has been given over the the farms of it's inhabitants. Finally are the lands of autumn, a country of wind-blown hills, downs and orchards.
Throughout these lands drifts Mount Halcyon, a heavily forested crag that slowly meanders its way from season-to-season. At the centre of Wybirne, where all seasons mingle, stands the city of Subriz, home of Myrisol and his family as well as some of the most diverse markets to be found anywhere in the planes.


Non-divine Inhabitants: Ogres, Harpies

Sanctums:
Henexia Feasthall (Isoldril)
Subriz (Myrisol and family)
Papyras Glade (Papyra)
The Eagle's Nest (Summer)
The Grand Midden (Autumn)
Tilidasar (Ardiasd)
The Forest of Blood and Stone (Varz)

Other Deities:
Galnarion - winter region
Zalnakx and Marzarok - with Galnarion
Winter; Spring - self-explanatory
Vakparellna and Luchanoori - Spring region
Maglor

spikeof2010
2014-05-16, 05:53 PM
Seems like time for an updated guide to the planes. This time it includes all the sanctums that have been placed so far (sanctums described as being 'in their own plane' have been placed in the Astral Plane). Unplaced sanctums have been left off, as has The Keystone (which exists in all 6 planes).



Alumaria - The Realm of Light and Shade

Alumaria is an inverse of Teraste (or perhaps Teraste an inverse of Alumaria); a hollow sphere with its sun floating in the central sky.
To most mortals who see it, it is a world of mountains, peaked and table-topped, rising like islands out of a sea of thick grey mist, where the ever-present sun is only obscured by the frequent heavy rains, which flow periodically an untouched by the seasons that characterise Teraste and Wybirne. The civilised peoples of Alumaria, most notably the Ixith, build their civilisations on these sun-drenched slopes; farms and orchards sprawl across entire plateaus, to feed the populations of the alpine cities that dot the mountain tops. Other slopes play host to quarries and mining complexes, or are covered with carefully managed pine forests and meadows, while alpine lakes and rivers are fished, or used to feed aqueducts. On most of the taller ranges it is possible to walk from one peak to another without ever coming hitting the fog-belt, while the more distant slopes are linked by the great rotating Sky Bridges, designed by the Divine Royalty - who's Citadel towers over even the other mountains. The sky bridges themselves are considered sacred, to the point where even in times of war between nation no violence is to be committed to them or upon them.
To most observers from other planes, Alumaria seems a triumphant monument to the glory and power of civilisation. Which it is, provided one never steps below the fog-belt.

For under the thick blanket of the night-mists is another land entirely. The most remote, untouched wilderness regions of Teraste look like topiary gardens next to the twilit valleys of Alumaria. Vast forests and jungles cover almost everything, and the deeper one goes the larger and more strange the plantlife becomes, an effect only enhanced by the sheets of luminescent fungi growing on trunks so wide even walking around them would take hours. In the more water-logged valleys these rainforests give way to swamps, while the valleys that see the heaviest rainfall of all are swallowed by rivers and lakes the size of small seas. The wildlife is, if anything, even worse. Hunting excursions into the valleys are effectively short of military operations and even then are seldom likely to succeed. According to Ixith folklore, the dragons of Teraste were originally from the valleys but fled the plane at the first opportunity to save themselves from the forests and its inhabitants.
The excursions are not exclusively one-way, however. Periodically, monsters will range up the slopes in some cases with enough regularity that some regions maintain permanent armed garrisons near the fog-belt. In extreme cases these incursions from the valleys start to resemble outright invasions - the dreaded 'Green Tides', so named due to the presence of some of the more aggressive plant-life such as the Shrike Vines. The most common invaders however tend to be smaller, mostly insects but also some smaller mammals, which primarily attack crops and spread disease and are a constant source of frustration to farming communities on the lower slopes.


Non-divine Inhabitants:
The Ixith
The Naga


Sanctums:
The First Citadel (The Divine Royalty)
Cinnallo, the Hall of Bells (Krythe)


The Astral Plane - The Realm of the Gods

The Astral Plane is barely a plane at all, at least in comparison to the other regions. It is primarily a grey void, with no real physical body nor much gravity, lit by the faint silvery glow of the mists that fill it. Most mortals struggle to navigate it at all, although very few visit it without divine invitation. For within this void drift the various sanctums of the gods. Each is effectively a miniature plane unto itself, albeit one with clearly defined limits and boundaries. The exact size and nature of each demi-plane varies according to whatever its creator wished to put in it at the time, and will persist as such until a deity decides to remove it. According to legend there exist some forgotten demi-planes that have been untouched for centuries - and even some persistent stories of regions that even the gods themselves have not visited, although whatever could have formed them is unclear.
Generally though, most of these demi-planes are fairly well-known and locatable - at least to the gods. Getting into one without it's owner's permission however may prove more difficult. The most famous of these demi-planes, although off-limits to all non-gods, is the divine Meeting Hall which serves as the closest thing to a seat of government the deities possess.

Non-divine Inhabitants: none native

Sanctums:
The Library of Law (Celebrase)
The Watchful Spire (Skorghus)
Shebal Tesram (Jidzi Al'Betta)
The Grand Meeting Hall of the Gods (Recisoldex)
The Tempest Palace (Merila)
The Golden Castle (Yitus)
The Temple Palace (The lords of Anahuac)
The Halls of the Ascetic (Tomentras, now empty)
The Deserted Burrow (Terinaly)
The Halls of the Serpent (Vianileth)
Farreano (Pernalicus)

Other Deities:
Lybretta
Irilvis
Arinax
Elith'yern's corpse
Thyxlaog


Mezzethera - The Realm of Dreams

Mezzethera, the ocean of dreams, has both the most and least mortal visitors of the planes. When dreaming, all mortal minds drift within the plane's infinite depths, the shadowy dream-waters and submerged pieces of flow-stone shaping themselves around the dreamer as required, then fading back into formlessness once the dreamer awakens and the dream-self vanishes. Of course, such dreamers cannot really navigate the plane - most seldom realise they are even in it to begin with - and are at the mercy of the currents. To actually exert control the individual must undertake dream-walking, a difficult trance-like technique where the conscious mind is projected into the dream-self. While this does allow for purposeful navigation of the plane - including entering the dreams of others - it carries with it far more risks. While a normal dreamer may find themselves in the sea of nightmares, or have their dreams invaded by an inquisitive demon, at the end it is still just a dream, from which they will awaken physically unharmed. A dream-walker however must awaken by force of will and if their dream-self becomes trapped this is impossible. In extreme cases a demon may capture the dream-self, then us it as a conduit back into the mortal's body at which point the unfortunate individual will find themselves possessed. Dream-walking also poses one limitation: a dream-walker still cannot break the surface of Mezzathera under their own power. That requires entering Mezzathera physically, something very few mortals attempt.

Those that succeed, however, find themselves in a world of vast drifting beaches and banks of grey-white sand, the largest of which seperate the main ocean from it's subsidiary seas (the Sea of Nightmares, the Sea of Fantasies and The Wandering White - the cloudy sea of doubts and predictions) and the vortex of the Great Mealstrom. The rest of ocean is dotted with traveling islands of the always changing flow-stone, most notably the great The Flowstone Keep, and large bergs of prismatic dream-ice. Although Mezzethera is, apparently, flat long range visibility is difficult due to the the haze of dream-water vapour that permeates the air. The sky, such as it is, is filled with stars of all visible (and most invisible) colours.
Such a view comes at a price however, as Mezzethera is deceptively lethal. While dream-water will turn into food or drink simply by willing it, this is still an illusion and without proper sustenance starvation and dehydration are inevitable. This is a particular risk for any visitor who falls into the ocean and is unable to escape, which is always a possibility given the inherent instability of flow-stone and dream-ice. The other danger comes from the demons.

It is not so much that demons are naturally malevolent - although some of them do a good job of acting like it. Most of the demon societies and settlements that dot the various islands of Mezzethera are not particularly hostile to outsiders. Demons are, however, quite volatile creatures of pure emotion and prone to outbursts, usually of whichever emotion they most identify with. They are also, at the core, made from largely the same substance as their plane - and can regenerate from most physical injuries simply by submerging themselves in the ocean for a time. Even in cases where a demon 'dies' their essence simply returns to the waters to be reborn again in a new body at a later date. As a result, as far as demons are concerned, violence - even warfare - is of little long-term consequence and therefore they have far fewer reservations about resorting to it - some even treat violent conflict as a sport or game. Unsurprisingly, demon societies tend to be rather chaotic affairs and it is all-too possible for a mortal to end-up killed. And dying in the dream-realm poses it's own unique set of problems - for no one truly dies in dreams, so there is no direct connection between Mezzathera and Subere and therefore nowhere for a deceased soul to go. Instead the soul, and by extension the mind, remain stuck on the plane, usually trapped, conscious but unable to act, within the corpse indefinitely unless something manages to extract. Should the body fall into the ocean, the dream-water will attempt to reform it but this is seldom a clean or exact process - most mortals being utterly unprepared for the demands of having aspects of a physical form that are dependent on their own will for their shape. Even in cases where this happens, there is nothing to stop the unlucky mortal from dieing again, and again, and again. Unless they somehow manage to find their way through one of the still-standing ice gates that connect the surface of the Mezzethera to one of the other planes.


Non-divine Inhabitants: Demons

Sanctums:
The Flowstone Keep (Nilunea et al)
The Tomorrow Shore (Gure)

Other deities:
Azmoros - wandering


Subere - The Realm of Death

Eventually, all will see Subere, as the saying goes. The most people arriving at the plane of death via the normal means see are the titanic gates of The Dragon's keep, through which the angel that collected their should shall escort them to be judged by Zokaheesi.
Those who visit Subere while still alive tend to get more of a complete view, in as much as Subere's downward sloping apparent wedge shape allows for a complete view. The first thing that hits anyone visiting the plain is the silence. There is very little wind, no visible running water, no conventionally living animals. Only the sound of their own footsteps across the ash covered ground. This is further enforced by the perpetual dusk the covers the land, the sky being permanently covered in a swirling mass of dark cloud. Subere is far from featureless however. Extending down from the sky is a vast spinning funnel of cloud, the Storm of Shadows, the lower edge obscured by slow clouds of dust blown upwards by its passing. Empty riverbeds and canyons cut across the gently sloping earth, some running through a vast forest of dead trees - and echo of all forests destroyed on other planes. Clusters of ruined building dot the landscape, calling to mind various lost cities and fortifications throughout history. The slope flattens out at the Blackglass Desert, the dunes of powdered obsidian from which rise the colossal spires of the Dragon's Keep. Beyond the desert, dwarfing even the keep,to the point where from a distance they seem to be part of the sky, are the Cliffs of Entropy. It is towards these that the souls which survive Zokaheesi's judgement, those unclaimed by any god, will make their way. Before finally stepping into one of the openings at the cliffs' base, and passing to whatever afterlife awaits them.


Non-divine Inhabitants: Angels

Sanctums
The Dragon's Keep (Zokaheesi, Ankorial)
The Black Crypt (Lerreline)
The Black Library (Ordog and children)
The Graveyard of the Gods (Asio)


Teraste - The Realm of Mortals

Teraste, the home of the mortal races, is a spherical planet dominated by it's four continents and numerous oceans - lit by Yuyevris' sun and under Idourn's sky. Teraste has seen worth to all many of wars and conflicts, loves and sacrifices, inventions and creations, heroism and villainy throughout the history of its many peoples and holds a special fascination for a lot of gods. Up nine centuries ago, most of it's cultures were dominated by a large draconic empire. However, with the madness and imprisonment of their god Thyxlaog, the dragons began to decline. The final blow to the dragon empire came when the now legendary smith Eilsta perfected the technique of forging wootz steel, allowing the mortal races to craft weapons strong enough to pierce dragon-scale.


Non-divine Inhabitants: Dragons, Dwarves, Elves, Humans, Ilithens, Lizardfolk, Merfolk, Orcs

Sanctums
The Hall of Divinties (Laeryd)
The Ice Castle of Niskusinsk (Ilymar)
Mt. Jagylvan (Karvak)
Tokrest (Naru)
The Halls of the Ornate Beast (Thasara; King Ausreks III)
The Shining Palace (Yuyevris)
The Darklife Pit (Okarus)
Mt. Gorlati (Federatisto)
The Red Palace (Aanulyynn)
The Basalt Palace (Sarul)
H'Trakram (Aniln)

other deities
Idourn - the sky
Ellisprex - wandering
Vronto - wandering


Wybirne - The Realm of Seasons

Wybirne is a flat disc of a plane, rising slightly towards the centre. The plane is divided into four equal sections radiating outwards from the central point, each dedicated to one of the four seasons. The region of Winter is a land of long nights and short days, lit only by the smaller of Wybirne's two suns. Geographically it is flanked by mountains covered in pine forests, giving way to tundra and at its heart the great frozen sea. Clockwise from winter is the land of spring, a land of heavy showers and bright sunlight, flower-filled meadows and young forests. Summer is hot land, lit fully by both suns, characterised by it's huge expenses of plains and steppe grasslands, much of which has been given over the the farms of it's inhabitants. Finally are the lands of autumn, a country of wind-blown hills, downs and orchards.
Throughout these lands drifts Mount Halcyon, a heavily forested crag that slowly meanders its way from season-to-season. At the centre of Wybirne, where all seasons mingle, stands the city of Subriz, home of Myrisol and his family as well as some of the most diverse markets to be found anywhere in the planes.


Non-divine Inhabitants: Ogres, Harpies

Sanctums:
Henexia Feasthall (Isoldril)
Subriz (Myrisol and family)
Papyras Glade (Papyra)
The Eagle's Nest (Summer)
The Grand Midden (Autumn)
Tilidasar (Ardiasd)
The Forest of Blood and Stone (Varz)

Other Deities:
Galnarion - winter region
Zalnakx and Marzarok - with Galnarion
Winter; Spring - self-explanatory
Vakparellna and Luchanoori - Spring region
Maglor



Should state that the Planes of the Mad, is a completely separate plane.

Mx.Silver
2014-05-16, 07:13 PM
Should state that the Planes of the Mad, is a completely separate plane.

To be honest I probably shouldn't have put it on the list until you edited Pernalicious' write-up; which you need to do anyway since at the moment he violates the rules for submitting new gods (he has three domains but is not directly related to any previously named god, so you need to either change his parents or drop him down to one domain).

In regards to not putting it as it's own plane, it's already been fairly well established that the setting has a total of six planes, to the point where altering that this late in the game would screw-up earlier write-ups. Hence why I folded it into the Astral Plane, this sort of thing is what it's there for, which lets the thread carry-on with a minimum of headaches.

spikeof2010
2014-05-16, 08:28 PM
To be honest I probably shouldn't have put it on the list until you edited Pernalicious' write-up; which you need to do anyway since at the moment he violates the rules for submitting new gods (he has three domains but is not directly related to any previously named god, so you need to either change his parents or drop him down to one domain).

In regards to not putting it as it's own plane, it's already been fairly well established that the setting has a total of six planes, to the point where altering that this late in the game would screw-up earlier write-ups. Hence why I folded it into the Astral Plane, this sort of thing is what it's there for, which lets the thread carry-on with a minimum of headaches.

If you insist on the planes, I edited to comply with the rules.

Peregrine
2014-05-17, 04:01 AM
The family chart (http://img.pederick.id.au/gallery/d/462-6/GitP-Pantheon.png) has been updated again, to include the Lords of Anahuac and all recent additions. Including this one. :smallwink:


Name: Vereshalia, Goddess of Water, the Life in the Veins of the Earth

Appearance: Vereshalia appears as a massive humanoid or cetacean (as the mood takes her), always with blue or blue-green skin. She is clad (sparingly) in seaweed, scales and shells. Even when away from her realm--such as when attending meetings of the Divine Council--her hair billows on unseen currents, and her skin constantly runs with rivulets of water, which drip from her and annoy certain fastidious deities (who feel they have to mop up afterwards) to no end. Partly at their insistence, and partly for her own comfort, she usually sits with her feet in a basin of water.

Domains: cetaceans, relaxation, water

Personality: Although she is given to moodiness and ill tempers, Vereshalia is usually as calm and pleasant as any deity. As befits her element, she faces problems with patience and with a certainty that they can be overcome or worn down in time.

Relationship with mortals: Mortals of practically every race adore and worship Vereshalia, since her favour is literally a matter of life and death to them. She often wishes they were a little more laid-back, though, and interested in her for more than just water.

Relationships with other gods: Vereshalia's relationship with Idourn is a difficult one. Despite Dokrastes' intentions, the two of them never got along well and did not form a lasting bond, although they have had many occasional flings over the ages. Nonetheless, she has at times considered Idourn's other lovers as rivals--especially Thasara. Vereshalia calls Thasara "ugly" and "sea-cow", while Thasara declares Vereshalia irrelevant and merely a tributary of the oceans. The two of them avoid each other whenever possible, which is not often given their respective domains.

Aside from these spats, though, Vereshalia is well-liked by other gods. She has been desired and wooed by several, including Jagyn, Irilvis, and Isoldril. She has herself pursued Galnarian, and is not deflected by his cool treatment of her.

Parents: Vereshalia's mother is Dokrastes, who bore her alone, seeking to provide a fitting consort to her firstborn Idourn.

Sanctum: Vereshalia has no fixed dwelling place. It is said that the very deepest waters of all the planes--or at least, of Teraste, Wybirne, and Alumaria--are connected by ways that only she knows, and by which she roams between them.

Mx.Silver
2014-05-18, 09:26 PM
If you insist on the planes, I edited to comply with the rules.

Much appreciated.



Name: Mualth, The Scarred General; The Lord of War; Old Stone-Teeth

Appearance: Mualth has always appeared as a stocky, slightly underweight humanoid, with a snow leopard's tail. His head originally resembled that of a boar, but it has not been that way for many ages, ever since most of his face and snout were torn off during his first battle with Maglor. Mualth was forced construct replacement jaws out of sheets of chipped slate, which has given his face a flatter, slightly more human shape. The rest of his body has large amounts of scars, most of them sustained in the same fight.
Mualth generally keeps the mess of scar tissue and embedded stone-work that constitutes his face obscured behind a helmet - more for others' benefit than his own. These days the helmet is made of steel, as is rest of the armour that covers his body. When travelling he usually rides on the back of Lorogath, his great red elephant. He is usually depicted as being armed with javelins, his preferred weapon.

Domains: Warfare, Strategy, Conquest

Personality: Mualth is a dour, quiet god; both highly patient and extremely tenacious. His facial injuries make speech difficult, and as such he seldom says much, nor does he display much emotion. The only real exception to this is his study and performance of the art of war. To Mualth, warfare represents the ultimate height of strength, the perfect melding of violence and rational purpose - in contrast to the basic, instinctual aggression espoused by Maglor. His capacity for tactical thought and strategic insight is almost unrivaled, and he relishes the opportunity to employ these talents. It is perhaps because of this that he seems to prefer the company of mortals than his fellow gods.


Relationships: Mualth has a very long history of interaction with the mortal races. He is a god of generals, conquerors and mercenaries and while he is seldom present in most races' pantheons it is not uncommon for military leaders to offer some prayers towards him. During the Dragon Rebellion, it was he who supplied the mortal of races of Wybirne and Alumaria with the knowledge of combat they needed to defeat the assault. He is also credited with laying the foundations of the military traditions of the Ixith, as well as informing the irregular guerilla tactics of Naga warfare. His most famous, and infamous, relationship however is with humanity.

Their first days were a dark time for humans. Amulird had created the race to 'replace' the elves, and in doing so had removed most of what he felt were the more dangerous aspects of elven ability, imagining the humans would simply outbreed their devasted forebears. In his naivety, Amulird had not considered that the humans would be entering a world that was also inhabited by the orcs, lizardfolk and ithiliens, none of whom saw any reason why it should be the humans that filled the power gap.
The Anahuac peoples took the sea, finding a new pantheon who could better protect them. The remaining human tribes found Mualth.
According to most human accounts, Mualth was initially moved to aid them out of sympathy. Others conted the war god's involvement was imply because he had noticed the potential humans had that Amulird had overlooked. Whatever the reason, humans took to war in a way few other races have ever managed, and worship of Mualth has had a major presence in almost all of their societies.

To humanity, Mualth represents their strength and successes against the other, more physically imposing races. Although his worship was officially banned by the Dragon Imperium, it never really died away and with the collapse of the dragon empire it has flourished once again. Temples to Mualth can be found throughout Teraste, from the Dominion of Jiashani to the Nimidian Empire to the Seventeen Kingdoms and the rest of the human territories. Amongst the humans of other planes, the exodith peoples, his worship never went away. Wybirne is dotted with his cairns and totems left by the wandering tribes while his largest temples of all can be found in the lands of the Mercenary Princes of Alumaria.
For his part, Mualth seems to have a soft-spot for humans, and has directly interacted with many of their heroes and war-leaders over the millenia.

Most of Mualth's relationships with the other gods are defined by his responsibility for the so-called Human Plague. The opinions of the gods of the other Terastian races range from begrudging respect (mostly from Ilymer and Sarul) to fear, resentment and, in the case of Aanulyynn, outright loathing. Conversely, the more human associated gods, such as Naru hold him in respect, especially the case of deities like Lybretta and Jidzi Al'Betta, who were once human themselves. The racial gods of Wybirne take a more negative view, while Vianileth and the Divine Royalty - who's races have a history of using human mercenaries - take a more neutral stance.
The exception to this trend is his enmity with Maglor, his father. The two gods have never seen eye-to-eye, Maglor having considered his son a weak disappointment from the start. The two have come to blows several times, in the early days Maglor's strength gave him a distinct edge, but as time passed Mualth's tactical mind and far, far larger numbers of human followers have allowed him to turn the tables.

Parents: Maglor and Papilsi

Sanctum: The Bone Armoury, a vast building constructed from bleached bones of those defeated by Mualth's followers, that sits at the centre of a large barren plain in the Astral Plane. Dragon-skin banners hand from the walls, commemorating both the defeat of the dragon rebellion (the true victory of warfare over bestial aggression, as Mualth considers it) and the collapse of the dragon empire of Teraste. The Armoury houses the greatest array of weapons and armour in all the planes (including many legendary items once wielded by his greatest followers), along with a library of texts on warfare and a museum of siege engines and war machines.

Adam1949
2014-05-20, 04:53 PM
I must admit, Mr. Silver, that I rather like the idea of Okarus being like the red-headed stepchild of both her parents... except, obviously, not their stepchild.

spikeof2010
2014-05-22, 10:42 AM
Niyloh, the Errant Empress, the Nightshade's Wake.

Appearance: Niyloh is a dark skinned human women, with topaz for eyes and a long purple gown. A black fog festers around her feet and seems to weaken anyone too close for comfort.

Domains: Shadow, Void

Personality: Niyloh is a very self-righteous person. She defines herself as one of the "C'alle", which roughly translates from Infernal to Common to equate to "Balance Keepers". Whether this statement is true or not, she is bound to act very uppity about subjects pertaining to her domains.

Relationship with Mortals: Nihilists flock to Niyloh, and most of her creations are seen on Subere, acting as a "peace keeper" of sorts. She doesn't rule over this land, more does she just "work" there. Her husband Grix'nol resides back in her home in Alumaria, where once every millenium, they spend exactly 13 hours together. These 13 hours are regarded as "The Twilighten", as every light appears to be dimmer, shadows grow larger, and the dark appears more terrifying.

Parents: Altiox and Unabri

Sanctum: Asylum of Silence




Also Oh boy, hope I don't get flak for this.


Cript, the Chosen, the Divine Right, the All Seeing, the Dead Lord.

Appearance: Cript is an amalagous being. It's form takes many shapes, but it's most common form is a solitary eye, spanning around 3 miles in diameter.

Domains: Creation, Omniscience, Immortality, Divinity, Chaos, Order.

Personality: Cript never spoke that often, but when it did, the whole multiverse stood and listened. It's voice boomed across the planes and could bring about a whole war from one word alone. After Cript perished after the Great Universe Surge, his essence was scattered across the planes, and created Orilus. Cript is regarded as one of the fathers of the primordials, which in itself seems paradoxal.

Relationship with Mortals: Mortals or even low power deities are not aware about Cript. Higher Deities vaguely remember a being which brought the essence of divinity into the multiverse. Only Orilus knows about Cript the most, and even at that point, his knowledge of Cript was held in a subconcious jail in his mind, imprisoned by some unknown force.

Parents: Unknown, presumably none.

Sanctum: Cript's essence lives throughout the planes.

Bleck, misinterpreted and missed some rules of the OP.

Jendekit
2014-05-22, 11:58 AM
Also Oh boy, hope I don't get flak for this.

If you don't want to get flack for a god, then don't break the established rules of the thread. We determined on the second or third page that the highest number of domains that a deity could have would be five. Cript has six. In addition, part of the criteria given on the very first post was that new gods with more than one domain had to be specifically mentioned as a parent of another god. Finally, part of the criteria of being a Primordial Pentreon is that the god in question has no parents.

Niyloh on the other hand seems fine, but it would be more helpful if you specify what plane her sanctum is on.

Mx.Silver
2014-05-22, 04:56 PM
Oh boy, hope I don't get flak for this.
If I might ask: would I be correct in thinking you haven't read through this thread fully? Because between this and Pernalicious I do get that impression a bit.
Now I wouldn't blame someone for not doing so, there is an awful lot of text here and a fair bit of it (mostly mine) was written when there wasn't enough time for adequate proof-reading. Still, you do seem to have missed a few features the setting's acquired as it has developed (and also some of the rules for writing new gods), which has led to some of the 'flak' you've been getting because some of your stuff doesn't really gel with the world that's been taking shape here.

Jendekit's already listed the problems with Cript, so I don't really need to go over them. One thing I wold say is that, while he doesn't really work as a profiled god as he is, he does have some potential if you're willing to get a bit weird with it. Specifically, if he doesn't technically exist but some people believe he does.
One detail that seems to be coming out in the setting is that how it really began is a bit of a mystery*, especially for the mortals, and the idea that some people might invent a deity specifically to explain that is actually rather plausible (as well as opening up some interesting possibilities for future write-ups). If you wanted to take the uncertainty a stage further, he could be a hypothetical deity whose existence is posited by one of the other gods. In either case though he might be better suited to being detailed in another god's write-up than getting a full one of his own.

No reason you have to go down this road, of course, just wanted to throw the idea out there.



*this is not a hard rule by any means, although personally I do sort of like it as a setting detail (a good rule of thumb for setting design is 'try to leave a few unknowns in it').


In addition, part of the criteria given on the very first post was that new gods with more than one domain had to be specifically mentioned as a parent of another god.
They can also be children of previously mentioned gods, although that's not really an option in this case for obvious reasons.




Niyloh on the other hand seems fine, but it would be more helpful if you specify what plane her sanctum is on.
I think it's meant to be on Subere. Niyloh seems fine, although she has drawn my attention to something that should probably be addressed in the setting, which I hope to do with my next write-up.

spikeof2010
2014-05-22, 06:58 PM
Niyhil's home is stated to be on Alumaria, but yes, she does stay on Subere in her Sanctum.

mystic1110
2014-06-02, 01:33 PM
Jendekit, how is your game in this world working out?

Jendekit
2014-06-02, 02:54 PM
Progress is slow because my group can only meet up about once every three weeks if that (due to the fact that I live 30-45 minutes away from the majority of the group) and I'm not the only GM, but thus far the setting has been well received. Aatligax the Butcher has become one of the most detested villains I have ever had the players face, second only to a half-orc named Vensor Stormstriker. The players are greatly enjoying playing in the setting and especially the religious complexity :smallbiggrin: present.

The next session should be either the 14th or the 21st, and the PCs should get another encounter with some of Aatligax's mauraders.



Tezcacoatl, the Pearl Tortoise of Blood

Appearance: Tezcacoatl takes the form of a tortoise the size of a peasant's hut whose shell is composed of pearls ranging in size from a grain of sand to a large dog.

Domains: Healing, Knowledge, Nobility

Parents: Ixtli the Sunstone Shark of Blood, Itotia the Hematite Eagle of Blood, and Coyotl the Opal Coyote of Blood

Personality: Tezcacoatl has a very peaceful disposition, as befitting his status as the healer of the Anahuac gods. All members of the pantheon however tremble in the face of his wrath when his anger is stoked. In the Everson War waged between the Anahuac gods and the brood of Xagyg the Black Plague, before the development of metallurgy on Teraste, it was not Ixtli, the tracker and greatest warrior amongst the Anahuac, that caused the most destruction but Tezcacoatl. The true limits of Tezcacoatl's knowledge have never been seen, but during the Everson War, any and all knowledge about Xagyg and its forces seemed to always be known to the Treon.

Relationships: Tezcacoatl maintains warm relations with his family members, though there is always a tinge of fear hidden behind the faces of the others. Amongst the foreign gods, Tezcacoatl does his best to maintain cordial, if not friendly, relations. This is generally hampered by his family's isolationist policies, but on more than one occasion he has been seen spending time with Vakparellna or sharing a drink with Galnarian.

Sanctum: Tezcacoatl lives in the Temple Palace alongside the rest of his kin.

Jendekit
2014-06-03, 11:06 PM
I have just finished a listing of every god that has been fleshed out, their domains, and their parents. As of Banahthar on page 7, we have 39 Monreons, 23 Dreons, 18 Treons, 12 Tetreons, and 4 Pentreons for a total of 96 gods fleshed out.



DeityDomainsParents

[tr]
NoramDrinkingIsoldril and Myfe

LybrettaOrphansSkorghus and a mortal warrior

SeredanSongsSmalin and Myrisol

EllisprexMisfortuneLerreline and Malladar

CaseusFermentationIsoldril and Mycosa

ValhanthrisLonelinessLerreline and Thasara

LaeyrdHeraldrySaliol and Recisoldex

IlymarIthiliensGalnarian and Krythe

ZalnakxWeaponsCommissioned by Galnarian and created by Karvak and Jagyn

Latha & LathuCollaborationSmalin and Myrisol

NaruBodyguards (physical protection)Galnarian and Vakparellna

RilariPaintingSmalin and Myrisol

IillthiesTravelGalnarian and Vakparellna

WinterWinterGalnarian and Dokrastes

King Ausreks IIIMoneySponsored by Thasara

Jidzi Al'Betta Letter SmithWritingSponsored by Noram, Laeyrd and Seredan

GavremTheiveryVronto and Malladar

Ix'MarethCitiesIx'Obynxis and Ix'Jilan

ThuxdatogParasitesPossibly Yemeth

NiluneaDeceitLiluar and Vestryxis

PapyraPaperFound by Vakparellna during a fight between Vronto and Galnarian

MarzarokRageGalnarian and an ogress

LuchanooriArcheryVakparellna and Skorghus

MerilaRainIdourn and Thasara

Ix'TirenuiaCourtly LoveIx'Obynxis and Ix'Jilan

SummerSummerSkorghus and Yuyevris

SpringSpringCassabiel's blood

AutumnAutumnIsoldril and Vakparellna

VelniasTortureOrdog and a mortal woman

AnkorialPsychopompsCassabiel and Sarasa

YitusCharitySponsored by Elims, Vioad, Oleadaf, Miae, and Ardiasd

LithusLovemakingSmalin and Myrisol

CoaxochFireMazatl, Eztli, and Yolotli

TerinalyFailureYemeth

VarzOgresAn ogre breeding program

AnilnLizardfolkArinax and a mortal

PernalicusMysteryNiyloh and Grix'nil

TlalliFertilityMazatl, Yaotl, and Yolotli

DallakarHubrisLiluar and Vestryxis






DeityDomainsParents

[tr]
SkorghusAvians and ForesightIdourn and Vereshalia

VrontoTornados and HorsesIdourn and Vakparellna

IsoldrilThe Harvest and HospitalityZokaheesi and Jagyn

GalnarianBattle and Freezing ColdIdourn and Dokrastes

ThasaraOceans and WealthEithiana and Federatisto

RecisoldexDivinity and BureaucracyMiuar and Yuyevris

MycosaToxic Plants and Medicinal PlantsVakparellna and Karvak

LerrelineStealth and The UndeadThyxlaog and Vakparellna, animated by a fragment of Orilus

Ix'ObynxisPrisons and PunishmentsIx'Killas and Ix'Belfia

VestryxisNightmares and FearMaglor and Gure

MyrisolPolitics and LoyaltyJagyn and Vereshalia

EridelLuck and ExileKiarare and Ix'Belfia

YemethWorm-forms and LonelinessNone

Ix'JilanJustice and TraditionIx'Killas and Ix'Belfia

AanulyynnElves and SlaveryVakparellna and Etrioc

ArinaxLizardfolk and PersuasionIrilvis and Vereshalia

SarulOrcs and StrengthIrilvis and Vereshalia

AmulirdHumans and PeaceVakparellna and Etrioc

OrdogAvarice and KnowledgeGure

CassabielGreed and EntropyYuyevris and Etrioc

MazatlRain and MoonIncoyotl, Necali, and Tezcacoatl

NiylohShadows and VoidAltiox and Unabri

VioadLanguage and translationArdiasd and Cadorilum






DeityDomainsParents

[tr]
ZokaheesiDeath, Duty, JusticeJagyn and Thyxlaog

IdournRain, Time Keeping, SkyDokrastes

KarvakDwarves, Forging, MountainsJagyn and unknown mother

VakparellnaHunting, Forests, Plant GrowthDokrastes and Malladar

YuyevrisLight, Vengeance, the Sun (Teraste's)Eithiana and Thyxlaog

Ix'KillasEngineering, Masonry, ConstructionIx'Naranth and Ix'Teshal

OkarusCurses, Snakes, FrogsMaglor and Vianileth

GureVisions, Prophecy, MadnessAzmoros

FederatistoVolcanoes, Sacrifice, ShoresPapilsi and Fisylaka

AsioFunerals, Giants, SpidersSaliol and Sarasa

KiarareDesire, Passion, HatredAzmoros

ArdiasdFreedom, Hope, RebellionMaglor and Ulumie

VereshaliaCetaceans, Relaxation, WaterDokrastes

MualthWarfare, Strategy, ConquestMaglor and Papilsi

TezcacoatlHealing, Knowledge, NobilityIxtli, Itotia, and Coyotl

UnabriTaint, Wickedness, the EldritchCadorilum and Xedat

MiaeInevitability, Dignity, EndingsAs a Primordial deity Miae has no parents

BanahtharMagic, Planar Travel, TrickeryDokraste prior to the death of Orilus






DeityDomainsParents

[tr]
JagynSculpting, Souls, Life, ConceptionDokrastes and Tomenetras

ThyxlaogDragon-kind, Destruction, Death, FateKrythe was impregnated in a dream by Elith'yern

MalladarLaw, Order, Knowledge, EntropyFashioned by Dokrastes from the remains of Orilus

SmalinArranged Marriage, Childbirth, Seasonal Magics, WomenKrythe and Myfe

IrilvisKnowledge, Books, Magic, GardeningA byproduct of the creation of Malladar by Dokrastes from the remains of Ordilus

AzmorosDemons, Dreams, Suffering, ReflectionsTomenetras

Ix'TeshalHistory, Remembrance, Myths, WorshipIx

MaglorChaos, Instinct, Predation, StrengthElith'yern and Eth

KrytheHarmony, Music, Peace, Meditation, PurityNone

VianilethNaga, Sunlight, Portals, ReptilesOrilus and Elims

SarasaUnusual or Forgotten Magics, Reading, Authors, CatsMiae and Thyxlaog

IxtliBlood, Tracking, War, RiddlesElith'yern






DeityDomainsParents

[tr]
DokrastesTime, Enlightenment, Planar Boundaries, Patterns, PredictionOrilus

Elith'yern (deceased)Alteration, Corruption, Domination, Dream, MadnessNone

Tomenetras (deceased)Memory, Mysteries, Insight, Mysticism, SymbolsNone

MyfeEndurance, Law, Pride, Protection, RetributionTomenetras and Elims

spikeof2010
2014-06-04, 08:14 PM
Unabri the Wicked, the Wailing Sea.

Appearance: Unabri is a small orb of mist who has a ghastly drowish face. The mist she leaves behind when she moves is a thin, wispy light green.

Domains: Taint, Wickedness, the Eldritch

Personality: Unabri speaks in a shrill voice, pronouncing every consonant sharply. She makes every calculation take a long time, to make sure it's precise. She's very boisterous when there is a problem related to the Otherwhere, her sanctum where she creates unheard of abominations.

Relationship with Mortals: Worshipers of Unabri are noticeable for their disfigured bodies, deformities, and general depravity. They use raw chaos as magic to further their causes and attempt to spread Her Undying Desire.

Parents: Cadorilum, Xedat

Sanctum: The Otherwhere, which exists on it's own, albeit small, demiplane.

dragonjek
2014-06-04, 11:31 PM
Hi! I hope you don’t mind, but I had some ideas of my own I’d like to stick in.

Something I noted… Cassabiel (a Dreon) and Sarasa have Ankorial (a Monreon). Recisoldex (a also a Dreon) and Saliol have Leayrd (again, a Monreon). But then Sarasa and Saliol have Asio, who is a Treon! How do pregnancies between two gods of different tiers work out? Are the number of domains based upon the least powerful parent?
At the present, I’m assuming that’s the case, as a Treon would need a pair of at least Tetreon parents.

Also, Vestryxis is the son of Maglor and Gure, and it says Gure got him to get her pregnant by making it the wager on a game of senate. But Maglor is barely more than an animal—board games seem wildly out of character.

Also also, Spikeof2010, regarding your Unabri… what is “the Eldritch”? That is astoundingly vague, and I don’t think you mean the word’s original meaning of “elvish”. But even in roleplaying terms, that can refer to magic, the unknown/mysterious, or horrible abominations beyond the conception of gods and men, sucking on reality from past the void beyond space and time. If that’s what you mean… Unabri is a little small-scale for something like that (and wickedness couldn’t really apply… something incapable of thought a sane being could understand can’t be called wicked or evil, simply dangerously different).



Sarasa, Archivist of Unorthadox Magic, Bibliognost of Selcouth Arcana, Uncle Ocelot, the Mad Magician, the Grandiloquent Rhetorician

Appearance: At first glance Sarasa appears at least humanoid—his face is pure black and his eyes black as ink, and light green hair falls from his head to the ground and wraps around his body like a cloak. Once his “cloak” is blown open, however, his true nature is immediately apparent—his torso is a cylindrical stone inscribed with multicolored runes, and his limbs are clearly composed of magic (the glowing and transparency gives it away). A spotted and striped tail composed of magical scrolls (a gift from Papyra) floats lazily around the general area of his waist. Although closer inspection reveals that what appeared to be his face is only a mask, it still moves and reacts as would real skin.
He is fond of assuming the form of felines of all sizes, and regardless of what method of transformation he uses he can only possess a flesh and blood body when in the shape of a cat. Sarasa is always, regardless of form, found with at least one book on hand in which he records everything he observes or thinks (as he needs hands for so many things, the books typically float around him and write themselves).

Domain: Unusual or Forgotten Magic, Reading, Authors, Cats

Personality: Sarasa is a lighthearted and almost carefree god, which is a surprise to those who know about his past. An overlarge vocabulary is one what he considers his best traits (although many would call it his worst) and he has a fondness for exploring it in his writing and in his responses to the prayers of his followers. He has a love for the unusual and obscure, and does his best to record anything remotely interesting that he encounters. This goes applies several times over if that interesting something is magical—Sarasa is a proud sponsor of the myriad styles of magic and mysticism that are so small almost nobody recognizes them.

Relationships: Sarasa is on bad terms with Federatisto—after Maglor killed Papilsi and maimed their son Mualth, Papilsi’s domain of Books would have fallen to the King of Many Islands. Sarasa didn’t believe the unpleasant deity worthy of such a gift and stole it himself, although the conflict between the two gods for the concept of books ended up splitting it into Reading and Authors. Although Sarasa successfully took both of them, the broken domain required too much attention for him to handle by himself, so he offered up one of his own domains—the dominion of Flies—in its place, as both an apology and to free himself to focus on his new responsibility. Federatisto was disgusted by the offering and tossed it aside, where an opportunistic deity of little status snapped it up. Thus Federatisto gained no domains, as the time he spent fighting Sarasa had given a pair of demon gods the time to steal Papilsi’s remaining domains and flee. When Sarasa had tamed his domains into their current form, he felt driven to offer them to the god who had had been too injured at the time to make a claim for his inheritance. Mualth, however, had no desire for either domain, letting Sarasa keep the domains and his position as Tetreon. It was due to these domains—which had always been close to Sarasa’s heart—that he eventually grew close to Kakuaya, the eventual wife of his second and happier marriage. The two often collaborate in writing Kakuaya’s stories, as she always has too many ideas to ever have the time to write herself.

Sarasa visits his mother whenever he can, although he is usually depressed after doing so—as almost everyone is after talking to the Bleak Empress. He possesses a wariness of those deities descended from Elith’yern that borders on paranoia. Sarasa blames his father’s insanity entirely upon the dead god of madness, and periodically checks to make sure that Ardiasd, Yuyevris, Recisoldex, Mualth, Summer, Okarus, Zokaheesi, Laeyrd, and the Anahuac deities haven’t fallen into insanity themselves. His father Thyxlaog, Maglor, Ellisprex, Valhanthriss, and the corrupted Lerreline he avoids entirely. His children are particularly strong sources of worry for him. He believes—likely falsely—that Cassabiel’s attempted fratricide was due to Elith’yern’s influence, and that Ankorial son may one day inherent his mother’s lust for power. And although Sarasa and Saliol’s divorce had been violent and unpleasant for everyone involved, he still cares about his child Asio and is concerned that his son’s isolation is bad for his mental health.

His fears are not entirely unwarranted—Elith’yern once reached through their familial connection to drive him into madness, leading him to violence and horrifying acts of gory debauchery. He spent years driving mortal researchers to study forbidden and mind-rending texts that opened their mind to Elith’yern. This was the kindest result that the books could have on the unwitting reader. His lover Kakuaya, daughter of Smalin and Myrisol, took Lithus’s advice and wrote a book that contained the true nature of Sarasa. When she tricked him into opening it the words captured his attention, and he stayed still for an entire year reading Kakuaya’s book. And on the final day, he dropped the novel to the ground and wept as sanity returned and his memories struck. It took another century for him to show his face again.

But he did come out with the prodding of his family, and soon after regained his cheery demeanor, although it fell more often than it had in the past. Within a decade of his return to society he married Kakuaya. Less happy was his reception from the mortal races, whose trust in him had been broken in his madness. He worked for ages to regain his reputation, and it is only in recent decades that he has come to be viewed as a positive deity again.

Sarasa helps those who seek to rediscover lost secrets of magic, but not by teaching—rather, he gives hints and riddles that help the seeker of knowledge to discover for himself what action to take next. He records the practices of obscure, all but unknown practitioners of mystical powers of every kind, and helps guide prospective students to the masters that could teach them. When mortals truly have lost the knowledge of the art, Sarasa will try to reintroduce it to the populace and make it more popular than it was before in his subtle manner.

This is often ineffective due to the strangeness of talents that sometimes died off for a very good reason (the origin of his title as the Mad Magician, before he actually went mad), but he has had some success. He enjoyed half a century of popularity for the fly- and maggot-based system of magic he discovered, and the practice of using carved coal to reshape the environment was actually an important part of the Devalran war efforts before the nation was destroyed. His attempts to promote the cultivation of star-ice fell short compared to the easier art of alchemy (which, ironically, had been derived from an older collaboration of Sarasa and a particularly creative mortal), but a single school remains in the far north that still teaches it, despite the number of students dropping each year. Considering how most of his projects work out, he considers this a victory. Despite seasonal magic upstaging his efforts to promote obscure practices he still holds Smalin in high regard for her talent at magic and the creativity required to manage such a major facet of magic. His greatest impact on the world and his longest-lasting contributions has been crepuscular magic, born from a spellcasting tradition that drew power from the moon, which Sarasa made useful at all times by improving it into a style that connects the user to the cycle of day and night (although he thinks he is owed one-fourth of the credit for modern alchemy).

Parents: Miae (when she was a Tetreon) and Thyxlaog (before he went insane)

Sanctum: He now resides in Subriz with his wife, although he is a common visitor to Irilvis’s library and will frequently travel to Teraste and other planes in his search for unique magic. He formerly resided in his mother’s palace-kingdom.


__________________________________________________ __________________________________________________ ___________________________




Miae, the Bleak Empress, the Queen of the Crumbling Kingdom

Appearance: The Bleak Empress looks… noble. Her features are cold and aristocratic, her every hair is perfectly placed, her clothing so fine that the greatest human weaves are like trash in her presence. But more than her appearance, it is her demeanor that sets her apart, demanding attention even when she does nothing. Her white hair is cropped close to her head and her white eyes stare at everything as though she were peering through it. As she walks, things around her begin to fall apart and break down, so she tends to remain still for years at a time, consumed entirely in her own thoughts.

Domain: Inevitability, Dignity, Endings

Personality: She has dominion over inevitability and the most inevitable of things—all must come to an end. She accepts this and does not try to struggle against that which she knows will happen regardless of her contributions. Miae spends much of her time pondering philosophy as she stays still and watches her kingdom fall apart. She is pessimistic, and talking to her for too long can be draining and disappointing. But she is polite and calm at all times—even at her own death—and faces even the greatest of tragedies with a quiet dignity.

Relationships: Miae was one of the primordial pentreons, who came to wakefulness at the very moment the first beings began to perceive existence. At that time, her sanctum came into existence in a marvelous example of what beauty could be found in their reality, if only they took the time to create and to find it. But Miae did not see the wonder of her kingdom. Her first thought was the realization that her home was the count of reality’s lifespan. And so time did pass, and after an age a crack appeared in the perfect stone. Then came another, and the edges of bricks and battlements and mountain began to smooth away from erosion made, not by the forces of nature, but by time itself. These cracks grew, and eventually sheets of plaster or stone would crash onto the ground as they could no longer be supported. Trees withered, grass died, and every building began to grow decrepit regardless of how much they were cared for.

Miae had always known it would happen. And she knew that it would continue, her home slowly falling apart with the passing of ages until, at the end of all existence, the last piece faded into nothing.

The first act marking the change in the Bleak Empress followed the death of Orilus. When Drokastes ascended and created Malladar, Miae offered up her own domain of Entropy to in exchange for that of Observance, a trade Drokastes accepted. What she needed it for was unknown, but Miae did not leave her home, or even move, until several centuries later. Her first act was to remove her domain of Beginnings and fashion it into a new god, the monreon Byrahn.

It was during this time that she came to develop an affection for the kindly Thyxlaog and courted him. Sarasa was the result of their union, but it was not long after his birth—on the divine scale of time—that Thyxlaog went mad and murdered his eldest son by Vakparellna. The Bleak Empress again retreated to her realm as she raised her son, who turned out to be surprisingly chipper for being raised by Meia.

Many of the other gods—most notably those remaining primordial pentreons that were once her peers—were shocked when, for no reason they could discern, Meia gave her domain of Observation to a recently-ascended mortal, creating the first once-mortal deity to achieve the rank of dreon. It was uncomfortable enough for a pentreon to reduce herself to a tetreon, but to go even lower, a primordial reduce to a mere treon? When asked about it, she merely replied that all things fall apart in time. It was only then that the pantheon understood—regal and unmarred though her form was, Meia was falling apart as surely as her demiplane was.

Spring occasionally tries to visit Meia and cheer her up, but just being in the Crumbling Kingdom disturbs the optimistic goddess—the only future potential in the entire plane is to move closer to destruction. That is the only direction fate leads in that place. Papyra has been less easily dissuaded and tries to lighten up the dreary realm by building homes and bricks and living beings from the true material of the gods, paper—but even something as amazing as paper will do nothing to prevent the end or even slow the plane’s decay. Meia is visited from time to time by those younger gods wishing for advice from one of the eldest, which she will freely give—except at times she can see that no action will change what is to come, and does not waste her time if it will have no result. Although her knowledge of fate is constrained by her domain, she nonetheless has deep insight to offer for those who would ask for it.

Miae has no real enemies, but the closest would be Hebedrax. The gluttonous god once attacked and successfully killed her, consuming her body to obtain her domains. It was at this time that the pantheon learned that Miae and the Crumbling Kingdom were one and the same—she emerged from her demiplane unharmed after a matter of weeks and took back what Hebedrax stole… although the god had already used her power to consume another, more physically existent goddess. But even her own death was not of particular importance to Miae, and after taking her belongings back she ignored him.

Few mortals even know of Miae, and her worshippers number even fewer. She asks of her followers to present themselves with dignity as though their every action were being judged and weighed, and to give respect and succor to the dying. Whenever a civilization comes to an end, Miae will appear to take a single piece of rubble and enshrine it in her castle in the Crumbling Kingdom.

Parents: None.

Sanctum: Located in the most remote reaches of the Astral Plane, the Crumbling Kingdom extends as far as the eye can see from any point on its surface. Miae claims the demiplane is finite, but if so no one but her knows where it ends. There exists natural places on the plain—mountains, forests, the dry bed of a sea—but the true feature of the kingdom is its massive, sprawling city-castle, which spreads across very nearly the entire demiplane. The Crumbling Kingdom is a world falling apart—buildings range from having minor damage to being collapsed completely, and nothing in the world doesn’t have a crack or chip missing at the least. Most structures have holes, the dried seabed is covered in the bones of dead sealife, the forests and plains with dead plants. A number of places have holes in the ground where the fabric of the plane has begun to break, and one who falls within will continue to fall, forever. The Bleak Empress resides at the center of the demiplane, the Castle of Collapse. Her banners are limp and ragged and her throne room has great holes in the wall which grant a view over her kingdom. Everything that can shine is dulled, everything that makes light is dimmed as the plane is cast in a twilight that moves ever closer to darkness as time moves by and the end of days approaches. Despite this, the demiplane possesses a nature not properly aligned with the normal flow of time, being hooked to the beginning and the end of everything. Within it, the Queen of the Crumbling Kingdom is as powerful as she was on the day of her birth: and because it simultaneously touches the last day, Malladar cannot enter the plane without risking her middle eye opening prematurely. The kingdom, like a countdown to the end, will upon the final hour be rendered unto nothing with a song that will ring through the planes, the trump of doom calling out a requiem for all existence. And that will be the end of Miae, for she and the Crumbling Kingdom are one and the same, and she will be the final brick that breaks. If one were to destroy the entire demiplane, it would likely be fatal for her… although such a task would be a herculean one even for a god.

mystic1110
2014-06-05, 07:42 AM
Wow. . . dragonjek, that was excellent!!

Mx.Silver
2014-06-05, 01:38 PM
Wow. . . dragonjek, that was excellent!!
It is pretty good, yes (although I do wish people would slow down a bit on ascribing domains to deities who haven't been written-up yet*). Sarasa following the same title conventions as Ankorial is a nice touch, too.

If I had one criticism it would be this:

His attempts to promote elemental magic never caught due to the popularity of seasonal magic, although the sole college that taught it is still standing, despite the very low number of new students.
Elemental magic does not exist in the setting in the first place, and I don't really see a need for it to be introduced. Especially when by introducing it you're presenting it as being better than the two other types you mention in the previous sentences, both of which seem astronomically more interesting.



Hi! I hope you don’t mind, but I had some ideas of my own I’d like to stick in.
Don't mind at all. Fresh faces are welcome.


How do pregnancies between two gods of different tiers work out? Are the number of domains based upon the least powerful parent?
Yes.


Also, Vestryxis is the daughter son of Maglor and Gure, and it says Gure got him to get her pregnant by making it the wager on a game of senate. But Maglor is barely more than an animal—board games seem wildly out of character.
Yes, that does seem unusual doesn't it? Maybe there's more to Maglor than meets the eye, or maybe there was something else going on? After all, how exactly Vestryxis fathered three kids despite his condition is a bit of a mystery as well.

(seriously though, the reason it's there is that Maglor didn't have a character until after Gure was written-up, and I suspect the detail got overlooked. Similar to how you seem to have overlooked Jidzi Al'Betta, the goddess of writing, when you were writing about this 'Kakuaya' person :smalltongue:).


I'll try and have another god up soon-ish. And try and update the list of unwritten gods.




*one of the advantages of that list of unwritten names is that it gives people an easy way to tie a new deity concept into the overarching family tree. If you start attaching domains to them, you are making that a lot harder (and removing it completely in the case of Monreons).

To give you an example of what I mean, imagine if Jendekit's write-up of Tezcacoatl had included the following sentence: "Tezcacoatl also has a long lasting friendship with Miae, the god of foxes."
Those thirteen words would have killed Dragonjek's entire write-up of Miae - and probably screwed with his write-up of Sarasa to boot.

Jendekit
2014-06-05, 04:02 PM
Here's another member of the Anahuac, and the first Tetreon of them.

Ixtli, the Sunstone Shark of Blood

Appearance: Ixtli, as her name suggests, takes the form of a shark made out of sunstone. While she is more than capable of altering her shape within those limits, her favored form is that of a hammerhead the size of the oldest of dragons. Her fins and underside are constantly surrounded by her personal helpers: the Mirossa, which appear as remoras with arms instead of front fins.

Domains: Blood, Tracking, War, Riddles

Parents: Ixtli as well as her direct siblings were the first intentional children of the Primordial Pentreon Elith'yern. The exact process in which the mad god used to create the four siblings remains unknown even to the Anahuac themselves. What is known is that shortly after the death of Elith'yern, the four siblings made their first public appearance to the other gods and declared that they sought no quarrel with the rest of the gods, and simply requested a place to call their own and to be forever afterwards left alone.

While many were skeptical of the motives of the siblings, especially when Krythe was discovered to be pregnant in the midst of deliberations, Orilus (at the advice of Dokrastes) eventually decided to grant the siblings a sanctum in the Astral Plane.

Personality: Ixtli, despite her status as a goddess of war and blood, has a very playful personality. Though she is the mightiest warrior amongst the Anahuac, a fact that she proved time and time again in the Everson War, she would much rather spend time creating and solving riddles.

Relationships: Ixtli is one of the more outgoing of the Anahuac. She has regular "play dates" with Mualth, frequently spars with Galnarian, and playing riddle games with a large number of deities. One of her most surprising relationships is with Myfe. Though the surly bodyguard of Dokrastes refuses to let the daughter of Elith'yern by to see Dokrastes, the two frequently engage in month long riddle games. When asked, Myfe simply responds that it is a form of training in multitasking, though some question whether or not that is the truth.

Amongst the mortals of the Anahuac, offerings to her are made once every five years. One volunteer out of the entire empire is given a special poison, and once the poison takes effect, the volunteer is fed to the sharks kept within the Huey Teocalli, the massive temple at the heart of their capital city.

Ixtli is also well known to mortals outside of the Anahuac, and not just as a war goddess that demands human sacrifice. The kingdom of Verson worshiped her as the patron of riddles before their fall that marked the beginning of the Everson War, and many of their ruins are protected to this day by wards that require solving riddles that she first came up with.

Sanctum: Ixtli, like the rest of her direct family, live within the Temple Palace on the Astral Plane.

dragonjek
2014-06-05, 05:18 PM
Wow. . . dragonjek, that was excellent!!


It is pretty good, yes (although I do wish people would slow down a bit on ascribing domains to deities who haven't been written-up yet*). Sarasa following the same title conventions as Ankorial is a nice touch, too.


Elemental magic does not exist in the setting in the first place, and I don't really see a need for it to be introduced. Especially when by introducing it you're presenting it as being better than the two other types you mention in the previous sentences, both of which seem astronomically more interesting.

Thank you!

I apologize for the bit with elemental magic--I knew seasonal magic took its place, but I hadn't understood that elemental magic was gone entirely. Thank you (although I would point out that I only said that elemental magic had been more successful--that doesn't necessarily mean it's better. I think it wouldn't take much to get a culture to abandon their maggots and flies to go chase after some form of magic less disgusting (such as absolutely anything else)).

I've replaced it with star-ice, and have changed mentions of Kakuaya and Hebedrax so that I'm not explicitly stating their domains. I replaced mention of Oleadaf with a generic unnamed deity.


(seriously though, the reason it's there is that Maglor didn't have a character until after Gure was written-up, and I suspect the detail got overlooked. Similar to how you seem to have overlooked Jidzi Al'Betta, the goddess of writing, when you were writing about this 'Kakuaya' person :smalltongue:).


I didn't exactly forget her insomuch as I forgot what she was the goddess of--I thought she had dominion over words. That said, considering that Smalin's seven daughters are supposed to be paragons of art, I do think a deity of prose belongs there... and the muse-equivalents already cross over onto a number of different domains. By the time Latha and Lathu are born, their older sisters had already created and mastered every form of art. We have a number of gods who also rule over a facet of art, though--Jagyn sculpts, Is'Killas builds architecture, Irilvis gardens, and if we're calling love an art then Mualth has the Art of War.

Still, it would be best to avoid overlap if possible... how about a goddess of homebrewing storytelling?

(Also, Jendekit--thank you for adding Miae and Sarasa to the deity list so quickly.)

Jendekit
2014-06-05, 08:26 PM
Also, Jendekit--thank you for adding Miae and Sarasa to the deity list so quickly.

You're welcome, and here's another Anahuac deity.

Tlalli, the Emerald Hare of Blood

Appearance: Tlalli takes the form of a hare composed entirely of emerald, and unlike most of his kin he prefers to remain in the size of the animal that he resembles.

Domain: Fertility

Parents: Mazatl the Onyx Doe of Blood, Yaotl the Amber Alligator of Blood, and Yolotli the Amethyst Bee of Blood

Personality: Tlalli is a very skittish god, much like the animal he resembles. He is terrified of being around other gods, and as such spends most of his time away from divine company and on Teraste. On Teraste he tends to favor rural communities to spend a year or two in before moving on. His reasoning for favoring rural communities is twofold. Firstly he suffers from hemophobia (fear of blood) and demophobia (fear of crowds) and simply being in a community larger than a village is enough to make him have a panic attack, and secondly his mere presence causes crops to grow and the animals and people become more fertile. A village that hosts Tlalli for one year will harvest enough excess to last five years of famine.

Relationships: Tlalli, despite his Monreon ranking, is one of the most widely worshiped of the Anahuac gods due to his constant presence amongst his chosen peoples on Teraste. His presence amongst the rural communities, most of which are farming communities, means that the Anahuac peoples easily grow enough food to feed their growing populations.

Amongst his family, Tlalli is looked upon with pity due to his crippling phobias, he is unable to receive the same offerings as the rest of his family and simply being at a complete family gathering is enough to cause him to lash out in sheer terror. Only in numbers of five or less can they spend any time with him.

Gods outside of the Anahuac know little about the Emerald Hare, and that is how he prefers it. His existence and title are known, but that is all that the gods (outside of the deities of information or knowledge) could say about him.

Sanctum: Tlalli, unlike the rest of his kin, spends very little time in the Temple Palace, and instead wanders the Anahuac countryside on Teraste.

Mx.Silver
2014-06-06, 05:20 PM
Name: Vioad, The Speech Weaver.

Appearance: Vioad resembles a fairly small, bald humanoid female with opal skin and five red eyes. She has a second pair of arms where her legs should be, and primarily moves around through the use of two pairs of clear, insect-like wings that grow from her back, which give off a soft buzzing sound as they beat. She dresses mostly in loose, silken garments.

Domains: Language, Translation

Personality: Vioad is generally a rather friendly goddess, although her hyperactive nature can be a little off-putting. She tends to talk to speak very quickly, and gives off the general impression of being rather flustered when removed from her main topic of interest: mortal speech. Other topics seldom hold her interest for too long and, while she would not dream of trying to impose herself too much, she inevitably starts getting fidgety if she feels she is being kept away from her work and hobby.

Relationships: Vioad is a god of linguists and especially translators, of which there is a fair deal of demand throughout the realms. Teraste alone contains dozens of active languages and hundreds of dialects, while Wybirne is not far behind. Even amongst races with much strict language habits, such as the Ixith, language barriers will inevitably arise, and as such she tends to have a few prayers thrown her way by anyone looking to conduct business of negotiations between different cultures. She is also one of the few deities to be worshipped by Dragons, thanks to her involvement in the creation of Low Draconic - a dragon language that could be spoken fairly easily by non-dragon races, which quickly became the lingua franca throughout much of Teraste during the time of the Dragon Imperium. Although its usage has declined in the centuries following the empire's collapse, it still remains a reasonably common tongue in the mortal realm - although it is practically extinct in the other planes.

Gods, who speak the divine All-Tongue innately, have much less use for her, although those deities dealing with writing, books and the word based arts can expect to have her drop-in on them - frequently unannounced - whenever she needs their help, wants there input, or has something she wants to tell them. Although these visits are not always entirely welcome - Jidzi Al'Betta, who tends to receive the brunt of them views Vioad in much the same way she used to view sudden downpours back when she was mortal - few bear her much ill-will. Irilvis and Sarasa have often found her fairly useful.
Her status as one of the founding members of The Lords of Light has gone some way to ensuring her generally positive reputation, although it has proven a bit of a barrier in her attempts to enlist some of the Demon Gods to assist in her (largely futile) efforts at establishing some sort of grammatical understanding of the demonic tongue, Pandemonian. Nor has it done much to curb Lithus' resentment of her inability to correct the connotations of her domain.

Parents: Ardiasd and Cadorilum

Sanctum: The Silken Tower, a spire in the astral plane, within which she can usually be found buzzing around. Almost all rooms are covered with various scrolls, books and tapestries in a variety of languages. The tower also has extensive cellars, within which she keeps codices of various extinct mortal tongues, on the off-chance they will be needed at some future date.



Up next: Dallakar, along with the long-delayed description of demons.





I apologize for the bit with elemental magic--I knew seasonal magic took its place, but I hadn't understood that elemental magic was gone entirely.
No worries, it's a fairly small note on one of the earlier pages. Quite easy to overlook.




I didn't exactly forget her insomuch as I forgot what she was the goddess of--I thought she had dominion over words. That said, considering that Smalin's seven daughters are supposed to be paragons of art, I do think a deity of prose belongs there... and the muse-equivalents already cross over onto a number of different domains. By the time Latha and Lathu are born, their older sisters had already created and mastered every form of art. We have a number of gods who also rule over a facet of art, though--Jagyn sculpts, Ix'Killas builds architecture, Irilvis gardens, and if we're calling love an art then Mualth has the Art of War.

Overlap isn't really a problem, I just thought it was a bit amusing.


And now, because it isn't on this page yet:



Orilus
- 5 Domains
- Deceased
- Parent of Doskrates; involved in creation of Malladar; was Thuxdatog's host.
- Primordial Pentreon


Ellims
- Abdicated divinity
- 5 domains
- Primordial Pentreon
- Sponsored Yitus
- Parent of Myfe (with Tomenatras)


Eth
- 5 domains
- mother of Maglor (with Elith'yern)


Ix
- 5 Domains
- Primordial Pentreon
- Head of the Divine Royalty


Saliol
- 4 or more domains
- Parent of Laeyrd (with Recisoldex) and Asio (with Sarasa)


Papilsi
- 4 or more domains
- Parent of Federatisto (with Fisylaka), Mualth (with Maglor)
- Deceased, killed by Maglor


Fisylaka
- 4 or more domains
- Parent of Federatisto (with Papilsi)


Ulumie
- 4 or more domains
- Parent of Ardiasd (with Maglor)


Eithiana
- 4 domains
- Parent of Yuyevris (with Thyxlaog) and Thasara (with Federatisto)


Ix'Naranth
- 4 domains
- Parent of Ix'Killas and Ix'Belfia (with Ix'Teshal)
- Member of the Divine Royalty


Xedat
- 4 domains
- Parent of Unabri (with Cadorilum)


Cadorilum
- 4 domains
- Parent of Unabri (with Xedat) and Vioad (with Ardiasd)


Miuar
- 3 or more domains
- Parent of Recisoldex (with Yuyevris)


Etrioc
- 3 or more domains
- Fought at battle of Fallen Stars (against Cassabiel)
- Father of Amulird and Aanulyynn (both with Vakparellna)


Ix'Belfia
- 3 domains
- Parent of Ix'Obynxis and Ix'Jilan (with Ix'Killas) and Eridel (with Kiarare)
- Member of the Divine Royalty


Liluar
- 3 domains
- Mother of Nilunea, Dallakar and Venilach (with Vestryxis)
- Daughter of Azmoros
- Demon God


Icnoyotl
- 3 or more domains
- Parent of Mazatl (with Necali and Tezcacoatl)


Necali
- 3 or more domains
- Parent of Mazatl (with Icnoyotl and Tezcacoatl)


Altiox
- 3 or more Domains
- Parent of Niyloh (with Unabri)


Itotia
- 3 or more domains
- Parent of Tezcacoatl (with Ixtli and Coyotl)


Coyotl
- 3 or more domains
- Parent of Tezcacoatl (with Itotia and Ixtli)


Eztli
- 2 or more domains
- parent of Coaxoch


Yolotli
- 2 or more domains
- parent of Coaxoch


Grix'nil
- 2 or more domains
- Parent of Pernalicus (with Niyloh)


Venilach
- 1 domain
- Brother of Nilunea and Dallakar; son of Liluar and Vestryxis
- Demon God


Esu, The Lord of Secrets
- 1 domain
- Child of Ordog


Djavulen, Maiden of the Dark
- 1 Domain
- Child of Ordog


Ibliisku, Lord of Lies
-1 domain
-Child of Ordog


Byrahn
- 1 domain (beginnings)
- Child of Miae
- Lover of Ix'Belfia


Oleadaf
- Any domains
- Sponsored Yitus


Myzyl
- Any Domains
- Matron of Harpies


Valeth
- Fewer than 5 domains
- Deceased
- God of Flowers

Mx.Silver
2014-06-13, 06:43 PM
Name: Dallakar, The Thoughtful One

Appearance: Dallakar is shorter and stockier than his two siblings, Nilunea and Venilach, and might even seem dwarven in appearance were it not for his double-jointed limbs, his two dragon-like horns and his monkey's tail. His robes, ash grey in colour, are of a shorter cut than most and are tied close at the wrists, leaving his long, six fingered hands unencumbered. His face, by contrast, is hidden behind a bronze fox-featured mask.
Despite his form, his voice is soft and high-pitched, with an almost musical quality to it.

Domain: Hubris

Personality: If one were to sum-up Dallakar in one word, that word would be inquisitive. The demon god's curiosity is notorious, and he seems constantly driven by a desire to occupy his considerable intellect. He enjoys nothing more than taking things apart to see how they work, and spends large amounts of time conducting various tests - or more commonly making his various demon servants conduct them for him - with an almost child-like abandon.
Despite his inclinations, he is not particularly disciplined. As a consequence he usually has a large number of projects 'on the go' and bounces between them as his moods take him. There is usually little shortage of these, as his abstract problem-solving skills are quite valuable to the clan, although most of his relatives tend not to enjoy spending too much time in his company, as his rambling, unending digressions on whatever seems to have grabbed his attention at the time - to the exclusion of all else - and his rather blatant disregard for the 'inefficiency' of polite conversation can be difficult to endure. Unusually for a demon god, he seems to have little tolerance for dishonesty.

Relationships: Dallakar seldom leaves Mezzethera, and has very little contact with the gods outside of his immediate family. Similarly, his only interactions with mortals are when he plumps the depths of the Sea of Nightmares looking for an interesting mind to consult with, which is rarely. According to legend, the Orcish dream-walker Magrum Brighteyes once managed to contact the demon god for assistance in solving some of Ixtli's riddles, but mortal appeals such as these are very rare.
The overwhelming majority of Dallakar's interactions are with demons.

Demon society is, as one might expect, a rather chaotic construction, as befits a race that varies so wildly in appearance. An individual demon can look physically like pretty much any humanoid race in existence, whether large and burly like an orc, multi-armed and tall like an Ixith, or finned like a merfolk. Some demons lack humanoid status altogether, instead having the forms of an animal or beast. Most demon forms are simply a mishmash of various 'sources', often with little regard for overall cohesion. Hence it is not uncommon to see a demon with a lithe, elven body with large draconic wings sprouting from its back, webbed hands, and a pheasant's tail (although most demons seem to prefer mammals and reptiles as inspiration for tails). The colouration of a demon's skin/hair/scales/feathers can be pretty much any colour the demon chooses, and may frequently change as the demon grows bored. Most demons adopt a sex and/or gender, which the usually stick to - although this is by no means universal.

Demons do however have one common feature. Regardless of whatever shape the demon has, or what shape said form's skull should normally be, the demon's face is always a polished black mask. There are no visible eyes or mouth behind the mask, and attempts to remove it will prove pointless. The mask is the demon's face. The features of said mask are set in an expression that reflects the demon's primary emotion - regardless of what emotion the demon may actually be experiencing at any moment.
The other main commonality demons possess is their longevity. Demons are formed out of the plane of Mezzethera, demon blood itself being just especially concentrated dream-water, and as such possess remarkable regenerative abilities. Demons can recover from, if not outright ignore, injuries that would cripple most mortals. Even lost limbs can be regrown if the demon submerges themselves in the waters of Mezzethera for a time. In the instances where a demon does finally die their body will evaporate, carrying their essence back to the depths of Mezzethera. There the essence will coalesce into a new form, and wash up of the the plane's surface, thereby reincarnating the demon.

The reincarnation process is notoriously arbitrary, the only real certainty being that the new incarnation will have a different primary emotion. How much the demon's form or personality resembles the previous incarnation, what it's new primary emotion will be, or even how much of it's previous lives the demon remembers, varies wildly.
Dallakar is the one entity who seems to have some real understanding of the phenomenon. He has spent most of his life studying the reincarnation process and claims to have identified over a thousand different influencing factors. That at least is the explanation he gives for whenever his predictions fail. Nonetheless, even if he isn't always accurate his knowledge is more than sufficient for the purposes of the demons and as such he is frequently petitioned for assistance in matters relating to reincarnation. The biggest such issue is that of inheritance between incarnations, whether concerning 'fishing rights' over mortal dreams or valuable items from other planes. The latter of which are in particular demand among demon society since, unlike objects made from dream ice or flow stone, they remain permanent, rather than degrading/disintegrating when not being actively kept in mind.
Dallakar does not seem to mind this attention, and has even taken on a few demons as assistants, to whom he imparts some of his expertise. These positions are not without risk, Dallakar treats their holders as much as test subject as he does disciples, but there is seldom a shortage of demons willing to fill them.


Parents: Liluar and Vestryxis


Sanctum: Dallakar, along with his siblings and their father, lives in The Flowstone Keep, which floats upon the Sea of Nightmares on the Plane of Mezzethera. He is technically the keep's custodian and architect, and as such most of the castle technically falls under his command. Of course, since the Flowstone Keep will alter itself based on the desires of its occupants - sometimes growing additional floors or entire wings, much to the constant confusion of it's non divine visitors - the exact percentage of it he controls tends to vary a great deal.




Up next: Djavulen, with a chance of ruining elves.

Jendekit
2014-06-14, 01:22 PM
Mr. Silver...the write up for Dallakar is amazing. And just in time, my players have been asking me what the demons are like in this setting as I have used demon god cultists in Jagylvan once but have avoided using actual demons. I can finally answer their questions when they inevitably ask them come the 21st.



Banahthar, the Rip Walker

Appearance: Banahthar most typically takes the form of a human man that is sleight of stature and black of hair. His face continually reminds people of his favored animal, the elk, and his mouth is ever curved into an amused smirk. His garb is always of middle-ranking of the locale of which he is in, never the garb of nobility or peasants but instead in between.

Domains: Magic, Planar Travel, and Trickery

Parents: Banahthar was born to Dokrastes before the death of Orilus, and indeed the goddess was "born" pregnant with him, much to the surprise of Orilus.

Personality: Banahthar is a god that delights in playing various tricks on the other gods, often with the intent of resulting in public humiliation. For some time, he remained unpunished due to the fact that he was the only god that was capable of traveling to other planes without traveling through the Keystone first. Many suspected that this was somehow tied into the fact that his mother was responsible for keeping the planes separate. However, not long after the death of Orilus and Dokrastes' rise in divine ranking, Banahthar took it upon himself to make sure that his mother's newly gained power did not go to her head. He chose to do so by teaching the secrets of planar travel to the oldest mortal race in all the planes: the trolls of Wybirne.

The trolls went on a colonization surge unlike anything ever seen before or since. Led by Mage-Priests that would forcefully create portals to allow their numbers to march onto extraplanar lands where they established cities unlike any that can be seen today, reaching into the skies and advancing the bounds of magic and the possibilities of enchantment. Dokrastes was furious. One by one every troll settlement larger than a village outside of the Wybirne was destroyed by the pentreon, and Banahthar was banished from the Astral Plane and the Keystone. While her son accepted the punishment, it was now impossible for him to physically or spiritually enter either place thus leaving him little choice, both found that there was an unexpected side effect of the trolls use of planar travel.

Whereas before the only way to travel between planes was through the Keystone, and now it was possible for mages to travel directly from one plane to another, rifts from one plane to another would occasionally open. Through these rifts, it was possible to hop from one plane to another. The stability of these rifts varied; some would remain open for but a moment whereas others, such as the Frozen Gate, opened and remain open to this day. Though many have tried, mages both divine and mortal have failed to artificially create a stable rift.

Relationships: Banahthar is despised by a few and disliked by many. Dokrastes still has not forgiven him for teaching the magic of planar travel, and Ilymar blames him for the presence of the Frozen Gate in Ithilien lands. Most gods dislike him due to the pranks that he plays with themselves as the victims, and he has never seen the need to apologize to try to mend feelings of his victims. Amongst mortal races he is little known. Mages know of him as the one to first teach the magics of planar travel and falsely believe that all rifts are his creation.

Sanctum: Banahthar spends most of his time living in various mortal cities, be they on Teraste, Wybirne, or Alumaria. He has no permanent sanctum, instead choosing to live among mortals.

Jendekit
2014-06-16, 03:37 PM
I got to thinking, with the thread now at 7 pages, should we start composing a "Book of Legends" as it were? Either here or on a new thread have a collection of the various legends about the gods that the various mortal races tell, like the battle between Galnarian and Thyxlaog, or of the possession of Ix'Teshal by Tomenetras. We would start out by transferring the legends and myths that we have on this thread, and could possibly even add some at a later point.

Thoughts?

mystic1110
2014-06-16, 03:49 PM
I don't think we need another thread - but it would be helpful if we came up with a list of known events - and descriptions thus far.

Jendekit
2014-07-24, 10:48 PM
Here's a new god unrelated to any others...also bump.

Ngaru Mate, the Wave that Harkens Death

Appearance: Ngaru Mate takes the form of an elongated, serpentine shark with scales as black as the darkest void and eyes a glowing, poison green.

Domain: Persistence

Parents: Bilyaro and Yennas

Personality: Ngaru Mate is a simple individual, in personality, tastes, and mind. Lacking the intellect to utilize complex strategies, he has one strategy that has worked throughout his life: bite the problem until it stops being a problem. While hunting he will track a single prey for days if need be, regardless of how hungry he grows or if it would make more sense to go after a different prey that would be less trouble.

Relationships: Ever a loner, Ngaru Mate prefers his own company and reluctantly permits the presence of the remora imps that swarm his body to feed on the parasites that cling to his hide. Combined with the fact that he never leaves the deep oceans of Teraste, many gods and most mortals are unaware of his existence.

Sanctum: Ngaru Mate lives within the Smoke Stack Castle in the deepest ocean trench on Teraste where no light beyond that generated by its inhabitants has ever touched.

spikeof2010
2014-07-28, 02:34 AM
Bilyaro, the Grey Seed of the Past

Appearance: Bilyaro appears as a grey daisy in a small floating chunk of land consisting of white worms and black cogs, the cogs slowly rotate as time goes on.

Domains: Past, Beginnings

Parents: Sologoth, Mnoltox

Personality: Bilyaro tends to stick to the sidelines, and is more passive than anything. They overlook their children every so often, and overlook temporal backflows that happen in Teraste. The ideology that they take on is "Time heals all wounds". To the day of their conception, they have overseen many major events in time, including the birth of many deities.

Relationships: Bilyaro doesn't speak much to the other gods, and as a result, only have small ties with their immediate family, including their parents, son, and spouse. Yennas tends to them, keeping their cogs oiled and the worms feed, and as a result, grown a bond between the two.

Sanctum: Bilyaro resides in the Everturning Cogs.

Mx.Silver
2014-07-28, 09:43 PM
Oh crap, I'd forgotten this thread. Sorry, I got distracted with some other projects. I'll try to post something more fairly soon.

Mx.Silver
2014-08-02, 11:53 AM
Name: Djavulen, Maiden of the Dark

Appearance: Djavulen appears vaguely elven in form, albeit with slightly skewed proportions. The faintly exaggerated thinness of her waist; the slightly too long neck; the faintly blue tinge to her hair; her form seems more like a stylised image of an elf than one of flesh and blood. Perhaps not coincidentally, the very few images of her that date back prior to the fall of the Dragon Imperium paint her as being rather more human-like in appearance. Said images also usually show her in plain, unremarkable clothes - a far cry from the flowing, ostentatious dresses and numerous pieces of jewelery (mostly jet) that she is never seen without in more modern times. The only real consistent image is that of her hand mirror of polished onyx, which serves as her symbol.

Domain: Necromancy

Personality: Djavulen is an impressionable, somewhat naive deity - very much prone to daydreaming and fantasizing. Despite her general wallflower-like personality and somewhat limited social ability, she seems to feel a strong desire for attention and recognition, and responds well to flattery. Since her rise to prominence following the War of the Ashen Citadel, she has begun to assume airs and affectations that she considers befit her newfound status, and seems obstinately oblivious to any of the more sarcastic responses these draw.

Relationships: Necromancy has not historically been a very popular style of magic, largely being the purview of those who wished to consult with spirits of the dead who weren't tied to a particular deity - not a terribly large or interesting group at the best of times. Even after the Battle of Fallen Stars, and Ankorial's decision to have her angels ignore any loose specters and undead on Teraste, more severe necromancy still remained a fairly rare, and difficult, practice. As a result, for much of her early life Djavulen was mostly ignored by mortals, and seldom given much more consideration by other deities. Within her immediate family she was generally overlooked. Her only real interactions being sporadic contact with Lerreline, should a mortal actually attempt a major act of necromancy, and some correspondence with her 'cousins' amongst the demon gods.

Then the Dragon Imperium fell. The elves, who had fought hard to throw-off draconic rule, found themselves with a problem. With their military strength still diminished from their centuries of occupation and the losses from the revolutionary wars, they were suddenly at risk from both the rapidly ascendant Lizardfolk and the threat of a second 'Human Plague'. The question on the minds of their leaders was how to retain their newly regained independence. According to legend the idea of necromancy was suggested, but not taken particularly seriously, save by one: the Inaaruthil, the Magister of the Ashen Citadel.
At a good deal of personal expense, and some risk, Inaaruthil made the planar journey to Subere in person to beseech the Maiden of the Dark for assistance. Djavulen, impressed by the magister's effort (and his flattering words) agreed, and began searching to find some way of increasing the ease at which spirits could be bound and corpses reanimated. After fruitless searching of the Black Library's shelves, she sent a message to Mezzathera, asking whether Dallakar could perhaps come up with a new method. The Thoughtful One responded that he could indeed, and had in fact toyed with the subject in the past as part of his research into the mechanics of demonic reincarnation.
Thus armed, and after a further consultation with Lerreline, Djavulen presented the Magister with what would later become known as the Elven Curses.

The first sign any of the other races saw of this came ten years later, when forces of the Jiashani Dominion attacked the Inaaruthil's own lands. The resulting five months of attrition, dubbed the War of the Ashen Citadel, proved to be the first major failed conquest by the Dominion since the end of the Dragon Wars, as the human advance was ground to a halt by wave upon wave of walking corpses, most of them former slaves, supported by the shock squads of bound ghosts.
The long term effects of the war were two-fold. First, it established the model of the 'Curse Army', which the elven military forces would go on to use to devastating effect in later centuries. Second, it brought a significant change of circumstance for Djavulen.

Almost overnight, the goddess found herself the second most prominent deity in elven culture, exceed in status solely by the elven god-queen Aanulyynn. The Iron Tyrant is not known for sharing power, but it seems that after having met Djavulen, she decided the goddess lacked the capability to become a real threat, and seems content to tolerate her for as long as her domain remains useful to the empire. Djavuln, for her part, seems rather over-awed by the elven goddess, and doesn't seem quite aware of exactly what sort of regard the latter holds her.
The rise of necromancy has not done much to endear Djavulen to the notoriously undead-opposed Yuyevris, although the sun goddess seems more angry with Ankorial for allowing this to happen in the first place. Said rise has also attracted some concern from Sarasa, who has begun keeping a closer eye on elven magics in general and Djavulen in particular.

Parents: Ordog and an unknown mortal woman

Sanctum: Djavulen lives with her father and her siblings in The Black Library on the plane of Subere.