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<blockquote data-quote="Richards" data-source="post: 8027822" data-attributes="member: 508"><p>Here's the pantheon of the Erthe campaign, where each of the gods and goddesses is patterned after the prominent PCs and NPCs of the "Wing Three" campaign:</p><p></p><p>- The primary god is <strong>Cal</strong>, All-Father and Ruler of the Skies overlooking the entirety of Erthe. He is also the God of Medicine, and those seeking healing often find their way to one of his temples. Cal's domains are Air, Good, Healing, and Strength. </p><p></p><p>-<strong><strong> Aerik</strong> </strong>is the God of Earth and Stone, built as if carved from solid rock himself. Aerik's primary areas of concern include Protection – for what could protect better than a fortification built of solid stone? – as well as Loyalty, for his dedication to any task he performed was a strong as a rock. Aerik's domains are Earth, Good, Law, and Protection. </p><p></p><p>-<strong> Galrich</strong>, the God of the Sea, has two different aspects: at times he is as calm as a lake on a windless day; at others, he roars and rages like a tsunami against a cliff. Galrich is also the God of Combat Prowess; it is said he could slip past his enemies' guard, as unstoppable as a wave. He is often depicted in a form said to be half human, half orca. Galrich's domains are Strength, Travel, War, and Water. </p><p></p><p>- Often found in Galrich's wake, <strong>Clem</strong> is the Demigod of both Bravery and Fishing. As it tied in with both of his primary attributes, he is also the Demigod of Bluffing; many a card player whispers a silent prayer to Clem at the gaming table. Clem's domains are Animal, Luck, Trickery, and Water. </p><p></p><p>- The God of Fire is a gaunt deity named <strong>Telgrane</strong> with flames burning from his eye sockets. He is associated with the Sun, the ever-burning orb of flames that cross the sky each day, as well as Knowledge, for it is said the desire for knowledge also burns within him. Telgrane's domains are Fire, Knowledge, Magic, and Sun. </p><p></p><p>- The Goddess of Nature is <strong>Feron</strong>, Forest-Maiden, Queen of the Harvest. It was she who had first formed life upon the Erthe, and it is she who looks over her creations with a mother's love. Feron's domains are Animal, Healing, Plant, and Sun. </p><p></p><p><strong>- Delphyne</strong> is the Goddess of the Mysteries, the Rune-Queen, who first set forth the ways of magic. It was she who patterned the ley lines across the world, she who reads the future in the shapes of clouds and the patterns of the stars, she who first brought the magic of the written word to the inhabitants of Erthe. Delphyne's domains are Knowledge, Law, Magic, and Travel. </p><p></p><p>-<strong> Rale</strong> is the God of Night, the black-clad Master of Shadows and Secrets. He is associated with the Moon and with Stealth; when the fiery orb of the sun sinks below the horizon, Rale's power encompasses all those beneath the midnight sky. Rale's domains are Air, Chaos, Protection, and Trickery. </p><p></p><p>- <strong>Desdemona</strong> is a lesser deity, the Demigoddess of Fertility. Farmers pray to her for a good growing season; would-be mothers pray to her for healthy babies to spring up from their bellies. Desdemona's domains are Air, Animal, Earth, and Plant. </p><p></p><p>-<strong> Infernia</strong> is the Demigoddess of Love and Burning Desire. She is often depicted as a beautiful woman whose entire body is sheathed in the flames of her passion. Infernia's domains are Fire, Good, Healing, and Luck. </p><p></p><p>- <strong>Farthingale</strong> is the Demigod of Wealth and Prosperity. He is often depicted as a cheerful, overweight man and his temples often double as banks, moneylenders, and currency exchanges. Farthingale's domains are Earth, Law, Luck, and Travel. </p><p></p><p>- But Erthe is no primal paradise. <strong>Thunderwolf</strong> is the fierce God of War, the Master of Weapons, and soldiers pour libations of blood to him before heading off into battle against their enemies. Thunderwolf's domains are Death, Destruction, Strength, and War. </p><p></p><p>- Another god tied to a specific aspect of weapons mastery is <strong>Chalkan</strong>, the Bow-Lord, the God of Archery and Hunting. He is also the God of Innovation, always striving to seek new ways of doing things and combining multiple skills together. Chalkan's domains are Air, Animal, Knowledge, and War. </p><p></p><p>- The fierce God of Death and Undeath is a skull-faced deity named <strong>Akari</strong>. It is said he was once a benevolent god of weapons, but fell from grace and turned to evil. As such he has minor sway over both Illusions and Transformation. Akari's domains are Death, Destruction, Evil, and Trickery. </p><p></p><p>- The evil <strong>Kazmira</strong> is the Goddess of Theft and Seduction, said to be as capable of stealing a man’s heart as his purse of gold. Kazmira's domains are Chaos, Evil, Travel, and Trickery. </p><p></p><p>- At Kazmira’s side is often found <strong>Gareth</strong>, the God of Betrayal. He is the craven personification of Envy, the Maker of Excuses, the Fault-Finder. He is worshiped primary by assassins and those who dare not face their opponents in fair battle. Gareth's domains are Chaos, Death, Destruction, and Evil.</p><p></p><p>So far, two of the PCs have chosen to play clerics, one of Cal and one of Aerik. Interesting that neither player created a PC dedicated to the god or goddess of their own former PC: Wakuren, who'll be run by Logan, worships Cal, who was run by Dan; Alewyth, who'll be run by Vicki, worships Aerik, who was an NPC follower of Galrich, who was run by Jacob. (Jacob is Dan and Vicki's older son, who no longer plays with us as he moved far enough away that it's easier for him to run his own game with his local friends than travel back home to game with us.)</p><p></p><p>I've also decided these are all the gods there are in the Erthe campaign. There are no specifically elven or dwarven gods, for example; every race tends to depict the gods to look more like themselves (although Aerik is quite often given a dwarven aspect even by members of other races). So a gnome and a goblin could very well worship their own versions of the very same god, both races praying to the same deity before waging war against the other. I haven't decided about demon lords and archdukes of Hell and so forth; I may keep the titles but there won't be an Orcus, or a Demogorgon, or a Beelzebub, for example. (Definitely no Lolth, as I've also decided the drow were the elven progenitor race, with a fallen, surface-dwelling empire on another continent.)</p><p></p><p>My son Logan created a variant paladin class for followers of Telgrane (one of his "Wing Three" PCs, who ended up becoming a half-fire elemental): they swap out the ability to turn undead for the ability to spontaneously set themselves ablaze an equal number of times per day, the flames encompassing their bodies extending to their weapons, so they both (bodies and weapons) deal fire damage to those struck. He also decided the holy paladins of Telgrane's healing abilities do not remove burn scars, as they see burn scars as holy and a mark of honor. I fully intend to use a few of these holy paladins of Telgrane in an encounter or two in this campaign; they're too cool of a concept to not use.</p><p></p><p>Johnathan</p></blockquote><p></p>
[QUOTE="Richards, post: 8027822, member: 508"] Here's the pantheon of the Erthe campaign, where each of the gods and goddesses is patterned after the prominent PCs and NPCs of the "Wing Three" campaign: - The primary god is [B]Cal[/B], All-Father and Ruler of the Skies overlooking the entirety of Erthe. He is also the God of Medicine, and those seeking healing often find their way to one of his temples. Cal's domains are Air, Good, Healing, and Strength. -[B][B] Aerik[/B] [/B]is the God of Earth and Stone, built as if carved from solid rock himself. Aerik's primary areas of concern include Protection – for what could protect better than a fortification built of solid stone? – as well as Loyalty, for his dedication to any task he performed was a strong as a rock. Aerik's domains are Earth, Good, Law, and Protection. -[B] Galrich[/B], the God of the Sea, has two different aspects: at times he is as calm as a lake on a windless day; at others, he roars and rages like a tsunami against a cliff. Galrich is also the God of Combat Prowess; it is said he could slip past his enemies' guard, as unstoppable as a wave. He is often depicted in a form said to be half human, half orca. Galrich's domains are Strength, Travel, War, and Water. -[B] [/B]Often found in Galrich's wake, [B]Clem[/B] is the Demigod of both Bravery and Fishing. As it tied in with both of his primary attributes, he is also the Demigod of Bluffing; many a card player whispers a silent prayer to Clem at the gaming table. Clem's domains are Animal, Luck, Trickery, and Water. -[B] [/B]The God of Fire is a gaunt deity named [B]Telgrane[/B] with flames burning from his eye sockets. He is associated with the Sun, the ever-burning orb of flames that cross the sky each day, as well as Knowledge, for it is said the desire for knowledge also burns within him. Telgrane's domains are Fire, Knowledge, Magic, and Sun. -[B] [/B]The Goddess of Nature is [B]Feron[/B], Forest-Maiden, Queen of the Harvest. It was she who had first formed life upon the Erthe, and it is she who looks over her creations with a mother's love. Feron's domains are Animal, Healing, Plant, and Sun. [B]-[B] [/B]Delphyne[/B] is the Goddess of the Mysteries, the Rune-Queen, who first set forth the ways of magic. It was she who patterned the ley lines across the world, she who reads the future in the shapes of clouds and the patterns of the stars, she who first brought the magic of the written word to the inhabitants of Erthe. Delphyne's domains are Knowledge, Law, Magic, and Travel. -[B] Rale[/B] is the God of Night, the black-clad Master of Shadows and Secrets. He is associated with the Moon and with Stealth; when the fiery orb of the sun sinks below the horizon, Rale's power encompasses all those beneath the midnight sky. Rale's domains are Air, Chaos, Protection, and Trickery. - [B]Desdemona[/B] is a lesser deity, the Demigoddess of Fertility. Farmers pray to her for a good growing season; would-be mothers pray to her for healthy babies to spring up from their bellies. Desdemona's domains are Air, Animal, Earth, and Plant. -[B] Infernia[/B] is the Demigoddess of Love and Burning Desire. She is often depicted as a beautiful woman whose entire body is sheathed in the flames of her passion. Infernia's domains are Fire, Good, Healing, and Luck. - [b]Farthingale[/b] is the Demigod of Wealth and Prosperity. He is often depicted as a cheerful, overweight man and his temples often double as banks, moneylenders, and currency exchanges. Farthingale's domains are Earth, Law, Luck, and Travel. - But Erthe is no primal paradise. [B]Thunderwolf[/B] is the fierce God of War, the Master of Weapons, and soldiers pour libations of blood to him before heading off into battle against their enemies. Thunderwolf's domains are Death, Destruction, Strength, and War. - Another god tied to a specific aspect of weapons mastery is [B]Chalkan[/B], the Bow-Lord, the God of Archery and Hunting. He is also the God of Innovation, always striving to seek new ways of doing things and combining multiple skills together. Chalkan's domains are Air, Animal, Knowledge, and War. - The fierce God of Death and Undeath is a skull-faced deity named [B]Akari[/B]. It is said he was once a benevolent god of weapons, but fell from grace and turned to evil. As such he has minor sway over both Illusions and Transformation. Akari's domains are Death, Destruction, Evil, and Trickery. - The evil [B]Kazmira[/B] is the Goddess of Theft and Seduction, said to be as capable of stealing a man’s heart as his purse of gold. Kazmira's domains are Chaos, Evil, Travel, and Trickery. - At Kazmira’s side is often found [B]Gareth[/B], the God of Betrayal. He is the craven personification of Envy, the Maker of Excuses, the Fault-Finder. He is worshiped primary by assassins and those who dare not face their opponents in fair battle. Gareth's domains are Chaos, Death, Destruction, and Evil. So far, two of the PCs have chosen to play clerics, one of Cal and one of Aerik. Interesting that neither player created a PC dedicated to the god or goddess of their own former PC: Wakuren, who'll be run by Logan, worships Cal, who was run by Dan; Alewyth, who'll be run by Vicki, worships Aerik, who was an NPC follower of Galrich, who was run by Jacob. (Jacob is Dan and Vicki's older son, who no longer plays with us as he moved far enough away that it's easier for him to run his own game with his local friends than travel back home to game with us.) I've also decided these are all the gods there are in the Erthe campaign. There are no specifically elven or dwarven gods, for example; every race tends to depict the gods to look more like themselves (although Aerik is quite often given a dwarven aspect even by members of other races). So a gnome and a goblin could very well worship their own versions of the very same god, both races praying to the same deity before waging war against the other. I haven't decided about demon lords and archdukes of Hell and so forth; I may keep the titles but there won't be an Orcus, or a Demogorgon, or a Beelzebub, for example. (Definitely no Lolth, as I've also decided the drow were the elven progenitor race, with a fallen, surface-dwelling empire on another continent.) My son Logan created a variant paladin class for followers of Telgrane (one of his "Wing Three" PCs, who ended up becoming a half-fire elemental): they swap out the ability to turn undead for the ability to spontaneously set themselves ablaze an equal number of times per day, the flames encompassing their bodies extending to their weapons, so they both (bodies and weapons) deal fire damage to those struck. He also decided the holy paladins of Telgrane's healing abilities do not remove burn scars, as they see burn scars as holy and a mark of honor. I fully intend to use a few of these holy paladins of Telgrane in an encounter or two in this campaign; they're too cool of a concept to not use. Johnathan [/QUOTE]
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