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  1. - Top - End - #1
    Dwarf in the Playground
     
    Gemini Lupus's Avatar

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    Post Mythopoeia Pantheon - PEACH

    Greetings fellow Playgrounders,

    I've been working on a homebrew setting for about a decade now, and it has gone through many iterations. I feel like I've finally got a handle on the cosmology of the setting and the gods/religion. So, in a desire to get some critiques and present my creation, I present my setting's pantheon. If you have any advice on how I could further develop them, I would greatly appreciate it, if you have any suggestions on more demigods, I'd love to hear them, any and all suggestions, reviews, and critiques are appreciated.

    Divinity in Mythopoeia

    The gods of the World of Mythopoeia are the great, cosmic forces of the world, beyond mortal comprehension, time, and space. They are beings of immense power and influence, worshipped by mortals and served by extraplanar creatures and demigods, whom they communicate through and influence the Mortal Realms. Less individual, identifiable beings, the gods of Mythopoeia are Cosmic Forces which permeate the very fabric of creation and the core of their essence dwells in their own extraplanar realms. Each deity has dominion over certain aspects of existence, goals which are advanced by their servants, and principles and teachings which their followers attempt to exemplify.

    Each of the gods of the World have granted a portion of their divine essence to beings which truly exemplify their teachings, making them into demigods, with authority over an aspect of their portfolio. This Pantheon is both part of and distinct from the chief deity. While most dwell in the realm of their deity, demigods are able to more directly interact with the world and may even manifest on the Material Plane, known as Avatars. They often attract worshippers of their own and act as special patrons to their followers, though most mortal worshippers will still pay respect to the other demigods in the Pantheon and revere the chief deity over even their patron. Demigods best represent the form and function deities play in standard Dungeons & Dragons settings, and some of them could be demigods of Mythopoeia, while others have been demoted to “mere” immortals of the Material Plane.
    In addition to the demigods, the deities of Mythopoeia are served by hosts of extraplanar beings which dwell in their realms. These creatures may interact with the Material Plane much more easily than even the demigods, via spellcasting and rituals or even traversing the planes by their own power. They are the messengers and protectors of their realms and their entire purpose is to advance the portfolio of their deity. There are many variations of these extraplanar servants, even within their types, each with their own roles, abilities, and power levels. Examples of these beings include Angels and Demons.

    The gods also have mortal servants who dedicate their lives to their teachings, guiding and teaching lay worshippers, and conducting the rites and attending to the sacred spaces of their deity. These clergy are set apart from other worshippers by their dedication and education of the principles and rites of their deity. Some are specially chosen to be blessed with magical power and advance the influence of their deity in more direct ways, sometimes by venturing out into the world, others by becoming a direct representative in the hierarchy of their faiths. A rare few mortals are made into Chosen, individuals blessed with greater power to act as the Harbingers of their deity and representatives of their Will.

    Each deity is revered by a wide variety of races and classes, but there are some which are more common among their followers than others. Adherents may be of any alignment.

    There are also numerous Orders dedicated to each deity, some made up of clergy, others of lay folk, and some mixed. These Orders are typically dedicated to a specific goal or teaching of their deity and include the religious structure and hierarchy, different priestly or holy orders, military orders, monastic orders, or others, dedicated to some aspect, goal, or teaching of the deity.

    Each deity also has specific sacred spaces dedicated to their worship. These are often tended to by the clergy of the deity and attended by lay followers during rituals, festivals, and other worship days. These places often reflect the nature of the deity to which they are dedicated in their design and architecture, and may house sacred objects, artwork, or texts which serve to teach the faithful.
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Recently dubbed a “grognard” because I refuse to convert to Pathfinder 2e. I’m getting too old for these edition changes and so I proudly bear my new title.


    Smaug Avatar courtesy of Serpentine

  2. - Top - End - #2
    Dwarf in the Playground
     
    Gemini Lupus's Avatar

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    Default Re: Mythopoeia Pantheon - PEACH

    The WORD - Symbol: None

    The Creator of All Things - god before all others, and Supreme Deity of Mythopoeia. The WORD is said to have spoken or sang all things into existence, including the other gods, and rules over them as Lord and Master. The WORD has authority over all things: creation, destruction, and existence as a whole. It has no goals or teachings, except to watch creation progress and maintain the Cosmic Balance of Power. The WORD exists in all things and dimensions, and so has no Divine Realm, as do the other gods. Though it is part of creation, the WORD fundamentally opposes Evil, as it is a corruption of creation, but will never directly intervene against it. Primarily concerned with the gods, the WORD remains unknown to most mortals.

    The demigods of the WORD are beings of neutrality, dedicated to the Order of Creation and maintaining the Cosmic Balance. They are few in number, but even the other gods are subject to their Will and like the WORD itself, they have few, if any, mortal followers.

    The WORD has no hosts of extraplanar servants as do the other deities, but a single being, charged with protecting the Multiverse from the greatest threats to its existence, known simply as “The Guardian.” This power does pass from time to time to a new Guardian, so the Old Guardians may retire and join the WORD in Creation.
    There are very few mortals who know of the existence of the WORD, let alone an organization of Clergy. The only “clergy” of the WORD are hand-picked individuals who are granted Divine Revelation and become Prophets, whose mission it is to do the Will of the WORD, which often involves guiding mortals to maintain the Cosmic Balance. They may anoint special companions to aid them and become Knights of the WORD who assist and protect the Prophets. There are also a few individuals blessed to hear the hymns of the Song Eternal, which is said to have been sung by the WORD at Creation, and they dedicate their lives to seeking out the Song Eternal so they may worship the WORD, though these are often Prophets as well.

    Any race or class may be a follower of the WORD, but there are only a handful of individuals in the entire World who know of and worship the WORD or one of its demigods.

    The only Orders dedicated to the WORD are: the Prophets of the WORD, who are sent as Harbingers to perform the Will of the WORD in the World; the Knights of the WORD, who assist the Prophets and protect them from foes; and the Seekers of the Song, who are dedicated to discovering the Song Eternal.

    There are no sacred spaces of the WORD, for all of Creation is sacred and the WORD is part of Creation. Nor is there a holy text of the WORD, as its Will is revealed to the Prophets by Revelation.

    Demigods of the WORD

    Crom Dubh, the Keeper of the Dead

    The Guardian of the Otherworld, Crom Dubh watches over the Bridge of Swords and judges the dead who cross it, guiding them to their eternal resting place. He also summons the souls of the dead when they are called back to life through the means of resurrection.

    The Grim Reaper

    The collector of the dead, the Grim Reaper, also known as Death, gathers the souls of the deceased and bring them to the Otherworld. One may challenge Death to a contest or game if they believe their time has not yet come, and if it is defeated, then Death shall pass them by for a time.

    The Weavers of Fate

    A trio of beings who dwell at the Wells of Fate, watching all of existence as it passes and weaving the great tapestry of history. They know all: past, present, and future, though the future is not set in stone.

    The Guardian

    The Guardian watches over the World of Mythopoeia, protecting it from its greatest threats. Though endowed with phenomenal cosmic power, the Guardian may not interfere with the affairs of the mortal world unless the danger is dire enough. At times, they may enlist mortal adventurers and give them aid, but otherwise, they must contend with greater threats than even mortals can comprehend.
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Recently dubbed a “grognard” because I refuse to convert to Pathfinder 2e. I’m getting too old for these edition changes and so I proudly bear my new title.


    Smaug Avatar courtesy of Serpentine

  3. - Top - End - #3
    Dwarf in the Playground
     
    Gemini Lupus's Avatar

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    The LIGHT

    The god of Civilization, Order, Justice, Light, Mercy, Healing, the Sun, and Good. The LIGHT is closely associated with the sun, which brings both life and destruction, and good, and therefore opposes all which is Evil, Dark, and of Chaos, especially Daemonic forces and the Undead. As a deity of justice, the LIGHT is concerned with the authority of rulers and execution of law, both divine and of man, and is dedicated to the rise and spread of civilization. As such, the LIGHT is common among “civilized” creatures which value law and order, and in urban/developed regions, where humanity is most subject. The Faith of the LIGHT is highly organized and hierarchical, reflecting the ordered nature of the god, and all aspects of the LIGHT reflect this, from the ranks of Celestials and Clergy, to the rites and worship of its followers. The teachings of the LIGHT include seeking justice against trespassers, showing mercy to those in need, opposing Evil wherever it is found, spreading the LIGHT, upholding the laws of god and man, and acting with virtue, integrity, and chivalry.

    The demigods of the LIGHT are fragments which reflect the tenets and portfolio of the LIGHT. Many of these demigods were once mortal, but upon their death became deified for their piety and dedication to the LIGHT and are revered as Saints. Each of the Saints is responsible for a narrow aspect of the LIGHT’s portfolio, and many of the Faithful will pray to the appropriate Saint regarding their concerns for different situations. The Saints dwell in the Heavenly Realms, alongside the Celestials and Righteous Dead who pass on to either join the essence of the LIGHT or be reborn as Celestials themselves.

    The LIGHT is attended by hosts of Celestial Beings: Angels, Archons, and others, all of whom are dedicated to the causes of their gods. They are the messengers of the LIGHT and the Saints, as well as the soldiers in the Armies of Heaven, tasked with defending the Heavenly Realms. The Celestials are rigidly ordered according to their power and influence. The greatest Order of Celestials are the Paragons, who have such power they are equal to the Saints and commanders of all the Hosts of Celestials. Such is their power, they are known not by their Order, but by name; there is even a sect of mortals who worship them as demigods. Below the Paragons are diverse, successive Orders of Archons, Angels, Archangels, and other Celestials according to their type, role, and power, all dedicated to the service of the LIGHT. The greatest task of the Celestials is to fight in the Eternal War of Heaven and Hell.
    The Clergy of the LIGHT are those mortals who have vowed to serve the LIGHT and attend its rites and teachings. Their structure is hierarchical and are known collectively as the Church of the LIGHT, with Orders of clergy dedicated to different tasks. The leader of the Church is the High Exemplar; the next level are the Council of Patriarchs, who oversee the administration of entire kingdoms, followed by the Cardinals and Archbishops, who oversee the greater Ecclesiastical Districts; Bishops oversee the priests of a parish; Priests directly tend to the congregations of worshippers at temples and chapels; Canons and Monks assist the priests in the administration and clerical work of the parish, often living in monasteries separate from society. Outside the main hierarchy are traveling priests, Friars and Missionaries, who are tasked with spreading the Faith and gathering converts, and those blessed with Divine magic, such as Clerics and Favored Souls. They are granted the honor of Shepherd, but may advance through the hierarchy of the Church, and if they retire from adventuring to monastic life or that of a temple priest, they are granted the rank of Deacon.

    Humans and Dwarves are the most numerous adherents to the Faith of the LIGHT, with Dwarves revering Saints from their own race as Ancestors, and Humans following the mainstream teachings of the Church. Clerics, Favored Souls, Fighters, Paladins, Monks, Inquisitors, and Cavaliers commonly worship the LIGHT.

    There are numerous Orders within the structure of the Faith of the LIGHT, each dedicated to a different sect, cause, or teaching of the LIGHT. The Church of the LIGHT, the clerical structure and hierarchy of the LIGHT is the most most well known, but others include: the Templar Knights, who are dedicated to protecting the clergy and temples of the Faith; the Valkyries, an Order of angelic warriors who worship the Celestial Paragons; the Argent Flame, an Order of Paladins dedicated to fighting and smiting evil; the Crusaders, a military Order dedicated to fighting the Wars of the Faith and spreading the LIGHT through martial means; and the Reliquarians, an Order dedicated to collecting and preserving the relics of the LIGHT. There are also numerous monastic orders dedicated to various teachings and service of the LIGHT.

    The Sacred Spaces of the LIGHT are typically constructed buildings, though they range from small, country chapels, to larger temples staffed with several priests and their assistants, to the grand Cathedrals which are the seats of Bishops and Archbishops. Monasteries are communities of monks, headed by a Prior or Abbot, and are mostly self-contained, including a temple, living quarters, gardens, livestock, kitchens and cellars, and everything a community might need to subsist. The sacred text of the LIGHT is the Book of Exalted Deeds, which not only contains the teachings of the LIGHT and the rites and rituals which the priesthood perform, but also a Chronicle of the Righteous. While most copies of the text are ordinary books or scrolls, there are a few copies of the codex which are imbued with the power of the LIGHT itself and are powerful artifacts of Good.

    Demigods of the LIGHT

    Illuvatar

    A powerful saint of healing, and mercy, Illuvatar is the chief of Saints, who exemplifies the key tenets of the LIGHT. Illuvatar was the the first Saint and it was he who wrote down the teachings of the LIGHT and the Prophecy of the Light-Bearer, who would one day destroy darkness. He advocates mercy to all who ask.

    Sol Invictus

    A saint associated with the sun, Sol Invictus is known as the shining one and is thought to bring victory, light, and warmth. Sol Invictus is popular among soldiers and nobility as he upholds the three-fold order of society: those who labor, those who pray, and those who fight, as essential to the preservation of civilization.

    Mithras

    A warrior-saint whose cult promotes the freedom of man and favors the heroic soul of valor, chivalry, and honor. His followers are a brotherhood united in their devotion to the knightly code known as the Old Code. Only those elected may join this cult and those not worthy are rejected by the Master of Soldiers and are forever dishonored.

    St. Cuthbert, the Judgment

    St. Cuthbert is the saint of justice law and order in the world and promotes the LIGHT’s love of organized society, though his followers can to be overzealous and believe that the ends justify the means, exacting revenge and just punishment for transgressors.

    St. Brigid, the Hearth-Mother

    A feminine saint and patron of mothers and midwives, she represents fertility and the harvest. She is a comforter to those in pain, the caretaker of the home, and safeguards mothers and their children, as well as provides the harvest.

    Etaine, the Maiden

    A saint and protector of maidens, St. Brigid represents love, innocence, purity, chastity, and piety. She favors young, passionate love and is said to bless marriages, and delights in song and dance.

    Valkyrie Angels

    A group of warrior angels who have risen to divinity through their patronage of warrior-women, they inspire many to fight against evil, oppression, and darkness. They are bearers of hope in the darkest times and will bear those who fall in battle against the ADVERSARY to the Otherworld.

    The Finder of Ways

    The Finder of Ways is the patron saint of gnomes and is often present in taverns and inns, where infinite paths may cross and respite may be found, if only for a short while. His followers are a jovial bunch who care for little besides their own enjoyment and the enjoyment of those around them. They tend to have an over enjoyment of music, practical jokes, and storytelling.

    Moradin, The Forge-Father

    Moradin was the first dwarven saint and is the patron of dwarven crafts, smithing, mining, protection, and artifice. He epitomizes dwarven honor and teaches his followers to place the good of the clan above that of the individual and to pursue all things with zeal and fulfill their vocations to the best of their abilities.

    Clangeddin Silver-Beard

    A dwarven saint who embodies the warrior spirit of the dwarves, he is the patron of honor, bravery and valor in battle, and warfare. He tolerates no treachery or deceit, and those who follow him are expected to do the same, and are expected to endeavor for mastery in all martial endeavors and to seek death on the field of battle for a righteous cause.
    Last edited by Gemini Lupus; 2018-01-02 at 09:13 PM.
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Recently dubbed a “grognard” because I refuse to convert to Pathfinder 2e. I’m getting too old for these edition changes and so I proudly bear my new title.


    Smaug Avatar courtesy of Serpentine

  4. - Top - End - #4
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    The SOURCE

    The god of Nature, Freedom, Weather and Storms, Beasts, Wilderness, Serenity, Wrath, and the Moon. As the god of nature, the SOURCE is concerned with the balance of nature and protecting the natural spaces and wilderness from encroaching civilization and wanton destruction. The SOURCE is a dual force of nature, bringing life and death, rain and storm, fury and peace, and is dedicated to the natural cycle of life, death, and rebirth. Because of this, the SOURCE is commonly worshipped in rural areas, away from the bustle and industry of civilization, and among peoples who live closely with nature and revere the laws of nature. The SOURCE is present throughout nature, in rocks, trees, springs, and the land itself. The Way of the SOURCE, sometimes called the Old Ways, is loosely ordered, where most adherents follow their own callings and revere the SOURCE in their own way. The teachings of the SOURCE do include a reverence for nature and wild things, taking only what is needed and being thankful; opposing needless destruction and abominations of nature, such as the Undead and Constructs; maintaining balance in the World; and finding one’s place and being at peace in the Cycle of Life.

    The demigods of the SOURCE are powerful, elemental Spirits of Nature, who dwell at the sacred spaces and crossings of Ley Lines. They take on many forms, from primal elementals of fire, water, air, or earth, to great, intelligent beasts or living trees, to simple, humanoid spirits. They are known as Kami and are the guardians of their sacred spaces and subjects. Many adherents of the Old Ways revere the Kami of their local areas, but also pay respect and prayers to the Kami of other domains, especially when they traverse their domains. The Kami have no hierarchy, only respect for one another’s power, territory, and portfolio. The Kami exist simultaneously on the Material Plane and in the Fey Wild, alongside the Faerie and the SOURCE itself. Those faithful to the Old Ways are subsumed into the Lifestream and then reborn.

    The SOURCE and Kami are attended by hosts of Faerie creatures who retreated to the Fey Wild at the end of the Epoch of Immortals. The greatest Faerie are the Lords of the Fae, who rule over all their kin, but like the SOURCE itself, some are beings of light and joy, others of dark and sorrow, and all are capricious in nature. Beneath the Fae Lords are numerous types of Fae, from the great Eladrin to the diminutive Pixie, all dedicated to protecting the natural places of the World and the Fey Wild. At times, they unleash the full fury of nature against those who would defile its beauty. Though mostly neutral, the servants of the SOURCE are opposed to the powers of Evil and will join forces with the forces of Good when called upon.

    The Clergy of the SOURCE are a loose association of people who have dedicated their lives to proper attention to the seasonal festivals and rituals and the study of the teachings of nature. Though not strictly structured, there is a hierarchy of the Old Ways within their assemblies, which are headed by a High Priest or Priestess, but individuals are mostly allowed to study, practice, and care for nature according to their own calling. The priests of the SOURCE are known by many names, depending on their association with the Orders, but common names include: Shaman, Druid, Witch, Wise man or woman, Medicine Man, or even simply, Priest. Those granted Divine or Natural Magic, such as Clerics, Druids, or Witches, are especially revered by followers of the SOURCE as specially chosen to protect the natural places, commune with the spirits, and maintain the balance of nature.

    Elves, Humans, some Gnomes, Fey, some clans of Orcs, Trolls, and their kin, and most races who live close with nature commonly worship the SOURCE according to their own traditions. Bards, Druids, Rangers, Clerics, Favored Souls, Fighters, and Barbarians commonly worship the SOURCE.

    Within the Old Ways of the SOURCE, there are numerous Orders which are dedicated to some aspect of the SOURCE and reverence of nature. The Druidic Order is a priestly Order more structured than most, dedicated to the service of the SOURCE and the proper practice of festivals and rituals, academic study, and actings as the keepers of lore and advisors to kings and chieftains. Their assemblies are known as Groves and each Grove is attended by three Orders, Bards, Vates, and Druids, each with their own tasks, and headed by a Chief Druid or Druidess. Not all members of the Druid class are members of the Order and not all Druids of the Order are members of the class. The Fochlucan College is an Order of warriors, poets, and spies who are champions of nature and the common folk, and teachers of kings and commoners alike. The Knights of the Green are a martial Order dedicated to protected the natural places of the World and the priests of the SOURCE, especially the Druidic Order. There are numerous Orders and clans of Rangers across the World, each dedicated to protecting their domains from the forces of destruction.

    The Sacred Spaces of the SOURCE are the natural places of the World, Sacred Groves and Trees, Springs and Pools, Stone Circles, Standing Stones, Hills, and Caves, and crossings of Ley Lines. They are tended to by the Priests of the SOURCE, whether as individuals or assemblies. The greatest of these are the sites of powerful magic and locations where sacred rituals are performed according to the phases of the moon or the passage of the seasons. Those who live at these sacred places build simple homes or find shelters so as not to disrupt the flow of magic. There is no one sacred text of the SOURCE, but rather Traditions, which have been handed down through the generations and kept by the Priesthood, who ensure the proper reverence of the SOURCE, Kami, and Faerie.

    Demigods of the SOURCE

    Selune, the Moonmaiden

    The Kami of the moon, night, dreams, navigators, questers, lycanthropes and wanderers, and governs both the tides and the changing seasons. Selune is one of the greatest demigods of the SOURCE and takes a great interest in the affairs of mortals, and as such, is among the most popular Kami.

    Herne, the Hunter

    The Hunter was once a mortal who mastered the ways of the Wildlands, becoming the master of the hunt and the ultimate wilderness guide. He teaches respect for all life in nature and taking only what is needed for survival. His followers often have this same deep respect for nature and often more closely identify with the beasts in nature than other “civilized” people.

    Sylvanus, the Oak Father

    The Oak Father is the god of natural places and the spirits of those places. He is often present in sacred groves and springs and his followers tend to such natural places to insure that they remain sites of pristine natural beauty. He is sometimes thought to be the mate of the Mistress of Nature as they share similar doctrines, though his is more passive.

    Tyranis, the Storm-Lord

    The Lord of Storms is a god whose power is manifested through thunderstorms and particularly lightning. His followers are individuals with great respect for all things but are also great warriors who enjoy feasts and merrymaking but also meet out divine justice against their enemies.

    The Great Beasts

    As the name implies, the Great Beasts are enormous beasts who protect the wild places of the World. They are the spirits of the forest, fields, and mountains and govern their territories according the nature of the beast they resemble. They are often both feared and revered by locals of their territories and may be both defender and terror to them.

    Other Kami

    There are innumerable Kami throughout the World, spirits of the land, bird and beast, rock, river, and tree, storm, season, and sun, and like nature herself, they can be capricious, and even the most peaceful Kami can be roused to rage if pushed.
    Last edited by Gemini Lupus; 2018-01-02 at 09:13 PM.
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Recently dubbed a “grognard” because I refuse to convert to Pathfinder 2e. I’m getting too old for these edition changes and so I proudly bear my new title.


    Smaug Avatar courtesy of Serpentine

  5. - Top - End - #5
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    The SEEKER

    The god of magic, knowledge, secrets, arcane lore and power, mysticism, foresight, illusion, learning, runes and sigils, prophesy, writing, wisdom, and is closely associated with the stars. As the god of Magic, the SEEKER is concerned with the practice and preservation of the Art, and with the preservation and spread of knowledge and lore so the worthy may access it. There is an aspect of secrecy to the SEEKER, who at once seeks to spread knowledge, but also keep it out of the hands of the unworthy due to the danger which unconstrained knowledge can pose. Because of the focused nature of the SEEKER’s portfolio, adherents may be found anywhere magic is practiced, as well as among scholars and loremasters. The teachings of the SEEKER are known by many and various names, including: “the Path,” the “Mysteries,” or even simply “Wizardry,” “Sorcery,” or “Magecraft.” The priesthood of the SEEKER advance through numerous Orders or Mysteries, each of which is specialized in a single discipline of magic or knowledge the individual has attained proficiency in. The teachings of the SEEKER include: respect for the power of magic; right practice of magic; teaching those with talent; collecting and preserving magical teachings, artifacts, and other knowledge; researching new magic; collecting, preserving, and teaching knowledge of all disciplines; and the advancement of magic in the world.

    The demigods of the SEEKER are mystical spirits and mages whose power and accomplishments warranted ascension to deity-hood and are known as the Ascended. They are the keepers of ancient power and lore and work through their followers to advance their goals and hinder their rivals. More than other gods, the SEEKER is relatively amoral, respecting magical prowess over ethics, and so the alignments of the Ascended cover the entire spectrum of Good, Evil, Law, Chaos, and Neutrality. Each of the Ascended are of relatively equal power, being beyond masters of their respective disciplines or schools and work in tandem to advance the Mysteries, while at the same time accumulate power for themselves. Most dwell in both the Great Astral Sea as great constellations, and in the Nexus, a plane of crossroads, where all the Realms of the Multiverse converge and is home to the Librarium Magisterium, the home of the SEEKER which houses all knowledge in the Multiverse.

    The SEEKER and Ascended are attended by hosts of mystical beings and spirits, among which are Arcane Angels and Djinn, though these hosts are significantly smaller than those of other deities. They are the messengers and protectors of the magical pantheon and have engaged in the wars of the gods as well as those of the Material Plane, as well as purveyors of magical power and wares and will at time grant aid to mortals. Like their masters, they vary in motivation, but all work towards the promotion of magic in the world. The greatest of these mystical beings are known as the Arcana, whose magical power outstrips all but the greatest of mages.

    The clergy of the SEEKER are largely independent and autonomous of one another, as there is little to no hierarchy or unified church or doctrine, rather they are ranked by their knowledge, power, and advancement through the Grades of the Mysteries of the SEEKER. Congregations of the SEEKER are known as Circles or Covens. The teachings and immediate goals of the SEEKER are vague, so the clergy serve and communicate through signs, omens, and revelations and the few scrolls and codices which reveal the nature of the SEEKER. They are often as involved in magical research as ordinary adherents of the Mysteries and engage in the known goals of preservation and spread of magic in the world. The High Priest of the Mysteries is known as the Magister.

    Elves, humans, and gnomes are common initiates to the mysteries of the SEEKER, as well as other races with tendencies towards magic. Arcane spellcasters are the most common initiates into the mysteries of the SEEKER, but some divine spellcasters, such as clerics and favored souls can be found among their number as well.

    Within the Mysteries of the SEEKER, there are numerous orders which adherents may be part of, as well as Grades through which they may advance in order to advance their standing in the Order. Most Orders dedicated to arcane magic are associated with the SEEKER as their patron, even if they do not engage in religious dedication to their god. The Circle of Magi is the largest Order of Arcane Spellcasters, dedicated to the training of mages, collection of magic power and items, and research of mystical lore. They are also self-described guardians of the world, protecting it from mystical threats, including practitioners of the Dark Arts. The Gathering are an Order of spellcasters who are each dedicated to the research and practice of magic based on five philosophical principles, known as the Towers of: Blue, Green, Red, White, and Black; and work both together and in competition with one another. Unlike the Magi, they do not fundamentally oppose dark magic, but do seek to limit its influence in their Order. A third Order, the Cult of the Shadow Weave, is dedicated to darker pursuits of necromancy, destruction, and curses, and have fully embraced the Dark Magic in order to gain more power. The Spellguard is a martial Order who have learned to combine magic and blade to advance magic in the world and protect other mages.

    The Temples of the SEEKER often double as libraries, repositories of knowledge, which often eclipse its function as a temple, but the priests of the SEEKER still tend to them and perform the rites and offerings demanded by the SEEKER in sacred chambers where they conduct their worship. The sacred text of the SEEKER is known as the Book of Eldritch Might, which contains not only the teachings, rites, and prayers of the SEEKER, but also numerous magic spells and incantations, as well as the sacred stories of the SEEKER. These Library-Temples may be found all across the world, especially in large cities where spellcasters are more common.

    Demigods of the SEEKER

    Rhovan and Iona

    The Lord and Lady of Magic are a pair of powerful deities who govern over the fabric of magic. They are to magic as the Sun and the Moon are to the world, without their power or their followers, the power of magic would be severely weakened and eventually die. Their followers are the great champions of magic and seek to preserve it and all its uses.

    The Raven Queen

    The Dark Lady of Magic, the Raven Queen is the source of all dark magic, necromancy and keeper of secrets. Whereas other Ascended find their power in the stars, she finds hers in the dark of night and rules over the hidden things of the world. Though a dark deity and unconcerned with questions of morality, the Raven Queen is not evil, but advocates free practice of magic.

    The Fayth

    A coalition of minor deities who forsook their deity hood in order to better serve and protect humanity. Spirits of primordial, elemental forces, the Fayth bound their essence to sacred spaces so that they might aid mortals who earn their trust. Around these sanctums have been constructed temples in honor of the Fayth which resides there, as well as a trial for hopeful Summoners to attempt. Those who undergo and complete their trials may make a pact with the Fayth and thus gain the ability to summon their avatar, known as an Aeon. Few are initiated into the Mysteries of the Fayth, and fewer still pursue the Path of the Summoner. The Aeons which Summoners may make pacts with are: Ifrit, the Aeon of Fire; Shiva, the Aeon of Ice; Ixion, the Aeon of Lightning; Leviathan, the Aeon of Water; Titan, the Aeon of Earth; Garuda, the Aeon of Air; Alexander, the Aeon of Light; Anima, the Aeon of Shadow; Phoenix, the Aeon of Rebirth; Shinryu, the Aeon of Power; Carbuncle, the Aeon of Heart; and Origin, the Lord of Aeons and Aeon of the Elements. Though the Aeons may share names with other creatures or beings of Mythopoeia, they are distinct and separate beings.
    Last edited by Gemini Lupus; 2018-01-02 at 09:14 PM.
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Recently dubbed a “grognard” because I refuse to convert to Pathfinder 2e. I’m getting too old for these edition changes and so I proudly bear my new title.


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    The WYRM

    The god of dragons, monsters, balance, creation and destruction, chaos, courage, conquest, kobolds, passion, planning, tyranny, justice, victory, wit, wisdom, rage, and valor, and is closely associated with the earth and sky. Primarily the god of Dragons, the WYRM is concerned with the balance of the World, but also the advancement of dragon-kind. Followers of the WYRM are commonly found in areas where there is significant draconic influence, but also in the wild lands of Mythopoeia, where monsters roam and find patronage from the conflicted nature of the WYRM. The WYRM is the progenitor of dragons and all the draconic races and legend has it that it sleeps beneath the earth, awaiting the Last Battle. The WYRM has a strong connection to the SOURCE and they share many common values, but the dualistic nature of the WYRM make it an especially contradictory deity, as it is the deity of both Good and Evil dragons. Therefore, the beliefs of the worshippers of the WYRM are determined more by the particular Dragon Aspect they follow. There is little hierarchy to the priesthood of the WYRM, only their power determines their status relative to one another.

    The demigods of the WYRM are living gods, the first children of the WYRM known as Dragon Aspects. Each Dragon Aspect wields immense power and pursues goals commensurate with their own values. Because of the conflicted nature of the WYRM, and its concern with balance, the Dragon Aspects tend toward either good or evil, representing one aspect of the WYRM’s portfolio over the other. Each Aspect commands their own Dragonflight of their descendants, which they may call upon to do their bidding and advance their goals. They are in constant competition with one another, vying for power and dominion, often engaging in century-long plots against one another. However, they must be careful to maintain a balance of power and do not directly move against one another, just as mortal dragons do not move directly against one another, as doing so would assure destruction for all dragonkind. Each Dragon Aspect has its own lair, hidden from the world and able to be found only by those who are granted access by the Aspect themself.

    The Dragon Aspects are attended only by their own Dragonflight, as they exist on the Material Plane, same as the mortal races.

    The Clergy of the WYRM serve the Dragon Aspects and are loosely associated with the other priests of the same Aspect they serve. They are mostly concerned with paying dragons the proper respect they deserve and furthering the goals and achievements of their patron. Often mistaken for mere dragon worshippers, the priests of the WYRM look beyond the affairs of dragons, serving their gods directly instead. Just as power determines a dragon’s worth, so too does power determine a priest’s, the most powerful of which become the High Priest of their patron, until they are unseated by a more powerful, ambitious, priest.

    Draconic races, such as Dragonborn and Kobolds are the most common races to worship the WYRM, but humans, elves, and monstrous humanoids have been known among their followers. Members of all classes may be found among its followers as well, especially sorcerers of draconic bloodlines and paladins of Bahamut.

    There are numerous Orders associated with the ways of the WYRM, each dedicated to the teachings of different Dragon Aspects. The Dragon Shaman are an Order of Priests of the WYRM dedicated to the reverence of all dragon-kind. Each member is dedicated to the worship of a single breed of dragon and exemplifies the values of said dragon. The Dragon Wardens are an Order associated with Bahamut, dedicated to dedicated to protecting the world from the machinations of Tiamat and other evil forces which would plunge the World into Chaos. The Order of the Dragoons are a knightly order made up of nine knights, each the chosen servant of an ancient Dragon Aspect which sacrificed their lives to imbue a crystal with draconic magic in order to aid dragonkind against their enemies. The Heroes of Althena are the chosen servants of the Dragon Aspect Althena, and are dedicated to protecting the World from Evil.

    The sacred spaces of the WYRM are the lairs of the Dragon Aspects, each as varied as the Dragon who inhabits it. Also dwelling in the lairs of the Dragon Aspects are their consorts, servants and priests, and several members of their Dragonflights, so that they may be sent out to gather the rest of the Flight in times of need.

    Dragon Aspects

    Io

    Io is the eldest Dragon Aspect to Bahamut and Tiamat, and the progenitor of the primordial dragon races, as well as numerous other breeds of dragon, he and his brood stand in contrast to the warring twins Bahamut and Tiamat, as they attempt to remain neutral in their wars, though they can be swayed to ally with either side in times of need. Io began the Great Game, where dragons compete with one another through intricate stratagems and maneuvers.

    Bahamut and Tiamat

    The two greatest Dragon Aspects are Bahamut and Tiamat, known as the twins of the WYRM and progenitors of the metallic dragon races and chromatic dragon races respectively. They are two sides of the same coin and eternally locked in a struggle for dominion of dragon-kind. Bahamut is a great, platinum dragon who values justice, valour, compassion, and chivalry and fosters good in his followers. Tiamat is a five-headed dragon, with each head one of the five chromatic dragons which are her spawn, who values tyranny, chaos, rage, destruction, and conquest, and fosters evil in her followers. The twins will forever be bound to struggle for the soul of dragonkind.

    Althena

    A dragon goddess of light, music, and creation, Althena often appears as a beautiful, blue-haired woman. She birthed five pure chromatic dragons who imbue her chosen servant, the Dragon Master, with a portion of their essence so he may protect Althena and protect the World. Unlike other Dragon Aspects, she does not command a Dragonflight, preferring instead the service of mortals and her offspring, known as the Dragons of Althena.

    The Guardian Dragon Aspects

    A group of five Dragon Aspects tasked by the WYRM with guardianship over the World and against the Wars of Bahamut and Tiamat. Each is imbued with power over an aspect of the existence in order to maintain the balance of the Multiverse. The Guardian Dragons are: Alexstraza, the Life-Binder, a red dragon tasked with the preservation of life in the World; Nozdormu, the Timeless One, a bronze dragon tasked with safeguarding time itself and the pathways of Fate and Destiny; Ysera, the Dreamer, a green dragon tasked to watch over the wild places and faerie realms of the World; Malygos, the Spell-Weaver, a blue dragon tasked as a guardian of magic and hidden arcanum; and Neltharion, the Earth-Warder, a black dragon tasked to watch over earth and deep places of the World. Each Guardian Dragon commands a Dragonflight of their brood, separate from those of Bahamut or Tiamat, and imbued with a portion of their power.

    Kilgarah

    The youngest spawn of the WYRM, Kilgarah is the Dragon Aspect closest to humanity. His spawn are the most diverse in their values and temperament, though Kilgarah himself is concerned with aiding humanity, and it was he who led the argument to allow mortals the chance for dominion in the World. Though the least magical of dragonkind, Kilgarah and his ilk often ally with mortals, good and evil, even bonding with some and allowing them to become dragon riders.
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Recently dubbed a “grognard” because I refuse to convert to Pathfinder 2e. I’m getting too old for these edition changes and so I proudly bear my new title.


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    The ADVERSARY

    The god of darkness, evil, corruption, discord, domination, destruction, and deceit, the Adversary is closely associated with the darkness and despair. A twisted, evil god who took the good of creation and corrupted it, introducing malice, villainy, and horror to the World. As a god of true evil, the ADVERSARY revels in the chaos which is sown by its followers and seeks to dominate not only the Material Plane, but the entire Multiverse and the other deities. It has even been able to sow malevolence in other demigods, such as Tiamat and the Raven Queen, though they still do not serve the ADVERSARY. The ADVERSARY is present in all that is dark and evil in the World and is dedicated to the pursuit of the destruction of the Order of the World and is worshipped mostly in secret, except in areas where demon-worship is considered acceptable, such as among the evil creatures which adhere to the cults of the ADVERSARY. The ADVERSARY dwells in the deepest pits of Hell, to which it was banished by the other gods, from which it can never be freed.

    The demigods of the ADVERSARY are beings of great evil, who like their master have been banished beyond the Multiverse and must act through their servants, though they can manifest Avatars if the appropriate conditions are met, such as a celestial alignment or ancient relics are collected and the proper rituals performed. They are demonic beings of unimaginable power, who use the powers of evil in different ways in order to advance the ADVERSARY’s war.

    The ADVERSARY is served by legions of infernal creatures: demons and devils, who are dedicated to the spread of evil in the Multiverse, but forever divided by conflicting ideologies of destruction versus domination. These two great factions are headed by Demon Princes and Arch Devils who constantly wage war against one another in the Blood War. A third faction is dedicated to wreaking havoc throughout the Multiverse are led by infernal beings known as Dread Lords and are made up of numerous infernal races, including demons and devils who have been able to set aside their differences while under the thrall of the Dread Lords.

    The clergy of the ADVERSARY are typically demonic cultists who have fully given in to their darker natures and allowed themselves to be possessed of evil forces and do their bidding. Often their goals involve sowing chaos in the world and opening Gates to allow their infernal masters into the Material Plane

    Members of any race can be found among the worshippers of the ADVERSARY, but monstrous races and those who have been twisted by the ADVERSARY such as Orcs who have forsaken their shamanic ways are common cultists. Clerics and favored souls are among its followers, as well as arcanists seeking power from the dark side, and in fact members of any class may be adherents of the ADVERSARY, save for paladins, who stand singularly against the tides of darkness.

    The temples of the ADVERSARY can be found anywhere, but out of the need for secrecy, they are often hidden carefully from prying eyes so that the rituals of the damned may be conducted without interruption. They are often little more than simple altars or shrines where the cultists may make sacrifices to their dark gods and listen for their Will. The teachings of the ADVERSARY, are written in the Book of Vile Darkness and detail the true nature of evil and will corrupt all but the most virtuous who read its pages.

    The Prime Evils

    The Deceiver

    The sower of doubt and father of lies, the adversary of truth. The Deceiver works through lies and deceit in order to bring darkness into the world and works through manipulation, domination, underhanded tactics, half-truths, and exploitation. He is the father of Devils, the embodiment of lawful evil and ultimate manipulators of contracts.

    The Destroyer

    The bringer of destruction, the Destroyer works to bring chaos through fear, pestilence, and famine, destroying all in its path. He and his followers are nihilistic and would plunge the world into oblivion, rather than rule it or see it devolve into a wasteland of desperation. He is the creator of Daemons, who like their master seek only annihilation of all existence.

    The Reaver

    The sower of discord and death, the Reaver infiltrates the hearts of man in order to inspire fear, jealousy, and hatred in order to inspire war. There is little agenda for the Reaver than unrestricted submission to the basest of desires and leave the world one where only the strongest survive. Demons are the embodiment of the chaos which the Reaver revels in.

    The Corruptor

    The most dangerous of the Prime Evils, the Corruptor works to twist and taint all of creation, seeking to bring even the most righteous to wickedness and has even caused angels to fall. It does so through any means necessary and is at times an entity of chaos and destruction, while at others law and manipulation, but is always working to create hell throughout the multiverse.
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Recently dubbed a “grognard” because I refuse to convert to Pathfinder 2e. I’m getting too old for these edition changes and so I proudly bear my new title.


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    OldWizardGuy

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    I love your thread and your choices for deities. Your pantheons are also organized very well.
    However,
    You replaced Ramuh with Ixion.

    "I find your lack of Ramuh disturbing."

    ::Lightning::
    Last edited by ArlEammon; 2018-01-14 at 03:51 PM.

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    Ettin in the Playground
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    Can gods be stabbed?
    Can you stab them until they stop moving or cause them to stab each other until they stop moving?
    I mean in real life you can stab the universe to death: stab it then a long time after your death the universe will die.
    Last edited by noob; 2018-01-15 at 03:23 AM.

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    Gemini Lupus's Avatar

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    Quote Originally Posted by ArlEammon View Post
    I love your thread and your choices for deities. Your pantheons are also organized very well.
    However,
    You replaced Ramuh with Ixion.

    "I find your lack of Ramuh disturbing."

    ::Lightning::
    That was a difficult decision, especially as Final Fantasy IX was my first, and so Ramuh has a special place in my heart, but I decided on Ixion because I though Ramuh would make a more interesting NPC.
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Recently dubbed a “grognard” because I refuse to convert to Pathfinder 2e. I’m getting too old for these edition changes and so I proudly bear my new title.


    Smaug Avatar courtesy of Serpentine

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