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Bansheexero
2019-11-11, 07:53 PM
I am unsure if this should go in this forum or not, but here it goes. I am trying to populate a setting for a campaign I want to run at some point and I need help generating gods. System is irrelevant as doubt it would affect anything. While I could mention the setting, I think leaving it unmentioned would mitigate bias and allow for more variation. I have some gods developed, but they feel less cohesive as a group than they should be. You can post multiple gods, but having connections with one another would be helpful (being related to one another is one example, while others might be associated by an event, creation, politics, et cetera).

What I am looking for are the following:

God Name
Portfolio
Associations (such as animals, colors, plants, Heralds and/or servants, or whatever)
Worshipping Practices
Weapons or Panoply
Powers
Backstory (at least two or three paragraphs, if not more)
Their opinions of mortals other deities.

Help would be appreciated, thanks.

Trandir
2019-11-12, 03:39 AM
Sounds fun but there is one thing about the setting the needs to be specified: how many gods do you want in this pantheon?

BWR
2019-11-12, 03:48 AM
What are the gods in this setting?
- creators of the multiverse, created by something greater but superior to mortals, ascended mortals, a mix?
- are they embodiments of aspects of reality, with only a single god responsible for a single concept, are the multiple gods per concept, are they just politicians wanting to rule things, a mix of the above?
- how many gods do you want?
- are they supposed to be a single set with one boss like the Greek pantheon, a coherent yet internally opposed pantheon like the Dragonlance gods, a random bunch of smaller pantheons or individuals lumped together like the FR gods, an unholy mix of anything conceivable from gods millions of years old to upstarts just a few decades old with an immense divine politicing and dedication to higher powers like Mystara?

Is there any reason you can't steal gods from existing settings?

Bansheexero
2019-11-12, 01:34 PM
Sounds fun but there is one thing about the setting the needs to be specified: how many gods do you want in this pantheon?
18-27, a few for each alignment


What are the gods in this setting?
- creators of the multiverse, created by something greater but superior to mortals, ascended mortals, a mix?
- are they embodiments of aspects of reality, with only a single god responsible for a single concept, are the multiple gods per concept, are they just politicians wanting to rule things, a mix of the above?
- how many gods do you want?
- are they supposed to be a single set with one boss like the Greek pantheon, a coherent yet internally opposed pantheon like the Dragonlance gods, a random bunch of smaller pantheons or individuals lumped together like the FR gods, an unholy mix of anything conceivable from gods millions of years old to upstarts just a few decades old with an immense divine politicing and dedication to higher powers like Mystara?

Is there any reason you can't steal gods from existing settings?

I was intending to leave this open, in order to see if I find a compelling direction to go for the sake of inspiration. Overlap is possible as well (sort of like how Ares and Athena are both war gods). I would be more inclined to go with related spheres of influence rather than a singular focus. As for creation and power, for now assumed it is mixed (some are primordial, others are ascended). I am reticent to recycle other pantheons (as much as I like the Greek pantheon, it has been done to death). Giving the mixed nature, there can be a hierarchical structure to the pantheon, with some serving as agents for some of the more powerful gods.

Trandir
2019-11-12, 02:37 PM
18-27, a few for each alignment


Well time to find some ideas.

Sereg
2019-11-13, 06:35 AM
Right. I have some ideas. Let's see what I can do. Here's a skeleton of the first one. I'll try add some more details and a couple more skeletons
In later.

Work in Progress (It's raining and I don't want my mobile to get wet)

God Name: Tedduk, Deity of Transitions

Portfolio: Birth (and fertility), Death, Travel, Weddings (and love), Break-Ups, Adolescence, Metamorphosis, Fashion, Disguises, Dawn, Dusk, Equinoxes, Technology, Beginnings in general.

Associations (such as animals, colors, plants, Heralds and/or servants, or whatever): Moths, Frogs, Doppelgangers, Hybrids (Eg. Mules, Changelings, Half-Elves, Tieflings etc.), Rainbows, Purple, Autumn, Bards, Transmuters, Artificers, Scouts, Multi-classing, Oozes. Tedduk's herald is Gwerkindy, a multi-coloured slaad scout with a few levels in transmuter. Other notable servants include Florple, an awakened ochre jelly bard/scout, Tingking, a soul-fused, animated piano bard with a few artificer levels and Blorkel, a Chaond/Changeling hybrid who alternates levels between transmuter, scout and artificer.

Worshipping Practices: Worshippers of Tedduk tend to carry portable, customisable shrines instead of using temples. They decorate their shrines differently every day.

Eggs are considered a sacred food and are often used in sacrifices or eaten on special occasions.

Worshippers set up their shrines for worship at dawn of dusk. Their most important holiday is the Autumn equinox, where they collect leaves of different colours and shapes. Their second holiest time is the Spring equinox, where they collect and nurture buds to flower. Planting in general is common at this time.

Worshippers are taught to care for those who are pregnant, looking after eggs, or dying. Helping to deliver a baby or ease the pain of someone who is dying are considered especially sacred. Another sacred task is officiating a wedding.

Worshippers are encouraged to be creative and often have several ranks in craft and perform. Making new things, dressing up, dancing and making music are all celebrated. Trying new things in general is too, so worshippers often have ranks in multiple proffesions. This also means that someone starting a new job is also cause for celebration among worshippers.

Weapons or Panoply: All of Tedduk's equipment resizes and reshapes to accommodate the large amount of shapeshifting that Tedduk does. Tedduk's favoured weapon is the throwing knife. Tedduk's throwing knife is known as Spinner. Spinner is made of an amalgum of silver (alloy of mercury and silver) and has a prism in the pommel. It has the retuning property and does random energy damage on a hit. It makes its own spot, listen and sense motive checks using Tedduk's ranks and ability scores and can attack once per round without Tedduk's input. Outside of combat, Tedduk enjoys throwing Spinner at a wall pinned with lists or groups of images in order to make decisions.

Tedduk also owns the spiked buckler named Detour. Detour is made of starmetal and its wielder becomes immune to the actions of a single, specified individual for one round. The next round, a different individual has to be specified and only platter the completion of that round can the first individual be specified again.

Finally, Tedduk owns a pair of silver, spiked gauntlets named Everyclaw. Their wearer can alter their racial adjustments to strength and dexterity to that of any non-templated creature, as long as both scores are from the same creature, and their hands are empty.

Powers
Backstory (at least two or three paragraphs, if not more)
Their opinions of mortals other deities.

Bansheexero
2019-11-13, 07:45 PM
Alright, time I threw a hat into the ring, one of my own deities that needs a home and to give some more direction.

God Name: Diasniir

Portfolio: Plants, Bees, Mead, Harvest, and Autumn

Associations: Red and White, Mead, Honey, Intoxication, Revelry, Celebration, Food Crops, Humans, Halflings, and Thriae

Diasniir has a specific strain of bees that are red and white striped that she often sends as messengers and protectors of various crops. They produce a rare form of honey called Diasniir's Blood, which is red in hue rather than the more traditional amber. She may also speak through those who consume this honey or who consume any food or drink that is made with it (such as Redmead). Her herald is a Thriae Queen with a few levels in Druid. The Thriae Queen has the same red and white coloration as Diasniir's sacred bees, and she is accompanied by a small coterie of other Thriae. The Queen and her coterie are formed from nearby Hives, so their identity changes dependent upon where they are needed. Should there be none nearby, Diasniir sends several of her special bees, which increase in size and form into Thriae.

Worshipping Practices: The biggest practice performed by her worshippers is the Redmead festival after harvest. Brewers gather honey from her sacred bees in the spring and distill it into redmead. The festival includes all sorts of different games and competitions, such as archery contests, bobbing for apples, competitive eating, etc.

During the Spring, Diasniir's clergy will bless the crops, which are to be harvested later. The rest of the time, many of their temples focus on beekeeping the sacred bees.

Weapons/Panoply - Diasniir wields Crimson Harvest, an artifact scythe that can bring any seed or plant into full fruition ready to harvest. Against most living targets, those who fail to resist are aged one category. If already venerable, they die and their body instantly turns to compost to help feed the soil.

Powers: Diasniir has the ability to supercharge plants to the point that they're many, many times larger and healthier than they would otherwise be. Additionally, she may turn others into a swarm of her special bees, which is an instantaneous effect that can only be reversed via wish, miracle, or Diasniir herself.

Backstory: Diasniir is one of the few primordial cthonic deities that sprung forth at the dawn of time. She was tasked with bringing form to the otherwise formless energy of life. From this, she created plants to create a foundation. In order to ensure life spread, she split herself many, many, many times taking the form of bees to pollinate and propagate the multiverse. When she had finished, she decided to produce insects, with bees being her favorite.

As other animals and humanity began to form, she sought to bring an equilibrium among them. While the animals had little difficulty conforming to this, humanity either would not or could not acquiesce. As such, she tried a different approach. To punish the humans, she gave her favored bees stingers and for positive reinforcement, she provided the harvest, a gift to those who learned to work with nature.

Views/Opinions - Being primordial, Diasniir cares little for her fellow deities, as she is driven by purpose, for which she has a singular focus. She sometimes butts heads with gods of technology, progress, and civilization. She concerns herself with mankind insomuch as they interact with her plants and insects. She views them similar to how a trainer would view a pet dog, trying to train them to be obedient, or at least not be a detriment to her domain.

Lvl45DM!
2019-11-13, 08:50 PM
First one is a bit...risque, only for a mature game, but Im sure it could be toned down easily. Just wanted a twist on the god of love and war thing.

Grushnag Two-swords CN god

God of Battle and Lust,

Associated with Boars, Red, Often worshipped by orcs and other savage humanoids. Has 6 Brothers each specialized with a different fighting style, Archery, Bare-handed, Duelling, Two-weapon Fighting, Sword and Board and Polearm Fighting.

Wields a Two-Handed Sword named Thirst and is depicted wearing a very skimpy loincloth. His Boots and Gauntlets are made of gold.

Grushnag began life as a barbarian warrior in the time before the modern gods. His life was brutal and cruel and he was the runt of his family. Beaten by his parents, and his 6 older brothers he grew up hard and strong, with a festering hate in his heart. When he reached manhood he went out a-raiding as was the custom of his tribe. Ill-luck struck them, for the folk they raided were not peaceful sheep-herders or simple nomads but wandering warriors from the great city across the plains.

The raiding party was slowly being decimated, and, as savages are wont to do when the battle goes ill, Grushnag's 6 brothers turned to flee. Only to see their weak little brother take up a warriors sword, raise it high and run screaming into the fight. His savagery and fearlessness were such that the warriors blanched before him and soon they were the ones retreating as Grushnag and his brothers chased them down and hunted them to a man.

Grushnag returned to his tribe and though his brothers were cruel and cowardly, they were not liars. They boasted of their brothers prowess and showed the loot they had claimed, giving Grushnag first choice. Grushnag, who had spent his life being given the worst of everything, ignored the dried meats and fruits, ignored the sturdy armour and fine weapons, but took instead a pairof rings wrought of gold each with a mighty ruby inset within. He turned then the most beautiful woman of the tribe and gave her the first ring, and turned the most beautiful man and gave him the other. Grushnag was as fearless in love as he was in battle and thus he earned the name Two-Swords.

Each night he lay with a different pair, and each day he lead his brothers on further and further raids. The tribe swelled in power as others flocked to the legendary Two-swords and soon they had a horde large enough to conquer the great city across the plains. And so they marched, taking their children and elderly with them. A great horde they were, and they drank the rivers dry, and no tree or bush had fruit left upon it. But when they saw the great city across the plains, Grushnag was stunned by its beauty. Soaring towers of white stone, sweeping walls of golden rock, delicate arches carved with wondrous designs. Grushnag called the horde to halt and would go no further. Grushnag erected his battle-hall, as was custom, but did not invite his warriors within to drink or revel before the fight. Instead he went in, barred the door and did not exit.

For 6 days each of Grushnag's brothers went to him and pleaded to strike. Their horde grew hungry and discontent. The people within the great city across the plains grew anxious and nervous for battle. If Grushnag did not lead them, all was lost. But Grushnag did not come forth.

On the 7th day, the folk within the great city across the plains attacked the horde. Grushnags brothers lead the defense, but without the inspiring passion of their brother, they were routed, and his 6 brothers were taken prisoner, and his horde scattered to the winds.

On the 8th day Grushnag left his battle tent, bearing with him a stone carving, of such delicate beauty that he wept to hold it. He had carved an image of the great city across the plains to keep with him always. But then he saw his 6 brothers lined on the walls, with chains around their necks. And he grew wroth, and he took up his sword and attacked. He freed his brothers and the 7 of them lay waste to the city, which was not so great, that lay across the plains. Though their deeds were mighty and their weapons fell indeed, though the city fell, Grushnag and his 6 brothers perished and his tribe was lost. But all others knew of him, and knew that Grushnag died with his Sword in one hand and a carving of the fallen city that once lay across the plains in the other.

His name was whispered in awe, roared in song and finally murmured with reverence. He became a god and leads his brothers in adventures across the planes, seeking beauty and blood.

Worship: Grushnag is worshipped in many ways. Any artist that goes into a surge of creative ecstasy is said to be "Touched by Grushnag" though "touched by Two-swords" is a ribald variant often used. Berserkers too are under his sway "1st swords" they might be called, while any who are caught up in overwhelming lust are called "2nd swords". Creating works of art before a battle is a way of ensuring his favour, and turning ones enemies into art afterwards in a sign of things. Bloodletting is common during his ceremonies, and many sex workers bear small scars where they sanctify Two-Swords to grant them great lust and great strength to deal with unruly clients. But he is rarely worshipped by any nobility or lawful folk, being considered a commoner or savage god. More than a few serial killers give him veneration, though Grushnag has no love of them. Building lovingly crafted musculature is a common pasttime of his priests and priestesses and drunkeness or other forms of altered states are indulged in during his ceremonies. Sacrificing a boar, never a domesticated pig, is the climax of most ceremonies.

Grushnag can cause any one around him to go into a frenzy of bloodlust or creative inspiration, and is so terrifying once he begins to battle even other gods may become afraid and flee.

He views Diansiir as a his mother goddess, and loves her dearly. She is perhaps the only being in the cosmos thats not related to him that hes not 'interested' in, and he will guard her Hives ferociously.
He views Hawkos as a fool.

Sowash LG god


God of Medicine and Fire, Rebirth, Pain
Sowash appears as a vaguely humanoid cloud of fire and steam who bears a Flaming Spear tipped with unicorn horn named "Cauter". They ride a Phoenix named "Rize" and they are associated with Gold Dragons as their heralds.

Sowash was an anomaly. Water was always the element of healing, and was the source of ancient tribal magics that effected cures and blessings. But a piece of the Elemental Water found its way, by accident no doubt, into the Plane of Fire. It could not quench that place, but nor could the Fire boil it away. And so it flowed on, growing hot, burning with great heat, but unable to turn to steam. Finally it came across a being that was wounded. This being was hurt, and it was dying, but the Water flowed over its wounds. Unlike what used to happen when Elemental Water healed, the wound sizzled and steamed and was cauterized shut. Painful though it was, it saved the beings life. It was reborn, with the fire as part of it, and became the first Phoenix. The efreeti that had wounded the being in the first place were angered by this and sought to kill both Phoenix and Water, but the Phoenix, with its new life, could soar to the Heavens. And when there the Water, still burning with the heat of Fire, was also reborn, as Sowash, god of healing.

Sowash spent much time in the Heavens, learning from angels about the source of life and the mechanics of healing, but their greatest teacher was the Unicorn. Sowash was so happy in the heavens that they would burst into happy flames all the time, slowly steaming away the last of their Water. But little did they know that the Efreeti had tracked them. They attacked and lay waste to the celestial city seeking revenge on the thing that had humiliated them. But when they saw Sowash, there was no Water left in them, and they would let them be. Instead, the Fire Genies turned to the Phoenix and Unicorn. Unable to save both, Sowash threw themself in the path of their weapons, and was hurt terribly, though the Phoenix was spared, and managed to chase off the Efreeti. But the old Unicorn was slain, turned to ash, all except his Horn. No longer feeling welcome in the Heavens, Sowash made a weapon, from the Unicorn's Horn, and this was a weapon that could heal as well as harm. And so they set off about the plains with the Phoenix "Rize", always to heal those they found, and Sowash and Phoenix would throw themselves in the path of any wicked blade of spell, to spare as many as they could. But they had learned their lesson of cruelty from the Efreeti and now they would also battle the wicked.

Soon they visited the mortal plane and it is said they instructed the first healers in their arts that went beyond simple herbs. Any form of healing that seems to hurt comes from Sowash, cauterisation, purging, even surgery are their invention. As suddenly as they came, he vanished from the mortal plane. Some say he is in the City of Brass, trying to heal the wounds the Efreeti cause. Some say he returned to the Plane of Water, and built a palace of Steam there. Some say they roam the lower planes trying to bring true healing to the wounds that tear at the very souls of all fiends.

Sowash is a minor deity and so rarely has true temples, mostly just shrines in hospitals. He is not the favoured god of many clerics, since their healing is pure Positive energy, unlike Sowash's crude and seemingly violent arts, but many Druids and even healing-inclined Wizards seek their blessing and guidance. The last day of Summer is their holy day and many fires are lit in places of healing by his faithful. His true clerics wander around offering healing for minor donations, taking the place of prisoners who are being flogged or flagellating themselves. In times of crisis, his clerics often battle evil with their fire, but may also self-immolate as a form of protest.

Sowash can heal any wound but at the cost of terrible pain. His spear is a greivous weapon Wounding any it strikes to the quick and burning those wounds, but also can heal any disease and purge any poison. Their fire magic is simple but potent in combat.

Sowash finds Grushnag terrible though they appreciate his artistry. Grushnag often leaves behind works of art on the battlefield, and Sowash, wandering the fields to heal those they can, will often pick them up and admire them



The Howler In The Dark CE god

God of Beasts, Monsters, Lycanthropes, Madness, Night, Nightmares, Darkness and the Moon

Howler uses no weapons, but Howlers Claws and Fangs. Howler has no heralds, but sometimes hunts with any great beast, from werewolves and hellhounds, to displacer beasts or owlbears.

The gods fought a war at the beginning of time. Though we think of some of our gods as evil, and others as chaotic, they are nothing to the things that came before. Things so wild, and insane, things so alien that they dwelt in eternal nothingness. Our gods broke off a peace of that nothing and made it into the world.
The Things didnt not like this and they attacked. In this universe the discordant wave-forms of thought and malice that they were took on form and substance. Some of them gained tentacles and dwelt in darkest depths. Others gained many eyes and pseudopods and hurtled through the void of space. Others crawled, blind and deaf through the earth and tore at the very worlds core.

But Howler became a shapeshifter. Howler found earth beneath its feet and Howler liked it. Howler felt the crunch of flesh, divine and mortal, in Howlers jaws and Howler liked that too. Howler saw that in nothing, there was nothing to destroy. And so Howler switched sides. Howler devoured the things that swam, and Howler hunted the things that flew and Howler savaged the things that burrowed.

Howler feasted and it was good. Some of the gods, gods of order and light, scorned Howler and smote him with radiance and chains. The noise Howler made then echoes through the world still. You hear it at night, when it is quiet. It haunts your mind, crawls over your flesh and turns your bones to jelly. Howler felt pain, and Howler fled.

But Howler was not killed. Howler found comfort in the embrace of the moon goddess, herself a being of chaos, ever-changing. Howler healed under her beneficence, and left his mark upon her as he stalked off into the Outer Dark. Howler now dreams of revenge, of ripping light god with fang and order god with claw and running free on earth and through forest again. Howler has his servants who hear his call. Howler waits.

Howler's clergy are madmen, murderers, anarchists and cannibals. Prayers to Howler are in no language, just screams of raw emotion. Services to Howler are hunts and feasts and sacrifices.

Howler has only one friend and that is the Moon. But who knows how the moon truly feels about Howler, she is ever-changing

Bansheexero
2019-11-14, 08:07 AM
I really like Howler in the dark, as it seems I can find decent roles for him in the pantheon, bringing an interesting angle for shapeshifters.

Tedduk seems a little all over the place, which I get that it is due to being a god of transitions, but I feel it may need to bring forth a more singular identity. All of the different forms should share a mind. It seems like the concept of chaos and change, but not chaos and change incarnate which would be embodied by a god. My reference point would be Loki, as he took many, many forms but all still had his identity.

Grushnag similarly seems all over the place in terms of his portfolio and backstory. It almost reminds me of how a Taoist views sex. I will separate this description as a spoiler, as it may seem risque. It feels like it pulls in too many directions though.

In Taoism, during sex, when you . . . finish, you give your partner your qi, and when they do, they impart their qi to you. That said, there is a Taoist legend of a man who had sex with a thousand women and made each of them climax while never climaxing himself, and in doing so he became a god.

Sowash seems to have potential, though he seems less godly. I realize you have him as a demigod, but I feel even that would be a bit more potent than you have him currently. Also, he feels somewhat underdeveloped and his story and personality could have more to it.

All-in-all, it does seem like it is headed in the right direction, so thanks for that.

Lvl45DM!
2019-11-14, 06:43 PM
I really like Howler in the dark, as it seems I can find decent roles for him in the pantheon, bringing an interesting angle for shapeshifters.

Tedduk seems a little all over the place, which I get that it is due to being a god of transitions, but I feel it may need to bring forth a more singular identity. All of the different forms should share a mind. It seems like the concept of chaos and change, but not chaos and change incarnate which would be embodied by a god. My reference point would be Loki, as he took many, many forms but all still had his identity.

Grushnag similarly seems all over the place in terms of his portfolio and backstory. It almost reminds me of how a Taoist views sex. I will separate this description as a spoiler, as it may seem risque. It feels like it pulls in too many directions though.

In Taoism, during sex, when you . . . finish, you give your partner your qi, and when they do, they impart their qi to you. That said, there is a Taoist legend of a man who had sex with a thousand women and made each of them climax while never climaxing himself, and in doing so he became a god.

Sowash seems to have potential, though he seems less godly. I realize you have him as a demigod, but I feel even that would be a bit more potent than you have him currently. Also, he feels somewhat underdeveloped and his story and personality could have more to it.

All-in-all, it does seem like it is headed in the right direction, so thanks for that.

Grushnag is just meant to be a male Ishtar or Sekhmet if that helps.

Bansheexero
2019-11-14, 11:58 PM
Grushnag is just meant to be a male Ishtar or Sekhmet if that helps.

Comes across a little more like Erythnul from D&D, and I could almost see him using Erythnul's signature ability, Manifold Rage (while he rages, each round he shapeshifts into something different and if his blood is drawn, a creature that his rage is mimicking springs forth from that blood). Of course, Erythnul is CE, so much less friendly.

Sereg
2019-11-15, 01:16 PM
Tedduk is indeed meant to be an example of chaos personified (but not malicious chaos). I am trying to go for less stereotypical god's, but Loki is a reasonable comparison, yes. Tedduk doesn't have a default form though, or even a default gender (she is usually pregnant when female though). If you're unhappy with Tedduk, should I move on instead of finishing though?

Other ideas I have are for a god of effort, hard work, doing things the difficult way and subjecting oneself to extreme conditions. Adored by barbarians despite being a monk (who naturally like him too). Doesn't rely on magic much, but approves of wizards and warmages while disapproving of sorcerers. Goes around in a loincloth and is associated with heat and cold due to the extreme environments he likes to visit.

Then a brachiosaurus goddess who represents farsightedness, immensity, planning, protection and senses.

Next is a god of nurture who deals with peace, comfort, parenting, nature, agriculture, relaxation and fluffiness.

Then is a god made of the souls of its worshippers. Who tend to slaughter their members who are believed to bring imperfections to their god.

I was also planning my own goddess with war and love in her portfolio. She is basically a goddess of passion and intense emotions.

Then I was thinking of a god of circles. It deals with wheels and cogs making it a god of travel and artifice. It is also a god of jewelry from rings and chains. Chains also make it a god of imprisonment.

I also considered a deity of blue, including water, air and incarnum.

This could expand to other colours.

When I was younger, I came up for a god for.my character to worship named Grov, god of down. I also considered submitting him. (This later led to the pantheon if direction gods. There were many.) He is a god of gravity, earth, metal, caverns, travel and safety. His temples are built underground with his face carved into the floor. His worshippers pray facing the floor.

Bansheexero
2019-11-15, 09:05 PM
Tedduk is indeed meant to be an example of chaos personified (but not malicious chaos). I am trying to go for less stereotypical god's, but Loki is a reasonable comparison, yes. Tedduk doesn't have a default form though, or even a default gender (she is usually pregnant when female though). If you're unhappy with Tedduk, should I move on instead of finishing though?

Other ideas I have are for a god of effort, hard work, doing things the difficult way and subjecting oneself to extreme conditions. Adored by barbarians despite being a monk (who naturally like him too). Doesn't rely on magic much, but approves of wizards and warmages while disapproving of sorcerers. Goes around in a loincloth and is associated with heat and cold due to the extreme environments he likes to visit.

Then a brachiosaurus goddess who represents farsightedness, immensity, planning, protection and senses.

Next is a god of nurture who deals with peace, comfort, parenting, nature, agriculture, relaxation and fluffiness.

Then is a god made of the souls of its worshippers. Who tend to slaughter their members who are believed to bring imperfections to their god.

I was also planning my own goddess with war and love in her portfolio. She is basically a goddess of passion and intense emotions.

Then I was thinking of a god of circles. It deals with wheels and cogs making it a god of travel and artifice. It is also a god of jewelry from rings and chains. Chains also make it a god of imprisonment.

I also considered a deity of blue, including water, air and incarnum.

This could expand to other colours.

When I was younger, I came up for a god for.my character to worship named Grov, god of down. I also considered submitting him. (This later led to the pantheon if direction gods. There were many.) He is a god of gravity, earth, metal, caverns, travel and safety. His temples are built underground with his face carved into the floor. His worshippers pray facing the floor.

Aside from the brachiosaurus and the deity of blue, the others seem interesting. As for Tedduk, not sure how to integrate him, so maybe scrap that one.

I was going to post the god my friend came up with that I've been using in a pirate game I am in (it's a manifestation of the life cycle and consumption in the sea. It is a force of nature, almost literally).

notXanathar
2019-11-16, 03:30 PM
Our lord of broken chains.

Portfolio: Freedom, uncompromising standards for the self, benevolence, the forge, rebelion, self-sacrifice, heroism, separation forgiveness.

Associations: A dwarf god. the forge. chains broken. pits or deep mines. enchantment is held absolutely anathema, and is a far greater tabboo than necromancy or similar. also strong tabboos against abjuration that restrains. he is associated with the sky, and birds, especially fast ones such as falcons. he has no servants.

worshipping practices are very loose. virtually no emphasis on ritual, only on deed, and thought. the act of freeing a slave, or of forgiveness or of the absolution of debt etc. all of these may be considered acts of worship. what may be worn by worshipers or followers is a chain a bit like a necklace around the neck, where the link at the front is broken, acting as a clasp. this symbolises the acceptance of a voluntary chain or commandment: to free others.

weapons and panoply: he wears a loincloth, and has a pair of broken shackles around his wrists. his favoured weapon is a warhammer, or forge hammer. his particular weapon is a magic weapon which can break all shackles, physical and metaphysical.

powers: few other than the hammer. his strength lies in his followers. however, if he were to take action he could break voluntary shackles too, ending any attachment or loyalty(though not belief in) a particular cause. thus he might cause entire armies of patriots simply to scatter before him, as they were no longer bound to their country.

backstory: in the old times, the oppressor(a nameless and forgotten entity of godlike power) enchained and enslaved the world. men and dwarves rose up to overthrow him, but again and again were defeated. then they were aided by Our lord in broken chains, and defeated the oppressor. but the mortals in their anger and hatred bound the oppressor, and chained him at the bottom of a bottomless pit (create a normal pit, chain him at the bottom, and use magic to put an infinitely lare space in between). this angered Our lord in broken chains, and he gave the mortals his chain, not to chain nor to suffer chains, and to set all free. then he descended the pit, so that when he reaches the bottom he may unbind the oppressor and return home triumphant.

views and opinions: he doesn't like deities who impose strict edicts, and absolutely detests tyrants conquerors and slavers. on the other hand he is in favour of rebels.

Bansheexero
2019-11-16, 09:17 PM
This was one my friend help make that seems to be fairly popular

God Name: Skagos

Portfolio: The Ocean, Marine Life, Consumption, Predation

Associations: deep waters, dark blue and gray, seafood, ocean predators, consuming the weak to get stronger.

Skagos is not an intelligent being, but rather an embodiment of the cycle of nature (particularly animal life) under the sea. He is a force of nature that is driven by pure instinct. His body is that of a giant fish, typically an angler or shark, but occasionally taking other forms as well depending upon the situation. His sheer size dwarfs even the largest behemoths and dragons as he is so massive he has been known on occasion to eat islands whole in a single bite.

He is mostly worshipped by aquatic races like Aquatic Elves, Sahaguin, and others. Those who do tend to be hunters, social darwinists, or warriors.

Worshipping Practices: Skagos simply consumes as an animal would, and as such he is personally incapable of concern about followers or rituals. Still, those who do worship him tend to offer sacrifices (be they people, animals, or treasure), giving Skagos more to consume.

His faithful, while not necessarily murderers (even though some fall into this category do not shy away from killing or theft, seeing it as a means to consumption to help them grow into "bigger fish."

Weapons/Panoply - Skagos has no related Panoply, since his raw size, strength, and hunger are more than enough. His worshippers tend to associate salvage with him, however, whether it be weapons or other goods.

Powers: Skagos's maw acts as a oneway gate to different planes. He tends to send enemies to the deepest parts of the plane of water, while things like islands he sends to his own personal demiplane which continually feeds him with the energy produced by those who live in it.

Backstory: Skagos is a primordial god, as his awakening created the oceans as well. He was the first life and seemingly formed on his own. As for other underwater life, his maw opened and spewed it forth. It is from this action that created his eternal hunger, as he seeks to replenish what he lost.

Unlike other deities, he has no agenda, he is simply hungry in the most literal sense. He feels the need to keep eating and it never seems to diminish.

Views/Opinions - Skagos is of animal intelligence. At best he views others as irrelevant, at worst he views them as his next meal. This extends to all, be it mortals, gods, plants, or even islands.

Bansheexero
2019-11-16, 09:29 PM
Our lord of broken chains.

Portfolio: Freedom, uncompromising standards for the self, benevolence, the forge, rebelion, self-sacrifice, heroism, separation forgiveness.

Associations: A dwarf god. the forge. chains broken. pits or deep mines. enchantment is held absolutely anathema, and is a far greater tabboo than necromancy or similar. also strong tabboos against abjuration that restrains. he is associated with the sky, and birds, especially fast ones such as falcons. he has no servants.

worshipping practices are very loose. virtually no emphasis on ritual, only on deed, and thought. the act of freeing a slave, or of forgiveness or of the absolution of debt etc. all of these may be considered acts of worship. what may be worn by worshipers or followers is a chain a bit like a necklace around the neck, where the link at the front is broken, acting as a clasp. this symbolises the acceptance of a voluntary chain or commandment: to free others.

weapons and panoply: he wears a loincloth, and has a pair of broken shackles around his wrists. his favoured weapon is a warhammer, or forge hammer. his particular weapon is a magic weapon which can break all shackles, physical and metaphysical.

powers: few other than the hammer. his strength lies in his followers. however, if he were to take action he could break voluntary shackles too, ending any attachment or loyalty(though not belief in) a particular cause. thus he might cause entire armies of patriots simply to scatter before him, as they were no longer bound to their country.

backstory: in the old times, the oppressor(a nameless and forgotten entity of godlike power) enchained and enslaved the world. men and dwarves rose up to overthrow him, but again and again were defeated. then they were aided by Our lord in broken chains, and defeated the oppressor. but the mortals in their anger and hatred bound the oppressor, and chained him at the bottom of a bottomless pit (create a normal pit, chain him at the bottom, and use magic to put an infinitely lare space in between). this angered Our lord in broken chains, and he gave the mortals his chain, not to chain nor to suffer chains, and to set all free. then he descended the pit, so that when he reaches the bottom he may unbind the oppressor and return home triumphant.

views and opinions: he doesn't like deities who impose strict edicts, and absolutely detests tyrants conquerors and slavers. on the other hand he is in favour of rebels.

Your god's name seems a bit too close to the Prince in Chains (https://pathfinderwiki.com/wiki/Prince_in_Chains). It is also odd that a Dwarven god is so aligned with Chaos. That's not a bad thing, though many aspects of his portfolio seem to lean towards lawful. Being associates with the forge almost seems arbitrary and forced (I mean, domain-wise seems like it would make more sense to associate him more with Destruction than Artifice, seeing as he breaks bindings. It would also make more sense with his association with Liberation). Still, an interesting subject.

notXanathar
2019-11-17, 04:38 AM
Your god's name seems a bit too close to the Prince in Chains (https://pathfinderwiki.com/wiki/Prince_in_Chains). It is also odd that a Dwarven god is so aligned with Chaos. That's not a bad thing, though many aspects of his portfolio seem to lean towards lawful. Being associates with the forge almost seems arbitrary and forced (I mean, domain-wise seems like it would make more sense to associate him more with Destruction than Artifice, seeing as he breaks bindings. It would also make more sense with his association with Liberation). Still, an interesting subject.

In my world he was primarily a hill dwarf god, as the hill dwarfs used to be ruled by the mountain dwarfs, but gained their freedom. his thing is that his followers have the freedom to take up rules and honour etc. but it isn't forced upon them, nor is it to be forced on anyone else.

ezekielraiden
2019-11-17, 06:28 AM
Do you mind if I give the pitch I made for another person's game where I would actually play the deity in question? Obviously if it gets included in your game, it's yours and you will play it as you choose. But I put a fair amount of work into making it Pathfinder-compatible, which should give you more than enough material to adapt it to whatever system you actually use.

Bansheexero
2019-11-17, 08:17 AM
Do you mind if I give the pitch I made for another person's game where I would actually play the deity in question? Obviously if it gets included in your game, it's yours and you will play it as you choose. But I put a fair amount of work into making it Pathfinder-compatible, which should give you more than enough material to adapt it to whatever system you actually use.

Sure, go for it.

ezekielraiden
2019-11-17, 06:09 PM
Arkhos, the Shining Wyrm
Name: Arkhos
Epithets: The Shining Wyrm, the Noble Knight, the Golden Flame, Fate-Defier, the Hero-King
Player Name: Ezekiel
Domains & Subdomains: Good, Law (Archon), Luck, Travel, Glory (Heroism)
Portfolio: Self-Sacrifice, Oaths, Hope, Adventure, Heroism
Alignment: Lawful Good
Colour: Gold
Symbol: A golden, shield-shaped scale, with a silver (or mithril) sword pointing down. In times of peace, the shield lies in front of the sword. In times of strife, the sword comes to the front.

Appearance:
Arkhos is known to take two main forms. First, his serpentine dragon form, with scales like precious metals (gold, silver, mithril, platinum) and eyes that flash like rubies and sapphires. His wings are feathered, and shine with diamond-like and pearlescent colors. In short, glorious, or perhaps gaudy for those not so keen on his style. This body is both sinuous and muscular, like a blend between Eastern and Western conceptions of a dragon. He does not preen or prance to garner attention however; he may resemble the peacock's splendor, but he does not wear this form for praise. Rather, in this form, he metes out unflinching justice and unending mercy. It is a form of grace and magnitude, seen only rarely outside his demesne. It is said that this is the form he wore when he first awakened at the dawn of time.
In his second form, his disinterest in ostentation becomes manifest: a knight in plain metal (or leather, for societies where metal is too precious/unknown) armor, carrying a metal (/wooden) shield emblazoned with his symbol. In this guise he is always a humanoid figure--from any one a variety of races, or from seemingly no discernible race at all--usually of middle age, with scars of battle on his hands and face, making him not quite attractive but not quite ugly either. The only sign he usually gives of his divinity in this form is the flash of his eyes--golden, sapphire, or ruby--because he enjoys going out to see, and help, the lives of everyday folk in this form. By showing them how their luck is their own and fate is what one makes of it, he demonstrates the value of even one person standing up for what is good and right.

https://i.ibb.co/Yj3tC61/light-rain-dragon.jpg (https://ibb.co/ysX89DZ)

https://i.ibb.co/Ld2LvJx/with-lightning-ashesdrawn.jpg (https://ibb.co/GQbKFtW)

https://i.ibb.co/H4yytC2/star-birth-by-spaceweaver.jpg (https://ibb.co/DWFF9Yb)
Personality:
Arkhos is warm and welcoming to others, but perhaps not strictly sociable. Were he a mortal, he would shun the vast crowds, but gladly drink a flagon or two of ale and swap tales with other adventurers beside a warm fire or hearth. Arkhos loves those who give their word and keep it. Many of his champions take a long time to realize that they have received his blessing through passing a secret test of character, showing that the law written on their hearts is stronger than any steel. His compassion for the downtrodden and forgotten is second to none, and he is keen to remind his faithful that heroism comes in small forms as well as big ones, like feeding and clothing the poor or giving a loving and reliable home to orphans. Obvious glory without kindness is like a gilded wooden throne: beautiful but rotten inside. True glory and heroism come from good deeds, and from winning the game without resorting to cheating or deception.

As a deity, he cannot strictly look away from society as a whole, and he certainly encourages his followers to obey just laws and adhere to custom that does not cause harm. However, his inclination is to encourage and empower individuals and societies to address their own problems, rather than always intervening himself. As he sees it, he would be a poor guardian if he made his charges dependent on him for everything. He has no problem bending the patterns of chance and fate to support a noble deed, and heroic last stands are perhaps his favorite moments to surprise a faithful soul with the power to survive impossible odds.

When it comes to treachery, wickedness, exploitation, or tyranny, Arkhos is stern and unflinching in his rebuke. All deserve a chance to turn away from the path of evil and walk the difficult road of the just, but those who mistake his mercy for weakness rarely live to regret the error. An oath of repentance is no less serious than an oath of purity, and each deserves respect. That means punishing those who break their oaths right alongside rewarding those who keep them even against terrible temptation. Arkhos knows that societies need to balance the rewards for cooperation against the penalties for succumbing to temptation and exploiting others for personal gain. Further, he knows all too well how easily a person with legal power can abuse that power to hurt others, and as a result he has neither patience nor sympathy for tyrannical or oppressive regimes. Under his auspices, authority is for good alone. To abuse one's authority is to turn Arkhos, and therefore fortune itself, against you.


Doctrine:
Arkhos is a kind and noble deity who encourages building others up and fighting the good fight on every scale, from acts of everyday kindness to the tales that will grow into legends. He prefers to turn others away from evil and toward good, but if his mercy is exploited, he responds with deadly wrath. He commands his followers thus:
Act with unimpeachable virtue and honor. Never forget that both matter most when no one will ever know, or see. Do not break your word, nor give it frivolously.
Maintain an unceasing vigil against evil, wherever it takes root. Protect the weak, liberate the oppressed, and defend just order.
Fate and destiny are what you make of them. Aspire to great deeds, whether saving the whole world or one person. Trust that fortune favors the pure of heart.
Arkhos
THE SHINING WYRM
Other Epithets: The Noble Knight, the Golden Flame, Fate-Defier, the Hero-King
Alignment: LG
Pantheon: [To be determined.]
Portfolio: Self-Sacrifice, Oaths, Hope, Adventure, Heroism
Domains & Subdomains: Good, Law (Archon), Luck, Travel, Glory (Heroism)
Favored Weapon: Bastard sword
Symbol: A golden, shield-shaped scale, and a silver (or mithril) sword pointing down.
Sacred Colors: Gold, White

Obedience
Walk for an hour, observing your surroundings, watching for anyone you might meet. If you find anyone struggling or suffering, immediately stop and help them for the remainder of the hour, without expecting anything in return. If you do not find anyone, spend the final quarter of the hour meditating and reflecting on the help others have given you, and how you can learn from their example. You gain a +2 sacred bonus to all Aid Another checks, and can make Aid Another checks as a move action.

Divine Gift
Arkhos grants a permanent +1 untyped bonus to Charisma, allowing the legendary brilliance of the recipient to shine before all.

BOONS - DEIFIC OBEDIENCE
EVANGELIST
1: Hero's Poise (Sp) shield of faith (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Shield%20of%20Faith) 3/day, or blessing of courage and life (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Blessing%20of%20Courage %20and%20Life) 2/day, or prayer (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Prayer) 1/day
2: Call of Champions (Sp) If you have the summon monster class feature, twice per day you may use that feature, even if you have an eidolon summoned, but only to summon a creature listed for the Summon Good Monster feat. This use of summon monster otherwise functions as normal, including any costs or limitations that might apply. If you do not have the summon monster class feature, you may instead cast summon monster VI as a standard action twice per day as a spell-like ability with a caster level equal to your Hit Dice, choosing from the list for the Summon Good Monster feat. Unless you actually possess this feat, creatures summoned with this feature do not gain Diehard. Regardless of whether you have the summon monster class feature or not, you may only have one creature summoned with this feature at a time; summoning a second creature immediately dismisses the first.
3: Luck of Kings (Su) As an immediate action, you can gain a luck bonus on a single d20 roll equal to half your total Hit Dice (minimum 1). You can use this ability after you have rolled, but must declare the use of this ability before you know the result of the check. If this roll is made as part of a Diplomacy check or necessary to fulfill a solemn oath, the luck bonus is instead equal to your total Hit Dice. You can use this ability a number of times per day equal to your Charisma bonus (minimum 1).

EXALTED
1: Fortune Favors the Bold (Sp) moment of greatness (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Moment%20of%20Greatness ) 3/day, or grace (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Grace) 2/day, or haste (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Haste) 1/day
2: Sacred Arcana (Su) Your faithful service has taught you how to enhance your spells that help allies and defeat the wicked. You add your Charisma modifier as a sacred bonus to concentration checks, as well as caster level checks to overcome spell resistance. Additionally, you receive a +1 sacred bonus to your caster level for spells with the good or light descriptor, which heal hit point or ability damage, or which cause extra damage to Evil targets.
3: Righteous Ally (Sp) Once per day as a standard action, you can summon a couatl (Pathfinder RPG Bestiary pg. 49). You gain telepathy with the couatl to a range of 100 feet. The couatl follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home in the planes. The couatl doesn’t follow commands that would violate its alignment, however, and particularly egregious or wicked commands could cause it to attack you.

SENTINEL
1: Warrior of Light (Sp) divine favor (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Divine%20Favor) 3/day, or spiritual weapon (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Spiritual%20Weapon) 2/day, or archon's aura (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Archon%27s%20Aura) 1/day
2: Valorous Smite (Su) If you have the smite evil class feature, you gain an extra use of that ability per day. You add the levels of sentinel to your paladin levels when calculating the extra damage dealt by your smite. If you successfully deal damage with your smite, your target must succeed at a Will saving throw (with a DC equal to 10 + your Charisma modifier + 1/2 your Hit Dice) or be stunned for 1 round plus 1 round for every 4 Hit Dice you possess (maximum 6 rounds). Once a target saves against this stunning effect, it is immune to the stunning effect from your holy smite for 24 hours.

If you don’t have the smite evil class feature, instead you can, as a free action, single out an outsider with the evil subtype or an evil-aligned dragon you plan to vanquish. Against this target, you gain a +2 sacred bonus on attack rolls and a sacred bonus equal to your sentinel level on damage rolls. The bonuses remain until the target is dead or you use this ability again, whichever comes first. If you choose a target that is not one of the listed creature types, the ability is wasted. You can use this ability a number of times per day equal to your Charisma bonus (minimum once per day).
3: Glorious Blademaster (Ex) You are particularly skilled at using Arkhos' favored weapon. You gain exotic weapon proficiency with the bastard sword, if you do not already have it. While wielding both a bastard sword and any type of shield, a number of times per day equal to your Charisma modifier (minimum of once) you may as a free action enter the glorious blademaster stance for 1 minute per Hit Die you possess, combining divine power and graceful, acrobatic swordplay. While in this stance, you may add your Charisma modifier to both attack and damage rolls with bastard swords, in addition to the normal ability modifier you use. The stance immediately ends if you fall unconscious, or if you cease wielding both a bastard sword and a shield.

DIVINE FIGHTING TECHNIQUE
Arkhos' Shining Shield
Arkhos calls his faithful to be the shining example that shields the weak from evil and emboldens the forces of good.

Initial Benefit:
While wielding a shield and a one-handed weapon, you can cause the shield to shine with holy light as a full-round action. All allies and Good creatures within 30 feet who can see this light gain a +2 sacred bonus to AC, saving throws, and critical confirmation rolls for 1 round + 1 round per 5 points of base attack bonus you have. This light counters and dispels magical darkness effects as though it were a spell of level 1 +1 per every 5 points of base attack bonus you have, or +2 for every 5 points of base attack bonus if you are a Paladin or Sentinel of Arkhos.

Advanced Prerequisites: Character level 10th, Improved Shield Bash, and must have either saved the lives of at least two innocent bystanders, or been reduced to 0 HP or less while defending an innocent or making a heroic last stand.

Advanced Benefit:
Once per day, when you make a shield bash attack, you can call on the divine power of heroism as a swift action. If the shield bash succeeds, all allies and Good creatures within 30 feet gain the effects of greater heroism, except that the amount of temporary hit points is doubled. The caster level for this effect is equal to your base attack bonus. This is a supernatural effect. By spending fifteen minutes in quiet meditation, during which you can do no more than light activity (binding wounds, reading, a genial walk without carrying much, etc.) you can regain the use of this ability.

AN: the "Doctrine" section is directly inspired by Bahamut from 4e D&D. The line, "Protect the weak, liberate the oppressed, and defend just order," is a direct quote from the 4e PHB, in fact. It's just so direct and simple, I couldn't think of a different way to present the same overall idea that doesn't water it down or get caught up in distractions. Also, full credit for the formatting to Unavenger, as that really helps make it look more streamlined. I say both of these just to be completely clear where ideas/forms have been not-entirely-mine. (I also figure pretty much anyone reading would clue in that Bahamut is a very major influence on Arkhos, but it's best to presume some won't know that.)

Sereg
2019-11-18, 01:36 PM
God Name: Glorfinbid, God of Effort

Portfolio: Hard work, Endurance, Stubbornness, Self-reliance, Heat, Cold, Danger, Difficulty

Associations (such as animals, colors, plants, Heralds and/or servants, or whatever): Rhinos, red, thistles, Winter, Midday, scars, extreme sports, martial arts, raw skin, hunting. Glorfinbid's herald is a formian monk named Shackles.

Worshipping Practices: Worshippers tend to shun most luxuries and use as little equipment as they can. Vows of poverty are common among Glorfinbid's good aligned worshippers. Sport and competition are extremely important and worshippers are eager to show off their skill and daring and to try one up each other as they believe this glorifies their god. Rituals are personalised and elaborate, with individual worshippers trying to outdo each other in how complicated and inconvenient their demonstrations of dedication are. They can involve holding hot coals, transcribing complicated diagrams and/or sacrificing objects from opposite sides of the planet.

Weapons or Panoply: Glorfinbid goes almost nude, wearing just a loincloth and carrying Persistence, his axiomatic, vicious greatclub of impact. Persistence is treated as a monk weapons and allows the user to fly into a rage as a barbarian of the same level as their character level. On a critical hit, Persistence deals extra fire or cold damage to both wielder and opponent. If used to strike the ground, it creates an earthquake as if cast with a caster level of character level and the area of effect becomes difficult terrain filled with icicles or lava. The wielder of Persistence is treated as having Power Attack and is forced to max out their use of the feat on every attack.

Powers: Glorfinbid is an ex-barbarian/Monk/Warblade (and he's, he knows Iron Heart Surge). He can set himself on fire or cover himself with frost, which hurts him, but those around him more. He can weaken, stun, stagger, immobilise or paralyse with a glare. Hurting him raises his strength score and gives him bonuses to his rolls. He has a burrow speed and gains bonuses on all opposed rolls. He also has damage reduction negated only by adamantine and regenerates.

Backstory (at least two or three paragraphs, if not more):

Glorfinbid started out as a mortal barbarian. While he never lost respect for his tribe, he yearned to experience more and investigated civilization. While there, he became enamoured with the monks of the monastery and begged to join them. When he was finally allowed to, he excelled in his progression of self-preservation.


However, he still needed to learn more. He travelled the world, learning and experiencing all he could, and when that didn't satisfy him, he traversed the planes, never ceasing in his self-improvement.

Eventually, he realised that his path would never lead to the heights he dreamed of, as the gods would always be above him, so he challenged the gods to a duel to prove his worthiness to join them.

While the gods laughed at his audacity, they accepted to put him in his place. He was easily tossed around the battlefield, but refused to back down, eventually simply clinging to his opponent and refusing to let go. For two days, his opponent attempted to continue his business and ignore Glorfinbid, but Glorfinbid's persistence paid off, and when he could no longer be ignored, he was allowed to ascend to the ranks of the gods.

Their opinions of mortals other deities: As a former mortal, Glorfinbid respects them, but demands a lot from them, telling them to follow his example. He has similar respect for other gods who began as mortals, though sees them as rivals, friendly or otherwise. He tends to see himself as better than those who were born gods as he feels his experience as a mortal gives him an edge they don't possess.




God Name: Fialashes, God of Nurture

Portfolio: Parenting, Comfort, Relaxation, Pets, Fluffiness, Healing, Protection, Gentleness, Kindness, Pampering

Associations (such as animals, colors, plants, Heralds and/or servants, or whatever): Green, Sheep, Ivy, Evening, Spring. Fialashes's herald is a cervidal druid named Cottonball.

Worshipping Practices: Worshippers often help out at farms, especially when livestock are breeding. Another common and sacred duty is acting as babysitters. Many go further and run daycares or work in schools. Worshippers craft, donate and sacrifice blankets and pillows. Fialashes's temples are full of comfy cushions.

Weapons or Panoply: Fialashes's owns a silk lasso of infinite length and range named Restraint. Restraint casts Calm Emotions at a caster level equal to the wielder's character level and forces anything caught by it to spend a move action every round moving closer to the wielder.

He also owns a Shepard's crook named Guidance. Guidance acts as a merciful quarterstaff and mancatcher.

Powers: Fialashes is a druid and Healer. He is known for summoning, awakening and buffing plants, animals and magical beasts. Plant life in his vicinity will defend him. He also softens his surroundings, making it difficult to deal lethal damage. He creates food, water and shelter.

Backstory (at least two or three paragraphs, if not more):

Fialashes was spawned from the parental instincts of the world population. His gentleness quickly made him popular and that, along with him drawing strength from parental care, quickly led to him becoming very powerful.

Other gods tried to prevent him from taking their turf, but his ability to charm others made him difficult to oppose and meant that he quickly accumulated followers. The guardinals in particular came to appreciate him and he moved into their territory. He is now served by a large tribe of them.

Their opinions of mortals other deities: Fialashes is a fairly live and let live deity. He sees mortals as his children to care for and often acts as a mentor to other deities. He is saddened by cruelty though and will show his disapproval of it.

Bansheexero
2019-11-20, 09:49 PM
A lot of good and chaotic deities, curious to see the other ends of the spectrum.




Arkhos, the Shining Wyrm
Name: Arkhos
Epithets: The Shining Wyrm, the Noble Knight, the Golden Flame, Fate-Defier, the Hero-King
Player Name: Ezekiel
Domains & Subdomains: Good, Law (Archon), Luck, Travel, Glory (Heroism)
Portfolio: Self-Sacrifice, Oaths, Hope, Adventure, Heroism
Alignment: Lawful Good
Colour: Gold
Symbol: A golden, shield-shaped scale, with a silver (or mithril) sword pointing down. In times of peace, the shield lies in front of the sword. In times of strife, the sword comes to the front.

Appearance:
Arkhos is known to take two main forms. First, his serpentine dragon form, with scales like precious metals (gold, silver, mithril, platinum) and eyes that flash like rubies and sapphires. His wings are feathered, and shine with diamond-like and pearlescent colors. In short, glorious, or perhaps gaudy for those not so keen on his style. This body is both sinuous and muscular, like a blend between Eastern and Western conceptions of a dragon. He does not preen or prance to garner attention however; he may resemble the peacock's splendor, but he does not wear this form for praise. Rather, in this form, he metes out unflinching justice and unending mercy. It is a form of grace and magnitude, seen only rarely outside his demesne. It is said that this is the form he wore when he first awakened at the dawn of time.
In his second form, his disinterest in ostentation becomes manifest: a knight in plain metal (or leather, for societies where metal is too precious/unknown) armor, carrying a metal (/wooden) shield emblazoned with his symbol. In this guise he is always a humanoid figure--from any one a variety of races, or from seemingly no discernible race at all--usually of middle age, with scars of battle on his hands and face, making him not quite attractive but not quite ugly either. The only sign he usually gives of his divinity in this form is the flash of his eyes--golden, sapphire, or ruby--because he enjoys going out to see, and help, the lives of everyday folk in this form. By showing them how their luck is their own and fate is what one makes of it, he demonstrates the value of even one person standing up for what is good and right.

https://i.ibb.co/Yj3tC61/light-rain-dragon.jpg (https://ibb.co/ysX89DZ)

https://i.ibb.co/Ld2LvJx/with-lightning-ashesdrawn.jpg (https://ibb.co/GQbKFtW)

https://i.ibb.co/H4yytC2/star-birth-by-spaceweaver.jpg (https://ibb.co/DWFF9Yb)
Personality:
Arkhos is warm and welcoming to others, but perhaps not strictly sociable. Were he a mortal, he would shun the vast crowds, but gladly drink a flagon or two of ale and swap tales with other adventurers beside a warm fire or hearth. Arkhos loves those who give their word and keep it. Many of his champions take a long time to realize that they have received his blessing through passing a secret test of character, showing that the law written on their hearts is stronger than any steel. His compassion for the downtrodden and forgotten is second to none, and he is keen to remind his faithful that heroism comes in small forms as well as big ones, like feeding and clothing the poor or giving a loving and reliable home to orphans. Obvious glory without kindness is like a gilded wooden throne: beautiful but rotten inside. True glory and heroism come from good deeds, and from winning the game without resorting to cheating or deception.

As a deity, he cannot strictly look away from society as a whole, and he certainly encourages his followers to obey just laws and adhere to custom that does not cause harm. However, his inclination is to encourage and empower individuals and societies to address their own problems, rather than always intervening himself. As he sees it, he would be a poor guardian if he made his charges dependent on him for everything. He has no problem bending the patterns of chance and fate to support a noble deed, and heroic last stands are perhaps his favorite moments to surprise a faithful soul with the power to survive impossible odds.

When it comes to treachery, wickedness, exploitation, or tyranny, Arkhos is stern and unflinching in his rebuke. All deserve a chance to turn away from the path of evil and walk the difficult road of the just, but those who mistake his mercy for weakness rarely live to regret the error. An oath of repentance is no less serious than an oath of purity, and each deserves respect. That means punishing those who break their oaths right alongside rewarding those who keep them even against terrible temptation. Arkhos knows that societies need to balance the rewards for cooperation against the penalties for succumbing to temptation and exploiting others for personal gain. Further, he knows all too well how easily a person with legal power can abuse that power to hurt others, and as a result he has neither patience nor sympathy for tyrannical or oppressive regimes. Under his auspices, authority is for good alone. To abuse one's authority is to turn Arkhos, and therefore fortune itself, against you.


Doctrine:
Arkhos is a kind and noble deity who encourages building others up and fighting the good fight on every scale, from acts of everyday kindness to the tales that will grow into legends. He prefers to turn others away from evil and toward good, but if his mercy is exploited, he responds with deadly wrath. He commands his followers thus:
Act with unimpeachable virtue and honor. Never forget that both matter most when no one will ever know, or see. Do not break your word, nor give it frivolously.
Maintain an unceasing vigil against evil, wherever it takes root. Protect the weak, liberate the oppressed, and defend just order.
Fate and destiny are what you make of them. Aspire to great deeds, whether saving the whole world or one person. Trust that fortune favors the pure of heart.
Arkhos
THE SHINING WYRM
Other Epithets: The Noble Knight, the Golden Flame, Fate-Defier, the Hero-King
Alignment: LG
Pantheon: [To be determined.]
Portfolio: Self-Sacrifice, Oaths, Hope, Adventure, Heroism
Domains & Subdomains: Good, Law (Archon), Luck, Travel, Glory (Heroism)
Favored Weapon: Bastard sword
Symbol: A golden, shield-shaped scale, and a silver (or mithril) sword pointing down.
Sacred Colors: Gold, White

Obedience
Walk for an hour, observing your surroundings, watching for anyone you might meet. If you find anyone struggling or suffering, immediately stop and help them for the remainder of the hour, without expecting anything in return. If you do not find anyone, spend the final quarter of the hour meditating and reflecting on the help others have given you, and how you can learn from their example. You gain a +2 sacred bonus to all Aid Another checks, and can make Aid Another checks as a move action.

Divine Gift
Arkhos grants a permanent +1 untyped bonus to Charisma, allowing the legendary brilliance of the recipient to shine before all.

BOONS - DEIFIC OBEDIENCE
EVANGELIST
1: Hero's Poise (Sp) shield of faith (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Shield%20of%20Faith) 3/day, or blessing of courage and life (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Blessing%20of%20Courage %20and%20Life) 2/day, or prayer (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Prayer) 1/day
2: Call of Champions (Sp) If you have the summon monster class feature, twice per day you may use that feature, even if you have an eidolon summoned, but only to summon a creature listed for the Summon Good Monster feat. This use of summon monster otherwise functions as normal, including any costs or limitations that might apply. If you do not have the summon monster class feature, you may instead cast summon monster VI as a standard action twice per day as a spell-like ability with a caster level equal to your Hit Dice, choosing from the list for the Summon Good Monster feat. Unless you actually possess this feat, creatures summoned with this feature do not gain Diehard. Regardless of whether you have the summon monster class feature or not, you may only have one creature summoned with this feature at a time; summoning a second creature immediately dismisses the first.
3: Luck of Kings (Su) As an immediate action, you can gain a luck bonus on a single d20 roll equal to half your total Hit Dice (minimum 1). You can use this ability after you have rolled, but must declare the use of this ability before you know the result of the check. If this roll is made as part of a Diplomacy check or necessary to fulfill a solemn oath, the luck bonus is instead equal to your total Hit Dice. You can use this ability a number of times per day equal to your Charisma bonus (minimum 1).

EXALTED
1: Fortune Favors the Bold (Sp) moment of greatness (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Moment%20of%20Greatness ) 3/day, or grace (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Grace) 2/day, or haste (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Haste) 1/day
2: Sacred Arcana (Su) Your faithful service has taught you how to enhance your spells that help allies and defeat the wicked. You add your Charisma modifier as a sacred bonus to concentration checks, as well as caster level checks to overcome spell resistance. Additionally, you receive a +1 sacred bonus to your caster level for spells with the good or light descriptor, which heal hit point or ability damage, or which cause extra damage to Evil targets.
3: Righteous Ally (Sp) Once per day as a standard action, you can summon a couatl (Pathfinder RPG Bestiary pg. 49). You gain telepathy with the couatl to a range of 100 feet. The couatl follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home in the planes. The couatl doesn’t follow commands that would violate its alignment, however, and particularly egregious or wicked commands could cause it to attack you.

SENTINEL
1: Warrior of Light (Sp) divine favor (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Divine%20Favor) 3/day, or spiritual weapon (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Spiritual%20Weapon) 2/day, or archon's aura (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Archon%27s%20Aura) 1/day
2: Valorous Smite (Su) If you have the smite evil class feature, you gain an extra use of that ability per day. You add the levels of sentinel to your paladin levels when calculating the extra damage dealt by your smite. If you successfully deal damage with your smite, your target must succeed at a Will saving throw (with a DC equal to 10 + your Charisma modifier + 1/2 your Hit Dice) or be stunned for 1 round plus 1 round for every 4 Hit Dice you possess (maximum 6 rounds). Once a target saves against this stunning effect, it is immune to the stunning effect from your holy smite for 24 hours.

If you don’t have the smite evil class feature, instead you can, as a free action, single out an outsider with the evil subtype or an evil-aligned dragon you plan to vanquish. Against this target, you gain a +2 sacred bonus on attack rolls and a sacred bonus equal to your sentinel level on damage rolls. The bonuses remain until the target is dead or you use this ability again, whichever comes first. If you choose a target that is not one of the listed creature types, the ability is wasted. You can use this ability a number of times per day equal to your Charisma bonus (minimum once per day).
3: Glorious Blademaster (Ex) You are particularly skilled at using Arkhos' favored weapon. You gain exotic weapon proficiency with the bastard sword, if you do not already have it. While wielding both a bastard sword and any type of shield, a number of times per day equal to your Charisma modifier (minimum of once) you may as a free action enter the glorious blademaster stance for 1 minute per Hit Die you possess, combining divine power and graceful, acrobatic swordplay. While in this stance, you may add your Charisma modifier to both attack and damage rolls with bastard swords, in addition to the normal ability modifier you use. The stance immediately ends if you fall unconscious, or if you cease wielding both a bastard sword and a shield.

DIVINE FIGHTING TECHNIQUE
Arkhos' Shining Shield
Arkhos calls his faithful to be the shining example that shields the weak from evil and emboldens the forces of good.

Initial Benefit:
While wielding a shield and a one-handed weapon, you can cause the shield to shine with holy light as a full-round action. All allies and Good creatures within 30 feet who can see this light gain a +2 sacred bonus to AC, saving throws, and critical confirmation rolls for 1 round + 1 round per 5 points of base attack bonus you have. This light counters and dispels magical darkness effects as though it were a spell of level 1 +1 per every 5 points of base attack bonus you have, or +2 for every 5 points of base attack bonus if you are a Paladin or Sentinel of Arkhos.

Advanced Prerequisites: Character level 10th, Improved Shield Bash, and must have either saved the lives of at least two innocent bystanders, or been reduced to 0 HP or less while defending an innocent or making a heroic last stand.

Advanced Benefit:
Once per day, when you make a shield bash attack, you can call on the divine power of heroism as a swift action. If the shield bash succeeds, all allies and Good creatures within 30 feet gain the effects of greater heroism, except that the amount of temporary hit points is doubled. The caster level for this effect is equal to your base attack bonus. This is a supernatural effect. By spending fifteen minutes in quiet meditation, during which you can do no more than light activity (binding wounds, reading, a genial walk without carrying much, etc.) you can regain the use of this ability.

AN: the "Doctrine" section is directly inspired by Bahamut from 4e D&D. The line, "Protect the weak, liberate the oppressed, and defend just order," is a direct quote from the 4e PHB, in fact. It's just so direct and simple, I couldn't think of a different way to present the same overall idea that doesn't water it down or get caught up in distractions. Also, full credit for the formatting to Unavenger, as that really helps make it look more streamlined. I say both of these just to be completely clear where ideas/forms have been not-entirely-mine. (I also figure pretty much anyone reading would clue in that Bahamut is a very major influence on Arkhos, but it's best to presume some won't know that.)

I do like Draconic deities (Apsu is an interesting god in the Pathfinder pantheon, and a bit different from Bahamut in D&D who is a bit less flavorful).


God Name: Glorfinbid, God of Effort

Portfolio: Hard work, Endurance, Stubbornness, Self-reliance, Heat, Cold, Danger, Difficulty

Associations (such as animals, colors, plants, Heralds and/or servants, or whatever): Rhinos, red, thistles, Winter, Midday, scars, extreme sports, martial arts, raw skin, hunting. Glorfinbid's herald is a formian monk named Shackles.

Worshipping Practices: Worshippers tend to shun most luxuries and use as little equipment as they can. Vows of poverty are common among Glorfinbid's good aligned worshippers. Sport and competition are extremely important and worshippers are eager to show off their skill and daring and to try one up each other as they believe this glorifies their god. Rituals are personalised and elaborate, with individual worshippers trying to outdo each other in how complicated and inconvenient their demonstrations of dedication are. They can involve holding hot coals, transcribing complicated diagrams and/or sacrificing objects from opposite sides of the planet.

Weapons or Panoply: Glorfinbid goes almost nude, wearing just a loincloth and carrying Persistence, his axiomatic, vicious greatclub of impact. Persistence is treated as a monk weapons and allows the user to fly into a rage as a barbarian of the same level as their character level. On a critical hit, Persistence deals extra fire or cold damage to both wielder and opponent. If used to strike the ground, it creates an earthquake as if cast with a caster level of character level and the area of effect becomes difficult terrain filled with icicles or lava. The wielder of Persistence is treated as having Power Attack and is forced to max out their use of the feat on every attack.

Powers: Glorfinbid is an ex-barbarian/Monk/Warblade (and he's, he knows Iron Heart Surge). He can set himself on fire or cover himself with frost, which hurts him, but those around him more. He can weaken, stun, stagger, immobilise or paralyse with a glare. Hurting him raises his strength score and gives him bonuses to his rolls. He has a burrow speed and gains bonuses on all opposed rolls. He also has damage reduction negated only by adamantine and regenerates.

Backstory (at least two or three paragraphs, if not more):

Glorfinbid started out as a mortal barbarian. While he never lost respect for his tribe, he yearned to experience more and investigated civilization. While there, he became enamoured with the monks of the monastery and begged to join them. When he was finally allowed to, he excelled in his progression of self-preservation.


However, he still needed to learn more. He travelled the world, learning and experiencing all he could, and when that didn't satisfy him, he traversed the planes, never ceasing in his self-improvement.

Eventually, he realised that his path would never lead to the heights he dreamed of, as the gods would always be above him, so he challenged the gods to a duel to prove his worthiness to join them.

While the gods laughed at his audacity, they accepted to put him in his place. He was easily tossed around the battlefield, but refused to back down, eventually simply clinging to his opponent and refusing to let go. For two days, his opponent attempted to continue his business and ignore Glorfinbid, but Glorfinbid's persistence paid off, and when he could no longer be ignored, he was allowed to ascend to the ranks of the gods.

Their opinions of mortals other deities: As a former mortal, Glorfinbid respects them, but demands a lot from them, telling them to follow his example. He has similar respect for other gods who began as mortals, though sees them as rivals, friendly or otherwise. He tends to see himself as better than those who were born gods as he feels his experience as a mortal gives him an edge they don't possess.




God Name: Fialashes, God of Nurture

Portfolio: Parenting, Comfort, Relaxation, Pets, Fluffiness, Healing, Protection, Gentleness, Kindness, Pampering

Associations (such as animals, colors, plants, Heralds and/or servants, or whatever): Green, Sheep, Ivy, Evening, Spring. Fialashes's herald is a cervidal druid named Cottonball.

Worshipping Practices: Worshippers often help out at farms, especially when livestock are breeding. Another common and sacred duty is acting as babysitters. Many go further and run daycares or work in schools. Worshippers craft, donate and sacrifice blankets and pillows. Fialashes's temples are full of comfy cushions.

Weapons or Panoply: Fialashes's owns a silk lasso of infinite length and range named Restraint. Restraint casts Calm Emotions at a caster level equal to the wielder's character level and forces anything caught by it to spend a move action every round moving closer to the wielder.

He also owns a Shepard's crook named Guidance. Guidance acts as a merciful quarterstaff and mancatcher.

Powers: Fialashes is a druid and Healer. He is known for summoning, awakening and buffing plants, animals and magical beasts. Plant life in his vicinity will defend him. He also softens his surroundings, making it difficult to deal lethal damage. He creates food, water and shelter.

Backstory (at least two or three paragraphs, if not more):

Fialashes was spawned from the parental instincts of the world population. His gentleness quickly made him popular and that, along with him drawing strength from parental care, quickly led to him becoming very powerful.

Other gods tried to prevent him from taking their turf, but his ability to charm others made him difficult to oppose and meant that he quickly accumulated followers. The guardinals in particular came to appreciate him and he moved into their territory. He is now served by a large tribe of them.

Their opinions of mortals other deities: Fialashes is a fairly live and let live deity. He sees mortals as his children to care for and often acts as a mentor to other deities. He is saddened by cruelty though and will show his disapproval of it.

Glorfinbid seems a lot like some of the other deities presented -- a bit of a mishmash in the backstory. That said, I do like the concept of Fialashes, as such deities tend to be overlooked.

ezekielraiden
2019-11-21, 04:23 AM
A lot of good and chaotic deities, curious to see the other ends of the spectrum.

I don't generally do Evil (or Chaotic), but I might try my hand at an unusual LE type. Sort of the "protect them from themselves" type.


I do like Draconic deities (Apsu is an interesting god in the Pathfinder pantheon, and a bit different from Bahamut in D&D who is a bit less flavorful).
Depends a bit on which Bahamut you mean. In FR, agreed, he's portrayed in a rather shallow way that makes him exclusively about opposing Tiamat. 4e's Points of Light Bahamut, though, is a lot more interesting. I mean, he's literally building divine magitech ark-ships to house the homeless of the afterlife. If that isn't metal as all getout I don't know what is.

My goal here was to make something with some inherent...I guess "eyebrow-raising." Normally, deities of law are associated with fate and certitude, but Arkhos is a lawful deity of luck, representing divine providence and the hope that your sacrifices will be worthwhile. Similarly, it's usually seen as a Chaotic feature to favor luck and travel, roving from place to place. Similarly, a deity of oaths and self-sacrifice would normally be expected to be super rigid and staid, but Arkhos is somewhat jovial and really likes just spending time with regular folks, trying to keep some level of "groundedness" despite his divine nature.

Simply put, he's the deity of those adventurers who fight the good fight, right wrongs, and keep good order working. In fact he's pretty much designed from the bottom up to be the God of Adventurers, specifically of adventurers as heroes. His presence in a pantheon helps officially enshrine that Adventure is, at least in general, a force for good and social improvement, rather than being barely one step above brigands and highwaymen. A son or daughter aspiring to be an adventurer would not be a terrible shame on the family, but rather a question of "is that dream compatible with continuing the family?" and other practicalities.

Sereg
2019-11-22, 12:54 AM
Glorfinbid is meant to be Lawful Neutral, but my next is meant to be Lawful Evil, which sounds like exactly what you are looking for.

God Name: Hive

Portfolio: Adaptation, Improvement, Community, Perfection, Knowledge, Social Darwinism, Exclusion, Death, Consumption, Psionics

Associations (such as animals, colors, plants, Heralds and/or servants, or whatever): Bee, Black, Mistletoe, Dusk, Harvest. Hive's herald is Tripwire, a Kyton crusader/telepath. Other servants include First of Drones, a half-fiend Abeil enchanter and Cog, a warforged binder/telepath who is made of Baatorian Steel and Thinaun.

Worshipping Practices: Worshippers of Hive want to make sure that their deity continues to improve. As such, worship includes exercise, study, learning new skills, exploration, acquisition of new items, technology and skills from others, usually through theft, spies, or slavery, and having lots of children to add more potential skilled worshippers. Equally important is for worshippers to investigate one another in search of "defects". Murdering a "defective" worshipper is a sacred act, as it prevents too much "contamination" of their deity by the "unworthy". What counts as "defective" varies between individuals, but is most commonly the disabled. Basically any trait a worshipper does not want to possess can be considered a defect. These worshippers are replenished by indoctrination and breeding, both of which are sacred duties.

Weapons or Panoply: Hive's favoured weapon is Webbing, a Thinaun spiked chain that causes damage to mental abilities.

Powers: Hive can use the abilities of multiple classes and races. It has access to the skills and abilities of every single dead worshipper it has. Every time a worshipper does, they are absorbed by Give and it gains their characteristics. Hive is an excellent scryer and lends knowledge to worshippers in a trance.

Backstory (at least two or three paragraphs, if not more):

Hive was created from the violent destruction of an insuler villiage. The simultaneous death of so many like-minded individuals in the same place resulted in their souls conglomerating into a single entity.

Hive retained the ability to whisper messages to the living and soon it was seen as a divine entity worthy of worship. This propelled it into true godhood and the souls of its worshippers were absorbed to become part of the entity. This is advertised as becoming part of a greater being and a promise of power after death.

Their opinions of mortals other deities:

Hive sees mortals as potential assets or wastes. It is only interested in what it can acquire by absorbing more.

Other deities are seen as rivals it can potentially negotiate with.

Bansheexero
2019-11-22, 01:11 AM
Glorfinbid is meant to be Lawful Neutral, but my next is meant to be Lawful Evil, which sounds like exactly what you are looking for.

God Name: Hive

Portfolio: Adaptation, Improvement, Community, Perfection, Knowledge, Social Darwinism, Exclusion, Death, Consumption, Psionics

Associations (such as animals, colors, plants, Heralds and/or servants, or whatever): Bee, Black, Mistletoe, Dusk, Harvest. Hive's herald is Tripwire, a Kyton crusader/telepath. Other servants include First of Drones, a half-fiend Abeil enchanter and Cog, a warforged binder/telepath who is made of Baatorian Steel and Thinaun.

Worshipping Practices: Worshippers of Hive want to make sure that their deity continues to improve. As such, worship includes exercise, study, learning new skills, exploration, acquisition of new items, technology and skills from others, usually through theft, spies, or slavery, and having lots of children to add more potential skilled worshippers. Equally important is for worshippers to investigate one another in search of "defects". Murdering a "defective" worshipper is a sacred act, as it prevents too much "contamination" of their deity by the "unworthy". What counts as "defective" varies between individuals, but is most commonly the disabled. Basically any trait a worshipper does not want to possess can be considered a defect. These worshippers are replenished by indoctrination and breeding, both of which are sacred duties.

Weapons or Panoply: Hive's favoured weapon is Webbing, a Thinaun spiked chain that causes damage to mental abilities.

Powers: Hive can use the abilities of multiple classes and races. It has access to the skills and abilities of every single dead worshipper it has. Every time a worshipper does, they are absorbed by Give and it gains their characteristics. Hive is an excellent scryer and lends knowledge to worshippers in a trance.

Backstory (at least two or three paragraphs, if not more):

Hive was created from the violent destruction of an insuler villiage. The simultaneous death of so many like-minded individuals in the same place resulted in their souls conglomerating into a single entity.

Hive retained the ability to whisper messages to the living and soon it was seen as a divine entity worthy of worship. This propelled it into true godhood and the souls of its worshippers were absorbed to become part of the entity. This is advertised as becoming part of a greater being and a promise of power after death.

Their opinions of mortals other deities:

Hive sees mortals as potential assets or wastes. It is only interested in what it can acquire by absorbing more.

Other deities are seen as rivals it can potentially negotiate with.

While not necessarily the theme, but the abilities and whatnot seem reminiscent of Illurien from D&D, as she absorbs knowledge from others as well (oddly cannot find a source to show stats online. I think she was in Monster Manual 5 in 3.5

rferries
2019-11-28, 05:42 PM
I'll throw in some deities I brewed a while ago:

Theopolis, Goddess of Civilisation
http://i.imgur.com/9pMch5c.jpg
Ephara, God of the Polis by Eric Deschamps
Greater God (Lawful Neutral)
Holy Symbol: A golden castle
http://talksense.weebly.com/uploads/3/0/7/0/3070350/803155.gif
Of all the races, it is Humans who have advanced the fastest and furthest from their primitive origins. They are the quickest to band together into towns, cities, and kingdoms; the great works and advances (whether in science, the arts, or in magic) all ultimately derive from their innovations. Humans invariably remake their homeworlds in their own image, for good or ill, and Theopolis is the personification of this drive. The goddess of Human civilisations, technologies, and advancements, it is she who inspires humanity onwards to greater and greater heights. Some say Theopolis created humanity herself, others say that humans conjured her into being through a lack of their own gods... and there are a few who contend that the truth is somewhere in-between.

Theopolis holds no enmity towards the non-Human races, but contends that it is the destiny of these older societies to be supplanted and absorbed into human culture. She encourages intermixing with other races, so that humans might acquire (and improve upon) the innovations and bloodlines of the demihumans. Her priests teach that while other civilisations are to be respected for their ancient accomplishments they are but stepping stones on humanity's path to greatness.

Theopolis appears as a colossal animate stone sculpture of a woman, as might be found in the most impressive human metropolis. She bears a scroll (the symbol of knowledge and technology) and a jug of life-giving water (the symbol of culture) and is imbued with a divinely cosmic radiance. She rarely assumes other forms.

Portfolio: Humanity, civilisation, commerce, high culture, technology.

Domains: Artifice, Community, Knowledge, Law, Nobility.

Cleric Training: Theopolis's priests are expected to be well-versed in the inner workings of cities rather than in warfare (they are almost always cloistered clerics (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloistere dCleric)). They serve as administrators, advocates and ambassadors for civilisation (sometimes even in quasi-secular roles in particularly large cities devoted to Theopolis).

Quests: Theopolis regards warfare (the destruction of civilisations) as anathema, something to be avoided at all costs. To that end her priests are often sent as ambassadors on peace-making or other diplomatic missions.

Prayers: Theopolis accepts prayers and grants spells at high noon, when the hustle and bustle of a city is at its zenith.

Temples: Theopolis prefers that her temples be as central as possible in their respective cities (often doubling as the castle of a town or the palace of a capital city). Her altars are scaled-down versions of her usual manifestation.

Rites: Theopolis's worshippers pray to her for breakthroughs, for favourable trade deals, or for help with diplomatic efforts. Ceremonies are elaborate but not overlong, and generally require that documents be signed or speeches be performed.

Herald and Allies: Theopolis has no particular herald, but may send a Trumpet Archon and a Horned Devil together to represent her as mediators. She typically sends Inevitables in response to planar ally spells.

Favored Weapon: Quarterstaff.

Cardius, God of Passion
http://i.imgur.com/JiGcBpJ.jpg
Purphoros, God of the Forge by Eric Deschamps
Greater God (Chaotic Neutral)
Holy Symbol: A heart made of both red and blue flames


http://3.bp.blogspot.com/-fniH6gd52GU/VNvV_Rrw7YI/AAAAAAAAN_k/JZh2j2TKGE0/s1600/fire-and-ice-heart.png





When they first came into being, Humans were left to fend for themselves. Unlike all the other races they had no deity to protect or guide them, no cosmic entity to advocate on their behalf. They warred and loved amongst themselves, often in rapid succession - and sometimes at the same time. The raging passions of the Human heart burn fiercely even to this day, and have driven them to achieve even their wildest ambitions. Cardius is the god of the Human spirit, and it is he that has fanned the flames of their desires and hatreds. He was born the day a Human first shed another's blood, and the night a Human first caressed its mate.

Cardius is the god of Human passions - love and war, life and death. He personifies battle, slaughter, and fire - but also tenderness, art, and renewal. He cares little for the other races, viewing them as potential sources of conquest at best. If it were not for their alignment differences he and Zarus might be terrifying allies, but as it is Cardius is too tempestuous for such a pact.

Cardius manifests as a towering, muscular warrior with obsidian flesh and golden armor, wreathed with flame and smoke and gleaming with divine energies. Unlike his "sister" Theopolis he is often mercurial in his appearance - sometimes appearing as a desirable Human male or female in a golden breastplate or a revealing robe. He delights in personal combat and in fathering (and mothering) demigod children with mortal Humans of exceptional valour or lust.

Portfolio: Humanity, passion, warfare, the arts.

Domains: Chaos, Charm, Destruction, Fire, Healing, Madness, War.

Cleric Training: Cardius's priests are expected to be great lovers or warriors or both (they are typically variant clerics (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#cleric) with the Sacred Prostitute (http://www.giantitp.com/forums/showthread.php?528306-Sacred-Prostitute-(feat)-for-worshippers-of-Ishtar-Aphrodite-Gargauth-Graz-zt) feat).

Quests: Priests of Cardius serve as muses or patrons for artists, and as champions in battle. They encourage local leaders to act swiftly and on their intuition rather than in fruitless debate.

Prayers: Cardius accepts prayers and grants spells at blood-red sunset, when the tedium of the day has passed and inhibitions are lowered.

Temples: Cardius demands places of honour in military barracks and art galleries. His altars depict himself in gory combat or passionate intercourse - the more shocking and arousing the imagery (and the more at-odds with the temple purpose e.g. an image of love in a barracks), the better.

Rites: Worshippers pray for Cardius's intercession or blessing in matters of the heart, for artistic inspiration, and before battles. Ceremonies are quick and vigourous, and generally require fiery outbursts or carnal acts.

Herald and Allies: Cardius is served by Sanguine, a headstrong crimson-scaled and -feathered lillend advanced to 21HD (Huge size, 20th-level bard spellcasting and songs). However, she is as benevolent as all of her kind and refuses to obey Cardius's more cruel commands (and in turn he respects her for her stubborness). He typically sends demons, salamanders, and fire elementals in response to planar ally spells.

Favored Weapon: Warhammer




Hierarch


Titles: The Benevolent Dictator, The Hanging Dagger
Home: The Plane of Shadow
Alignment: Neutral Good
Portfolio: Non-democratic governments, state-delivered justice, night
Worshipers: Aristocrats, Paladins, Rogues, Commoners
Cleric Alignments:
LG NG CG
LN N CN
LE NE CE
Domains: Darkness, Good, Retribution, Shadow, Tyranny
Favored Weapon: Dagger
Symbol: Cold iron dagger affixed to adamantine collar soldered around bearer's neck
Sacred Animal: Spider
Sacred Colors: Black and Grey

The tale of the monarch who reigns from underneath a hanging dagger (https://en.wikipedia.org/wiki/Damocles#Sword_of_Damocles) is well-known, and Hierarch is the personification of that dagger. He bestows mortal castes and sovereigns with the divine right to rule, but they must always remember to rule justly and well lest he strike them down from the darkness.

Hierarch is the god of benevolent dictatorships, of benign secret societies, of powers behind the throne who manipulate ends for the greater good. Inscrutable and mysterious, he is a god of vengeance but strikes down only those who are truly evil. A god of night, he teaches that not all things that that shroud themselves in darkness need be feared or distrusted.

Although Hierarch is a god of Tyranny - of control, manipulation, and domination - he is not a deity of Evil or Law, and not necessarily a god of Community or Nobility. It matters not what kind of society his followers inhabit (be it an aristocracy, magocracy, plutocracy, technocracy...), so long as common citizens are not burdened with the demands and tedium of democracy. Instead, he simply requires that an elite class or individual lead his people with a firm (yet forgiving) hand.

Hierarch manifests as a drider, save that his drow features instead match the race of whomever he is appearing before. He is surrounded by an aura of shadows and ghostly spiderwebs in this form.

Trust your leaders, and your fate is in safe hands.

Lead your people well, or the dagger may fall...

Bohandas
2019-11-28, 09:27 PM
Reposted from Deities and Legends for Everyone (http://www.giantitp.com/forums/showthread.php?561642-Deities-and-Legends-for-Everyone)

Pater Nosferatu
Pater Nosferatu is a dying and reviving god who rules the seasons on his world. He is a former fertility deity who was slain in a dispute with his ex-wife, Mother Whiptail, that turned deadly. He is not content to remain in the underworld however, so every year for several months he returns as a vampire, bringing with him darkness and winter, until such time as he is finally driven off by the sun

(3.5e Domains: Earth, Night (dragon 342), Undead (spell compendium), Winter (frostburn) )

Alternate Version:
On game worlds with a tilted axis he instead follows the winter, making the already dark season more cold and lifeless. He spends four months of the year living at the north pole, four months of the year living at the south pole, and the remaining four months being carried between them by a procession of servants via a passage through the underworld (he can't enter enter the tropics aboveground). It is possible that in this version, where he lives at the poles, he assumes an additional Krampus-like aspect

Mother Whiptail

Pater Nosferatu's (see above) ex-wife. The main fertility deity of her world, bringing forth crops and calves and children and so forth and making plants and animals grow. After splitting with her husband she swore off guys for good, taking the form of a Cnemidophorus (https://en.wikipedia.org/wiki/New_Mexico_whiptail) lizard

The LARD

The LARD is the god of feasts and feasting. He appears as a morbidly obese man wider than he is tall. Legend holds that it was he who first filled the seas with salt and put halite in the ground, to make them more flavorful. He was also the one who first taught mortals how to ferment plants to make MSG. Mortals court his favor by anointing the food with oil before a party.

A neutral deity, he is invoked by both charity soup kitchens and cannibal serial killers

The LARD's domains in 3.5e:
Feast (Eberron Campaign Setting), Gluttony (Spell Compendium), Hunger (Spell Compendium), Pleasure (BoED)
(possibly also Hunt (Dragon 342), Joy (BoED), and Plant)

Mother Odent, the Primordial Rat

Mother Odent is the promordial rat who gave birth to the world. She birthed the world, the sun, the moon and the stars. She gave birth to Order and Chaos. She gave birth to Honor, Freedom, and Prosperity.

She also gave birth to Sexism, Racism, and Finitude, but these she ate, like any rodent who finds a deformed pup in her litter. That is why (in this stock fantasy world) there is equality and unlimited magical energy.

She is not able to consume every unwholesome element that she gives birth to however, sometimes there are too many at once and sometimes they make her sick, and so things like War, Evil, Murder, and Famine were able to come into the world as well.

Cry me a river...
Along the shores of a certain river there is a goddess who presides over late adolescence and young adulthood. She is eternally in her late teens and is every teen girl's friend. She is also responsible for the river's occasional flooding whenever her on-again-off-again boyfriend breaks up with her or cheats on her and her tears swell the river beyond it's banks. It's the clergy's job to calm her down when the flooding gets dangerous. Conversely it's the duty her boyfriend's disreputable clergy of bros and dudes to get him to cheat in times of drought so that the crops don't fail.


Bridges of bodies/Nine chains to the moon...
Necrostructor is the name given by some to one of the elder evils. He destroys all life on the planets where he is active. After killing everything on a world he travels to the next by building a crude vertical tower from the dead bodies which reaches into the heavens and eventually becomes a bridge reaching all the way from the latest planet he's destroyed to the next planet he is going to destroy

The Mystery God

Not much is known about the mystery god, except that he has a mystery cult. However even the initiates don't know much about him. At each new level of initiation it is revealed to the initiate that this level doesn't know anything either, until eventually the initiate understands that they must know that they know nothing.

Puzzling miracles

Nobody really knows what the Mystery God wants or what they're after. The Mystery God does not communicate and they do not rely on mortal followers to do their bidding. Instead the mystery god will simply sometimes appear and make a change. Large numbers of people will vanish or appear and sometimes the authorities never figure out what trait connected them. Weather or ecosystems will sudeenly change. Geography will reconfigure itself without warning. Something that nobody's ever heard of will appear in every household overnight or something that everyone uses will vanish. Unlike similar miracles by deities of chaos or trickery these modifications do not seem to be random impulsive caprices nor deliberately calculated to cause trouble. The mystery god simply deals with things in a direct manner (which may be why they keep their identity and nature secret; in many settigs this would violate various divine non-intervention treaties)

(This article started out with me considering the question of why an almighty deity would need mortals to do its dirty work, but now that I've written it, it occurs to me that tgis guy would also be a good way to retcon things, introduce conflicts, or remove troublesome plot elements)

Prophetic Professor

Elowjan Ohkonow, the god of knowledge and learning, is responsible for making sure that all the lost arts and sciences and histories that fantasy settings seem to have in droves don;t stay lost and hidden. To this end he tutors people through shared prophetic dreams. This is hampered somewhat by the nature of dreams, as many arrive to his lectures late and without pants. He also gives worthy people directions to the locations of lost tomes, lost cities, and other lost things of interest.

The King of Thursdays

The King of Thursday is an overdeity of creation, destruction, and renewal. Every thursday he destroys the cosmos, then sets to work rebuilding a new exactly identical cosmos in its place. His task isn't really noticable since the old universe is immediately replaced with one just like it. But occasionally he misses a detail and that's how we get plot holes.

Kheperatlas

Kheperatlas is an enormous planet-sized dung beetle that rolls the planet around the sun, creating the days and years. There is an uninhabitable patch near the arctic cricles where the planet has been worn down to the mantle from being constantly touched and where anything passing through is in danger of being crushed if it stays for more than a few hours

Dripiscob, the Gilded Spider

Dripiscob is a good-aligned spider-headed god who protects the world from disease carrying insects and against insect themed fiends like Obox-Ob. He is also the tutelary deity of wrapping things up to eat later (and, by extension, the god of butcher paper and cellophane).

Scamhotep

Scamhotep was an ancient grifter who in an antique time in an antique land devised the world's first pyramid scheme. He collected so many wealth from recruitment fees and brainwashed so many people with his "training" seminars that by the time the scheme reached the point where there were not enough people left in the world to sustain it he had already been propelled to demigodhood. He is now the god of tricksters, conmen, and dubious business plans.

God the Bro and Death the Narc

[edda-knockoff frame story]
King Lofte traveled and sought the wisdom of ages. He came to a campus so large he could not find the end of it, and stopped in a house so tall he could not see the top and covered in runes all about. In the house there were three sofas and in each sat a man. He asked what the names of these were. The name of the first was Highest, the name of the second was Just-As-High, and the name of the third was Baked.

Said Heita, "How came the world into existence, or how did it rise?"

Made answer to him Highest, "It is said:

[main text]
In the beginning God the Bro was alone and had no one to party with, so he created the first man [and other sentient beings as appropriate to setting]. And the first man said "dude, that was cool, you'be gotta show me how you did that". And so God the Bro created the beasts and animals. And the first man toked and drank with God the Bro for many years until finally they had run out of weed and beer. And so God the Bro created the plants and foliage and every kind of mushroom so that there might be more weed and beer and the party could go on.

All still was not perfect however. "Hey this party's a sausagefest" said the first man" and so God the Bro created women. And for ages all was chill.

However, all of the partying and animals and sentient beings angered God the Bro's downstairs neighbor, the Lord of Gloom, the Gloomy King of the Underworld, and he schemed to bring the partying to an end, and sought to entrap the first man.

The King of the Gloomy Underworld, the Lord of Gloom, he invited the first man [and other sapient beings; season to taste] to dine with him at a formal function in the Underworld. He ordered his flunky, the Lord of Flunkies, the King of Flunkies, to prepare a seven course meal. Five coirses of a seven course meal were served. Not knowing the rules of the dead, the first man partook of the first five courses.

Sudeenly God the Bro burst in warning "Dude! Bro! Dude! He's trying to trick you! Don't finish that meal or he shallll own you forever"

"It is too late" replied the lord of the underworld, "he has already consumed the food of the underworld, so in the underworld he must stay."

"But two sevenths remain uneaten, so you may only hold him five sevenths of the time"

And so from then on mankind has had to work for five days out of every seven, their bodies and minds toiling while their spirits descend to the underworld.

But the Lord of Gloom still schemed to entrap mankind as they multiplied, by making up new rules that all would have to follow.

One day, as the first man was drinking vodka, the Lord of Gloom came to take him away.
God the Bro protested "Hey, where are you taking my bro!?"
"He has transgressed the unwritten law: No drinking more than half a kilogram of ethanol in one sitting. For this he will be imprisoned in the underworld for all time. From now on there will be order"

And so the Lord of Gloom, The Gloomy King of the Underworld, added more and more rules.

He took people for eating too much, so they stopped eating. Then he took people for not eating at all. He took people for colliding with things too quickly, and for not getting out of the way of other things. And finally he started taking people just for being around too long. Thus death came into the world.


Lamec, the God of Smoking- Appears as a four armed man wearing a leather jacket and holding cigarettes in at least two hands. Teaches that smoking will make you cool. Prayed to by people looking for smokes or something to light their smokes. His sacred animal is the camel. Domains: Fire, Temptation (fc1), Popularity (see below)

Ovibe, The god of leather jackets. His torso is made entirely out of layers and layers of leather jackets. His sacred animal is the bull.

John Crime (character originally described by shadow_archmagi)- God of crime. It was he who first introduced crime to the world. Domains: Trickery, Greed

Tuvis- God of music and resurrection, and specifically musicians who have come back from the dead. It is foretold that in the future he will resurrect many of the greatest deceased bards for some apocalyptic music related conflict. Domains: Restoration (DLCS), Passion (Eberron), and possibly Undead (Spell compendium)

Marijane- The goddess of marijuana and keen sight. Domains: Plant, Sight (see below)

Tiplub- God of dogfights, chicken fights, and rat baiting. Looks like an anthropomorphic fighting dog with a rooster wattle and a rat tail (both the appendage and the hairstyle). Domains: Animal, Competition (SC), Strength

Jelscalop the Incomprehensible Grotesquerie- LE god of war and duty specifically personifying the grotesqueness and incomprehensibilty of men who have no quarrel with each other and no love of killing nevertheless killing each otner becauxe somebody told them to

Rusticus

God of plants, farms, overhunted woodlands, ghost towns, other places devoid of both animal life and intelligent life, solitude, and misanthropy

Al- NN(CE)
Domains- Death, Plant, Decay (ECS) (modified spell list; see below), Hunt (Dr342). Possibly also Windstorm (SC)

Rusticus is the god of places where that have been cleared of animal life but not significantly settled by intelligent life. This includes vegetable farms, areas that have been overhunted, and areas ravaged by natural disasters.

To court his favor, members of farming communities must discourage strangers from staying too long and keep interactions to a minimum while traveling, remain always standoffish, and generally be isolated and weird. He accepts, but does not demand, children-of-the-corn style sacrifices of interlopers. Hunters seeking his favor must deliberately hunt more than they need. Or hunt people.

Drinkaalotalica

Drankaalotaliica is a giant earth deity whose body forms the island on which his worshippers live. Long ago he drank himself into a god sized stupor and lay down in the sea and became the island.

There is a volcano on the island which erupts intermittently, and this is said to be caused by Drinkaalotalica vomiting. When the eruptions get too severe or frequent Drankaalotaliica's priests must throw offerings of hangover cures and bismuth (https://www.youtube.com/watch?v=s0J9I1Vgt5c) into the volcano

Alignment: N
Domains: Earth, Fire, Feast

Tornado Allen
God of storms and travel. Tornadoes are common in the areas within his jurisdiction. He takes particular umbrage against those who are equipped to travel yet stay in one place.
Alignmemt: CN(CE)
Domains: Chaos, Travel, Portal, Windstorm

One Thousand Three-Hundred and Thirty-Seven Times Greatest

1337megistus is a deity in a schizotech urban fantasy setting. He is primarily the tutelary deity of telecommunications, filesharing, research, atomic technology, electronic utilities (ie the power grid, phone system, cable tv, and internet), and general technology and knowledge, but also is associated with startup companies, ecommerce, rocketry, long distance travel, hackers, spitit mediumship, and divination. While several deities technically rank higher than him, he is the de facto most influential. He is responsible for catapulting his world from the copper age to the information age in the space of a few hundred years. He gifted mortals with the basics of most fields of study. He would then occasionally grant mortals with magical or technological solutions he had devised to their various problems. Often these revealed solutions would upend society, as he would provide near-mature technologies, and the specific intermeduate tools and technologies needed to produce them, where there was often not an inkling before. Technology would leap far ahead in a handful of very specific fields. Human ingenuity would quickly find additional uses for the intermediate tools but development remained lopsided and social convention remained upended. This angered some of the other gods, including several higher ranking than he, as well as his former wife, the goddess of convention, systemization, and standardization. Attempts were made by the other gods to put a halt to his constant disarranging of the social order of the mortals that served them. Rather than comply he quietly gifted a prophet with the secret of how to transmute uranium into krypton and barium and bade them to conquer the world in his name. From this came weapons that quickly subjugated the other gods' forces, as well as means of steadily generating large amounts of electricity. The storm god darkened the sky in retaliation, but 1337megistus provided the people with technological and magical means of producing heat and light, until eventually the storm god broke the siege. From there 1337megistus poured himself into means of maintaining and administering his new empire, first creating a corps of messengers equipped with various experimental means of transport (includig some that were only half thought out and somewhat dangerous because they were devised on such short notice, like rocket boots (which he is now often depicted wearing)) and running wires to connect and power various communication and calculation devices. This has allowed innovation and culture to flourish explosively. The grid and the net are part of him now, and he a part of them, and in this form he active subverts anyone who would prevent information from being shared freely and promotes those spreading new technologies. He recently extended web connectivity into the underworld, allowing the living to chat with the dead.

In place of standard cult images many of the temples centermost to his military regime have live atomic bombs in place of cult images

Cusvor
"The Crow That Pecks Upon That Which Was Yet Is"; "The Double-Ghoul"
(Neutral Neutral)
Cusvor is an enormous semi-divine crow monster invoked as an apotropaic against the undead due to the fact that he feeds on the undead. He is also more abstractly a bringer of progress as he consumes "undead" concepts and traditions - ones that continue despite having outlived their purpose - as well.

The Great Cold Ones

The Great Cold Ones are primordial deities of frost and beer. They dwell in remote ice capped mountains. They are shaped like enormous steins, kegs, and barrels with rings of tentacles emanating from the tops and bottoms. Merely looking directly at one of them can cause one to become drunk.

Kleptocouatl

Kleptocouatl, the Sticky-Fingered Serpent, is a god of thieves. His domains are Chaos, Trickery, and Scalykind.

Time, the miller

Time is a miller. He grinds the days and months into hours and minutes digestible by mortals and his millstone is the cycle of the year. When the day drags on that's a bit that hasn't been ground down fully

Modified Decay Domain
1.) Doom
2.) Ray of Enfeeblement
3.) Contagion
4.) Miasma of Entropy (Spell Compendium)
5.) Memory Rot (Spell Compendium)
6.) Antilife Shell
7.) Withering Palm
8.) Horrid Wilting
9.) Energy Drain

Sight Domain
Granted Power: Add search and spot to list of class skills. Gain low-light vision (if character already has low-light vision, gain darkvision instead, and if they already have darkvision either increase its range by 15 feet or remove any racial drawback that would blind the character in sunlight)
1.) Low Light Vision (SC, CArc)
2.) Remove blindness
3.) Arcane Sight
4.) Arcane Eye
5.) True Seeing
6.) Visualize Auras (see below)
7.) Greater Scrying
8.) Greater Visualize Auras/Numinous Sight (See Below)
9.) Eye of Power (SC)
--
Visualize Auras

Divination
Level: Sight 6
Components: V, S,
Casting Time: 1 standard action
Range: Medium (self)
Duration: 10 min./ level (D)
Saving Throw: N/A
Spell Resistence: N/A

This spell works like a combination of the Detect Magic, Detect Undead, Discern Shapechanger (SC), and Deathwatch, as well as Detect Evil, Detect Chaos, Detect Good, and Detect Law; except that it works out to medium range, reveals auras instantly, doesn't require concentration, and covers the caster's full normal angle of vision.

It also allows you to Read Magic on a held item once per round.

It can see through anything that Detect Secret Doors can, but does not allow normal vision through these things, only the ability to see auras.

--
Greater Aura Visualization/Numinous Sight

Divination
Level: Sight 8
Components: V, S,
Casting Time: 1 standard action
Range: Medium (self)
Duration: 10 min./ level (D)
Saving Throw: N/A
Spell Resistence: N/A

Like Visualize Auras (see above) this spell works like a combination of the Detect Magic, Detect Undead, Discern Shapechanger (SC) and Deathwatch, as well as Detect Evil, Detect Chaos, Detect Good, Detect Law.

In addition to these, this spell adds the effects of Detect Scrying, Detect Secret Doors, Detect Snares and Pits, and See Invisibility

It also allows you to Read Magic once per round.

It also grants the caster a bonus to spot and search checks equal to half their caster level.

It works out to medium range, reveals auras instantly, doesn't require concentration, and covers the caster's full normal angle of vision.

If the caster does concentrate they can see through solid objects within 20 feet of them as per a Ring of X-Ray Vision

It can see other detectable things through anything that Detect Secret Doors can, but does not allow normal vision through these things except as noted above, only the ability to see auras.

Popularity Domain
Granted Power: Add Diplomacy (redundant for clerics) and gather information to class skills. Gain bonuses to these skills equal to divine spellcaster level divided by 5 (round up)

1.) Charm Person
2.) Eagle's Splendor
3.) Clothier's Closet (MoE) (or Glibness if you don;t have Magic of Eberron)
4.) Mass Charm Person (DR#312, RoD)
5.) Charm Monster
6.) Nixie's Grace (SC, DR314)
7.) Interplanar Telepathic Bond (SC)
8.) Mass Charm Monster
9.) Sympathy

Bansheexero
2019-11-29, 02:22 AM
Wow, that is a lot of information to work with. Thank you for it, though I may have to actually trim some of it back. Also, may have to rename (Pater Nosferatu is a bit peculiar, as it draws from Dispater (ruler of the second layer of Hell in mainstream D&D and is also the proper Latin name for Hades. As for Nosferatu, it is kind of odd seeing a god whose name is also a form of undead (makes more sense for deities with animal connections, but even then it doesn't always seem to work)).

A lot of the more minor gods seem unnecessary, or at least unnecessary to be actual gods (Mortal Heralds seem more appropriate given their specificity. Being more westernization and less animistic, it is hard for me to integrate such concepts into something more cogent)

I do have a few gods that I would probably posit into the pantheon, though looking for fresh ideas (which these are) can always help evolve it. Of my pantheon's foundation, I have Diasniir (listed as she is), Torrin (god of the Sun), Ranna (goddess of Mystery and Secrets), Szizzizzit (god of fire and consumption (he's a giant snake made out of fire, somewhat based on Apophis. His name is supposed to be an onomatopoeia of hissing and/or sizzling), Skagos (god of the ocean and marine life), and Frieren (goddess of Winter and Desolation). Trying to rebrand some other deities. Vornik is my current god of Dominance and Tyranny, though I'd probably like a different option, as he is a little peculiar with the mashup, so I may replace him. Thradis (god of tactics and warfare) needs a bit of work, as he is underpowered, but has the appeal of a more intellectual aspect of war (sort of an Athena rather than an Area). That's one of the reasons I have only put forth a few in this thread so that it would not stunt creativity, though I feel as if there should be some form of anchor in order to tie the gods together as a general theme. I feel like that is missing a bit.

Bohandas
2019-11-29, 02:58 AM
it is kind of odd seeing a god whose name is also a form of undead

The intended connotation was that he sucks the life out of the world when he is active.

Bansheexero
2019-11-29, 08:51 AM
The intended connotation was that he sucks the life out of the world when he is active.

Reminds me of a Superman villain, it is a sun eater brought to maturity, which looks akin to a vampire that eats suns.

Edit- Found it, his name is Starbreaker (https://dc.fandom.com/wiki/Starbreaker_(New_Earth))