Showing posts with label paladin. Show all posts
Showing posts with label paladin. Show all posts

Monday, April 14, 2025

Saga of the Ortegids: Other Pantheons

The Nine Gods comprise the main pantheon of The Saga of the Ortegids. These are the gods you can expect to be worshiped in any temple in respectable society, no matter where in the world(s) you go. However, these are not the only gods that exist in this universe. Other cults to other powers might not be as large, widespread, powerful, or accepted, but they do exist. Here are some other gods worshiped in the world of the Ortegids, and the roles they play in the setting.

The Beast Gods

A number of gods exist that are always depicted in animal form. These are believed to be older, primeval spirits, their cults predating the formation of those of the Nine Gods - according to some theologists, the Beast Gods existed long before the Nine Gods ever came to this world. In most of the world, worship of the Beast Gods has been supplanted by that of the Nine Gods, though they still have a following, especially among so-called barbarian societies such as Aliahan, Suland, and the hill tribes scattered throughout wild areas of the world. They are also commonly worshiped by beastmen, and some elven kingdoms. Worship of the Beast Gods is tolerated, as their followers can comfortably coexist with civilized society, but tends to be considered backward and the domain of heathens in the countryside among more advanced realms.

Ramia
, the God-Bird, is celebrated as the great phoenix, and a bringer of hope and life to the world. Her shrine sits on the frozen island of Liamland, where it is said that once an Age she emerges from a pit of fire tirelessly watched over by two sacred virgins, then flies around the world, chooses one who is destined to be a great leader of men, and then burns herself upon her own pyre so the cycle can continue again. She is also associated with the ideals of freedom and exploration, owing to her power of flight, which makes her popular among adventurers. Although one of the Beast Gods, Ramia is invoked in the courts of many kings due to her powers of prophecy and association with divine right, and her holy symbol can be found on many coats of arms, including that of the Ortegid Dynasty - Erdrick the Aliahanian was a follower of Ramia, and was said to have ridden her into battle.
  • Ramia appears as a massive bird with iridescent plumage. Her holy symbol is a stylized depiction of a phoenix in flight.
  • Alignment: Chaotic Good
  • Domains: Life, Light, Nature, Tempest
  • Oaths: Conquest, Glory, Vengeance
Nim-Tso
, the Serpent God, is the god of poisons, thieves, murderers, and other criminals. He is associated with trickery and betrayal, and for this reason, cults devoted to him are not openly tolerated. However, there are many guilds of thieves and assassins that pay homage to him. For some, this is treated as more of a metaphorical bond, associating their clandestine operations with that of the sinister serpent god, but other, darker organizations conduct their grim business in Nim-Tso's name, and some are rumored to offer dark rituals, offering human sacrifices to their dark god. No matter how many times the authorities try to stamp out these illicit snake cults, it seems that a new one always springs up not long after. Aside from his patronage over criminals, Nim-Tso is also revered by the lizardmen, who consider him their honored forefather.
  • Nim-Tso takes the form of a massive serpent. His holy symbol is two snakes coming together, facing each other, but they're one.
  • Alignment: Neutral Evil
  • Domains: Nature, Trickery
  • Oaths: Treachery

The Forbidden Gods

These are the gods toward whom worship is not tolerated by most societies, as their portfolios are considered incapable with civil life - the gods that govern such things as death, destruction, and cruelty. Worshiping them usually entails partaking in overtly destructive behavior, and thus their cults are forced to operate in the shadows - there are some exceptions, however, when these cults grow powerful enough to challenge civilized rule, as happened with the Children of Hargon, a Malrothite cult that managed to usurp the rulership of Rhone during the War of the Three Kingdoms. Although these gods are not counted among the Nine Gods due to matters of good taste, they are nonetheless agreed to be beings of the same order, and just as powerful and immortal. They are not to be confused with demons, which do not as a rule seek followers, and even the most powerful demons are less powerful than gods. Generally, however, demons do worship the Forbidden Gods, as their interests tend to overlap, and cultists of the Forbidden Gods often summon demons to do their bidding. To shamelessly rip off Knight at the Opera, demons of the Lunar Lands are classical; demons in Saga of the Ortegids are heavy metal. The Forbidden Gods are also worshiped by the more savage tribes of beastmen.

Art by noba
Zoma
, the Three-Eyed God of the Winter Wind, is the god of death, decay, and stagnation - he who sees to the end of all things. He is associated with ice, cold, snow, and winter, due to how frost kills crops and brings an end to the harvest season. Traditionally, he is held as the twin brother of Rubiss, and her equal and opposite in all respects. Long before the first humans drew breath, Zoma rebelled against his brethren in the God-War, feeling spurned for his macabre character, and attempted to get revenge on the other gods by bringing death to their creations, but was exiled to the Black Pits of Hades. To this day, however, he plots his vengeance, and seeks mortals to further his goals. He taught necromancy to mortals through the manipulation of life and death - unlike Melisine, he's just tasked with making things die, not what happens to them afterward, and he can't really care less about that.
  • Zoma's preferred form is that of a horned three-eyed giant with sickly blue skin, and he may manifest in this form if the proper ritual is performed, but most of the time can only project enough power over the mortal realm to appear as a gigantic eye spanning the sky. His holy symbol, likewise, is that of an eye.
  • Alignment: Neutral Evil
  • Domains: Death, or use a School of Necromancy Wizard to represent a pilgrim of Zoma.
  • Oaths: Oathbreaker
Malroth
, the Many-Fanged God of the Black Pits, is the god of chaos and destruction. If Zoma represents the silent, slow deterioration of entropy, then Malroth is the loud, fiery, violent cataclysm that destroys indiscriminately; the beast that will one day devour the universe and brings about natural disasters to sate his lust for wanton ruin. He is perhaps the oldest of the gods, ruling over the Black Pits since the dawn of existence, and will bring about the end of all things when the apocalypse comes. While most mortals view him with horror and disgust, for obvious reasons, he is considered the father of all demons, and many monstrous beings are said to have spawned from his flesh. His cults, however scarce, are some of the most terrifying. Some fear him, offering sacrifices to placate his hunger so that the end times might be delayed...others, worse yet, seek to summon him in order to accelerate the end of the world.
  • Malroth appears as a hideous creature with six clawed arms, bat-like wings, and a grinning mouth full of fangs. His symbol is a fanged maw flanked by wings.
  • Alignment: Chaotic Evil
  • Domains: Death, War
  • Oaths: Conquest, Oathbreaker

Thursday, April 3, 2025

Saga of the Ortegids: The Nine Gods, Part 2

Here's the other half of the main pantheon of The Saga of the Ortegids. See here for part 1.

Gaius
, the Forgemaster, is the god of the sun, fire, and the forge. He is the patron god of the dragons (and Dragovians), who - as beasts of fire - regard him as their forefather, but he is also a patron to the dwarves thanks to his association with the forge. Legend has it that he taught the secrets of fire and metalworking to mortals. His temples tend to be placed in areas of volcanic activity, as volcanoes are revered as the chimneys of his workshop buried deep within the earth; when a volcano erupts, it is because he is drawing on its heat to forge fantastic treasures. Gaius has created many magical artifacts, but the most celebrated of all is the Sphere of Light, a ball of congealed radiance and the most sacred treasure known to dragonkind. He originally created it as a gift to the dragons of Erdland, but it has since passed into the hands of the Kingdom of Alefgard, who use it to control the Inner Sun of Torland.
  • Gaius's appearance varies depending on who he appears to. He tends to appear as a stout bearded man or a dwarf when dealing with humanoids, and as a dragon with scales that flicker in the colors of fire when dealing with dragons and their kin. Depictions of the god in artwork likewise reflect the culture of their origin.
  • Alignment: Lawful Neutral
  • Domains: Forge, Light, Nature
  • Oaths: Crown
Astrella
, the Eternal Muse, is the goddess of love, beauty, music, and the arts. She taught mortals the secrets of music, and delights in striking them with the inspiration to compose great works. Her temples often exhibit paintings, sculptures, and tapestries donated by the faithful, and her prayers are always sung, some of them incorporating instruments. She also has power over romantic attraction, and presides over all marriages and oaths of love - though legends say that she is not afraid to compel people to fall madly in love with animals or inanimate objects simply because the act amused her. As befitting of a goddess of such passion, she is not afraid to encourage roguish tendencies in her worshipers, and her creed urges that one must follow their heart's true desire, regardless of ethics or the law of the land. This has made her cult popular among thieves and criminals, and a controversial one among many authorities.
  • Astrella appears as a striking woman - it is said that everyone who beholds her sees their ideal of beauty. Other legends say that this is only a guise, as beholding her in her true radiance would cause a mortal to go blind.
  • Alignment: Chaotic Neutral
  • Domains: Trickery, Unity, Zeal
  • Oaths: Devotion, Treachery
Wyrdpater
, the Father of Fate, is the god of fate, prophecy, and magic. He alone knows the ultimate fate of all beings, and sees to it that they play their part in the grand scheme of reality. He keeps the secrets of fate closely guarded from mortals, fearing that if they know of their destiny they will seek to work against it; to that end, he is known to place curses upon those who know too much, and sends his agents to bring them into line. He has, however, entrusted certain mortals with the ability to see into the future, or even manipulate reality itself - this is in itself a means to further the plan in mysterious ways that only he truly understands. Through this he imparted mortals with the secrets of magic, though his teachings have spread far beyond his original selection, and magicians conducting their own research have discovered further secrets independent of his guidance. Some say there are some spells even Wyrdpater refused to teach to mortal man, such as the pursuit of eternal life. To pursue these forbidden magics is a dangerous pursuit, but one considered the ultimate goal of sorcery among some circles.
  • Wyrdpater is depicted as a wizened old man with a long beard, dressed in the garb of a wizard. He is usually shown carrying a scroll, upon which is written the fates of all mortals.
  • Alignment: True Neutral
  • Domains: Arcana, Fate, Knowledge, or use a Diviner to represent a pilgrim of Wyrdpater.
  • Oaths: Ancients, Watchers
Verina
, the Beastmatron, is the goddess of animals and nature. She is the mother and mistress of all beasts, and her priests are gifted with the ability to commune with them. The forest is her domain, and her ceremonies are often held in the open air at sacred springs or groves, many of which are said to be the dwellings of her nymph daughters. In part, this is because she opposes any intrusions on the balance of nature, considering artificiality and construction to defile the sanctity of the natural world. Her worshipers will fiercely guard her sacred places from outsiders, and she will rally wild beasts to fight alongside them in their defense. According to legend, she does not dwell with her divine brethren; instead, she prefers to wander the world to witness the beauty of nature up close, though only select mortals can see her. Unexplained breezes are attributed to her running by.
  • Verina is often shown as a young woman barefoot and dressed in simple animal hides, with branches tangled in her hair, or a crown of leaves. She is sometimes depicted as a beastman (especially among beastmen).
  • Alignment: True Neutral
  • Domains: Nature
  • Oaths: Ancients, Watchers
Hesper,
 the Hearth Mother, is the goddess of hearth and home. She does not have any major temples - instead, she commands the faithful to worship her over the fire, during everyday tasks, and before going to sleep at night, thanking her for their good fortune during the day. Keeping the home orderly and providing for one's family is considered a worshipful act. She commands her followers to respect the sanctity of hospitality, and commands them not to take up arms unless attacked first. Despite her homebody nature, her cult has many pilgrims, as she inspires them to go forth performing acts of charity to the poor and downtrodden who have no home or family to call their own, standing in the defense of those who have no one else to care for them. Other priests run hostels for weary travelers and the poor to rest.
  • Hesper appears as a stout, matronly woman in an apron. Despite her divine nature, she does not favor the grandiose pageantry of other gods, and prefers to present herself modestly and humbly. As such, depictions of her are difficult to distinguish from those of ordinary people.
  • Alignment: Neutral Good
  • Domains: Life, Peace, Protection
  • Oaths: Redemption

Monday, March 31, 2025

Saga of the Ortegids: The Nine Gods, Part 1

Following up from last post, it's high time we began to lay out the pantheon we're working with for The Saga of the Ortegids. For the primary religion of the setting, I've arbitrarily decided on a set of nine gods, all of whom are traditionally regarded as siblings. These gods are worshipped more or less universally throughout Erdland and Torland, and any holy man will likely know a few prayers to each of them, even if they may focus on a single patron (though some are generalists). There are other gods that coexist with the Nine Gods, and may even be worshiped alongside them in some temples, but are not considered a part of the same group; these will be discussed in a later post.

The Dragon Quest games do give us some gods to work with, but most of this is me filling in the space between the broad strokes with my own creations, and striving to create something with a suitably sword-and-sorcery feel. There will inevitably be some overlap with the gods of the Lunar Lands, but I've done my best to make this pantheon feel distinct.

Rubiss,
 the Allmother, is the goddess of life, creation, and fertility. One of the most popular of the Nine Gods, idols dedicated to her can be found throughout the two worlds, and there is at least one temple devoted to her in just about every major city. Fittingly, her portfolio is broad, and she is favored by farmers, craftsmen, midwives, and healers - just about anyone who creates things or preserves life. It is said that she created all living things in the worlds, and treats them as a mother does her children - with nurturing respect, and with discipline for those who misuse the gift of life. She is one of the patrons of the legendary Ortegid Dynasty, who carry a sacred crest gifted to Erdrick the Aliahanian by Rubiss herself as a family heirloom.
  • Rubiss appears as a beautiful woman with red hair - people with red hair are regarded as having the blessings of Rubiss. Her symbol is a set of three rubies laid in an upside-down triangle, typically worked into an amulet.
  • Alignment: Neutral Good
  • Domains: Life, Peace, Protection
  • Oaths: Devotion, Redemption
Estark,
 the Eternal Swordsman, is the god of war and battle. According to legend, he dwells atop a mountain (where exactly this mountain is varies from region to region) on a throne of iron awaiting a worthy challenger, and the souls of all warriors who die in battle must face him in a duel. Though no mortal can beat him, if he is impressed with their strength, he will let them into Valhalla; if he is not, he throws them down the mountain, where they must fight their way back up against all other hopefuls to earn another chance against him. Estark is not usually called upon in battle, as it is considered a sign of weakness to rely on him; nonetheless, he does bless weapons and sword-arms, and his clerics often study martial magic.
  • Estark takes the form of a giant clad in armor, wielding a weapon in each hand and bearing two horns on his head, along with a third eye that beholds all battles in the world. His symbol is a set of brazen horns hung from a pendant, either worn or dangling from the hilt of a weapon.
  • Alignment: Chaotic Neutral
  • Domains: Strength, War
  • Oaths: Conquest, Glory, Vengeance
Melisine
, the Queen of the Night, is the goddess of night, the moon, the dead, and the underworld. She rules over all the sun does not touch, including both the night (and nocturnal creatures) and the underground (and any creatures that dwell there). She also rules over the souls of all those who do not die in battle. Note that while she is the goddess of the dead, she is not the goddess of death; she only has sway over those who have died, not the means of their death. Though her portfolio is a macabre one, and she is often worshiped by subterranean clans of beastmen, she is not regarded as one of the Forbidden Gods, and offerings made to the ancestors pass through her. She is also a patron of dwarves, hobbits, and gemcutters, as gems come from the earth.
  • Melisine is depicted as a pallid woman in dark robes and the veil of a mourner. Her symbol is a skull with gems set in the eye sockets.
  • Alignment: True Neutral
  • Domains: Grave, Twilight
  • Oaths: Ancients, Watchers
Art by Juan del Pino
Boros
, the Tidefather, is the god of the sky, the sea, and the storms. He dwells beneath the waves, and the merfolk are of his blood, but he is also a god of thunder and lightning, calling down storms and winds for his amusement. As he is of a tempestuous and unpredictable nature, his clerics are sought out by merchants and sailors to protect their vessels, and he has a large temple in Ashalam, as well as in the Torlandic port city-state of Lianport. It is held that anything that falls into the sea belongs to him, and retrieving treasure from shipwrecks may garner his wrath. For that matter, there are many unique beasts of the sea and air that are Boros's favored children, such as the Condors of Hades, which are capable of summoning a great gust of wind from the beating of their wings that can divert the course of ships. Those these beasts are great and deadly, he will not take kindly to any of them being harmed.
  • Boros appears as a weather-beaten man with a long beard, often with either the tail of the fish or the lower legs of a bird. He always has bird-like feathers along his arms, or wings on his back. His symbol is a set of wings.
  • Alignment: Chaotic Neutral
  • Domains: Nature, Tempest
  • Oaths: Ancients, Open Sea

Wednesday, August 28, 2024

The Order of the Hammer

The Levic Marches are often held as the last bulwark of true civilization between the lands of the Northmen and the more settled lands beyond. But with such close proximity - not to mention the great wealth of the League cities, which naturally draws unscrupulous eyes - the Northmen are as much a threat to the people of the Marches as they are trading partners. Raids on coastal villages are practically a yearly inevitability, and even sieges of the great harbors are not uncommon. Such threats call for study defenses - and that is how the Order of the Hammer came to carve out its presence in the Levic lands.

The Order is a Vardessian monastic tradition devoted to Torvald, the god of protection, walls, and boundaries. Its members are almost all of Vardessian origin, and its headquarters are in the Vardessian city of Eulen. However, it is most prominent and powerful in the Levic marches, for the knights of the Order have carved out an empire of their own there.

The Order of the Hammer is a martial order - that is, its membership is composed largely of paladins who train in combat as much as they devote their lives to prayer and meditation, though some of its members are half-brothers; non-combatant monks who assist their brethren with day-to-day chores and other support positions. Secluded in their cloisters, the members of the Order live an ascetic existence. Their conditions are austere, for they do not believe in honoring the gods with grand icons or ceremonies, deeming such frivolities to be distractions from the pursuit of a life in keeping with Torvald's will. They do not even celebrate feast days or fraternize with one another at meals, living a simple life of prayer and training.

It goes without saying that when their whole lives are sworn to defense, the knights of the Order are fierce fighters. They traditionally don great helms and surcoats bearing their arms; often, these helmets are adorned with great horns or wings to intimidate their foes on the battlefield. They have a reputation as stoic, silent, and fearless killing machines, showing no quarter, no mercy, and an almost inhuman courage that defies reason. Some say that it is Torvald himself who guides their blows, and that the knights do not consciously make any decisions in battle - though they are reluctant to speak on the matter (or on most things).

Generations ago, the Order of the Hammer was hired to support the League of Three Crowns against Northmen incursions, with the League paying them handsomely to move to the Levic Marches and establish castles there. Seeking to advance their standing after failed attempts to entrench themselves elsewhere, the knights agreed. Even after the threats were dealt with, though, the knights chose to stay, in a decision that was controversial at the time and has indeed led to the Order establishing a foothold so firm as to rival the authority of the League.

Not only does the Order still send a delegation to the League Council in Hynden, they govern a number of strongholds, at once fortresses and monasteries, throughout the Marches, exerting authority as feudal lords to support their upkeep from the tithes of their vassals. As such, there are swathes of the Levic Marches where neither the League nor the crown of Kvesland can overturn the rulings of the knights - but then, the knights are keen to remind them of why their presence is a desirable one when the next Northman raid comes. And many League merchants have relied on the knights to provide protection for their ships and caravans against bandits and worse things.

In turn, the knights of the Order have helped to shape Vardessian settlement of the Levic Marches. When hired by the League, they brought with them mercenaries and other disenfranchised knights to support their ranks, and many of their officers were rewarded for their service with land conquered in their wars. Some of their monasteries have even developed into towns and cities of their own. These settlements show the stoic and unflinching character of the Order - they are meticulously planned according to organized grids, surrounded by sturdy walls, and often found where forests were cleared and swamps drained, their very presence standing as an assertation of the Order's refusal to budge.

As an organization, the Order of the Hammer is formally led by Hendrik von Eulen, the Grandmaster, who resides in Vardessy. However, the knights active in the Levic Marches have by necessity formed their own hierarchy thanks to their distance from their homeland. The position of Landmaster designates the official in charge of all Order operations in the Levic Marches. This position is currently held by Sigismund von Kohlstein, who rules from Castle Mitgenburg. The Landmaster is a cold and merciless man devoted to asserting the Order's presence in the Levic Marches by whatever means are necessary. Firmly devoted to his goals, he sees nothing as unacceptable or excessive in the pursuit of protecting trade routes and settlements, and he is rightfully feared both in battle and in personal dealings.

Thursday, February 8, 2024

Minor Gods of the Lunar Lands

In a previous series of posts, I described the most prominent deities in my setting. But these are merely the most prominent deities. The Lunar Lands has innumerable gods, and just about every concept has its own patron. Though there may be a select few gods with relevant enough or broad enough portfolios to be worshipped just about anywhere, that is by no means an exclusive list.

In my opinion, pantheons do much more for the worldbuilding of a setting than they do for it mechanically. Gods are - or at least they should be - much more than just things that grant certain spells to clerics. The role of gods and religion in a setting influences its culture, its politics, its stories, even its metaphysics. Even if a god doesn't seem relevant for a PC to worship, it can still be useful for them to be detailed for the purposes of developing a setting. What are there cults like? What are their philosophies and their practices? What myths are they involved in? Did they shape any events in the setting? Answering these questions makes the gods a much deeper part of the world than something only interacted with for gameplay purposes, and it gives the world itself far more depth as a result. It can even be a source of some great drama and adventure hooks, and some interesting NPCs.

Here are three of the more obscure gods of my setting, ones that might not be worshiped by most PC clerics, but ones worth throwing into the background to liven things up regardless.

Camalos is the god of chivalry and knightly virtue. It is said that he devised the chivalric code to set out the rightful conduct and values of a noble warrior, and though all knights swear fealty to their liege, so too do they also swear an oath to Camalos, as the First Knight, to uphold his tenants. Usually, he is seen as the image of a perfect knight and the personification of chivalry, acknowledged by knights and paladins as a role model regardless of their patron deity; it is rarer for him to be worshiped in its own right - though the headquarters of every knightly order holds a shrine to Camalos, and he does have a small but devoted cult of his own.

The priests of Camalos take the chivalric virtues (such as valor in battle, honesty in all regards, respect for women, and deference to one's liege) as rules to live by, and often practice martial training. Curiously, although Camalos's monks and nuns are celibate, they are allowed (arguably encouraged) to pursue trysts with secret lovers, insofar as these feelings are not consummated, and insofar as no one else learns of such affairs - after all, chivalry holds that courtly love is the purest love of all.

  • Camalos's holy symbol is a knight's helmet, sometimes displayed as a charge on a cleric's coat of arms.
  • The leader of Camalos's cult is Patriarch Turias III, who presides over an abbey in the City-State of Lynnery. This monastery is built below a great cliff face, into which Camalos himself has carved the tenants of knighthood.
  • Alignment: Lawful Neutral
  • Domains: Order
  • Oaths: Crown, Glory, Devotion
  • Sacrifices: Rewards of knightly quests (beasts slain, treasures won, lances broken in a joust, etc.)

Gwennert is the god of dogs. All dogs worship him as their king, and he is considered the master of stray dogs who do not have a master of their own. As such, many cities have cults of stray dogs that gather in alleyways to pay homage to their patron. His cult preaches the values of absolute loyalty to one's master, something more valuable than life itself; a loyal follower must obey their master regardless of if it makes sense to do so, as the dog who waits for his master even after the master has died. Although his teachings make more sense to dogs, he nevertheless has a contingent of followers among other races, who see the relationship of a dog and its master as a reflection of that of a vassal to their lord.

As legend has it, Gwennert was once a mortal hound belonging to a knight, who was tasked with guarding his newborn son. One day, Gwennert's master found the hound covered in blood, and aghast at the sight that the dog had seemingly killed his child, slew him - only to find that the baby was alive in his crib, with a dead wolf laying at its feet. Mourning his dog's loyalty, the knight constructed a shrine where he was buried, and the other gods, it is said, elevated Gwennert's soul to the heavens to watch over all canine-kind (one heresy claims that the cult was started by that knight in order to memorialize the dog. If you speak dog, never claim as much when a dog can hear you). Because of this, Gwennert is sometimes worshiped as a protector god, and prayed to for safety of children or good luck in childbirth.

  • Gwennert's holy symbol is the paw or nose of a dog, worn as an amulet.
  • Gwennert's cult is led by a hound named Nosewise I. He resides at the shrine where the dog-god's body was buried, located in Vardessy outside the village of Harlesburg, and a shrine maiden named Reika acts as his interpreter. However, followers of the cult insist on the fact that the dog is the Patriarch, not the maiden, and she only delivers his revelations to the people.
  • Alignment: Lawful Good
  • Domains: Life, Peace, Nature. Or just play a Really Good Dog.
  • Oaths: Redemption, Devotion
  • Sacrifices: Bones

Usalia is the goddess of wrestling. She oversees all contests of grappling and is said to guide champions to victory, and it is common to open a wrestling match with a prayer to her. She favors those who have honest faith in their strength and show good sportsmanship to others. Most Pantheonists on the mainland consider Usalia to be the daughter of Kord, the god of strength, and she is largely revered within his cult. However, there is a particular mystery cult in Valossa that worships Usalia directly.

According to this cult, Usalia was actually born to a mortal family in the hills of northern Valossa, where she grew to become a champion wrestler, undefeated by any opponents. However, she would die suddenly of illness. Feeling her glory was yet unfinished, Usalia challenged Morthanos himself to a wrestling match for her soul; although he ultimately won, it was an epic battle, and one where she broke the reaper's leg. In response, she was granted a seat among the gods instead of being sent to the Land of the Dead. Valossan depictions often show Morthanos as walking with a limp for this reason.

The Valossan cult of Usalia is known for their practice of ritual combat, incorporating grand theatrics into mock bouts during rituals. Members of the cult wear elaborate masks and assume anonymous identities in public, only revealing their true face if bested in a match where they have wagered their mask; to unmask a follower in any other circumstance is one of the cult's gravest sins. Though these matches are largely staged, the members of the cult train in the arts of grappling, and it would be a mistake to underestimate one in battle. In fact, one of Usalia's most celebrated saints was a silver-masked paladin who performed many heroic deeds with his bare hands, including overcoming a coven of vampiresses and forcing a ferocious blue demon to do his bidding.

  • Usalia's holy symbol is a laurel wreath, as would be given to a victorious wrestler (either an actual one or a depiction thereof). In Valossa, a wrestling mask is often used instead.
  • Usalia's Patriarch is a masked half-orc known only by the name of Tiburon, who oversees a temple in the village believed to be her home as a mortal. He is revered as the strongest wrestler in Valossa and the champion of the cult. If one was to best him in the ring, he would grant his position to them.
  • Alignment: Lawful Neutral
  • Domains: Strength, or use a Monk or a Tavern Brawler Fighter to represent a cleric of Usalia.
  • Oaths: Glory, Conquest
  • Sacrifices: A portion of the winnings of a wrestling match, or the mask of a defeated opponent (these are hung in the temple).

Sunday, July 3, 2022

Gods of the Lunar Lands

We've talked enough about theory in the last few posts. It's time for another setting post - and today, I'm going to be talking about the pantheon of my setting. Before we begin, a few notes about how I handle religion in my games.
  • The way religion works is generally in the Roman model. There are innumerable gods out there, representing just about every concept imaginable, but the popular cults tend to revolve around a select few with commonly applicable or useful domains. The gods are in effect personifications of the driving forces behind reality, embodying all aspects of creation.
  • Beyond the popular cults, however, there are many examples of petty gods dedicated to trivial things, local deities, deified ancestor figures taken from Old Faith traditions, saints venerated within the cults of the gods, and the like. These things are not mutually exclusive.
  • I try to portray a religion that is truly polytheistic, rather than henotheistic. There are temples and cults that are dedicated to a singular patron god, but the majority of people will venerate all of them. Even a cleric of Kerne will understand that an offering to Olmo is a good idea when preparing for a sea voyage.
  • The way religion is practiced takes influence from Roman and Germanic paganism. Sacrifices of crops and livestock are common, and most people have a small household shrine to offer to the gods watching over their families. The most common sacrifices for each god are listed below.
  • Aesthetically, I like to imagine clerics and temples taking inspiration from the Eastern Orthodox Church, if for no reason other than that it's so much lesser-used compared to Catholicism (and I say this as a Catholic). Besides, onion domes are cool.
You also can't convince me these monks don't look like fucking wizards.

  • There aren't such things as racial deities in my setting, nor are there pantheons unique to certain regions. While traditions will obviously differ from place to place, and while certain gods may be more popular in different areas than others, the prayers of the faithful are all generally going to the same beings regardless of what or where they are. Dwarves, for instance, largely worship Weyland, and orcs worship Kerne and Morthanos, but they do so with their own rituals and their own names. This is more akin to how ancient polytheists viewed religion - there are records of correspondence between two Roman theologicians arguing other whether or not the God of the Jews was Jupiter or Saturn. I feel like this is a fun concept that makes pantheons seem more cohesive, like they belong in the world, rather than being made up for a game. That's something that's important to me.
Now, keep in mind, Pantheonism is only one religion in the Lunar Lands. Other traditions exist too, most notably Elementalism (the faith of Quel'Ahma that reveres the four elements as cosmic forces), the Old Faith (a mix of animism, ancestor worship, and a few cults of ancient gods mostly practiced by elves, druids, and hillfolk), and the mystic traditions of the Covered Path and its dervishes. I will discuss those at a later date, but the subject of this post will be on some of the most widespread cults to the Divine Forces.

Game stats here are given for 5e, but the lore should be system-neutral. Note that these are simply guidelines on how to represent members of each cult in games. It is not impossible, for instance, to play as a Voltanite paladin with the Oath of Conquest, but this may be rarer than paladins of other oaths.

Voltan is the God of Kings and King of Gods - the chief deity of the pantheon, and also the god of law, honor, and governance. He is invoked in trials and ordeals, with courts often held at his temples, and it is believed that he should guide each king and noble to act in accordance with his code of just rulership, giving back to those who honor their leader in return.
  • Voltan's symbol is a crown, sometimes crossed by a sword with the balance of a scale as its crossguard. His associated color, used on the vestments of his priests and the domes of his temples, is gold.
  • The center of Voltan's cult is the Holy City of Lescatie, and it is for this reason it is considered the most important cult center of all. It is led by Matriarch Wilmarina I, whose political clout rivals that of the Emperor.
  • Alignment: Lawful Good
  • Domains: Order, Unity
  • Oaths: Crown, Heroism, Vengeance
  • Sacrifices: Gold, incense, cattle, wine
Marseah is the Goddess of Mercy, Healing, and Hospitality. The teachings of her cult stress kindness and generosity to others, and her faithful train in the arts of healing both mundane and magical. One of the most popular deities, she is the wife of Voltan.
  • Marseah's symbol is a pair of hands clasped in a gesture of prayer. Her associated color is white.
  • The center of Marseah's cult is the city of Heidenheim in Vardessy. It is led by Matriarch Hildegarde III.
  • Alignment: Neutral Good
  • Domains: Life, Peace
  • Oaths: Devotion, Redemption
  • Sacrifices: Incense, candles
Torvald is the God of Protection and Boundaries. A liminal deity, he stands in defense of the borders between this world and those beyond, and is thus associated with the banishment of evil and lifting curses, though he also is the patron of those who build walls and guard castles and cities.
  • Torvald's symbol is a key fashioned of silver, as it is believed that he blessed silver as his holy metal and imparted it with the ability to repel the unnatural. His associated color is also silver.
  • The center of Torvald's cult is the city of Torvaldshaupt in Vardessy. It is led by Patriarch Ulrich II.
  • Alignment: Lawful Neutral
  • Domains: Protection
  • Oaths: Watchers, Devotion
  • Sacrifices: Silver, sheep
Solenna is the Goddess of the Sun, worshipped for blessing the fields with life and lifting the darkness of night. She is also venerated as a goddess of hope and happiness, and her clerics joyfully honor her by facing the path of the sun with their arms spread and raised above their heads. Her husband, Mondi, is the God of the Moons, though they are doomed to always be apart, except on the rare occasion of an eclipse.
  • Solenna's symbol is that of a sun disk. Her associated colors are yellow and red.
  • The center of Solenna's cult is the capital city of Venec in Togarmah. It is led by Patriarch Otho VI.
  • Alignment: Neutral Good
  • Domains: Light
  • Oaths: Devotion, Redemption, Heroism
  • Sacrifices: Wheat, chickens, candles, cattle
Morthanos is the God of Death and the Dead. Unlike the other gods, who dwell in the Heavens, he reigns from a palace in the Land of the Dead, where he rules over the shades of the deceased. However, he rarely returns to his throne, for he is busy collecting the souls of the fallen. Though many fear him (and usually refer to him simply as Death, lest he take the invocation of his name as an invitation), he tries to comfort the dead and dying, as his role is only a natural part in the cycle of being.
  • Morthanos's symbol is a scythe crossed by a lantern, representing the two items he carries as he walks the roads of the mortal realm. His associated color is black.
  • The center of Morthanos's cult is the city of Olarra in Taldameer. It is led by Matriarch Marisela III.
  • Alignment: True Neutral
  • Domains: Death, Grave
  • Oaths: Watchers, Redemption
  • Sacrifices: Incense, coins, candles, libations
Kerne is the God of War and the Hunt, governing both the pursuit of beasts and those of man. He traditionally takes the form of a musclebound man with the head of a stag (sometimes, particularly in southern lands, a bull), clutching a weapon in both hands, and he prizes valor and courage in battle. His priests often train in the fighting arts as much as they do in prayer, and his cult produces many paladins.
  • Kerne's symbol is four weapons (swords, maces, spears, axes, etc.) placed on one another to form an eight-pointed star. His associated color is red, and he is also associated with bronze and iron.
  • The center of Kerne's cult is the town of Keldrholt in the North. It is led by Patriarch Vidar I.
  • Alignment: Chaotic Neutral
  • Domains: War, Zeal, Blood
  • Oaths: Conquest, Glory, Ancients
  • Sacrifices: Iron, weapons, the first kill of a hunt, ale, mead
This is but a few of the major gods of the Lunar Lands. More to follow in a later post!