Sticky Topic The Gods (Read 108 times)
Keramane
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The Gods
Apr 24th, 2026 at 12:18am
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The Overgod
"Her" - Known simply as "Her", the Overgod is a figure only mentioned in the annals of history.  The other deities have been said to make mention of Her, and one or two ancient references and shrines have been uncovered, but beyond this, there is little information.  There are only a sparse few worshipers of "Her", and no active churches, as even their symbol is unknown.  The only detail that all agree on is that they were the Mother of the greater deities.

The Greater Deities
Faust (Pronounced Faw'st) - Brother of Foi - Lawful Neutral - The god of craftsmen, order and efficiency.  Father of the laws of the world, and all that is ordered and structured.  Depicted as a stern faced man made wholly of sharp angles, Faust is known for a fine attention to detail and orderly production.  Function over form, the march of industry, all things orderly are attributed to Faust's guiding hand.  In equal measure to his perfectionism is his disdain for the imperfect, in which description the mortal races certainly fall into.  Faust and Foi are in direct opposition to one another; Order and Function against Chaos and Form.  The Dwarven peoples favour him as an ideal to reach for, and some sorts attribute Faust to the crafting of the earth-born peoples.  Paladins of Faust align with no empire, standing alone and independent, upholding the law of the lands whence they travel.  They are orderly and lawful above all and strike down any that would upend the due process of the world.  Clerics are seen as mediators in matters legal and civil, having an adept understanding of law and order.  They are often the most well-educated in clerical matters and most cities have at least one around to stand in as law-keeper.

Foi (Pronounced Foo-ey) - Sister of Faust - Chaotic Neutral - The goddess of the wild, untamed natural world.  Nature incarnate, with all of it's chaos and wrath mixed into one.  Foi is seen as the mother of the world, bringer of life to the orderly frame which Faust designed.  Foi is depicted as a woman of thorns and roses, her symbols spanning a broad gap of life and growth stereotypes.  The standard representation of her is a maiden's silhouette with a flower in her hair.  Foi and Faust are in direct opposition to one another; Chaos and Form against Order and Function.  Foi's worship base is as chaotic a mess as her unpredictable domain.  Farmers worship Foi in hopes of protecting their crop from pests.  Woodsmen will worship her to hope to find prey more than predator.  Sailors worship her in hopes to prevent storms and be welcomed by calm seas.  Most worship of Foi is to hope to receive her gentle side and appease her violence, and some even believe this works.  Paladins of Foi are better referred to as Druids, protecting the wild and untamed nature against the encroaching order of Faust.  Often viewed as savage terrorists, the Druids of Foi are given unkind titles by the civilized masses, though their work is central to the preservation of the world's natural riches and wonders.  Clerics of Foi are often druidic as well, though there are some representatives in the cities of men.  These clerics will present environmental measures and oppose excessive expansion by local governing forces.  They will also act as oracles to forecast coming storms and natural disasters, making their positions as valued as bothersome.

Joliar (Pronounced Joh-lee'arr) - Son of Foi and Faust - Chaotic Good - The god of Magic and Revelry, Joliar is a household name in every kingdom across the known world.  Famed for his whimsy and mysticism, the patron of mages and bards is a favoured deity for children and merry-makers alike.  His symbol is a smiling sun mask made of reflective metals (often brass, bronze, silver, gold or platinum).  It is said that Joliar is the direct reason why the mortal races of Fausinao can wield magic at all, having acted as a clever bypass around Faust's lock on his craftworks' energy supply.  Revelers of Joliar are also the reason for many public holidays and celebrations, hosting most all of them with the proceeds of their church (to which there is no small amount).  Paladins of Joliar are a peculiar creed.  They are tasked with wielding of great magical power for the betterment of the world; a task quite different than the classic role of religious force known to the Paladin class.  Paladins of Joliar are more commonly wizards and similar mage classes, putting arcane power to task in their duties.  Clerics of Joliar are merry-makers, often Bards and similar classes, tasked with bringing the joy and whimsy of Joliar to the otherwise dreary peoples of the world.

Kaval (Pronounced Kah-vall)- (Sister of Kassandra) - Chaotic Good - One of the twin goddesses of shadows, sister of Cassandra.  Kaval is the protector of the meek and keeper of dangerous secrets.  The bane of overeager scholars and self-made warmongers, Kaval's domain is over the knowledge that would do harm, wrapping her beloved, flawed mortals in cloaking shadows to shield them from the dangers that stalk us.  Kaval's symbol is a blindfolded woman with a lock for a necklace.  Worship of Kaval is rarely open, as there are many who would rather know all and make decisions upon that knowledge rather than be denied the choice and sheltered like mewling children.  However, those that do worship do so in relative secret, whispered prayers at night and thanks for protections gone unseen.  Most major cities pay homage to Kaval in some shrine or another, usually declaring public works sites (such as orphanages, homeless shelters and soup kitchens) as sites for prayer and worship to this protectorate goddess.  Paladins of Kaval are usually Rogues or rogue-hybrids, favouring stealth and subtlety to force and blatancy.  A witnessed secret hidden is nearly as bad as the secret itself.  Kavalite clergy are the silent enforcers in the world, and many a warlord and grand magister have had uneasy rest at the thought of visitations by the faithful.  Clerics of Kaval are rarely seen publicly, but everyone has heard rumours of where they can be found.  Acting as go-betweens for the common man and the hidden enforcers.  They often perform public services such as running soup kitchens, homeless shelters, and are famed for acts of charity and mercy.

Kassandra (Pronounced Cass-an-drah) - Sister of Kaval - Neutral Evil - The other side of the twin goddesses of shadow, Kassandra is the sinister aspects of darkness.  The shadows that conceal the predator that strikes, the things unseen that threaten mankind, provider of secrets that doom those that view them.  Favoured goddess of the disenfranchised poor, the rebel and renegade, bandits, brigands and pirates.  All traditional and terrifying aspects of night, darkness and evil are attributed to her domain.  Her ministrations are why you call your children home before nightfall.  The symbology of Kassandra varies, but the common theme is a crossed key and dagger.  Hers are the agents that stalk the alleys with blade in hand and sin in their heart.  Hers are the worm-tongues, twisting noble rulers to dark acts and the guillotine.  Kassandra is not publicly worshipped in civilized cities, though there are places one can find her shrines in the dark, seedy underbellies of deluded settlements.  Paladins of Kassandra are often rogues and assassins, slipping through packed street and unlit corridors alike to bring doom and worse to those they are so directed.  Clerics are often well-spoken manipulators, masters of wordplay and redirection.  There is always assumed a few of her chosen mediators in most any court, often where one would least desire a silver-tongued devil.

Simune (Pronounced Sih'moon) - Adopted Daughter of Foi and Faust - "Neutral Good" - Simune is the goddess of healing and protection and one of the most openly worshipped religions in the civilized realms.  Her symbol is a golden sun before and offset from a blackened sun, connected through the centers by a two-pronged fork.  Simune is a favoured divine both due to the ease of which she provides her healing miracles and the accessibility to her clergy.  Every city has a church to Simune in some manner or another and it is often commented that a settlement isn't a true beacon of civilization without a cathedral in her name.  The clergy of Simune are always quite attractive, given restorative mending and elected treatments to "bring out your inner purity".  More than a few raucous sailing song holds a Simunite priestess in some form of lewdity as a result.  Paladins of Simune are traditional protectors, bringing heavy mace to bear on threats of the realm, and using their impenetrable shield to shelter the innocent.  Charismatic and grand, they often lead large armies of the faithful.  The Clergy are beautiful, angelic founts of mending and protection, though never for free.  The primary source of donation for the church are paid mending services and beautification procedures, with a close second to sold indulgences.  This behaviour has earned the clergy a small amount of disdain, though none complain about the services rendered when the cost is afforded.

Graknar (Pronounced Grack-narr) - Slayer of the False Slaughter - Chaotic Evil - The tales of Graknar: Goblin King are as many in the goblinoid peoples as the civilized races.  A warrior without equal, the small figure brought to knee any foe that did oppose him, cleaving his way through army after army until he slew the false god of slaughter himself, consuming the remains and becoming the new, true deity of slaughter.  Husband to the Lesser Goddess Se'al, he is seen as the King of all goblinoid peoples, a beacon of the oppressed and challenger to the tyrant.  His symbol is a great-cleaver buried bloodily into a skull (the skull is of a race based on the hated foe of the symbol's bearer, leading to numerous variations).  Paladins of Graknar are always warriors and while slaughter is often depicted as senseless, a true Warrior of Graknar is never a fool nor a madman.  They are aware of their strength and weaknesses and know when to apply each in turn, ripping down their opponent until there is no obstacle before them.  The Clerics of Graknar are always Shamans, spiritualists of the land and people.  Often mistaken as demure Foi-based Druids, the Shamans of Graknar are more temperate and act as a ballast to bring wisdom and patience to the Warrior's fire and fury.  It is said that the Warriors of Graknar will not be deigned as such without the wisdom of a Shaman at hand.

The Lesser Deities
Hopeppa (Pronounced Hoe-pep-pah) - Son of Joliar - Chaotic Neutral - The Patron of Last-Ditch Efforts, Impossible Odds and Grand Heroics, Hopeppa is a deity known to every bard in creation.  When things are at their most dire, and every road leads to certain ruin, one turns to Hopeppa for inspiration, grits their teeth in a madman's smile and charges headlong into the frey.  Those blessed by Hopeppa in these times can perform deeds of legend, impossible acts that defy both logic and reason, and turn tables on the most certain of defeats.  There is no common depiction of Hopeppa in symbology, rather that any small trinket of personal charm that one views as lucky or bringing good fortune would suffice.  There is no church of worship for the god of hope, but in their own way, everyone reaches out to him at some point or another.  As such, there are no Paladins or Clerics in his name.  Instead, delvers of mystery and adventure are considered his chosen peoples, though his visits are rare and infrequent.

Se'el (Pronounced Say-ell) - Daughter of Foi - Neutral Good - The Fey goddess of Dreams and the Moon.  A lesser goddess of the elven pantheon, she sees the lion's share of her worship from the goblinoid peoples of the world as Wife of Graknar and proposed mother of all Fey (goblins included).  Her symbology is often moon related and bearing butterfly/pixie wings someplace therein.  Seen as the guardian of the dreaming world, Se'el is said to watch over the dreams of the innocent and pure, protecting them from the evils that dare steal away such gifts.  Her domain is primarily over children, and is said to love them so dearly as to wish them brought to her realm for safekeeping.  This is where the legends of fae kidnapping babies from cribs and the like originate, and it earns the following a fair amount of scorn from the more civilized races.  To the contrary, the goblin peoples see it as endearing and proof of a mother's absolute love, embracing her children despite any flaws or failings that the birth parents might place upon their young.  There are no Paladins of Se'el in the mortal races, but there are many a fae cactaphract that will fight in her name.  Clerics of Se'el are found almost exclusively among the goblinoid peoples, hearthwitches and wise women, hedgemages and wisemen, using ancient legend to weave tales of wisdom for the youth to learn from.  Many gentle mothers are seen as blessed by Se'el, and on more than a few occasions, have been left unscathed by goblin raids as such.

Huehu (Pronounced Hoo'ay-hoo) - Son of Faust - Lawful Neutral - We are born from those with life, age throughout our life, and die when life leaves our body.  Our soul moves to the plane that fits the morality taken in our lifespan, but that life energy is passed into a new vessel as it is born.  This is the domain of Huehu; the natural order of live and death.  While a critical aspect of existence, the domain is quite small and specific, earning this god a lesser amount of power in the great scheme of things.  In addition to the cycle, Huehu is said to come and claim the last surviving member of a species to go extinct, adding them to his collection of beings never to be seen again by mortal eyes.  They are made paragons of their people and are attended to by their new adopted father that they might not suffer again.  There are no Paladins of Clerics of Huehu, though gravekeepers and other clergy do sometimes pay homage to he, the one that guides us to the end of our moments.
  
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