Post your Pantheon

My pantheon is mostly of my own creation with a lesser known/less popular FR deity sprinkled in to fill in gaps. I also keep Io as one deity of balance, with two differing aspects - Tiamat and Bahamut.

Here's a link.
 

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Here's the pantheon I use for my Savage Tide game. Starting the game was something of a spontaneous thing, so I cribbed various godly bits and pieces shamelessly from all over the place...


Deities and Religion

I’m only going to cover the options for PC patron deities here. Generally, most people will worship one of these gods – the more overtly evil beings don’t really gather much of a following, other than cultists and power-hungry madmen.

The Seven:
The most commonly-followed religion in the world is the faith of the Seven. This is a very old religion, with roots way back in the heartlands across the sea far to the east. The Seven are a united pantheon, and churches are consecrated to all of them collectively. A Church of the Seven is an eight-sided building, with a shrine on each internal wall devoted to one particular god, with the final wall being where the entrance is located. Followers of the Seven usually have a god they pray to more commonly than others, but will pay all the gods respect and offer them prayers at the appropriate time – a soldier will pray to the Warrior before going into battle, but to the Mother in the hope she will aid the recovery of his wounded comrades, etc. Priests devote themselves to one god of the Seven, and while tensions between priesthoods are not unknown, things never devolve into actual violence. All priests of the Seven turn rather than rebuke undead, and can spontaneously cast healing spells.

- The Father (Patrum)
Alignment: LG
Domains: Good, Endurance, Herald, Knowledge, Protection
Favoured Weapon: quarterstaff
Clergy: Clerics, Favoured Souls, Divine Bards, Cloistered Clerics, Paladins

The Father is the leader of the Seven, if it can be said that there is such a thing. He is stern yet gentle - a teacher, a protector, and a wise counsellor, the keeper of virtue, tradition, and respect, and he expects his priests to follow his example.

- The Maiden (La Bella)
Alignment: CG
Domains: Charm, Good, Life, Renewal
Favoured Weapon: dagger
Clergy: Divine Bards, Cloistered Clerics, Favoured Souls

The Maiden represents innocence, youth, childhood, joy, spring, beauty, and romance. She is playful, gentle, and impulsive – the patron of lovers, would-be lovers, and those who wish to give thanks for the good things in life.

- The Smith (Ferox)
Alignment: LG
Domains: Artifice, Knowledge, Metal, Rune
Favoured Weapon: warhammer
Clergy: Clerics, Cloistered Clerics, Favoured Souls, Paladins

The Smith represents creation, industriousness, craft, and human ingenuity. He is prayed to by those who wish for success in trade or business, or those who seek to have the lot of humanity bettered through knowledge, education, or technology. He is also seen as a sage, who knows all manner of mystic secrets in the eldritch realms of craft, smithing, and magic. As well as craftsmen, traders and businessmen, he is widely worshipped among wizards.

- The Mother (Perenna)
Alignment: NG
Domains: Community, Family, Feast, Good, Healing
Favoured Weapon: quarterstaff
Clergy: Cloistered Clerics, Favoured Souls, Paladins

The Mother is the goddess of fertility and the protector of the hearth. She represents harvest, home, compassion, togetherness and mercy. Worshippers pray to her for health, prosperity, harmony, and for fecundity and the well-being of their children. Her priests often double as healers, midwives, teachers and cooks. She does have a rarely-expressed vengeful side, when children are harmed or threatened.

- The Warrior (Martius)
Alignment: LN
Domains: Courage, Law, Protection, Strength, War
Favoured Weapon: longsword
Clergy: Clerics, Favoured Souls, Paladins

The Warrior is pictured as an armoured knight. He is the patron of battle, of duty, of courage, of sacrifice, and of the welfare of soldiers. Worshippers pray to him not only for protection and for success on the battlefield, but to watch over their sons who have gone to war. He promotes military ideals of strength, honour and loyalty, and the virtues of preparation and discipline, but does not glorify war itself.

- The Witch (Lachrymora)
Alignment: CN
Domains: Chaos, Fey, Hatred, Knowledge, Magic, Moon
Favoured Weapon: sickle
Clergy: Cloistered Clerics, Favoured Souls, Divine Bards

The Witch is feared almost as much as worshipped. She personifies winter, mystery, magic, secrets, bitterness and revenge. But she is wise (if cruel) and powerful (if capricious), and her name can be called for protection from the deadly monsters and magic that haunt the world and against which an average farmer or merchant has no defence. It is said that her aid sometimes carries a heavy price, however.

- The Stranger (the Nameless, the Black Hound, the Carrion Crow) Alignment: N
Domains: Fate, Luck, Madness, Repose, Suffering, Travel
Favoured Weapon: greataxe
Clergy: Clerics, Favoured Souls, Cloistered Clerics, Divine Bards

The Stranger is the god for those who have nothing else - beggars, the diseased, the dying, the mad, the homeless, the outcast and the poor. He is a wanderer, an undertaker, and an executioner. He is the harbinger of suffering and misfortune, but is also the final mercy, and it is he who ushers the dead away from the world of pain and to their final reward. He is always pictured as faceless and hooded.

Others


- Ralorian
Alignment: LN
Domains: Fire, Inquisition, Retribution, Strength, Sun
Favoured Weapon: maul
Clergy: Clerics, Cloistered Clerics, Paladins

Ralorian’s faith is relatively young, but since its birth in the far-off wastes of the Painted Desert it has spread very quickly in the heartlands to the east, mostly at the expense of the Church of the Seven. There have been religious wars, persecution, and all manner of other tensions between the Seven and Ralorian in the West, but in Sasserine the two faiths coexist uneasily, since the Dawn Council knows full well that the city must have access to the markets of both the Ralorian and Seven-dominated regions of the heartland if the city to survive. The leaders of both faiths have been informed in no uncertain terms that no infighting will be tolerated, but they are still far from friendly.
Ralorian’s church teaches that Ralorian is the supreme god and that all other non-evil faiths are merely misguidedly worshipping his servants or aspects. Ralorian emphasises continual testing and purification (usually through fire or heat), unity and integrity within the faith, the duty of all to contribute whatever they can to the betterment of the whole, and strict adherence to the Precepts of Ralorian. The Church is tireless in its efforts to spread the word, uphold the Precepts, avenge the wronged, stamp out the corrupt, and protect its own. In this way it attracts many devotees who have been alienated from the Seven by the way in which that faith is often corrupted or misrepresented at local level by greedy bishops or illiterate, incompetent village priests. Ralorian’s burning faith can be harsh and narrow-minded, but it is undeniably honest and straightforward, and almost entirely free from the corruption and small-minded parochialism that can plague the Church of the Seven.
Ralorian’s priests turn rather than rebuke undead, and spontaneously cast healing spells.

- The Bitch Queen
Alignment: N
Domains: Cold, Fate, Luck, Ocean, Storm, Suffering, Water
Favoured Weapon: spear
Clergy: Clerics, Favoured Souls, Cloistered Clerics, Divine bards

The worship of the Bitch Queen is as old as the sea. Every ship passing beyond the bounds of the harbour tosses an offering over the side in the hope of staying her wrath. She is not loved, and most wish not for her favour but for her indifference. Few worship her as such, but even the most fervent follower of the Seven or Ralorian will pay her toll when setting out on the open ocean. She is merciless, pitiless, vengeful and prone to titanic rages, and those few who are strange or dedicated enough to call themselves her priests are generally believed to be madmen or criminals seeking to extort money from honest ship captains in exchange for safe passage.
The clergy of the Bitch Queen can either turn undead and spontaneously heal, or they can rebuke undead and spontaneously inflict wounds (chosen at character creation).

- The Divinity of Man
Alignment: N
Domains: Balance, Knowledge, Magic, Mentalism, Mind
Favoured Weapon: unarmed strike
Clergy: Cloistered Clerics

This is a rather obscure faith that denies it is a faith at all. Devotees of the Divinity of Man claim that nothing about gods inherently deserve worship, and that only through man reaching his full potential can the world be made happy and peaceful. Followers of this somewhat esoteric and abstract faith are fairly rare, and are largely academics, wizards or philosophers. Divinity of Man doctrine emphasises meditation, mental exercises, the reading and contemplation of complex philosophical and theological works, and generally the improvement of the mind and the quest for transcendence. Spellcasting ability is highly looked-upon and respected, as a sign of one who has succeeded in taking the first step beyond the limitations of mere mortal flesh. Some of other faiths, however, believe (with little firm evidence) that some nameless, hidden demon lord grants the priests of Divinity of Man their power by as a part of some long-running, sinister plot.
As its name might suggest, the Divinity of Man is an overwhelmingly human-dominated organisation. Non-humans can be treated with disregard or even contempt, especially those seen as somehow ‘lesser’.
Followers of the Divinity of Mankind priests turn rather than rebuke undead, and spontaneously cast healing spells.

- The Saint of Lions (Gwynaryf)
Alignment: NG
Domains: Animal, Celerity, Good, War, Wrath
Favoured Weapon: falchion
Clergy: Clerics, Favoured Souls, Divine Bards, Paladins, Paladins of Freedom

Some believe that the Saint of Lions began as a historical Saint of the Church of the Seven, but now she is undeniably a deity in her own right. Hers is not a large faith in terms of sheer numbers, but makes up for that with pure visibility. The Saint’s followers are crusaders – outgoing, passionate, idealistic, and brave. Overwhelmingly they are young and idealistic. They believe in spontaneity, action, and ferocity in the cause of good – in crushing the manifestations of evil when it rears its head, and in revelling in freedom, nature and the pleasures of life at all other times. The most holy sacrament of the Saint of Lions is to seek out and destroy a demon, an undead creature, an evil dragon, a demon cult, or a similar threat to the innocent.
The Saint takes great joy in the fury unleashed by her followers, and it is said that whenever one of her disciples is slain in battle against an evil foe, that disciple returns as a white lion, to guard and protect her temple, and to accompany her followers on subsequent hunts. Certainly white lions roaming loose are a common sight around the temples of the Saint – a matter that does make some of the Temple’s neighbours nervous.
Clergy of the Saint of Lions turn rather than rebuke undead, and spontaneously cast healing spells.

- First and Eldest
Alignment: LG
Domains: Cavern, Dream, Dwarf, Metal, Oracle, Time
Favoured Weapon: dwarven waraxe
Clergy: Clerics, Cloistered Clerics, Paladins, Favoured Souls, Divine Bards

First and Eldest is the god of dwarves, or more accurately, he is the personification and summation of the history of the dwarven race, and the progenitor of all dwarves. Seen as both a god in his own right and a culmination and measure of immortality for all those dwarves who have died and who have returned to their ancestors, his essence pervades all dwarves in a very profound way.
First and Eldest teaches respect, history, and tradition. He reminds all dwarves that they are of the same stock, and that all spring from him and all shall return. He teaches dwarves that they are all part of the one greater whole, and so they should stick together. He promises that after death all dwarves shall return to their ancestors, so during life they should strive to do their forbears honour, and when the end is come that they should remain steadfast and know no fear.
Clergy of First and Eldest turn rather than rebuke undead, and can either cast inflict or cure spells spontaneously (chosen at character creation)

- Baron Samedi (Old Man Bones)
Alignment: CN
Domains: Oracle, Repose, Trickery
Favoured Weapon: Scythe
Clergy: Cloistered Clerics, Divine Bards, Favoured Souls

Baron Samedi is the god of the dead, a very old spirit or superstition that has survived despite competition from the likes of the Stranger and the demon-lord Orcus. He has few priests, demands little in the way of behaviour from those who seek his favour, and offers those who do him honour the chance to see or speak with their departed loved ones once again. He teaches that death is just one last punchline in the long joke of life, and that it should not be feared. His services and ceremonies are parties, parades, masquerade balls and carnivals, in which worshippers (and anyone else who likes a rum and a samba) dance and drink until dawn to show that life is for the living and that the knowledge of eventual death should not detract from the now. Understandably, he is popular, although he is generally seen as frivolous and has few ‘serious’ worshippers, but despite occasional efforts on the part of the Seven and the Ralorians his faith has proved too elusive and resilient to eradicate.
Priests of Baron Samedi rebuke rather than turn undead, and can either cast cure spells or inflict spells spontaneously (chosen at character creation)

- Jako (Jako the Fist, Black Jako, Jako the Rat, Smiling Jako)
Alignment: N (but has clergy of all alignments)
Domains: Courage, Darkness, Endurance, Greed, Luck, Strength, Trickery
Favoured Weapon: Morningstar
Clergy: Clerics, Divine Bards, Favoured Souls

Jako teaches that the world is a hard, uncaring place, and so merely surviving and making your way in life is praiseworthy and commendable in itself. He personifies toughness, survival, endurance, ambition and self-interest, believing that anyone who passes through a trial emerges stronger and better, and therefore deserves what good things they can get their hands on in the process. His complete lack of altruism or compassion alienates many, but his rough, callous, pragmatic faith has found worshippers among the thieves, streetrats, slavers, pirates, mercenaries, and others whose ideals have either been burnt out of them through harsh experience, or never existed in the first place. He demands little in the way of behaviour, service, or sacrifice from his faithful, leading to the clergy of more principled gods referring to him derisively as ‘the God of What I Was Going To Do Anyway’. Even his priests and followers are not forbidden from backstabbing or fighting among each other in order to get ahead – Jako draws no distinction between those who succeed by betrayal, deception or stealth, and those who succeed through strength, cooperation, and grit..
Rats and dire rats, the great survivors, are holy to Jako, and it is said that he can see through the eyes of any of them. When beginning a great undertaking, his priests and worshippers will often seek out the largest, most vicious dire rat they can find, and before it make a vow to see their purpose through, in the hope that Jako will hear them and look with favour on their skill and toughness if they succeed. He is completely indifferent if his rats are killed, however, and holds no grudges to anyone who does so. As far as he’s concerned, there’s always more where those came from.
Priests of Jako rebuke rather than turn undead, and cast healing spells spontaneously.

- Ilthiar (Rainsinger, Springdancer)
Alignment: CG
Domains: Charm, Elf, Fey, Good, Moon, Plant, Sun
Favoured Weapon: longbow (incl composite longbows)
Clergy: Clerics, Cloistered Clerics, Divine Bards, Favoured Souls, Paladins of Freedom

Druidism – the worship of nature as a vital force - is by far the most significant presence in elven spiritual and religious life, but veneration of the hero-demigod Ilthiar is interwoven though elven worship and myth. Ilthiar was supposed to have been one of the original elves, born from spring blossoms when Nature was lonely and desired companionship. There are dozens of songs and poems of great length and beauty telling of Ilthiar’s deeds – of how his love brought forth the sun in the first spring, and his heartbreak heralded the snow at the beginning of the first winter; how the intricate rhythms of his harp can even now be heard echoed in the heartbeats of every creature that walks on the earth, and how he lulled with song the great fire dragon that lairs deep at the centre of the world, and then stole its hoard and set all the gems in the sky as stars, so that all may now look on the glittering bounty of the earth. His skill with sword, bow and harp were unparalleled, his tongue silver, his voice honey, his step light, his rage terrible, his laughter swift, his lightheartedness and joy at life eternal.
Ilthiar represents a paragon of elvenkind, and his clergy seek more to emulate him and follow his example rather than worship him. Many believe he still lives and walks the earth, and will until he has finally seen the last beautiful thing in the world, after which he will after so long return to the embrace of nature that bore him eons ago.
Followers of Ilthiar turn rather than rebuke undead, and cast healing spells spontaneously.

- Druidism
Druidism is worship of nature as a whole, without the intervention of any deity. While the druidic tradition is still dominant among the elves and the jungle tribes, Sasserine’s pragmatic, urban and unsentimental population have never had much time for it as a whole. Those druids that do exist are either descended from a long line of nature-worshippers going all the way back to the pre-Seven heartlands, or have come to the faith of their own accord through revelation or conversion in the wilderness. Few people know much about druidism, although more than one ship captain has found it handy to have a weather-witch and animal-tamer on board his vessel. Rangers, while accessing druidic magic on instinct, are free to worship any god.

- Shugenja and the Elements
In the southern Empire of Mikata, worship of gods is unknown. Instead, the local divine spellcasters (shugenjas) draw on a sophisticated philosophy of interactions between the elemental spirits of water, fire, earth, and air with the assistance of the shugenja’s attendant ancestral spirits. This belief system has made absolutely no headway among the natives of Sasserine, but Mikatese exiles and expatriates still adhere to it despite the incomprehension of the locals. The faith requires the most stringent respect for tradition and ones ancestors, or the shugenja risks having his ancestral spirits desert him, leaving him without access to the elemental spirits from whom he draws his magic.

- Demon Cults
Asmodeus, Baalzebul, Orcus, Adimarchus, Dagon, Koschkei, Pazuzu, Demogorgon, Malcanthet, Yeenoghu, Juiblex, Emma-o, Wendonai, Mammon, Graz’zt, Shudde’m’ell, and dozens of other demon lords have evil cultists and crazed, secretive worhippers all over the place. You can’t play one of them, so nyah. Generally only sages, other priests, wizards, inquisitors, demonfighters and the like will know much in the way of details about them, other than the fact that they’re irredeemably evil and to be either destroyed or avoided at all costs. One minor exception is Emma-O, the demon lord of unnecessary war and meaningless death. He has found a minor following among the exiled Mikatese samurai class. Since many of the samurai in Sasserine are ronin or the vassals of disgraced lords, these samurai are often very aware that their service, however meritorious, earns them no honour, and that their prized skills and ancestral blades are often turned to unworthy ends by the command of honourless masters. As such, they feel a sort of grim, fatalistic fellowship with Emma-O, and so worship of the Lord of the Unanswered Scream is beginning to border on respectable among the Mikatese warrior caste.
 

Currently Worshipped Pantheon of Orea

Here's my homebrew world's divine body...or bodies divine...whichever you prefer. ;)

It should be noted, non-human races of Orea all worship varying "aspects" of certain of these same deities. They do, of course, have their own names, mythologies and religious practices. The base deity and, more or less, the areas over which that deity holds dominion are the same.

As examples, the supreme god of the dwarves is "Toralon Kor", an aspect of Astar. Elves revere Jasralne as "Arathriel" (a lesser goddess of love and beauty) but also hold Arinane and Syar in high regard. Halflings have a relatively small pantheon headed by "Faerantha", a Mother Nature-type aspect of Sylari.

I can post a full listing of these races' gods if anyone's interested.

Entries are organized as follows:
Name: "special epithet" (if any), spheres of influence, holy symbol, alignment, any additional notes.

The Gods of Orea

Major Powers

Arinane:
(an Elder Goddess) Goddess of the greater moon, the night and stars, astronomy (and astrology), navigation. Symbol: a silver crescent moon set on end (like a "U") crowned with 3 stars. Neutral Good.
Arinane is the Elder goddess mother of many of the current pantheon, including Astar, Irion, Doam, Gilea, Sylari and Tyris, among others. She is the highly revered patron deity of the great western city of Brightmoon.

Astar: "the Celestial Sovereign." Supreme god of good, light, benevolent and just rule. King of the gods. The 4-pointed platinum star. Lawful Good. The temple of Astar has priestly and paladinic branches.
Astar is most commonly worshipped in structured and "civilized" realms. Missionaries of Astar often find themselves at odds with the local followers of Sylari and/or the druids of the Ancient Order in the more rural or wild areas.

Celradorn:
"the Gold Defender." God of guardianship and battle(skill). The 8-pointed crimson star. The Celradorn temple is a combination of his priest-clerics and the Redstar Knights, paladins of Celradorn broken into the branches of "Golden Shield", "Lightning Lance" and "Crimson Star" knights. Lawful Good.

Cyris:
God of deception and shadows, patron of evil thieves and assassins. A black winged serpent. Neutral Evil.

Desri:
(an Elder Goddess) "The Grey Lady." Goddess of death, keeper of souls. Her symbol is a "Y" shaped rune symbolizing the fork in the river of the dead where Desri sits passing judgment and directing the souls of the departed to the river's branch it is to traverse...to the higher planes or the lower. True Neutral.

Doam:
"The Darkhelm." God of domination, power, ruling by force. A black 4-pointed star. Lawful Evil.
In addition to its sinister priests, the temple of Doam has a paladinic ("anti-paladin") branch known (and feared) as the Iron Fists, so-called for the black iron gauntlets they wear.

Dunric:
God of earth, stone, metallurgy and craftsmanship, patron of smiths, miners, builders and craftsmen of all kinds (including distilling of ale, spirits and winemaking). The Smith of the Gods. Symbol is a hammer and chisel crossed in a "X" fashion, sometimes wreathed in grapevines or boxed in sheaves of grain. Neutral (Good).

Endore:
"The Plague Mistress." Goddess of disease and the undead. A white human(oid) skull. Chaotic Evil.
As might be expected, the servants of the Plague Mistress are the mortal enemies of both the temples of Gilea (healing) and Desri (death).

Gilea: "the Merciful Mother." Goddess of healing, fortitude and motherhood. The white budding rose. Her clerics, the Daughters of Gilea, is an all female order with a special (prestige?) branch, the Protectresses of Gilea, available to her clerics of a certain level. Lawful Good.
Gilea is universally worshiped across Orea's human realms with large temples in most medium-sized to larger communities and abbeys spread across the continent. They are, bar none, the greatest healers (both magical and mundane) in the world.
The Daughters of Gilea are strict pacifists. The temples of Gilea depend on their chosen sisters, priestesses who follow the path of the Physha to become a Protectress, or sometimes Redstar Knights assigned from the temple of Celradorn, for their defense and protection.

Goran: God of pain and bloodlust, cruelty in battle. A heart dripping blood. Neutral Evil.

Irion:
God of the sun, change, truth and protection, patron of travelers. Symbol is a styled sun. Neutral (good).

Karos: (Elder God) "The Chaosbringer." God of demons and fire. A horned demon skull wreathed in flames. Chaotic Evil.
The followers and forces of Karos are the ultimate #1 threat and concern of all of the civilized and free peoples of Orea. This Elder God seeks, constantly, the dominion and destruction of Orea as "His" own.

Manat: Goddess of magic. The 5-pointed blue star within a circle. Neutral.
All clerics of Manat are Witch-Priests of Manat, a special cleric/magic-user dual class.

Sorilorr:
(an Elder god) "The All Knowing." God of all knowledge, inspiration, the mind and the lesser moon, patron of scribes, sages and psionics. The green crescent/quarter moon (waning) upon/within a copper disc. True Neutral.
A special sect of Sorilorr's clerics, the Scribe-Monks of Sorilorr, reside in a secluded monastery/temple high in the Dragonreach Mountains. They are said have a preternatural connection to their god and have collected knowledge of the world in a massive library said to have the answer to all questions.

Sylari:
Goddess of nature, weather (of non-coastal regions) and the harvest. The gold aspen leaf. Chaotic Good.
Sylari does no abide any indoor worship area. She is worshiped primarily by farmers, herders and rangers. Pretty much anyone who lives with and by the land. Interestingly, clerics of Sylari and Druids of the Ancient Order are normally in unison in their attitudes, power and knowledge, though sometimes find themselves at odds. The priests of a goddess of Man are not the same as the priests of Orea, itself.

Tyris: Goddess of the seas, rivers and storms (near bodies of water), patron of mariners and fishermen. Cresting waves. Neutral Good.
Clerics of Tyris normally inhabit coastal areas but can sometimes be found in small shrines at scared springs and other holy bodies of water in Orea's interior.

Minor Powers:

Bentier:
(a daughter of Astar) Goddess of Law and Justice. Symbol is a scales, sometimes set within an eye. Her clerics are generally encountered as judges found in the courts of Orea's largest cities or (rarely) roaming lawmen. But in general are prone to be learned city-dwellers. Lawful Neutral.

Bysdan: (Jasralne's twin brother) God of music, luck, and autumn, patron of bards. Minstrel of the Gods. A bard's harp. Chaotic Neutral.

Djarthoon:
"Creature of Karos" and "Mother of Monsters." Goddess of secrets, temptation and corruption, patron of the Shi'Daeiri. Lawful Evil.

Jasralne:
(Bysdan's twin sister) Goddess of love, dance, and the spring. Her symbol is a dove holding a sprig of mistletoe. Chaotic Neutral.

Syar:
"The Green Stag/Defender of the Wood." God of the forest, animals and the wild. Consort of Sylari. Symbol is a pair of antlers. Chaotic Good.

Wyslia:
Goddess of despair, hopelessness and winter. Symbol is a black leafless tree on a field of white. Neutral Evil.

Demi-Powers

Physha of the Flaming Hair:
"the Whitethorn" Demi-goddess of purity, patron of shield maidens. Sainted Daughter of Gilea, the first Protectress. Clerics are female only and considered a branch of the church of Gilea. Lawful Good.

Than: (son of Celradorn and a mortal woman) Demi-god of strength and courage, patron of soldiers, heroes and swordsmen. A red falcon holding a sword. Neutral Good.
 
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Behemoth: The Destroyer N (favors Chaos/favors Evil) Domains: Strength Destruction FavWpn: any. Symbol: Ruined civilization
Devil worshiper: “We like to keep our secrets.” -Asmodeous
Dragon cultist: alignment must match dragons. Domains: choose from dragon you worship. FavWpn. Natural attack or Dragon’s Claw. Holy symbol: varies, Examples:
-- Bahamut: The honorable wyrm LG Domains Air, Law, Good, Strength,. Holy symbol: A Palace floating in the Clouds
-- Tiamat: Mother of evil wyrms LE Domains Law, Evil, Strength, Trickery. Holy symbol 5 headed dragon.
En Sabbah Neur: Baal of the desert sands. CN Domains Strength, Chaos. FavWpn: Greatsword Holy Symbol: G. Sword thrust downward into the Chaos Star
Gruumsh: The all seeing lord of the Orcs., NE Domains Evil, Strength, War, Destruction. FavWpn any spear. Holy Symbol: An orcish eye
Halor: The Light Against the Darkness. LG Domains: Good. Healing, Law, Sun. FavWpn war hammer Symbol 8 pointed sun
Ursus: Lord of Barbarians CN (favors good) Domains Chaos, Animal, Strength, War FavWpn. Great Ax, Holy symbol Great Bear
Leviathan: Lord of the waves N Domains, Animal, Travelers, Water, Destruction. FavWpn. Trident Holy symbol Sea serpent coiling down a whirlpool
Marduk: God of the city and pure incantations. LG [favors law] Domains: Law, Magic, Protection, Healing. Favored weapon: Net. Holy Symbol: Silver Net
Moradin: Soulforger, Patron of Dwarves and blacksmiths. LG domains Law, Good, War, Protection, Earth. FavWpn. War hammer. Holy symbol. Hammer and anvil
Oberon: King of the fey. CG Domains chaos, good, magic. Favored weapon Longsword, Holy symbol: a Stone circle
Orcus: Demon lord of undeath. CE Domains; Death, Destruction, Evil, Trickery. FavWpn. mace. Holy symbol: Wand of Orcus (skull headed mace)
Phoenix: Guardian of the Sacred flame. NG Domains: Good, Healing, Fire FavWpn: Dagger. Holy symbol: Fire Bird
Puck:. Trickster of Oberon’s court, patron of half-satyrs CN domains chaos, luck, trickery. FavWpn dagger. Holy symbol a smirking satyr.
Ral Kaleim [Rahl Kah-LEEM] The Sacred Truth LN Law, Strength, Knowledge, War. FavWpn Longsword. Holy Symbol: Sword balancing a scale
Tawil At' Umar. (Ta-wil at UU-mar)The Dweller at the Gate. Patron of arcane magic. CN Domains: Chaos, Dimensions, Knowledge, Magic, Trickery, FavWpn staff Holy symbol. A swirling Gate with a key in the middle.
Titania: Queen of the Forest. CG. Domains good, plant, animal, Favored weapon Q. staff Holy Symbol Tree of Life (most older symbols show a thick oak tree, newer symbols show a young sapling)
Yeyvos (YAY-vos) The wandering hero. NG [favors chaos] Domains; Healing, Travelers, War. FavWpn. Any hammer, Holy symbol Crossroads
Yenog-Hu: Lord of Gnolls. God of bloodlust and cannibalism, Domains: Animal, Chaos, Evil, War FavWep. any flail Holy Symbol: an eviscerated corpse
 

For my Freeport game I went with a variety of real and created pantheons.

For the islands including Freeport I went with the greek gods.

For the Holy Lothian Empire on the northern continent there was the henotheistic Lothian faith from Ptolus.

The ancient old gods recently revived with numerous empowered champions is the Greyhawk pantheon.

The New gods of the northern empire are the Faerunian pantheon from Forgotten Realms.

Woodland barbarian tribes east of the Lothian empire worship the celtic pantheon.

Norse barbarians NE of the Lothian empire woship the Norse pantheon.

Some of the Scarred Lands deities got adopted into the Lothian mythology so the angel Madriel serves Lothian and the saints Hedrad and Corean are popular in the Lothian faith.

Similar for the Spiros Blaak pantheon which is the predominantly in the SE corner of the Lothian Empire. The red dragon weaponforger god was subdued by Lothian and the dwarf Arkonopolis was a companion of Lothian's.

To the far west on the edges of the empire are more exotic native pantheons such as those of Sanctuary and the city of Liberty.

Hamunaptra on the NE coast of the southern continent has the Egyptian Pantheon.

Uraq built upon ancient centers of civilization to the center of the northern coast of the southern continet has seen a revival of Mesopotamia and Draconic deity woship.

To the far east is a continent where some dragonlance deities are followed.

I use plenty of fiends and far realm beings including stuff from D&D, Warhammer, Elric, Call of Cthulhu, Book of Fiends, and others.

I've been tempted to use a syncretic movement of new and old god mythology as allowing in the 4e conception of the gods and pantheon if I take up the game again, and having read the Pathfinder Campaign Setting that fits in well with some of the 4e stuff and a lot of the world I cobbled together.

There are a couple dwarven and elven pantheons done out as well taken from things like Role aids products, Codex of Erde, and an online homebrew one of my players found and liked.

Lots of player options and plenty of stuff I like for me to use as flavor in the game.
 

The Watchers Above
The pantheon of the Watchers Above consists of fourteen deities. They are listed here in brief. The Watchers Above are also sometimes referred to as The Fourteen, The Divine or The Selanossians. In general, the portfolios of the Watchers Above are concerned with general concepts instead of specific applications. Khaled, for example, is the God of Fire, not the God of Volcanoes. Their portfolios often cross with those of the Sidhe, which can lead to conflict. The Watchers, however, are far from unified. They are an argumentative and contentious group who often work at cross purposes with each other. The only rarely come together to work with unified purpose.

Wodak; [King of the Gods and God of Law] Wodak often appears accompanied by a crow and a dove. He is the creator of mankind and undisputedly the most powerful of the Divine. He is sometimes given to rash emotion, but can be wise and charitable.
Feiyar; [Queen of the Gods and Goddess of Day] The long suffering wife to Wodak, Feiyar is goddess of the sun and the daylight. She is also the goddess of families and protector of children.
Aropas, [Goddess of Love] Creator of the Fellanon and patron of lovers, both romantic and lustful. Aropas is almost always portrayed as a nearly nude, beautiful human woman of grace. Healing also considered part of her portfolio, as well as mercy.
Amaleena, [Goddess of the Night] Wild and dangerous, the mistress of the night is both the goddess of the moon and mistress of madness. Fear of her minions keep people in huddled around campfires. But she can be tender and protecting, when it suits her. It does not suit her often.
Bakurat, [God of War] Powerful and silent, the War God rarely speaks, rarely seen outside of his armor. He is the lord of battles large and small and a gamesman without equal. He does not love death or destruction, but accepts them as necessities.
Derra, [God of Earth] The Lord of the Dwarves and Gnomes is also the master of craftsmen. He often is depicted wearing a forge apron and bearing a hammer. He is quiet and methodical, but mighty when angered.
Garugas, [God of Death] The lord of the underworld is known to all as the God of Bridges and Journeys. He is widely regarded for his safe-guarding of souls to the next world and protecting the bodies and spirits of the deceased. He is often shown as a slight but friendly priest.
Hegak, [God of Strength] Tricked into creating the orcs, Hegak is the stupidest of the gods. He is also the god of struggle, loyalty and bravery. Indefatigable, Hegak never abandons a quest once undertaken. Much loved among the common folk for his steadfastness.
Khaled, [God of Fire] Lord of the Tricksters, Khaled is the creator of the Moredhel. Known more for his capacity to interfere with the affairs of other gods, Khaled is also the lord of music and dance.
Khuruk, [Goddess of Air] Bitter and unpredictable, the Queen of the Storms is feared by sailors and travelers alike. Khuruk is less worshipped than appeased, often depicted as a hag.
Locho, [God of Nature] The creator of the Elves and master of all things that grow. The most sympathetic towards the Sidhe, Locho is a kindly shepherd to his people, when he remembers to be.
Naten, [God of the Arcane] The master of libraries and knowledge, Naten is unconcerned with the affairs and politics of others. Usually depicted as a distracted scholar, it is said he possess knowledge of events before they happen and how the past can be changed.
Nuidos, [Goddess of Water] The mistress of the waves is equal parts loved and feared for her sometimes tempestial nature. She can be harsh and cruel or gentle and loving. She rarely reacts well to challenges or criticism. Often comes into conflict with Khuruk.
Vergan, [God of Commerce] Once known as the Fallen God, Vergan returned to his place at Mount Sellanos and was restored as the lord of coin and diplomacy. Generally the least popular of the Watchers.

The Sidhe
Long known only to the Aewyn by name, the Elder Fey known as the Sidhe reside in their home world of the Feywild. Only their aspects can be seen in the mortal world, generally. The Sidhe are effectively equal in rank to the Divine, but in individual power tend to vary more. They are often referred to as the Fair Folk, the Kindly Ones or the Elder Fey. Unlike the Divine, the Sidhe concern themselves with much more specific portfolios. The Sidhe are less well known to anyone except the Aewyn and the Elves and are generally regarded with some degree of fear. They are listed here is less detail accordingly.

The Dagda, King of the Sidhe (God of the Harvest and Earth)
• Morrigu, the Great Queen (Goddess of War, Life and Death)
• Midhir of the Yellow Hair (God of Flames and Summer)
• Nuada of the Silver-Arm (God of the Winds and Winter)
• Lugh the Long-Handed (God of Light)
• Mannann the Keeper (God of the Seas and Tides)
• Fuamnach the Fair (Goddess of Potions and Spells)
• Dian Cécht of the Strong Plow (God of Medicine and Healing)
• Bodb Dearg, The Red (God of Beasts and Livestock)
• Aongas the Young (God of Love)
• Bres the Beautiful (God of the Hearth)
• Airmed of the Fields (Goddess of Agriculture)
• Balor of the Evil Eye (God of Poison and Doom)
• Amergin of the White Knee (God of Bards)
 

There's really no rhyme or reason to this overall... this is a pantheon I jumbled together quickly for a GURPS dungeon fantasy game I had been running. I borrowed a lot of things from various real life religions as well as from various myths and various literature. I then made a token effort to have it all semi-make sense.



Aganju - fire, change, volcanoes
Aganju is the lord of fire, change, and volcanoes. It is said that he has two forms. The first appears as a gargantuan elemental consisting of both earth and fire. The second is a giant obsidian man. As the lord of fire and change, many craftsmen pay at least lip service to him. As the lord of volcanoes, losing one's temper is occasionally associated with Aganju. As might be imagined, the temple dedicated to Aganju has a fiery motiff. Obsidian glass is also used quite liberally in the temple's construction. Aganju's clergy typically wear fiery colored clothing consisting of multiple layers to give the appearance of flicking flame as they walk.

Aphrodite - love, beauty, sexuality
First and foremost the goddess of beauty and sexuality, Aphrodite embodies the ideal female form. To different races and different people, the ideal form is many different things, but it is said that Aphrodite's form is one who is so beautiful that it transcends all cultures and races; mortals can only hope to achieve but an echo of it. The most common account of her physical form is thus: being like a pure maiden in height and mien, that he should not be frightened when he took heed of her with his eyes. Marked well and with wonderful mien, height, and shining garments. For she was clad in a robe out-shining the brightness of fire, a splendid robe of gold, enriched with all manner of needlework, which shimmered like the moon over her tender breasts, a marvel to see. Also she wore twisted brooches and shining earrings in the form of flowers; and round her soft throat were lovely necklaces. From her cheeks shone unearthly beauty A monastery dedicated to her is located in a vineyard on the outskirts of the city; the all-female order of monks strives toward what could be described as physical perfection. The new church's vision of her tries to put more of a focus on Aphrodite as an embodiment of love and femininity. Typical clothing of the monks inside the walls of the monestary are varying degrees of nudity. Inside the city, where a greater level of modesty is required, they tend to wear a white toga, sandals, and shiny belt cloths tied around their waist; the color of the belt indicating some sort of rank. In the colder months they often wear a heavier coat over the torso and shoulders as well as boots or shoes.

Andras - discord, murder
While no temples to Andras openly exist within the city, he is used in the new church's pantheon as an antagonist for the more postive aspected deities. Where Aganju is simply a lord of change, Andras commands change in a very negative light. Andras seeks to engineer discord and dissent. He teaches those whom he favors to kill their enemies, masters and servants. He stirs up trouble and dissension. A few stories say he can be summoned by mages and bargained with, though doing so is considered highly dangerous and the tales of those who have done so suggest he's just as likely to kill the conjuror, any assistants of the conjuror, and even any pets of the conjuror as he is to help. Those few who claim to have done so and survived say he claimed to be Maquis in some hellish otherwordly realm and command 30 legions of demonic followers. Andras is said to appear to have the body of an angel and the head of a wood owl with serpentine eyes, and to be riding a black wolf and carrying in his hand a pointed saber dripping with blood. While the residents of the city do tend to open minded, and it is probably not entirely uncommon for his name to be mentioned by those seeking to bring harm to their enemies, being an openly devout follower of Andras tends to be frowned upon.

Aslan - honor, nobility, balance
'The Great Lion,' 'King of Beasts,' and 'Son of The Emperor Over The Sea' is
most often viewed as a champion of good and honor, followers of Aslan often work closely with and get along with followers of Thor. Originating from the native Woem pantheon, Aslan is said to appear as a massive lion with some accounts describing him as being the size of an elephant; other accounts suggest he can change size, but that the elephant size is his main form. Originally Woem accounts emphasize that Aslan is not a tame lion; despite his gentle and loving nature, he is powerful and can be dangerous. He is balance and harmony; the spirit of the wild with a thinking mind, a sense of honor, and nobility. While it is said that Aslan himself does not recognize any sort of set religion -he simply expects that all people should be good unto each other- there are those who seek to emulate him. Most often, these 'clergy' are Woem who groom themselves in a lion-like manner or knights, monks, and other types who incorporate some sort of lion motiff into their clothing. It is not unheard of for those who favor both Thor and Aslan to carry a hammer as their weapon and a shield made in the likeness of a lion. It is rumored that there exists a covenant of Talking Beasts, Centaurs, Fauns, Dryads, Satyrs, Naiads, Hamadryads, Unicorns, and Winged Horses who comprise Aslan's royal court in the wild.

Cthulu - insanity, madness, havoc, nightmares
While some may claim to have summoned Andras and survived, no such account exists when it comes to Cthulu. Even those who pay homage to the strange and terrifying god which sleeps eventually go mad; so maddening is Cthulu that he even warps the physical forms of those who seek his power and favor. From these insane cultists come the few garbled descriptions of his physical appearance, and Cthulu is thus described in the following ways: "...simultaneous pictures of an octopus, a dragon, and a human caricature.... A pulpy, tentacled head surmounted a grotesque scaly body with rudimentary wings";"...a monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind"; "The phrase 'a mountain walked or stumbled' gives a sense of the creature's scale." It is said that Cthulu currently slumbers in a dream state, but such is his madness that his dreams sometimes leak into those of mortals; causing nightmares. What exactly will happen if he awakes is not agreed upon, but it is universally agreed that it will be something horrific and terrible. The new church claims that the other gods will unite to battle Cthulu at some future date when he awakens; some of the priests go even go so far as to say Andras will offer his legions to help.

Gau - earth, life, death
Often viewed as among eldest of the gods, Gau is the goddess of earth, life, and death. This portfolio is quite diverse and leads to her being invoked for a number of reasons. From the ground springs life, but the body is also returned to the earth in death. Often described as a dark earth-skinned feminine figure with greenish hair, her dual nature leads to her main description being modified depending on the aspect being invoked. During times of birth and life, she appears more motherly and bright; during times of death and sorrow she wears a bone white mask and her hair fades to a straw-like color and texture. She represents the natural order of things and the duality of life and death. The main temple of Gau is an arrangment of large stones scattered across roughly an acre of ground just outside the northern edge of the city. Half of this area is salted so nothing will grow; the other half is overflowing with various plants, flowers, and vines. Gau's clergy typically wear varying shades of greens and browns; the shade depending upon the occasion.

Lich - theft, shadows, humility
Something of an enigma, Lich is a minor villain to some, a role model to others, and presented as an example of foolish pride by yet others still. Lich stole the secret of eternal life when he hid near Gau performing a ritual on Santa. Unfortunately for Lich, he did not realize that he could not correctly perform the ritual without Gau's power. Other accounts say he misheard some of the ritual. Either way, it did not work as he thought it would when he tried it upon himself, and, instead of life, he was granted undeath. Humbled by his failure and the turn of events, the already stealthy thief sought to hide from the world and learned to cloak himself in darkness. It is important to point out that while he is undead, he is not the god of undead. Unhappy with what he acquired, he shed that mantle and it was apparently found by others. Lich is described as a mummified skeleton wearing a night black cloak. By those seeking stealth and camoflauge, he is a role model. Theft is either good or bad depending on the point of view of the person seeking aid, but most people don't publically announce being a thief. By those seeking to tell a story of pride and humility, he is used as an example. While there is a small clergy of his followers, no temple is openly known to be dedicated to Lich. Shades of gray and bone motiffs mark the clothing of his clergy. They favor a music instrument which consists of two sticks which they clack together.

Santa - charity, protector of children
A recent addition, he is said to have once been mortal. In life it is said that he was a protector of children and used his own fortune and wealth the spread joy and happiness. At the end of his life, even Gau felt sadness to see him pass and could not bear to have him lost. Gau used her command over life and death to grant Santa eternal life, and he became the demi-god of charity and protector of children. To a much lesser extent, he is also sometimes paid lip service when someone is combating undead. The being Lich hid near where Gau performed her ritual to allow Santa to cheat death and stole the secrets used. Seeing it as partially his fault, Santa is said to favor those who oppose undead. Some claim he personally visits the mortal realm at least once each year; his most common descriptions are that of a jolly fat human man dressed in white furs with red trim, and that of a slightly overweight dwarf wearing red leathers trimmed with white fur. No temples are directly dedicated to him; instead there is simply a small shrine carved out of one the stones which is part of the temple of Gau. During certain holy days, it is common to meet at this shrine to exchange gifts. Those wishing to partake in the festivities usually wear red hats trimmed with white fur and sing caroles.

Shapash - sun, light, warmth
Said to be the older sister of Gau, Shapash is the goddess of the sun, light, and warmth. Distant from the world and the other gods, she keeps a watchful eye over Gau. Her appearance is described in many ways; most of her faithful focus more on her aspects than trying to give her a form. Her temple is a large golden obelisk which towers over all other buildings in the city. Atop the obelisk sits a round ball. This obelisk can be found near the center of the city. Her clergy typically wear varying hues of gold and yellow.

Tarrasque - rage, destruction
Said to be either the son of Cthulu or possibly a lesser aspect of Cthulu or even possibly created from Cthulu's mad dreams, Tarrasque is said to be as larger than even the most ancient of dragons and said to have a body armored with a carapace which can withstand any attack. The parts of its body not covered by this armor shell is covered in wicked spikes, and it's terrifyingly large maw is filled with rows upon rows of huge razor sharp teeth. It is said that the Tarrasque slumbers; waking only to unleash wrath and desctruction upon the world before again sleeping. While not exactly worshipped, certain warriors who favor brute force and shield makers pay lip service to Tarrasque.

Tlaloc - rain, fertility, water, blue moon
Mostly a beneficent god who helps to give life and sustenance, Tlaloc occasionally also sends hail when he loses his temper. His appearance is something of an oddity, and is described as an anthromorphic duck with cartoonishly large eyes, snakelike fangs, bluish skin, and an eagle's wings. Supposedly the brother of Thoth, Tlaloc resides on the blue moon which can be seen in the night sky, and that moon bears his name. A strange juxtaposition; a temple to Tlaloc can be found across the street from Aganju's temple. Using white marble and stones dyed to various hues of blue, Tlaloc's temple has an obvious water motiff. Tlaloc's clergy tend to wear clothing which is colored with various hues of blue with feathery sleaves and feathery head dresses; the more extravagant the head dress, the higher the rank of the priest.

Thor - strength, thunder, valor
No coherant origin story is attributed to Thor by the new church; accounts among the older religions vary. In many he cases, he simply always was. Often said to be the defender of mortals against evil and trickery, his favored weapon is the hammer. Thunder is said to be the sound of his hammer striking a foe. His temple in the city is a circular shaped building built mostly from oak. Inside this temple is a variety of gongs placed at regular intervals. At the center of it all is a feast table which is set with food every fourth day. This temple can be found near the center of the city. It is often difficult to tell a clergy member of Thor's temple. Most appear like other knights and warriors; however, most prefer hammers, mauls, and warhammers and incorporate some sort of masculine or thunderous motiff into their equipment. Some have learned to play the shield as a sort of drum.

Thoth - wisdom, time, writing, white moon
Having a humanoid body and the head of an ibis and the feet of a baboon is Thoth, lord of wisdom, time, writing, and the white moon. He does not normally interfere with the affairs of the other gods nor does he typically involve himself with mortals. Instead he sits in his celestial realm from which he can watch the world quietly and record its events. His realm is the white moon which can be seen in the night sky, and it bears his name. Tlaloc is his brother. Thoth's temple in the city is a library built of ivory which is beside Tlaloc's temple and across the street from Aganju's temple. Thoth's clergy wear flowing white robes and furry shoes or boots. While not required, some also take vows of silence.

Vayu - air, breath, navigation
Said to have helped Gau create life, Vayu is among the eldest of gods. It is not definitively said whether Vayu is male or female. Instead, it is said that Vayu goes through phases of being one and then the other; changing slowly and lazily as the clouds often do. Vayu's children are the winds and they were originally responsible for navigation, but proved too unreliable on their own. As a result, Vayu disciplined them and gave them direction; thus creating the means for navigation. This in sharp contrast to most of Vayu's stories because Vayu is typically a free spirit and not very supportive of rigid structure. Vayu's temple is an obelisk built in a similar manner to that of Shapash, but it is not nearly as high. However, the obelisk is thicker in order to support a larger ball, and the round ball at the top of Vayu's obelisk is known to be hollow with many open windows. Faithful of Vayu venture to this ball on windy days to feel the awesome wind tunnel effects cause by its construction. Vayu clergy tend to wear white robes which flow in an almost dress-like manner and are sleaveless. The musically inclined among them tend to favor flutes and other instruments which use air and breath.


Yig - lord of serpents
A relative new faith to the city, the cult of Yig is a snake cult. Neither seeming to be good nor bad, the new church is undecided on its place in the collective pantheon. The temple of Yig is constructed from a large 'skin' of leather and a light metal mesh stretched over a long zig-zagging 'skeleton' made of stone, wood, and metal beams. This structure is found along the eastern outskirts of the village. Yig himself is described by his followers as having the head of a cobra, the tail of a rattlesnake, and the body of a massive python. Those who claim Yig is a force of good say Yig is most in touch with Gau due to having to crawl along the ground. Those who claim Yig is a force of evil or at least less than good point to his seemingly casual view of using poison and venom. His clergy usually wear hues of green and carry shakers or tamborines.
 

@ steeldragons. All that went through my head as I read your post was: "Drawing a nine-pointed star would be bloody difficult."
Other than that I have to say: a nice and diverse pantheon, I especially like the symbolism.
 

Nice pantheon Gilladian. Although the difference between Lesser and Greater Deities is rather hazy. At first I thought it was just how generalized their worship is but then you came up with lost greater deities.
So what is the exact difference? Merely difference in power/lineage?

Mainly degree of influence on the campaign world. The greater deity list is pretty fixed and specific; if there's not a god covering a particular aspect, then that aspect is not important enough in the world for a major god to cover it.

Lesser deities vary LOTS by region. Some just aren't worshipped in an area, others are given different levels of power and authority. It helps me a LOT to be able to say "in the north, the sea-goddess is subordinate to her sister the goddess of ice and cold, but in the south, it is the other way around." In that case, Sithlar the greater sea goddess would have slipped to being a lesser goddess in THAT particular region.

Not a real critical rules difference, no.
 

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