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2014-02-13, 06:31 PM (ISO 8601)
- Join Date
- Dec 2010
- Location
- New York, New York
- Gender
Bottom-Up Pantheon & Setting Game
My Favorite thing on these Boards is participating in various God Games. I love thinking about Gods, their powers, personalities, limitations and most importantly their relationship with each other.
Most times pantheons are made on these boards are people coming up with the BIG MAIN GODS first. I want to do the reverse - I want to build a pantheon and thus the world from the smallest of Demi-Gods.
Basically the way this game works is that each poster posts a Deity including the following information
- Name (Something pronounceable please)
- Title (I like long Exalted style fancy titles, but up to you)
- Appearance (How does your god look?)
- Domains (*Check below for more information*)
- Personality (Describe the Gods habits, motives, disposition)
- Relationship with mortals (How do mortals, if they do, worship your god. Which mortals? Does he ask for sacrifices? What does he demand of his followers? Does he protect his followers or doesn't really care? Do you have organized religion? Is it more like shamanism? What do you preach? Etc)
- Parents (only list the names of the Parents)
- Sanctum (where do you live? Describe the specific location and which plane you live on)
The first god posted may only have 1 domain. Then each subsequent poster may elect to do
- Make a new God,
- who is the child of a named parent, with domains equal to 1 less of the parent with the lowest number of domains. (You may notice that gods with 1 domain can't be parents, think of them as gods who are not yet reached reproductive maturity)
- who is a child with no yet named parents, and with 1 domain
- or
- Make a Profile of one of the thus far named Parents. Parents have 1 more domain then their child.
For example:
I can start with a God of Lanterns (1 domain) and list his parents as God of Fire (2 Domains) and Goddess of Small Insects (2 Domains). The next poster can make a profile for the Goddess of Small Insects and list her parents as the God of Eastern Storms (3 Domains) and the Goddess of Canopies (3 Domains). The next poster can then make a god (god of lumber) who is the half brother of the God of Lanterns choosing his parents as the previously named Goddess of Canopies and the God of Fire. Since his weakest parent is the God of Fire, the God of Lumber has 1 Domain.
Additionally in this way we describe the setting. We will create planes and locations on those planes - we will create races and sub races and nations and organizations.
Have fun and don't be afraid to be referential. Someone makes a Sanctum on a new plane - make a god who's sanctum is also on that plane. Don't be afraid of stupidly complicated and incestuous family trees.
Have Fun!
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Thanks to the hard work of our members we now have a family chart (good to page 5) and a guide to reading the cahrt
SpoilerThe family tree.
- Pentreon: grey
- Tetreon: blue
- Treon: green
- Dreon: gold
- Monreon: red
- Unspecified: black
Dashed lines represent parentage in a sense other than "begotten", like Dokrastes crafting Malladar, Vakparellna discovering/adopting Papyra, Orilus spawning Thuxdatog, and Azmoros accidentally thinking Gure into being. Dotted lines represent birth from material: Orilus to Malladar and Irilvis, Cassabiel to Spring, Yemeth's debated link to Thuxdatog, and (I mistakenly made this dashed, not dotted) Tomenetras to Azmoros.
Here is a rough in the works history of our game.
Spoiler[/QUOTE]SpoilerAt the Dawn of Time...
SpoilerOrilus creates Dokrastes as an assistant.
Dokrastes' first creation is Idoun.
I don't think any other Pentreons (Elith'yern, Ix, Krythe, Myfe, Tomenetras) have been confirmed as Primordial Pentreons, but the possibility is there. Okarus is presumably active at this time, as Yemeth's beginnings have been laid at her feet. This requires that Maglor and Vianileth are also active.
Death Among the Primordials
SpoilerYemeth is killed many times, but always reforms from the pieces. When Orilus wastes away and dies, blame falls on Yemeth, perhaps because of the worm Thuxdatog that was found inside the dead god--born, perhaps, from a lost fragment of Yemeth.
Dokrastes forms Malladar (and, as an indirect by-product, Irilvis) from Orilus's remains. In the process, Thuxdatog emerges from the corpse, survives attempts to destroy it, and escapes.
As Dokrastes and Malladar together create Vakparellna, her children (AKA half the flippin' pantheon!) and their descendants date from after this event.
Additionally, as Dokrastes ascended from four to five domains upon Orilus's death, Jagyn's birth must date from after this event, or else he would not have four domains himself... unless perhaps he too went up in rank when his mother did?
Divinities at War
SpoilerCassabiel, Etrioc and Yuyevris are active at this time.
Cassabiel is slain. Yuyevris seems to bear some of the blame, though it isn't stated that she did the deed. Etrioc seems to have been an opponent of Cassabiel.
As Spring sprang from Cassabiel's spilt blood, the truce of the seasons must date from after this event.
The Madness of Thyxlaog
SpoilerJagyn, Galnarian, Ix'Obynxis, Karvak, Thasara and Yuyevris are all active at this time. So, of course, are Thyxlaog, Vakparellna, and Lerreline.
Lerreline is killed by his father, Thyxlaog. His half-eaten corpse collides with a fragment of Orilus's body and he rises to undeath.
Lerreline and Thasara had been lovers. Their child, Valhanthris, is weird enough to have been born after this event, but that seems unlikely given that Thasara tried to kill the reanimated Lerreline.
Malladar's Adultery
SpoilerAt this time, Skorghus and Malladar are wed and have a child, Celeberse.
Malladar has a child, Ellisprex, by Lerreline. (It is strongly implied that he/she was born after Lerreline's death and rising.)
Skorghus and Malladar divorce over the scandal.
Vronto woos Malladar to annoy Skorghus. The issue of their union is Gavrem. In response, Skorghus seduces Vronto's mother, Vakparellna, and Luchanoori is born as a result.
Surprisingly, A Happy Marriage
SpoilerMyrisol founds the divine city of Subriz, with aid from Karvak and Ix'Maerth (to whom he swore allegiance in order to secure assistance). The description of Subriz's site suggests that this happened after the truce of the seasons.
As part of Myrisol's fealty to Ix'Maerth, the Divine Royalty give him the hand in marriage of their ward, Smalin.
Rilari is the eldest child (or merely eldest daughter?) of Smalin and Myrisol. The twins Latha and Luthu are the youngest. Seredan and Lithus are middle children, in unspecified order.
Other Events
SpoilerTomenetras goes for a walk one day, cuts his foot, and bleeds out a new deity, Azmoros. Later, Azmoros "accidentally" creates Gure, Liluar, and others of their "generation" of Demon Gods, apparently simply by thinking too loudly.
Gure wins a game against Maglor, and her prize is that he gets a child on her: Vestryxis.
Tomenetras is dead, but once tried to come back via Ix'Teshal (as patroness of remembrance), possibly taking possession of her. Ix'Naranth managed to "snap her out of it", as he has done when others have tried the same trick.
Galnarian asks Jagyn and his son Karvak to create the first weapon: Zalnakx.
Galnarian attempts to kill and usurp his father, Idourn. Yuyevris blinds him with light, foiling his attempt. The Milky Way is the scar of the injury that Idourn received.
Idourn negotiates a truce between the seasons, granting them each dominion for a quarter of the year.
Zokaheesi bites off Yuyevris's legs. Yuyevris decapitates Zokaheesi's tenth head. This may or may not be connected to the Battle of Fallen Stars. Karvak forges Yuyevris a new pair of legs.
Karvak calls in a favour that he's owed, receiving assistance in creating the dwarves. It may be that this favour was the piece of the sun that Yuyevris gave him, since he's said to have never called in any other favour; or maybe that was not considered a "favour", but merely a fair exchange for the legs he gave her.
Myfe and Krythe, each never having been with a man, have a child, Smalin. Myfe is later involved in some manner of custody dispute (against Krythe? who knows?) and loses; Smalin becomes a ward of the Divine Royalty.
Myrisol and Skorghus are half-brothers by the same mother, Vereshalia. They are described as "womb-sharers", which may indicate that they were twins (by different fathers--hey, the Greeks did it too!), or may simply be a poetic way of emphasising that their relationship is via their mother.
Kiarare rapes Ix'Belfia, and is killed by Ix'Killas. Ix'Belfia conceives a child -- Eridel -- and though she tries to abort the pregnancy, he wasn't just born lucky, he was lucky in the womb and survives.
Federatisto is loyal to, and trusted by, Ix'Killas. No-one knows why.
Galnarian (wielding Zalnakx) and Vronto fight, more or less just for the fun of it. Zalnakx brushes against a papyrus reed, releasing Papyra, who is promptly adopted by Vakparellna.
Marzarok is Galnarian's youngest (divine) son.
King Ausreks of Lyca is raised to divinity on Thasara's sponsorship. So is his contemporary, Jidzi Al'Betta, on sponsorship from Laeyrd, Noram and Seredan. This is an unusual event, since mortals usually only ascend at a rate of one per millennium.
"Within the last generation", Lybretta was born.
List of unwritten deities has been updated, and arranged based on number of domains.
Spoiler
- Orilus
- 5 Domains
- Deceased
- Parent of Doskrates; involved in creation of Malladar; was Thuxdatog's host.
- Primordial Pentreon
- Tomenetras
- 5 Domains
- Primordial Pentreon
- Parent of Jagyn (with Doskrates) and creator of Azmoros
- Deceased
- Myfe
- 5 domains
- Mother of Noram (with Isoldril) and Smalin (with Krythe)
- Krythe
- 5 domains
- Parent of Thyxlaog (with Elith'yern) and Ilymar (with Galnarion)
- Elims
- 5 domains
- Primordial Pentreon
- Sponsored Yitus
- Ix
- 5 Domains
- Primordial Pentreon
- Head of the Divine Royalty
- Saliol
- 4 or more domains
- Parent of Laeyrd (with Recisoldex) and Asio (with Sarasa)
- Maglor
- 4 or more domains
- Parent of Vestryxis (with Gure), Okarus (with Vianileth) and Ardiasd (with Ulumie)
- Vianileth
- 4 or more domains
- Parent of Okarus (with Maglor)
- Papilsi
- 4 or more domains
- Parent of Federatisto (with Fisylaka)
- Fisylaka
- 4 or more domains
- Parent of Federatisto (with Papilsi)
- Sarasa
- 4 or more domains
- Parent of Ankorial (with Cassabiel) and Asio (with Saliol)
- Ulumie
- 4 or more domains
- Parent of Ardiasd (with Maglor)
- Eithiana
- 4 domains
- Parent of Yuyevris (with Thyxlaog) and Thasara (with Federatisto)
- Ix'Naranth
- 4 domains
- Parent of Ix'Killas and Ix'Belfia (with Ix'Teshal)
- Member of the Divine Royalty
- Miuar
- 3 or more domains
- Parent of Recisoldex (with Yuyevris)
- Vereshalia
- 3 or more domains
- Mother of Skorghus (with Idourn)
- Etrioc
- 3 or more domains
- Fought at battle of Fallen Stars (against Cassabiel)
- Father of Amulird and Aanulyynn (both with Vakparellna)
- Ix'Belfia
- 3 domains
- Parent of Ix'Obynxis and Ix'Jilan (with Ix'Killas) and Eridel (with Kiarare)
- Member of the Divine Royalty
- Liluar
- 3 domains
- Mother of Nilunea, Dallakar and Venilach (with Vestryxis)
- Daughter of Azmoros
- Demon God
- Cassabiel
- 2 domains
- Deceased
- Killed at the Battle of Fallen Stars (fighting against Etrioc and Yuyevris)
- Parent of Ankorial (with Sarasa)
- Dallakar
- 1 domain
- Brother of Nilunea and Venilach; son of Liluar and Vestryxis
- Demon God
- Venlich
- 1 domain
- Brother of Nilunea and Dallakar; son of Liluar and Vestryxis
- Demon God
- Lithus
- 1 Domain (lovemaking)
- Had child with Ix'Maerth, which was killed by Ix'Jilan
- Daughter of Smalin and Myrisol
- Esu, The Lord of Secrets
- 1 domain
- Child of Ordog
- Djavulen, Maiden of the Dark
- 1 Domain
- Child of Ordog
- Ibliisku, Lord of Lies
-1 domain
-Child of Ordog
- Mualth
- Any domains
- has human worshipers
- Vioad
- Any domains
- Sponsored Yitus
- Oleadaf
- Any domains
- Sponsored Yitus
- Miae
- Any Domains
- Sponsored Yitus
- Valeth
- Fewer than 5 domains
- Deceased
- God of Flowers
Here is a quick guide to the cosmology we have developed.
SpoilerAlumaria - The Realm of Light and Shade
SpoilerAlumaria is an inverse of Teraste (or perhaps Teraste an inverse of Alumaria); a hollow sphere with its sun floating in the central sky.
To most mortals who see it, it is a world of mountains, peaked and table-topped, rising like islands out of a sea of thick grey mist, where the ever-present sun is only obscured by the frequent heavy rains, which flow periodically an untouched by the seasons that characterise Teraste and Wybirne. The civilised peoples of Alumaria, most notably the Ixith, build their civilisations on these sun-drenched slopes; farms and orchards sprawl across entire plateaus, to feed the populations of the alpine cities that dot the mountain tops. Other slopes play host to quarries and mining complexes, or are covered with carefully managed pine forests and meadows, while alpine lakes and rivers are fished, or used to feed aqueducts. On most of the taller ranges it is possible to walk from one peak to another without ever coming hitting the fog-belt, while the more distant slopes are linked by the great rotating Sky Bridges, designed by the Divine Royalty - who's Citadel towers over even the other mountains. The sky bridges themselves are considered sacred, to the point where even in times of war between nation no violence is to be committed to them or upon them.
To most observers from other planes, Alumaria seems a triumphant monument to the glory and power of civilisation. Which it is, provided one never steps below the fog-belt.
For under the thick blanket of the night-mists is another land entirely. The most remote, untouched wilderness regions of Teraste look like topiary gardens next to the twilit valleys of Alumaria. Vast forests and jungles cover almost everything, and the deeper one goes the larger and more strange the plantlife becomes, an effect only enhanced by the sheets of luminescent fungi growing on trunks so wide even walking around them would take hours. In the more water-logged valleys these rainforests give way to swamps, while the valleys that see the heaviest rainfall of all are swallowed by rivers and lakes the size of small seas. The wildlife is, if anything, even worse. Hunting excursions into the valleys are effectively short of military operations and even then are seldom likely to succeed. According to Ixith folklore, the dragons of Teraste were originally from the valleys but fled the plane at the first opportunity to save themselves from the forests and its inhabitants.
The excursions are not exclusively one-way, however. Periodically, monsters will range up the slopes in some cases with enough regularity that some regions maintain permanent armed garrisons near the fog-belt. In extreme cases these incursions from the valleys start to resemble outright invasions - the dreaded 'Green Tides', so named due to the presence of some of the more aggressive plant-life such as the Shrike Vines. The most common invaders however tend to be smaller, mostly insects but also some smaller mammals, which primarily attack crops and spread disease and are a constant source of frustration to farming communities on the lower slopes.
Non-divine Inhabitants:
The Ixith
The Astral Plane - The Realm of the Gods
SpoilerThe Astral Plane is barely a plane at all, at least in comparison to the other regions. It is primarily a grey void, with no real physical body nor much gravity, lit by the faint silvery glow of the mists that fill it. Most mortals struggle to navigate it at all, although very few visit it without divine invitation. For within this void drift the various sanctums of the gods. Each is effectively a miniature plane unto itself, albeit one with clearly defined limits and boundaries. The exact size and nature of each demi-plane varies according to whatever its creator wished to put in it at the time, and will persist as such until a deity decides to remove it. According to legend there exist some forgotten demi-planes that have been untouched for centuries - and even some persistent stories of regions that even the gods themselves have not visited, although whatever could have formed them is unclear.
Generally though, most of these demi-planes are fairly well-known and locatable - at least to the gods. Getting into one without it's owner's permission however may prove more difficult. The most famous of these demi-planes, although off-limits to all non-gods, is the divine Meeting Hall which serves as the closest thing to a seat of government the deities possess.
Non-divine Inhabitants: none native
Mezzethera - The Realm of Dreams
SpoilerMezzethera, the ocean of dreams, has both the most and least mortal visitors of the planes. When dreaming, all mortal minds drift within the plane's infinite depths, the shadowy dream-waters and submerged pieces of flow-stone shaping themselves around the dreamer as required, then fading back into formlessness once the dreamer awakens and the dream-self vanishes. Of course, such dreamers cannot really navigate the plane - most seldom realise they are even in it to begin with - and are at the mercy of the currents. To actually exert control the individual must undertake dream-walking, a difficult trance-like technique where the conscious mind is projected into the dream-self. While this does allow for purposeful navigation of the plane - including entering the dreams of others - it carries with it far more risks. While a normal dreamer may find themselves in the sea of nightmares, or have their dreams invaded by an inquisitive demon, at the end it is still just a dream, from which they will awaken physically unharmed. A dream-walker however must awaken by force of will and if their dream-self becomes trapped this is impossible. In extreme cases a demon may capture the dream-self, then us it as a conduit back into the mortal's body at which point the unfortunate individual will find themselves possessed. Dream-walking also poses one limitation: a dream-walker still cannot break the surface of Mezzathera under their own power. That requires entering Mezzathera physically, something very few mortals attempt.
Those that succeed, however, find themselves in a world of vast drifting beaches and banks of grey-white sand, the largest of which seperate the main ocean from it's subsidiary seas (the Sea of Nightmares and the Sea of Fantasies) and the vortex of the Great Mealstrom. The rest of ocean is dotted with traveling islands of the always changing flow-stone, most notably the great The Flowstone Keep, and large bergs of prismatic dream-ice. Although Mezzethera is, apparently, flat long range visibility is difficult due to the the haze of dream-water vapour that permeates the air. The sky, such as it is, is filled with stars of all visible (and most invisible) colours.
Such a view comes at a price however, as Mezzethera is deceptively lethal. While dream-water will turn into food or drink simply by willing it, this is still an illusion and without proper sustenance starvation and dehydration are inevitable. This is a particular risk for any visitor who falls into the ocean and is unable to escape, which is always a possibility given the inherent instability of flow-stone and dream-ice. The other danger comes from the demons.
It is not so much that demons are naturally malevolent - although some of them do a good job of acting like it. Most of the demon societies and settlements that dot the various islands of Mezzethera are not particularly hostile to outsiders. Demons are, however, quite volatile creatures of pure emotion and prone to outbursts, usually of whichever emotion they most identify with. They are also, at the core, made from largely the same substance as their plane - and can regenerate from most physical injuries simply by submerging themselves in the ocean for a time. Even in cases where a demon 'dies' their essence simply returns to the waters to be reborn again in a new body at a later date. As a result, as far as demons are concerned, violence - even warfare - is of little long-term consequence and therefore they have far fewer reservations about resorting to it - some even treat violent conflict as a sport or game. Unsurprisingly, demon societies tend to be rather chaotic affairs and it is all-too possible for a mortal to end-up killed. And dying in the dream-realm poses it's own unique set of problems - for no one truly dies in dreams, so there is no direct connection between Mezzathera and Subere and therefore nowhere for a deceased soul to go. Instead the soul, and by extension the mind, remain stuck on the plane, usually trapped, conscious but unable to act, within the corpse indefinitely unless something manages to extract. Should the body fall into the ocean, the dream-water will attempt to reform it but this is seldom a clean or exact process - most mortals being utterly unprepared for the demands of having aspects of a physical form that are dependent on their own will for their shape. Even in cases where this happens, there is nothing to stop the unlucky mortal from dieing again, and again, and again. Unless they somehow manage to find their way through one of the still-standing ice gates that connect the surface of the Mezzethera to one of the other planes.
Non-divine Inhabitants: Demons
Subere - The Realm of Death
SpoilerEventually, all will see Subere, as the saying goes. The most people arriving at the plane of death via the normal means see are the titanic gates of The Dragon's keep, through which the angel that collected their should shall escort them to be judged by Zokaheesi.
Those who visit Subere while still alive tend to get more of a complete view, in as much as Subere's downward sloping apparent wedge shape allows for a complete view. The first thing that hits anyone visiting the plain is the silence. There is very little wind, no visible running water, no conventionally living animals. Only the sound of their own footsteps across the ash covered ground. This is further enforced by the perpetual dusk the covers the land, the sky being permanently covered in a swirling mass of dark cloud. Subere is far from featureless however. Extending down from the sky is a vast spinning funnel of cloud, the Storm of Shadows, the lower edge obscured by slow clouds of dust blown upwards by its passing. Empty riverbeds and canyons cut across the gently sloping earth, some running through a vast forest of dead trees - and echo of all forests destroyed on other planes. Clusters of ruined building dot the landscape, calling to mind various lost cities and fortifications throughout history. The slope flattens out at the Blackglass Desert, the dunes of powdered obsidian from which rise the colossal spires of the Dragon's Keep. Beyond the desert, dwarfing even the keep,to the point where from a distance they seem to be part of the sky, are the Cliffs of Entropy. It is towards these that the souls which survive Zokaheesi's judgement, those unclaimed by any god, will make their way. Before finally stepping into one of the openings at the cliffs' base, and passing to whatever afterlife awaits them.
Non-divine Inhabitants: Angels
Teraste - The Realm of Mortals
SpoilerTeraste, the home of the mortal races, is a spherical planet dominated by it's four continents and numerous oceans - lit by Yuyevris' sun and under Idourn's sky. Teraste has seen worth to all many of wars and conflicts, loves and sacrifices, inventions and creations, heroism and villainy throughout the history of its many peoples and holds a special fascination for a lot of gods. Up until a few centuries ago, most of it's cultures were dominated by a large draconic empire. However, with the madness and imprisonment of their god Thyxlaog, the dragons began to decline. The final blow to the dragon empire came when the now legendary smith Eilsta perfected the technique of forging wootz steel, allowing the mortal races to craft weapons strong enough to pierce dragon-scale.
Non-divine Inhabitants: Dragons, Dwarves, Elves, Humans, Ilithens, Lizardfolk, Merfolk, Orcs
Wybirne - The Realm of Seasons
Spoiler
Wybirne is a flat disc of a plane, rising slightly towards the centre. The plane is divided into four equal sections radiating outwards from the central point, each dedicated to one of the four seasons. The region of Winter is a land of long nights and short days, lit only by the smaller of Wybirne's two suns. Geographically it is flanked by mountains covered in pine forests, giving way to tundra and at its heart the great frozen sea. Clockwise from winter is the land of spring, a land of heavy showers and bright sunlight, flower-filled meadows and young forests. Summer is hot land, lit fully by both suns, characterised by it's huge expenses of plains and steppe grasslands, much of which has been given over the the farms of it's inhabitants. Finally are the lands of autumn, a country of wind-blown hills, downs and orchards.
Throughout these lands drifts Mount Halcyon, a heavily forested crag that slowly meanders its way from season-to-season. At the centre of Wybirne, where all seasons mingle, stands the city of Subriz, home of Myrisol and his family as well as some of the most diverse markets to be found anywhere in the planes.
Non-divine Inhabitants: tbdLast edited by mystic1110; 2014-04-14 at 08:03 AM.
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2014-02-13, 06:54 PM (ISO 8601)
- Join Date
- Dec 2010
- Location
- New York, New York
- Gender
Re: Bottom-Up Pantheon & Setting Game
I'll start us off
Name: Noram, the Night Prince of Revelry
Appearance: Noram appears as a Satyr draped in grape vines. The feature that distinguished him as a god are that his iris' resemble the night sky. You can see constellation and falling stars in his eyes.
Domains: Noram's domain is Drinking.
Personality: As the God of nightly parties and gatherings, many would think that Noram is as lascivious as his followers. Most people assume that he is off attending an orgy at any time of day. Yet he is not. Noram is uncomfortably introspective - he is not a god that encourages drinking or dancing, but instead creates it - he does not want to be defined by his domain. Those who wish to talk to him, can often find him in the middle of a large and loud gathering, quietly reading a book and keeping to himself. Most revelers don't even notice him as they toast his name and spill wine on his notes.
Relationship with mortals: As above, parties form around him - but he does not participate in them. Mortals worship him and toast him, but they don't interact with him and he doesn't with to, nor does he want to correct them. He simply wants to be left alone, his domain neither a curse or a gift but merely just a part of who he is. Mortals on the other hand picture him as ladies man and a party animal.
Parents: Norams Parents are Isoldril and Myfe
Sanctum: Noram is a wanderer and has no set sanctum, he merely walks around the planes and parties form when he settles down to read a book.Last edited by mystic1110; 2014-02-13 at 06:55 PM.
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2014-02-13, 06:58 PM (ISO 8601)
- Join Date
- Aug 2013
- Location
- Saint Louis
- Gender
Re: Bottom-Up Pantheon & Setting Game
Lybretta
Title: Goddess of Orphans (and Other Parentless Children)
Appearance: Lybretta is always portrayed as an adolescent female with short hair, even though she lived as a mortal well into her sixties, she always maintained a youthful appearance. She has dark hair and light eyes and is dressed as a beggar.
Domain: Her sole domain is Orphans.
Personality: Lybretta is concerned about the well-beings of children without parents offering solace to those orphans who perish, guiding them to their planar destination. She encourages protection and survival through any means necessary.
Relationships with Mortals: Lybretta has very few worshippers, having just ascended to divine status within the last generation. As a mortal, she advised all people to accept orphans and other parentless children as full members of society and to give alms. To orphans she advised them to survive - she understands that some will resort to stealing or murder and that it is only what society has forced them to do.
Parents: Her father is Skorghus, (two domains), and her mother was a mortal warrior who died during childbirth. She disdains her father and is plotting to eliminate him and take his place and sponsor both his principality and hers.
Sanctum: Lybretta resides in the Astral plane so she can easily provide hospitality and guidance to orphans on their way to their final planar destination.Last edited by FallenGeek; 2014-02-17 at 10:15 AM.
Pokemon I have bred (4-5 IV):
Brave Chespins - some marked Speeds are 31 others are 0. A good deal are Bulletproof.
Sassy Slowpokes - most are Regen
Quiet Skrelp
Assorted Mienfoo & Meditite some w/Fake Out (no HA)
Relaxed Wish Eevee
Naive Elekid w/Ice Punch
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2014-02-13, 10:47 PM (ISO 8601)
- Join Date
- Apr 2011
- Location
- Plane of Science
- Gender
Re: Bottom-Up Pantheon & Setting Game
Name: Seredan, the goddess of songs
Appearance: She is always portrayed as a woman of indeterminate age and humanoid species, and carries an instrument, which varies from drawing to drawing. Her hair is blonde, and she wears a white dress.
Domain: Her domain is songs
Personality: Seredan spends much of her time, like her sisters, searching the mortal worlds for great music. When she hears such a piece, she focuses on it, giving rewards to the composer and those who perform it. Spurn her, and you shall never be able to enjoy songs again. She gets bored easily, and will leave without warning for a new venue.
Relationships with mortals: She has few true adherents, mostly among the bards, but her faithful tend to have met her personally, and thus are rather fervent in their belief.
Parents: Smalin and Myrisol
Sanctum She lives on her Father's plane along with her sisters, each competing to have the most relevant type of art. It is from there she scrys the mortal world for music
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2014-02-13, 11:05 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Earth?
- Gender
Re: Bottom-Up Pantheon & Setting Game
Name: Ellisprex, The Faceless Child; The Masked Vandal
Appearance: Ellisprex is usually portrayed as a rather slight woman (sometimes a young man) dressed in rags and wearing a grinning mask. Whether this is actually the god's form however is impossible to tell, as Ellisprex is capable of adopting almost any mortal form (male or female) as desired and seldom remains in any one for very long. The only real identifying features the god has are a soft, musical laugh - and the general increase in unfortunate events Ellisprex's presence usually brings.
Domains: Misfortune
Personality: Ellisprex is a mischievous individual with a mordant sense of humour, who finds great amusement in seeing plans fail - especially if said failure is brought about by a disproportionately minor event. Although not particularly, Ellisprex has a cynical, bordering on nihilistic, view of life and holds most other of the deities in low regard (with two significant exceptions).
Relationship with mortals: Unsurprisingly, Ellisprex is not particularly popular amongst mortals and has no real temples (save for the shrine in the Hall of Divinites in Tressfall). Despite this, prayers and offerings to Ellisprex are fairly common, either in the hopes of keeping her away or asking him to afflict one's enemies - although both of these have been known to backfire. The closest people to actual worshippers the gods has are usually found amongst those with nothing much to lose, chiefly vagabonds - who generally take any edible offerings people may have left for Ellisprex outside their doors or windows (a practice the god actually encourages when travelling amongst them).
Ellisprex on the other hand enjoys the company of mortals, who serve as both audience and targets for most of the god's acts.
Parents: Ellisprex is the illegitimate child of Lerreline and Malladar. According to legend, Lerreline removed Ellisprex's face and other distinguishing features to try and hide the child's identity.
Sanctum: Ellisprex has no sanctum, and instead wanders the mortal realms, usually in the company of unsuspecting travellers.Last edited by Mx.Silver; 2014-02-14 at 09:17 AM.
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2014-02-14, 09:26 AM (ISO 8601)
- Join Date
- Dec 2010
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- New York, New York
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Re: Bottom-Up Pantheon & Setting Game
Name: Celeberse, Patron of Lawyers and Accountants
Appearance: Celeberse appears as a female elf dressed in a shale dress. Always holding a book, she walks around with a straight back and her nose turned upwards. She makes you aware of her divinity however, by the constant sense of superiority she exudes. Around her men feel inadequate and women feel worthless.
Domains: Celeberse's domain is Inheritance
Personality: Celeberse is the half sister of both Lybretta and Ellisprex, although she doesn't know either of them personally. Unlike her half siblings, she was not born from a tryst with a mortal, or an illegemate love between two gods. No she was born through an arranged and properly sanctioned birth between Skorghus and Malladar. As such Celeberse has a distinct sense of ownership and knowledge of her path in life - and that path is her parents' death and what must be due to her. As such she is a very calculating and maniacal. While not a powerful god, she is among one of the most conniving and many other gods far above her request her services in coming up with plans. As such, among the God she is a known information trader.
Relationship with mortals: Celeberse is the Goddess of Lawyers and Accountants. The Law School of the elvish capital Elimlium is dedicated in her honor. In fact most lawyers are elves due to the fact that Celeberse is considered an elvish god in particular. Elvish society at large doesn't worship her however, only paying heed when one of their number is about to die - prayers to Celeberse are invoked when matters of estates and trusts are being discussed. In turn Celeberse provides inspiration to Lawyers and Accountants, helping them with particularly complex contract clauses - she takes her duties as their god very seriously. However, interacting with mortals is simply an occupation for her and her true actions revolve around secretly arranging for her parents demise.
Parents: Celeberse Parents are Skorghus and Malladar
Sanctum: Celeberse's sanctum is a library floating endlessly though the astral plane. The Library itself holds every legal text ever written. Laws concerning men and gods exist within, as well as every written contract.
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2014-02-14, 12:01 PM (ISO 8601)
- Join Date
- Nov 2013
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Re: Bottom-Up Pantheon & Setting Game
Name: Caseus, The lord who improves with age, Fun Gus, (half-brother of Noram)
Appearance: Caseus is a fat man dressed in filthy tattered clothing. An awful reek emanates from his person and mushrooms grow from beneath his folds.
Domains: Fermentation
Personality: Caseus is a friendly god, those lucky few to meet him in person are met with warm words and manly bear hugs. After being embraced by the god the individual is forever blessed with his lingering aroma. Caseus sees proper fermentation of foods as the highest art and one that always has room for improvement. Mortals that share his passion and diligence will often find new and exciting fungi in their batches.
Relationship with mortals: Caseus is a patron of brewers and cheese makers. He is credited with teaching mortals the arts of fermentation, thus allowing civilized folk access to clean drink and food that does not readily spoil. It is said that he taught mortals how to ferment soybeans, milk, grain, and fruit. He is credited with the creation of vinegar, pickling, and preserves. It is even taught among his devotees that cheese that has gone bad can be made clean to eat again by feeding it to maggots (casu marzu). He teaches the proper identification and use of mushrooms, for consumption, medicinal and poisonous effects.
Parents: Isoldril and Mycosa, mystress of toxic plants (two domains)
Sanctum: Sellador, The dank kingdom. The subterranean realm of Sellador is comfortably cool network of caverns. Hundreds of passages connect to thousands of shelf filled chambers. Each shelf is filled with countless experiments of the lord of fermentation. Every sort of beer, wine, cheese, pickle, ect imaginable can be found her, as can a few yet to be imagined by mortal minds. It is here that the god happily toils to no end, always creating, always waiting, always happy, always ready to share his creations with the world.Last edited by Balyano; 2014-02-14 at 12:05 PM.
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2014-02-14, 01:18 PM (ISO 8601)
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- Feb 2008
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- Earth?
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Re: Bottom-Up Pantheon & Setting Game
I think I'll take this up a level for a bit, if no one minds.
Name: Skorghus, The Crane Lord; The Feathered Seer.
Appearance: Skorghus appears as a tall, thin, pale-skinned humanoid, with the eyes of an eagle. His short grey-black 'hair' is in fact a layer of downy feathers, and two large feathered wings of the same colour grow from his shoulders. When travelling he tends to adopt the form of a bird, most notable a that of a giant black crane.
Domains: Avians and Foresight
Personality: Skorghus is haughty, proud, fickle and something of a womaniser. While he is capable of being quite charming when he puts his mind to it - as well as being a good source of gossip - he seldom retains interest in any individual person for long, aside from his birds of whom he is very protective. Formally wedded to Malladar, their relationship ended quite abruptly following Ellisprex's birth, although he seems to have resented Malladar's attempt to deceive him over the child far more than he did her infidelity.
Skorghus sees much of what goes in the plains, and he is usually among the first to notice events. He is also very talented at spotting things before they happen, which makes him very hard to deceive and is a great irritation to his daughters, Celebrese and Lybretta.
Relationship with mortals: Skorghus is primarily worshipped by those whose lives revolve around birds - such as the Sky Tribes of the Day's Edge mountains, or the Roc Knights of Nemida. Many hunters will also offer up a prayer to him, should they kill many birds. His knowledge and sight also make him a popular deity amongst augurs and soothsayers. His romantic exploits are also a common subject of tales, although these are generally not the most pious sort of stories.
With the exception of the Temple of Guiding Wings in Nemida, he has few major temples, although smaller shrines to him are not uncommon in rural regions. Skorghus is also a very significant deity to harpies, who refer to him as The Grand Uncle.
Parents: Idourn and Vereshalia.
Sanctum: The Watchful Spire, three towering pillars that float near the boundaries of the astral plane, surrounded by clouds of passing birds. The bulk of their interior is taken-up of elaborate aviaries, with the upper rooms serving as observatories from where Skorghus views the other plains, searching for sights of interest (or a particularly eye-catching maiden).
BTW, I'm rather liking how this is going so far - has a nice messy, organic feel to it, rather like the real-world classical pantheons).
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2014-02-14, 01:49 PM (ISO 8601)
- Join Date
- Dec 2010
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- New York, New York
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Re: Bottom-Up Pantheon & Setting Game
Glad you like it, I'm enjoying this immensely as well. I'm keeping a chart going in the OP whenever I tune in - but I'm excited for someone to take up the challenge of making a relationship tree when he hit page 4 .
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Name: Valhanthris, Siren of either Surface.
Appearance: Valhanthris appears as a beautiful women half submerged in the ocean. Her other half is a beautiful mermaid half emerged into the sky. Either side of her lures men and merman alike into her arms, which she uses to drown or either wise kill them.
Domains: Her domain is Loneliness
Personality: Valhanthris is a misshapen goddess abandoned by her father and forced to live in between two worlds. She is angry, depressed, and hides it in a shell of callousness and sociopathy.
Relationship with mortals: Valhanthris is the Patron God of Sirens. Actually most mortal races don't believe in Sirens and just assume that each sighting of a Siren is Valhanthris herself. The same goes for the aquatic races like the merfolk - Valhanthris lures them up to the surface where she uses her power to take away their gills and fins and watches them drown since they can't swim with feet. Mortals of both sides of the surface, talk of Valhanthris as a myth and a fable, and don't actually pray to her. They use her name as a curse - especially among sailors ("Go **** Valhanthris"). Valhanthris herself is a sad creature. Born with two upper bodies, her father Lerreline shunned her and cast her from his realm in the Astral Plane. Valhanthris, forsaken and doomed to live half way between sea and sky for all eternity takes out her frustration on mortal men who are foolish enough to listen to her songs. Outside the Sirens, she has no care for mortal life. However in her loneliness she still did manage to form a relationship with Seredan, who taught her how to sing the songs she now uses to bewitch men.
Parents: Lerreline and Thasara
Sanctum: Valhanthris has no Sanctum, she just travels where the currents of the material realm take her, as she cannot live in the ocean nor outside it and must exist in between at all times.Last edited by mystic1110; 2014-02-14 at 02:00 PM.
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2014-02-14, 02:26 PM (ISO 8601)
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- Nov 2013
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Re: Bottom-Up Pantheon & Setting Game
Name: Vronto the Storm Stallion
Appearance: Vronto is living mass of writhing air currents. These swirling winds, and anything caught up in them, form into the shape of an enormous equine. Vronto himself is invisible but his form can be viewed by dust and debris swept up in his body.
Domains: Tornados and Horses
Personality: Vronto is a god that acts now and thinks never. Forthought is for those without the strength or will to achieve what they want. He acts on his whims and instantly adapts to any situation. He acts without regard for consequences and never regrets his actions, even his failures, after all, if he wasn't strong enough to win he didn't deserve it to begin with. He is an aggressive god who always seeks to compete and one up all others in any sort of physical exertion. He feels that everything is a competition, and he refuses to be outdone. If you can lift a large rock he will lift a boulder, if you seduce a barmaid he will bed ten of them, if you can drink a keg he will leave the town without a drop of alcohol. He never shies from a fight, and if it seems a peaceful solution is approaching he will make sure a fight starts before it can be implemented.
The Storm Stallion is cursed by mortals when his rampages collapse houses, destroy crops, and uproot trees. But when courage and strength are needed his name is often on their lips, for he also lends his ferocious strength to those who share his drive. Whether it is for physical competition or a fight to the death, Vronto will gladly fill a young heart with his unyielding fury and drive those he favors to exceed what they believed were their limits. He is likewise invoked by many horse trainers who believe that to break the animal is a contest of will and dominance.
Parents: Vronto is the son of Idourn and the Divine Ogress Vakparellna. As such he is half brother of Skorghus, the two despise each other and Vronto wont let the wounds between the two heal, at least once a year he dedicates time to harassing his brother.
Sanctum: Where ever the wind blows he is there. The Storm Stallion holds no permanent home, for a free spirit can not be contained and confined to one place. He instead prefers to range about the open skies of the world, though it has been noticed that he favors open plains.Last edited by Balyano; 2014-02-14 at 02:28 PM.
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2014-02-14, 05:44 PM (ISO 8601)
- Join Date
- Aug 2013
- Location
- Saint Louis
- Gender
Re: Bottom-Up Pantheon & Setting Game
Name: Isoldril, the Prince of Gourds, Host of the Harvest, the King of the Kitchen.
Appearance: Isoldril's long hair has patterns of leaves in color of autumn - red, yellow, orange. He is a tall, muscular man with a full beard strewn with chestnuts, hops, and elderberries. He is most often depicted wearing a worker's apron stuffed with fruits and tubers and covered in sauces.
Domains: The Harvest & Hospitality
Personality: Isoldril works hard and plays hard. Isoldril works the entire morning in his fields and the afternoon in his kitchen. But his nightly feasts are known throughout all the realms - not only is the meal exquisitely prepared but all of the children of Myrisol present their daily creations in turn at this party. Isoldril is an excellent host always making sure all of his guests have enough to eat and are engaged in lively conversation.
Relationship with mortals: Isoldril is favored by farmers and innkeepers, but travelers of all stripes offer prayers before approaching strangers for hospitality. He has no temples but has shrines across the lands. His most important teaching is to always share good fortune with the weary.
He empowers his blessed clergy to wander the land and assist in harvest and to speed those harvest to famine-and-drought-ridden lands. Most common mortals adore Isoldril, however, fey and many tribes of Elves (especially those living in the Untamed Woods of Gwarniva) oppose Isoldril and his call to agriculture, even though there are arguments if Isoldril is truly the god that taught mortals agriculture and the sowing of seeds. His second most important teaching (though some of his followers believe this is the most important) is to collect the harvest as soon as able and to work readily to complete the task.
Isoldril's third most important teaching is to always save some of the harvest to last through winter.
Relationships with other Gods: Isoldril is well-liked by his fellow deities as all are well treated at his table. His favorite and first child is Caseus for prolonging the bounty of the harvest throughout the harsh winter. He has never married but has extended his hospitality from his table to his bed for many a god or goddess.
Parents: His mother - Zokaheesi and father - Jagyn
Sanctum: Isoldril lives in the eternal autumn area of Wybirne tending to his ever-ripe harvest and preparing Henaxia, the nightly feast of the Gods and the meal that all deceased mortals partake of before they depart to their spiritual resting place.Pokemon I have bred (4-5 IV):
Brave Chespins - some marked Speeds are 31 others are 0. A good deal are Bulletproof.
Sassy Slowpokes - most are Regen
Quiet Skrelp
Assorted Mienfoo & Meditite some w/Fake Out (no HA)
Relaxed Wish Eevee
Naive Elekid w/Ice Punch
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2014-02-15, 01:44 AM (ISO 8601)
- Join Date
- Jul 2012
- Location
- USA
- Gender
Re: Bottom-Up Pantheon & Setting Game
Zokaheesi, Judge of the Dead
Appearance: Zokaheesi takes the form of a ten necked, nine-headed albino dragon covered in menacing spikes with solid, jet black eyes. Each head looks different to all that look upon her and the only thing that is ever agreed upon is the fact that one neck was severed at half the length of the remaining nine.
Domains: Death, Justice, and Duty
Personality: Zokaheesi is cold, apathetic, and utterly devoted to her duty. She cares not what pleas or requests are made of her, and so repeated attempts to sway her opinion or just one attempt to escape death result in her devouring the soul in question. With every soul that she devours, a single scale is restored to her severed neck and eventually she will have enough to restore her lost head.
Relationship with Mortals: Zokaheesi only ever interacts with mortals once they arrive in her realm. She chooses where the final resting place for each mortal soul after their death. What the criteria for the destination of the souls of the dead are, only she knows. She examines nine souls at a time, before the shades in her service take them to their final destination.
Relationships with Other Gods: With three exceptions (her father Jagyn, her son Isoldril, and her "mother" Thyxlaog) Zokaheesi does not interact with the other gods. Her duties keep her busy for eternity, and taking one head away from judging the dead for more than just two minutes results in a backlog that she finds unacceptable.
Parents: Thyxlaog ("mother", in the sense that Loki was Hel, Fenris, and Jormungandr's mother) and Jagyn (father)
Sanctum: The Dragon's Keep, at the center of the Blackglass Desert in the plane of Subere. Conquered by Zokaheesi before recorded time, this fortress is larger than anything mortals have ever dreamed of creating however Zokaheesi never leaves the main hall where she judges the souls of the dead.
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Yes I made Jagyn Zokaheesi's father as well as Isoldrill's. The OP said not to worry about incestuous family trees.Last edited by Jendekit; 2014-02-15 at 01:47 AM.
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2014-02-15, 08:58 AM (ISO 8601)
- Join Date
- Nov 2013
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Re: Bottom-Up Pantheon & Setting Game
Name: Jagyn the Sculptor, The Seven Handed One
Appearance: Jagyn takes the form of a seven armed, three eyed giant, with gaunt ancient features and tightly bound robes. He is never without his tools, hammers, chisels, scrapers, brushes, paints, ect.
Domains: Sculpting, Souls, Life, Conception
Personality: Jagyn is a haughty deity that most others avoid. He is always critical of others work and quick to point out the shortcomings of everyone and everything. Nothing in this world is perfect, he should know he's been chasing perfection for eons. He is an obsessive artist and luckily for most other gods usually too wrapped up in his work to bother them.
Relationship with Mortals: Jagyn is revered by sculptors, painters, carvers, and engravers. He teaches that no work is ever perfect, there is always a flaw, and always a a way to improve. But he also teaches not to focus on redoing completed works, that instead you must strive to create new visions, rather than trying to perfect the old.
Jagyn sculpts each and every mortal soul that comes into existence. He pours himself into every creation, and each time finds himself disappointed with the result. Once a soul is completed he looses all interest and goes on to a new creation, one he is sure will be superior to the last. As such he rarely takes an interest in the affairs of mortals.
Those prayers he does answer are appeals for him to create bless a mortal with a child. If the mortal prayer sparks his interest, if their description inspires his creative urges, then he will answer the prayer. It is said that a few of the greatest mortal heroes were in fact created because of the combined prayers of the masses calling out for a chosen one to save them.
As a seeker of perfection Jagyn is a lover of philosophy, and as such he often sends his blessings to those mortals that share his love of truth. He never sends whole ideas, for he himself has not yet found truth and hopes that by simply inspiring philosophers rather than telling them what he knows they will find paths to truth that he himself has missed.
Jagyn is one of a small group of gods needed to turn a mortal into a god. When a mortal is deemed worthy of godhood by his peers it revives his interest in the soul. As he works with the others to change the mortal into a god he examines his work to determined what about it made it so exceptional.
Parents: Dokrastes and Tomenetras
Sanctum: Jagyns workshop is an enormous structure within a hollowed mountain. The workshop itself is nestled within the glowing coils of a massive primordial serpent that has rested there undisturbed since the dawn of life. It is from this serpents shed skins that Jagyn's servants acquire the raw materials for his art.Last edited by Balyano; 2014-02-15 at 09:20 AM.
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2014-02-15, 11:16 AM (ISO 8601)
- Join Date
- Dec 2010
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- New York, New York
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Re: Bottom-Up Pantheon & Setting Game
love how the higher divinities feel much more Epic in both proportion and purpose!
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Name: Laeyrd, Keeper of the Religions
Domain: Heraldry
Appearance: Laeyrd appears as a slim human scribe, face concealed with a gray veil. No part of his skin is showing actually - his hands are covered by gray gloves, and he otherwise wears a white robe.
Personality: Laeyrd contrary to his appearance and role in Religious affairs is a trickster God. He delights in hiding visual puns and insults in the various Gods Symbols he creates. He hides this trickster side form the other gods, because he likes to be taken seriously and respected.
Relationship with Mortals: Laeyrd is the Patron God of Tressfall, where the Hall of Divinities is located. The massive temple has a symbol of every existing god, a list which Laeyrd meticulously maintains. New born gods travel to meet with Laeyrd, in order for him to pick out their colors and symbols - and gods who have already picked their symbol and colors meet with Laeyrd in order to update their colors as well as their rituals.. The gods who don't care for mortal opinion are given a symbol by Laeyrd as well as a whole set of rituals (which contain inside jokes for the benefit of Laeyrd.) Because he lists the proper ritual for each god in the Hall of Divinities, Laeyrd has become a central figure in Mortal religions. He is not a particularly important god (except to aristocracy who have learned the High Art of Heraldry from him) but by listing each god and their colors, he has created the idea of godly tiers and the idea of organized religion. By listing out the correct rituals - churches follow his word. In effect he is the living bible of each major religion. Laeyrd himself though stays in Tressfall, actively maintaining a known presence on the mortal realm. His personal followers are a group of monks who research and maintain the list of Godly genealogy.
Parents: His Parents are Saliol and Recisoldex
Sanctum: Laeyrd has never been known to leave his self imposed hermitage in the Hall of Fivinities in TressfallLast edited by mystic1110; 2014-02-15 at 04:06 PM.
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2014-02-16, 03:22 PM (ISO 8601)
- Join Date
- Jul 2012
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- USA
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Re: Bottom-Up Pantheon & Setting Game
Galnarian, Knight of the Frost
Appearance: A giant among even the gods, Galnarian is only ever seen garbed for battle, wielding a sword of ice as long as he is tall in one hand and protected by armor as black as his soul. None have ever seen him out of his armor, and the only part of him that is seen within its confines are his seven glowing, poison green eyes.
Domains: Battle and Freezing Cold
Personality: Galnarian loves to fight. He cares naught for sides or causes, only to shed blood and the thrill of feeling Zalnakx, his ever thirsty sword, rend through flesh and bone.
Relationship with Mortals and Gods: Galnarian considers himself to be a simple individual. He judges mortals and by their skill in combat and those that excel in it, relative to their mortal status, have his respect. Mortals that fight by trick or spell in his sight he deems unworthy of dying in battle and he kills them by subjecting them to inhospitable cold. Gods that do so he simply refuses to be near unless they are involved in a battle.
Parents: Father Idourn and Mother Dokrastes
Sanctum: Galnarian lives in the eternal winter portion of Wybirne on the rare occasion he isn't off fighting somewhere. He has no permanent structure that he calls home, he simply picks a mountain to use as a seat back and takes a moment to relax, unbothered by blizzards and cold that would kill any other.
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2014-02-16, 03:55 PM (ISO 8601)
- Join Date
- Nov 2013
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Re: Bottom-Up Pantheon & Setting Game
Idourn the Sky Lord
Appearance: Idourns form is that a sky itself. An enormous blue mass dotted with ever changing clouds on one side gives way to an equally large black mass studded with jewels. This black side bears an enormous gash in the form of the milky way. Since his body remains in the heavens he most often interacts with the world through his mind. The physical form his mind takes can vary widely and the same form is rarely used twice.
Domains: Sky, Time Keeping, Rain
Personality: Idourn is a meticulous being. He always plans every event far in advance, and has no patience for anything that upsets those plans. As his body is enormous he rarely moves it, instead he favors letting his mind wander as a being in its own right.
Relationships: Idourn uses his clout to force the other gods to set things in there proper place and times.
In the past the four seasons fought endlessly for dominance, it was he that negotiated the current division of the year. For this he is credited with the creation of the calendar year and revered by time keepers.
When the sun chose to stay aloft all day and never sleep, Idourn explained revealed the scorched misery that was wrought by this short sightedness, convincing the sun that we can't always be the center of attention.
Idourn fixed the stars into his body and set the celestial spheres in motion to act as messages to mortals of what the future will hold. He taught the art of astrology to mortals so that they might know the plans of the fates.
Long ago his son Galnarian grew jealous of the attention his mother lavished on him. Galnarian sought to slay his father and take his place. Though he ultimately failed he did leave Idourn with a severe wound that has yet to heal. This wound can be seen to this day in the form of the milky way on Idourns night side.
While his role as an organizer and record keeper are important, it is his role as a rain god that earns him most of his mortal following. While he is not the only rain god, he has fathered numerous deities that can claim that title, he is the one most associated with sending rains to drought stricken farmers.
Parents: Idourns sole parent is Dokrastes
Sanctum: Idourn is the sky itself, but his mind sometimes wanders and has made a palaces for itself on the moon, the sun, amongst the stars, and the planetary spheres of heaven.Last edited by Balyano; 2014-02-17 at 03:55 AM.
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2014-02-16, 05:16 PM (ISO 8601)
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- Feb 2008
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Re: Bottom-Up Pantheon & Setting Game
Exactly how do domains work? Are all domains worth just one slot or do broader domains "cost" more? Or are they just limited to higher ranking gods?
My fantasy/RPG blog A Voyage Into the Fantastic
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2014-02-16, 07:12 PM (ISO 8601)
- Join Date
- Aug 2013
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- Saint Louis
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Re: Bottom-Up Pantheon & Setting Game
Name: Ilymar, King-Father of the Ithiliens
Appearance: Ilymar looks just like his creations - the Ithiliens. While Ilymar has Ice Blue Skin with black hair, the Ithiliens have skin ranging from Pure White to Midnight Blue (White to Dark Blue range only) with white, black, or dark blue hair. Ilymar is as tall as an Ithilien gets - 5'4" - and is solid muscle under his layer of blubber. He treats Nurzk, his spear made from the bones of the first White Dragon, as his royal scepter and always wears his crown made of dragon teeth and ice upon his head.
Domain: The Ithiliens
Personality: Ilymar is a proud warrior, though more of a studied student of war than his raging father. He is quiet, but everyone listens when he talks. He is introspective always thinking before acting.
Relationship with mortals: Ilymar created the race of Ithiliens out of snow, blood, and dragon-bone and is their King of Kings - collecting tributes and instilling both camaraderie and rivalry among the clans. He instructed his peoples in the ways of survival in the intense cold of the Everfrost, the art of strategy, and how to treat injuries, though not disease. While most outsiders think of Ilymar and his peoples as a war-like race, he demands the Ithiliens to treat conquered people fairly. After all, only with the conquered artisan's creations can the Ithiliens keep the demons from escaping the Frozen Gate.
Relationships with other Gods: Ilymar is still a stalwart and loyal son to Galnarion, always quick to throw his spear towards his father's cause in any godly spats. This is viewed as odd by the other Gods as Ilymar is not a dark god - merely profoundly pragmatic in his people's war at the Frozen Gate. The other gods are watching to see what Ilymar would do if Galnarion ever sided with the demons.
Killing the first white dragon to create the Ithiliens has earned him the ire of the Dragon God though.
Parents: His mother -Krythe and father - Galnarion
Sanctum: Ilymar left his father's domain of Wybirne when he created his people. Now, Ilymar lives in the Great Ice Castle of Niskusinsk, in the Ithil territory in the south of the known world. Ilymar has set himself as eternal God-Emperor of the Ithilien Clans.
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I have an idea - would it be possible for a two-fer (two gods fulfilling the task of one - a team of twins?)Last edited by FallenGeek; 2014-02-16 at 07:17 PM.
Pokemon I have bred (4-5 IV):
Brave Chespins - some marked Speeds are 31 others are 0. A good deal are Bulletproof.
Sassy Slowpokes - most are Regen
Quiet Skrelp
Assorted Mienfoo & Meditite some w/Fake Out (no HA)
Relaxed Wish Eevee
Naive Elekid w/Ice Punch
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2014-02-16, 07:43 PM (ISO 8601)
- Join Date
- Jul 2012
- Location
- USA
- Gender
Re: Bottom-Up Pantheon & Setting Game
Karvak, King Under the Mountain
Appearance: Karvak strongly resembles a human sized version of his chosen people-the dwarves. But where the dwarves are flesh, blood, bone, and hair Karvak is stone, molten gold, adamantine, and strings of copper.
Domain: Dwarves, Forging, and Mountains
Parents: Karvak is the son of Jagyn the Sculptor and an unknown mother. It is rumored that even Jagyn and Karvak do not know.
Personality: Karvak is a boisterous, rowdy soul with a love of crafting that parallels his father's. Karvak's skills however lie in working metal and gems from the earth rather than in mortal souls. He also lacks the level of perfectionism that his father possess but still holds higher standards of his craftsmanship than any mortal.
Relationships: Karvak is distant from the other gods, always either in his forge or his drinking hall. He pays little mind to gods when they come visiting, unless they have come to him commissioning an artifact that they wish made. He trades his services in exchange for favors and always includes some kind of flaw or trick to bypassing whatever he creates. To this day he has only ever called in one favor to aid in the creating of the dwarves. With mortals he is worshiped by all that work a forge, but most especially by the dwarves. Offerings are made to him by carving his holy symbol into a newly finished item and left in the cooling forge overnight.
Sanctum: Deep within the bowels of the mountain Jagylvan, home to the mightiest of all dwarven kingdoms.Last edited by Jendekit; 2014-02-16 at 08:30 PM. Reason: Adding Sanctum
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2014-02-16, 08:03 PM (ISO 8601)
- Join Date
- Dec 2010
- Location
- New York, New York
- Gender
Re: Bottom-Up Pantheon & Setting Game
Nah - this is a really free form game. There are no points and the rules are basically non-existent.
Go for it!
(Seriously the family tree even now will be confusing, i shudder to think of how it will look after a couple pages, and will also be impressed if anyone makes one )
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Name: Zalnakx, Sword Mother
Appearance: Zalnakx is a gigantic sentient sword held by the Ice Giant Galnarian - roughly the size of a mountain. In actuality Zalnakx can appear as any weapon in any size, in any fashion, but only for her master. Seeing how Galnarian is her current wielder it is doubtful that she will ever change - for who could best the Giant god of Battle? However occasionally Galnarian does lend the mighty Zalnakx to a mortal warrior that he deems worthy, and as such Zalnakx takes on the appearance of a regular blade
Personality: Zalnakx loves blood. She loves tearing off flesh and slicing bone. She is perhaps even more blood thirsty than her father. Whenever she is wielded by a person she would whisper and encourage to person to battle and war. She will never be sheathed. The few times a mortal carried her, she elevated that mortal to legend (and madness as she over takes their personality and moves them from battle to battle)
Relationship with Mortals: Mortals only speak of Zalnakx as a sword of legend, the equivalent of Excalibur in our reality, the sword of the gods and of heroes, many foolish mortals hoping to become legend travel to the cold north where Galnarian resides to challenge him for the sword. Most of them die. The only mortals who pray to her was weapon smiths who see her as the first and best weapon. They invoke her name whenever they try to forge a blade.
Domains: Weapon
Parents: Zalnanakx was forged when Galnarian asked the divine smith and his father to craft the worlds first weapon. Karvak and Jagyn worked for 3 full days forging the great blade.
Sanctum: Zalnakx is merely a weapon in another god's hands, she has no sanctum.Last edited by mystic1110; 2014-02-17 at 10:19 AM.
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2014-02-16, 09:18 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Earth?
- Gender
Re: Bottom-Up Pantheon & Setting Game
@Balyano: You seem to have given Idourn too many domains. As per rule 2, he should have 1 domain more than his offspring, and since all of them have 2 domains means that he should 3 rather than 5.
While it might be possible for him to have more, should his offspring's respective mothers each have 3, the existence of Galnarian makes Idourn this impossible (since Dokrastes, Galnarian's other parent, can't have less than 5 domains due to her also being Jegyn's parent).
Yeah, even ignoring the current Idourn mix-up, we've already got a fair amount of tangling, what with Isoldril's father and maternal grandfather being the same person. Things are probably only going to get more difficult once we start hitting weirder methods of heritage.Last edited by Mx.Silver; 2014-02-16 at 09:38 PM.
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2014-02-17, 03:53 AM (ISO 8601)
- Join Date
- Nov 2013
- Gender
Re: Bottom-Up Pantheon & Setting Game
Fixed - Rolled Fate and Planning into Time Keeping
Also since Karvak is the smith shouldn't he be listed as one of Zalnakx parents. I would think having Galnarian, Jagyn, and Karvak all three as her ''fathers'' would be a good way to go. Even more tangled and no mother.Last edited by Balyano; 2014-02-17 at 03:54 AM.
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2014-02-17, 10:18 AM (ISO 8601)
- Join Date
- Dec 2010
- Location
- New York, New York
- Gender
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2014-02-17, 12:48 PM (ISO 8601)
- Join Date
- Aug 2013
- Location
- Saint Louis
- Gender
Re: Bottom-Up Pantheon & Setting Game
Name: Latha & Luthu
Appearance: Latha & Luthu are identical twins of indeterminate humanoid species with red hair so fair it almost blonde. Latha always wear a silver dress and Luthu is always adorned in gold. They are portrayed as young women on the cusp of adulthood (except when their sisters are portrayed a the same age - Latha and Luthu are always visibly younger than their sisters).
Domain: Collaboration
Personality: Latha & Luthu are the youngest daughters of Smalin and Myrisol and all the possible arts had already been created and mastered by their elder sisters. So the young godlings sampled all of the arts and learned that by working together they were able to create better work than they could individually. They even merged artforms, allowing them to compete occasionally with their sisters. They help their siblings to reach new heights of mastery in their chosen arts and simply enjoy helping.
Relationship with Mortals: Latha & Luthu are lightly worshipped by mortals and have only the shrine at the Hall of Divinities in the entire realm. However, mortals offer prayers and burn incense at the beginning of the formations of teams and partnerships.
Parents: Smalin and Myrisol
Sanctum: They live on their father's, Myrisol, plane - the city at the center of Wybirne, collaborating with their sisters to make the nightly competitions at Henaxia better.Pokemon I have bred (4-5 IV):
Brave Chespins - some marked Speeds are 31 others are 0. A good deal are Bulletproof.
Sassy Slowpokes - most are Regen
Quiet Skrelp
Assorted Mienfoo & Meditite some w/Fake Out (no HA)
Relaxed Wish Eevee
Naive Elekid w/Ice Punch
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2014-02-17, 02:46 PM (ISO 8601)
- Join Date
- Nov 2013
- Gender
Re: Bottom-Up Pantheon & Setting Game
Naru
Appearance: Naru appears as a statuesque woman of about 30 clad in whatever armor is most common in the homeland of the viewer. No matter its form her armor always bares her personal symbol, the bear, usually displayed on a surcoat. Likewise her shield and each of her numerous weapons incorporates ursine designs of some sort. While she often carries a sword and spear with her, she usually favors her hammers, maces, and especially her halberd for combat.
Domain: Bodyguards (physical protection)
Personality: Naru is a stern and disciplined soldier. Ever watchful, ever on guard, she is always ready for trouble. She is as honorable as she is serious, not only has she never been witnessed to break her word, she hasn't even bent the rules, she follows spirit of the agreement, not just the words. She normally fights with utmost self-control, but when the foe is too great to defeat with skill alone she goes feral. Her form grows and her strength increases with her rage, she then attacks all in her path, heedless of any danger.
Relationships: Naru has a strained relationship with her father Galnarian, she respects his courage and forthrightness, but finds his will to fight without purpose repugnant. She is a stalwart ally to her brother Ilymar, though the sometimes bicker when there father is involved. Due to her constant need of new weapons and armor she has become a close friend of Karvak, and one of the few gods to visit him on a regular basis. If she can be said to have a true enemy it is Elisprex. On numerous occasions they have clashed, and on numerous occasions Naru has attempted to take her head, each time failing due to the tricksters cunning.
Mortals worship the Bear Goddess as a patron of bodyguards, retainers, knights, and any other honorable protector. While she normally teaches a restrained fighting style of never loosing control she also is the one credited with sending mortals berserk strength and courage when there is no other source of victory.
Parents: Galnarian and Vakparellna
Sanctum: The training hall of Tokrest is a extensive fortress cut from the living rock of one of the tallest mountains in the world. Due to its thin cold air few mortals are capable of thriving in Tokrest. The inhabitants of the training hall are mostly from an order of monks that spend years adapting to the thin air. Once their training is complete these monks travel the world offering their services as bodyguards nearly free of charge, they need only be paid in food and water. When middle age catches up with them they return to the mountain to train the next generation of warrior monks.
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2014-02-17, 05:20 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Earth?
- Gender
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2014-02-18, 12:36 AM (ISO 8601)
- Join Date
- Jul 2012
- Location
- USA
- Gender
Re: Bottom-Up Pantheon & Setting Game
Thyxlaog, the Devourer
Appearance: Thyxlaog has no set form, but usually takes the shape of his favored children: the mighty dragons. His favorite form to take blends traits of all breeds of the Great Dragons.
Domains: Dragon-kind (dragons, drakes, wyverns, etc.), Destruction, Death, Fate
Parents: Thyxlaog's mother, Krythe, was discovered to be pregnant with the young god after being touched by the dead god Elith'yern in a dream the night before. How the Primordial Pentreon did so is to this day unknown.
Personality: Once in ages past Thyxlaog was among the gentlest of the gods. Maintaining the weave of fate and caring for his chosen mortal race was his greatest joy and passion. The dragons of this time ruled the mortal world in the largest empire ever to exist. Then something happened, what exactly is unknown, but something caused Thyxlaog to become cruel, destructive, and hungry.
The other gods first noticed the change in Thyxlaog, when he slew and ate his eldest son Lerreline. Being a very powerful god, the rest of the gods rightly feared what the new Thyxlaog would prove capable of doing. While Karvak and Jagyn worked to create a prison that would contain the rampant god, Galnarian and several others sought to keep the dragon god busy. Galnarian bore the brunt of Thyxlaog's wrath, and while the new destruction that the dragon proved capable of was enough to wound Galnarian, it was wild and unfocused. Thyxlaog was not yet used to his new power, while Galanrian was more than used to his own.
After fighting for twenty days and twenty nights, Karvak and Jagyn arrived with the prison. A stone that rendered Thyxlaog asleep as soon as it touched him. Upon the first snore coming from the dragon god, he as cast into the Astral Plane to drift for all eternity.
Relationships: Dragons and cults still worship Thyxlaog, but despite Thyxlaog's continued slumber some part of him seems to still be awake enough to hear their prayers.
Sanctum: Thyxlaog continued to slumber away in the Astral Plane, drifting eternally.Last edited by Jendekit; 2014-04-17 at 03:43 PM.
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2014-02-18, 10:47 AM (ISO 8601)
- Join Date
- Dec 2010
- Location
- New York, New York
- Gender
Re: Bottom-Up Pantheon & Setting Game
Name: Rilari, the Figment of Perfection.
Appearance: Rilari appears as a humanoid woman dressed in a robe of rainbow (paint from her brush) with curly black hair and eyes that are a different color whenever you look at them. Rilari always appears as slightly older than any of her sisters
Domains: Painting
Parents: Smalin and Myrisol
Personality: The oldest of the daughters of Smalin and Myrisol, Rilari feels pressured by the fact that she has to be the best. She feels burdened by the expectations her parents have of her, and the expectations that her sister have of her. She is basically the aloof older sister who is perfect in every way (viewed from the outside, since her crushing insecurities make her distant). However she loves her sisters and will always try to help them improve their arts - but as her sisters improve she need to improve as well in order to be better than they are. This is not pride - she merely wants to be the best because her family expect her to be the best.
Relationships with Mortals: Like her sisters, no one really builds temples to her - her one shrine at the hall of divinities. Of course painters invoke her name, as well as those who pray to each sister as the embodiment of the arts. Her name as well as all of her sisters are inscribed on the walls of the great opera houses of the Milat empire which values art above all else.
Sanctum: She lives on their father's, Myrisol, plane - the city at the center of Wybirne, collaborating with her sisters to make the nightly competitions at Henaxia better. Unlike her sisters though she has a tower in Wybirne filled with a paint for every color in the world. The tower is her personal retreat for when she needs to be alone.
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2014-02-19, 12:30 AM (ISO 8601)
- Join Date
- Jul 2012
- Location
- USA
- Gender
Re: Bottom-Up Pantheon & Setting Game
Going to go on a posting spree!
Vakparellna, Matron of the Old Growth
Appearance: Superficially resembling a centaur filly with the lower body of a faun the size of a bull moose, Vakparellna is the ruler of all forests, and encourages plants to grow as winter thaws and spring blooms. Her skin is the color of grass, her hair are willow branches, and her eyes the shape of almonds can only be described as the color of life.
Domains: Hunting, Forests, Plant Growth
Parents: Dokrastes and Malladar
Personality: Vakparellna is a gentle and motherly soul. Her caring nature and calm demeanor has a way of calming even her battle crazed neighbor Galnarian. This does not mean however that she is a meek individual. On more than one occasion she has brought those that push her too far down low.
Relationships: Almost universally beloved by the other gods, her most surprising relationship is with Galnarian. The two have had several on again, off again flings and more than one has resulted in children. She has also had dalliances with Idourn, resulting in Vronto. The only god that she shuns is her eldest son Lerreline. After his death at the teeth and claws of his father, Lerreline returned to a state of half-life and half-death. Unable to stand the horror that her son had become, she cast him from her presence for all eternity.
With mortals her primary worshipers are farmers, hunters, and those that work in forests. Farmers pray to her alongside Isoldril for bountiful crops; hunters ask for her to guide their aim; and foresters ask for her to watch over them as they work.
Sanctum: Vakparellna lives in the eternal spring region of Wybirne, but she regularly visits Galnarian and makes sojourns to the mortal world.Last edited by Jendekit; 2014-02-20 at 09:56 PM.
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2014-02-19, 12:41 AM (ISO 8601)
- Join Date
- Jul 2012
- Location
- USA
- Gender
Re: Bottom-Up Pantheon & Setting Game
Iillthiex, the Wanderer
Appearance: Iillthiex only ever appears as a simple traveler, everything about him appears generic, from his facial features to his clothes.
Domains: Travel
Parents: Galnarian and Vakparellna
Personality: Iillthiex doesn't so much have wanderlust so much as he is wanderlust. His entire being is filled with the need to travel. He has claimed that he will settle down once he has seen all that there is to see, but more than a few wonder if there is too much to see for even a god. Seeing however the frequency of those that would prey on travelers and just who his father is, Iillthiex is more than skilled in defending himself on his eternal journeys.
Relationships: Iillthiex tries to keep cordial relations with the other gods. After all while he has no objections to using a cloak as a pillow and a dirt road as a bed he would much rather rest in a guest room. As such he always strives to be the perfect guest whenever he stays in someone else's abode.
Mortals pray to Iillthiex during and when setting out on journeys. At the conclusion of a safe journey an offering of a small cup of wine and a piece of simple bread is made to a shrine dedicated to him. Iillthiex favors small, simple shrines, and feels that large elaborate shrines or temples are pointless due to the fact that he would never stay in one place long enough to appreciate them.
Sanctum: Iillthiex has no sanctum, he is far too busy traveling from one place to another with no real destination in mind.