The Gods of Gaeleth

"Thus did Androgenae's soldiers fall around him, overrun by the countless orcs of the Voordlands. And Androgenae cast his hands to the heavens to call Yatindar's wrath down upon the servants of Mazripos; destruction did he rain down upon them from the stars themselves. Androgenae strode from the Voordlands alone, and the orcs were no more until the rise of Katheledon."
-The Book of Justice, Androgenae, Chapter 4

The gods of Gaeleth are very real (and very powerful) to all its peoples -- few question their existance. Through their servants, mountains have been destroyed, nations created, and lovers have been married. They sometimes stride the world, to impart gifts of wisdom and knowledge to their followers. Faith can truly heal, prayers are answered, and curses can bring the wrath of a god full upon a man.

Religious scholars know that any one of the gods of Gaeleth could kill another with a mere thought. Students of history sometimes feel there is a set of rules that govern the gods, though who made the rules, or created the setting, is unknown. Just as much mystery surrounds the need of each god for a divine Relic that serves as the resting place for all the souls that a god accrues. Those that have returned from the Relics, through the powerful prayers of the faithful, have reinforced the concepts of heavens and hells, limbo and purgatory.

Alignment Color Coding Guide
LG LN LE
NG TN NE
CG CN CE

Deities AL Portfolios Worshippers Clerics Domains Weapon Animal Totems

Agincoth

The Goddess of Knowledge
TN magic
knowledge
power
history
mages
historians
druids
TN
NG
NE
knowledge
magic
travel
protection
the mind
owls
desert tortoises

Arpelos

The Sun God
CG sunlight
responsibility
slayers
farmers
slayers
CG
NG
LG
good
sun
healing
protection
retribution
great sword lions
hawks

Argunas

The Demon God
CE demon summoning
death
destruction
demons CE
NE

CN
TN
chaos
destruction
evil
fire
strength
spiked chain cockroaches
flies

Barith

The Harvest God
TN plants
harvests
wines
farmers
foresters
druids
TN
NG
NE
LN
plant
protection
sun
water
scythe boar
deer

Brigain

The God of Storms
TN storms
destiny
prophecy
lightning
prophets
druids
clerics
TN
NG
NE
LN
air
destruction
sun
travel
water
two-bladed sword
raven
deathwatch beetles
scarab beetles

Curiss

The God of the Lost
TN death
scavengers
kobolds
survivors
morticians
coroners
TN
NG
NE
LN
CN
death
healing
luck
protection
destruction
light flail
vipers
buzzards
jackals
coyotes

Dakis

The God of Malevolence
NE undead
malevolence
undead
necromancers
NE
CE
LE
evil
trickery
destruction
war
bastard sword black widows
rats

Elinthar

The God of the Hunt
NG animals
travel
hunting
hunters
rangers
druids
NG
CG
CN
TN
animal
travel
protection
luck
short bow tigers
stags
moose

Galanus

The God of Stealth
NG deserts
stealth
redemption
desert elves
nomads
gypsies
rogues
rangers
NG
TN
CG
death
fire
protection
trickery
spear chameleons
anoles

Galgiran

The God of the Forge
LG smithing
dwarves
masonry
dwarves
smiths
LG
CG

LN
earth
law
fire
war
war hammer cave bears
badgers

Habrem

The Goddess of Music
CG music
math
love
musicians
bards
mathematicians
lovers
CG
NG

LG
chaos
luck
air
trickery
travel
throwing dagger song birds
crickets

K'Tath

The God of Vengeance
LE retribution
battle
vigilance
warlords
ograns
slavers
mafias
LE
NE

LN
evil
law
war
retribution
battle axe velociraptors
tigers
vipers

Lul

The Merchant God
NG merchants
coinage
books
merchants
traders
students
NG
TN
LG
LN
knowledge
luck
trickery
good
(magic)
heavy mace eagles
raccoons

Mazripos

The Rot Goddess
CE disease
sadism
masochism
ograns
kobolds
masochists
CE
NE
LE
evil
destruction
healing
death
whip giant lizards
maggots

Mikindim

The God of Work
LN engineering
sanitation
work
engineers
workers
LN
LG
LE
strength
earth
knowledge
law
heavy pick oxen
ants
bees

Olorin

The Goddess of the Seas
LN oceans
waves
seas
sea-goers
merfolk
kraken
crabmen
LN
TN

LG
LE
water
law
travel
strength
short spear dolphins
sharks

Nabrol

The Mad God
CE blood
sacrifice
madness
Nabrolians CE
NE
destruction
death
evil
chaos
spiked gauntlet piranha
scorpions

Rahne

The Goddess of War
NG warfare
wisdom
defense
warriors
fighters
militias
NG
CG
LG

LN
war
knowledge
retribution
protection
good
long spear wolves
cougars

Samis

The Shadow Goddess
NE theft
darkness
languages
rogues
linguists
NE
LE

TN
trickery
knowledge
evil
law
short sword praying mantises
bats

Whalin

The God of Compassion
LG healing
martial arts
compassion
healers
commoners
LG
CG
NG

LN
good
healing
protection
law
the body elephants
cobras
butterflies

Xoriah

The Flame Goddess
CG fire
fury
hope
druids
mages
CG
NG

CN
fire
war
healing
luck
punching dagger phoenix
fire beetle
salamander

Xynosalionisis

The God of Memories
NG archers
dragons
rangers
rangers
dragons
archers
Wuron S'fa
NG
CG

TN
air
animal
knowledge
magic
protection
long bow elephants
house cats

Yatindar

The God of Justice
LG justice
honor
protection
paladins
law enforcement
commoners
LG
LN
law
good
knowledge
strength
war
retribution
long sword bison
ibis
dove

A commonly asked question is, "What are the Relics?" Essentially, the Relics are where the souls of a particular god reside -- and where the essence of that god exists. Within the Relic, each god is all-powerful, and the souls that worshipped it before death reside in a kind of localized heaven. The Relic also serves as the home for all the greater souls -- more commonly known as angels and archons. Each Relic is relatively small, and appears made of some strange metal, but within the Relic, space is infinite, depending on the whim of the god that Relic represents.

The Relics are indestructible, save by the will of another god -- thus there is a winnowing process by which unstable or homicidal gods are snuffed out by the majority of the other gods. The Relics, while indestructible, do not give off auras, magical eminations, or any kind of radiant energy; aside from their strange metallic color, each Relic might be just a piece of jewelry.

Where they come from and who makes them remains as much a mystery to the gods as to mortals. When a 'blank' Relic is found, however, it is often imprinted with the needs and wants of the mortal that finds it, giving birth to a new god.

The ranks of the gods varies, based off of the number of worshippers they have on the mortal plane, and the number of worshipful souls they have gathered into their Relics. More powerful gods have a vast number of souls and worshippers' powers to draw upon, and their priests tend to be more powerful. Weaker gods tend to have lesser numbers of souls or worshippers to draw upon, and thus have relatively weaker priests or churches.

Pantheons
Pantheons -- collections of gods into groups by mortals -- adds to the power of the gods. For instance, a mortal choosing to worship three specific gods gives his power equally (or unequally, depending on his tastes) to those three gods; the three gods all benefit from the power of the worship, and there is no lessening of the power shared between the three of them. Because many of the gods have similar designs, or their churches seek similar ends, there are a number of nearly standardized pantheons.

Clerics worshipping these pantheons gain their choice of any two domains among the pantheons, but cannot advance in ecclesastical rank unless their chosen domains fall within a single god's perview, and the cleric can only advance within that god's church. For example, Torduneth might worship as a cleric of the pantheon of the Karatikans -- naturalistic gods -- choosing the plant and fire spheres as his domains; he can only advance beyond the level of 'priest' in a given church by choosing one church, and the domains belonging to that church.

Clerics of pantheons do not gain the special abilities granted to priests who choose to follow only one god.

Among almost all pantheons, Brigain is a common thread, making him arguably the most powerful of all the gods of Gaeleth. Common pantheons include (but are not limited to):

Nature: Arpelos (the sun), Barith (plants), Brigain (weather), Elinthar (animals), Mikindim (earth), Olorin (water), and Xoriah (fire).

Nobility: Brigain (destiny), Mikindim (works), Rahne (war), Whalin (compassion), and Yatindar (law).

Evil: Argunas (demons), Brigain (power), Dakis (the undead), K'Tath (vengeance), Nabrol (madness), and Samis (theft).

Empire: Barith (harvests, alcoholic drinks), Brigain (destiny), Elinthar (mounts, work animals, and food animals), Galanus (maneuvering), Lul (merchants), and Rahne (war).

Dwarven: Brigain (destiny), Elinthar (mounts), Galgiran (steel), and Mikindim (stone).

Elven: Barith (plants), Brigain (destiny), Elinthar (animals), Galanus (stealth), Habrem (life), Xynosalionisis (memory).


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