The Gods
There is an energy field that surrounds and penetrates Lithgar. It is created by a combination of background radiation from a high concentration of rare earth elements, and a side-effect of a unique form of bio-organism. These micro-organisms feed on the energy inherent in the fabric of space-time and, since they exist in this universe, generate a high concentraiton of ethereal potential energy. This energy field may be modified, moulded and shaped by the thought patterns of a complex organism (i.e. a brain), and can even itself attain sentience if enough minds believe it to be true. The gods are very much a creation of sentient life, developing in parallel with the belief in the sentience of natural phenomena. As the gods became self-aware they in turn changed the races that worshipped them. This process gradually developed over millions of years, and the First Age began when the collective belief hit critical mass and the magical field "woke up", realizing what it truely was and naming itself Adi.
In the beginning there was the One. The One grew lonely and became Five, each embodying one of the primal elements: earth, fire, metal, water and wood. Each of the Five moulded life in its own image, creating the Firstborn races. As life diverged and spread across the face of the planet, so did the Five became many.
Adi was more or less all-knowing and all-powerful, and in time became all-bored. In order to create diversity, Adi split itself into discrete entities in an act called the Sundering. Each of the Five chose a proto-sentient tribe and moulded life into their own image. As these Firstborn civilizations expanded and diverged, each new culture focused on different aspects of their deity, e.g. fire as a destructive force as opposed to fire used to heat a home, creating two separate gods. This splintering, combined with the ongoing global cultural interactions as tribes moved, merged and changed over the millennia, led to each element becoming an aspect in every culture's pantheon. Most civilizations now have a few central gods and a host of lesser ones, much like the scattered city-states of ancient Greece.
As we are pale reflections of the gods, the same is true for all things. A deer is an expression of the spiritual archtype of that species, embodied by the god of that animal. All things are touched by divinity - there are spirits in the forests, the flowing waters, the thunderstorms and the very ground upon we walk.
In addition to the gods there are spirits inhabiting most things, and the more important they are / have been to people, the more powerful they are likely to be. There is a strong tradition of treating the world with respect, as you never know when something might be listening. This is not to say that there are ghosts in every cemetary and dryads in every tree, but such things are common enough that nobody assumes they aren't there. And while a spirit may be an archtype of something it will not always act the same way. Internal consistency is not a common trait among people, nor is it of their gods.
| Element | Description | Race |
|---|---|---|
| Earth | This is the spirit of harvest time, abundance, nourishment and fertility, as well as decay, diease, death and rebirth. This is also regarded as central to balance and the place where motion takes on a new direction. It is the symbol of stability and being properly anchored. | Dwarves |
| Fire | This is the spirit of heat, summer and enthusiasm. It is things at the peak of growth, and warmth in human relationships. It is symbolic of combustion, fleeting moment and maximum activity, with the knowledge that decline is then inevitable. Its motion is upward. | Skaven |
| Metal | This is the force of gravity, the minerals within the earth, the patterns of the heavenly bodies and the powers of the thunderstorm. It has form and structure, but with skill can be made to accept a new form when molten. It's motion is consolidating and inward, of cutting and reforming, but it is also a solidifying process. | Draconics |
| Water | Water is infinitely flexible, yielding yet patient and infinitely powerful, ever changing and often dangerous with the capacity to nourish, cleanse and drown. Water can be rushing and musical or quiet and cold, representing the resting time of winter. It has a waiting, silent, still quality and its motion is downward. | Merfolk |
| Wood | This is the spirit of growth, spring and the creative urge to achieve - but which can turn to anger when frustrated. It is associated with the capacity to look forward, plan and make decisions. The motion of wood is outward, expanding, and is the force of growth and flexibility. | Orks |
The Old Gods
These deities were worshipped by the Firstborn races, ages before the races even knew of one
another's existance. Hundreds of thousands of years have changed them in a multitude of
ways, but they remain - for the most part - untouched by the passage of millennia. There
are few priests of the Old Gods, but nearly all cities have shrines to them as they are
present in everyday life and most languages. They rarely deign to openly meddle in mortal
affairs and take little notice of most events, but for all their detachment they are
among the most powerful of the gods as their names are used in most oaths, promises and
binding agreements. While other gods are invoked in order to get a result, the Old Gods
are invoked to add solemnity, honesty and dignity to an occasion. Certain ones are also
invoked in cursing or swearing circumstances, indicating additional levels of outrage.
Think of them as those very rich grandparents that everyone is nice to but nobody invites
to dinner except at Christmas - they exist, they're powerful and mostly in the background.
| Abar | God of rain, oceans and rivers, of drought and storms. Other aspects include patience, determination and stubbornness, though always with a purpose. God of winter, cold and ice, and snowstorms, as well as the spring rains. |
|---|---|
| Adi | From the sanskrit meaning "the first one", Adi is the re-incarnation of the One that was before the Sundering. Generally - but not always - referred to in male terms, Adi is the God of balance, justice and neutrality, time and divination, and to a lesser extent the keeper of the dead. No sense of humor. |
| Atta | God of the earth, the cycle of the seasons, strength and solidity. Also the god of death, decay and destruction - though with a theme of rebirth & forgiveness. God of fertility, sometimes as the lover or husband of Eloah and sometimes as working partner. The guardian and judge of the dead, and also called upon for powerful magics. |
| Eloah | The goddess of fire, the sun, the heavens & stars (and by extension astrology and divination), goddess of night and those who work under the open sky (both honest work in the day and skulking outdoors at night). Goddess of love, marriage and fertility, as well as dancing and many sports. Invoked as the goddess of war and destruction, though this is rare as it implies total destruction. |
| Tama | Goddess of nature, forests and trees, of animals, and of cities & nations. Invoked by farmers, trappers, herdsmen, riders and messengers, as well as healers and tacticians. Goddess of war in a reactionary (retaliation) sense. Also goddess of sex and procreation (and prostitutes), and ferocity and intensity - she is the goddess of revenge. |
| Vana | Goddess of peace, of doves, and of law & order. Goddess of war & wisdom, of craftsmen and sculptors, and those who work the earth (farmers, carpenters, masons and miners), of criminals and of magistrates. Healers often call upon Vana to increase the effectiveness of their actions (as opposed to Adi who would judge the patient). Definite sense of humor, and called upon by jokers, actors and comedians. |
The Dwarven Pantheon
These deities tend to be practical, straightforward and simple in their speech. They
regard stability and the status quo as important, and while they are willing to change
it is slowly and with much thought as to how an action affects the whole.
| Abbathor | God of greed, theft, stealth, trickery and diplomats. Abbathor's priests dress in red leather, and leather caps. His holy days are on the solar eclipse, and he demands the sacrifice of both blood and gems annually. |
|---|---|
| Berronar Truesilver | Goddess of safety, truth, home, and healing. Berronar's priests wear silver chain mail and silvered helms. Her holy days are on the New Year's day, upon which a sacrifice of silver is made to her. |
| Clanggedin Silverbeard | God of battle in all forms, from careful strategy to wild berzerk abandon. He does not condone stealth or treachery, and occassionally fails to compensate for such tactics. His priests are required to be skilled warriors, actively participate in civil defense, and accept anyone into their ranks regardless of background. |
| Dugmaren Brightmantle | God of knowledge, scholarship, discovery and invention, and brother to Wenesrok and Tessus. While not the patron of miners, he is invoked by prospectors. Dumathoin's clerics dress in brown leather. His holy days are on the new moon, and sacrifices of gems and jewels are made to him monthly. |
| Frimaril | Goddess of rain, flowing waters, grain crops, hops and brewing. Also called the Great Barmaiden. |
| Grima the Timewarder | Goddess of neutral magic, balance and the protector of runes. Also the patron of librarians, scribes and runesmiths. Her color is deep blue and her symbol is a silver hammer embossed on a blue book. |
| Mongaard | God of reptiles, snakes, dragons and - to a lesser extent - all other venomous creatures. He is invoked by animal handlers, beast masters, herdsmen and teamsters, mainly to turn his attention elsewhere. His symbol is a golden hammer on a blood-red circle. |
| Moradin | The leader of the Gods of Earth, he has domain over creation & construction, law and protection, and he is the Protector of Cities. He is said to have created the first dwarves out of earth & stone, and taught them the power of the written word (rune magic). His priests are often from important clans, and wear earthy colors, chain mail and silvered helms. His holy day is on the crescent moon (three days before and after the new moon) and he is worshipped at forges and hearths with offerings of melted metals. |
| Muamman Duathal | God of scouts, wanderers and traveling merchants, and is known as the Finder of Trails and the Watcher over Wanderers. He is also the keeper of secrets and the guardian of places that have been abandoned, sealed or hidden - he is also the patron of exiles. His holy symbol is an upright mace in front of a fur-trimmed leather boot. |
| Satenkaz | Goddess of the dark, the underworld and the tester of the dead before they enter the afterlife. Known as the Queen of the Catacombs, she has dominion over mazes, puzzles, riddles and traps. While she is often capricious and unfair, there is always an answer or solution to her challenges. |
| Tessus Brightmantle | Goddess of knowledge, secrets and teachers, as well as soothsayers, oracles and those who predict the future. She is sister to Dugmaren and Wenesrok. Called the Loremistress, she protects information and those who seek to pass it on. |
| Thurskurk | God of the working man, the common laborer, the farmer and the fisherman. He is the Hauler of All Goods and walks with those carrying a coffin to the graveyard, and has a fierce rivalry with Satenkaz. |
| Vergadain | God of wealth and luck, gamblers, bankers and moneychangers. Vergadain's priests dress in the finest golden chain mail and helmets. His holy days are on the full moon, and gold is sacrificed to him monthly. |
| Wenesrok Brightmantle | Goddess of the sea, of the waves and what lies beneath them, of secrets and that which is hidden. Sister to Tessus and Dugmaren. Her colors are blue-green and silver, and her priests rarely speak. |
The Skaven Pantheon
These deities are active and often involved in the affairs of mortals, sometimes to a great
extent. The ones listed below are the oldest, as young gods rise with a burning passion
and crusade for their cause, shine brightly for a time and fade away. They are rarely
forgotten and continue to live on, but with greatly reduced importance and ability. They
are known as the Shining Ones and there are thousands of such beings. The Skaven were born
to the plains and open sky, and astrology is an integral part of their religion.
| Alustir | Goddess of knowledge and lore, songs and apprentices - information that is passed down by word of mouth or hands-on experience. Books are distained and theoretical knowledge is scorned if there is no practical application. Sister to Kazar'dal. She is the patron of bards, singers and actors, as well as those who try their hands at multiple professions. |
|---|---|
| Bithkari | God of rain, rivers and the oceans. He is the patron of fishermen, sailors, merchants who travel out of sight of land and soldiers who fight upon ships. He is invoked at the beginning of a voyage and thanked at the end. His colors are deep blue and white. |
| Gentamo | Goddess of animals, nature, the plains and grasslands. She is the patron of animals, riders, herdsmen and the abundance of the living world, and is invokes in the mating season to insure a plentiful birthing. While usually seen as good, she is the patron of the strong over the weak, and the rule of tooth and claw. Her color is red. |
| Kazar’dal | Goddess of those who slay from behind - assassins, murderers, traitors and betrayers. She is a shape-shifter and called upon by spies and diplomats. Those who follow her must always honor their given word, though interpretation may be fluid. Sister to Alustir. Her color is grey and her symbol is a kris. |
| Kratch | God of the forge, metalworking and skilled labor. He values strength of arm gained by hard work, and is the patron of farmers, herdsmen, blacksmiths and jewelers. |
| Krik’thil | Father of the Skaven, healer, protector of the hearth & home, and patron of travelers. He is the god of fertility, growth and good harvest, and of the summer rainstorms. He is married to Zuk'noa. His symbol is a stilized male skaven under a noonday sun. |
| Kritislik | Goddess of prophacy, divination and fortune-tellers. She is madly in love with Kratch, and may never have an accurate prophacy concerning him. |
| Lognir'talka | The goddess of laughter, jokes, pranks and tomfoolery, though sometimes with a vicious twist or black humor. She is beautiful and charming, even when telling a cruel joke or tricking someone to their death. She has many lovers and a few of her children are Shining Ones. Her priests wear foolscap. |
| Morskit | God of running, sports, games and hunting. He is the messenger of the gods, and his priests claim immunity to mortal affairs while doing his work. He is the enforcer of honesty and fair play, and is sometimes works with Paskrit to avenge injustice. |
| Paskrit | God of battle, strategy and cunning. He is unabashedly driven to succeed at all costs, which places him in opposition to Morskit at times, though they are willing to work together when it comes to divine retribution. He is follwed by mercinaries, military leaders and those who value success over morality. His priests shed blood at annual rituals. |
| Peskitt | God of disease, death and decay. He is worshipped by warriors of a losing cause who hope for a pyhrric victory, and healers who hope to stave off death until another time. Though he can be beaten, tricked and outmaneuvered for a time, he always wins in the end. His color is the color of the local earth, and his symbol is a white shovel on a gold background. |
| Seimari | God of the heavens, stars and astrology. She is blind and may be called upon to forsee one's own death, though few do so. Sacrifices to her involve periods of meditation in complete darkness, and high priests often blind themselves. Her temples are black and unlit. |
| Squerrik | God of silence, stealth and secrets, he protects that which is concealed. Often called upon by thieves, assassins, spies, scouts and hunters, he is also the protector of infants, orphans and innocents. He is depicted as a lanky skaven in worn leather armor, bearing a shortsword. His symbol is a rat's head with bared yellow teeth. |
| Tha'kweet Thul | God of passion in all things, war, love and inspired creativity. All skaven pay him homage in one form or another, and his inneumerable offspring often become Shining Ones. He is the patron of lovers, berzerkers, mad scientists and those who embrace all that life has to offer. His color is scarlet and his symbol is a pair of entwined rings. |
| Zuk'noa | Goddess of healing, fertility, lovers and marriage. She is invoked to bless marriages, alliances and partnerships, and by friends who travel. She is married to Krik’thil and many of their children are Shining Ones. Her symbol is a green cloud and her worshippers must fly handbuilt own kites on her holy days. |
The Draconic Pantheon
This is the most diverse pantheon, having a god for everything - from the heavens to
thunderstorms to the smallest field and stream. The ones listed below are most of the
major ones, with hundreds more representing minor rivers, animal archtypes, significant
locations and so on. There is a relatively strict heirarchy among the draconic deities,
though this is subject to change in cycles that are millennia long. All things move in
circles and the title Lord of the Dragons is but one.
| Asrelia | She is the keeper and distributor of all which is good and desired - gold, treasure, valuable cloth, important books and so on. She is the patron of merchants, bankers and librarians. She is depicted as an ugly hag decked in endless necklaces and rings, and cloaked in robes studded with precious metals. |
|---|---|
| Babeester Gor | The holy avenger of the gods, she is merciless and cruel. She wields a great axe and her followers serve as the sacred guardians in the temples of other gods, and their duties include hunting down kinslayers, oathbreakers, and other criminals whose actions have harmed the temple they guard. |
| Chalana Arroy | Goddess of healing and comfort, who will be worshipped until there is no need to heal anyone again. She is worshipped by surgeons, nurses, doctors, chirurgeons, and dedicated healers of all types. She is a tall, lithe woman, gentle and serene, dressed in a white gown. |
| Daga | God of drought and famine, he is a gaunt, pale and frightening being. Farmers sacrifice to him to have him turn from their fields, as do kings. |
| Daka Fal | He is the judge of the dead. Everyone must confront him, and he knows all men's crimes and righteous acts. Those that are honest and fair will have their gods to plead for them. The wicked will stand alone, condemned. Guided or hounded by spirits, each judged soul leaves the Courts of Silence by a doorway into their own heaven or hell. He is the patron of judges and lawmakers, and is often invoked in diplomatic events between warring factions. |
| Ernalda | Bountiful mother goddess of life and the source of all sustenance. Reverance for her stems from every living creature, and all living things - plants and animals - are her children. She is worshipped by farmers first and foremost, though nearly all pay her homage. She grants her worshippers fertility, health through childbirth and protection throughout life. Her primary foe are the undead, who have perverted her teachings. Her priests must be female and must have given birth to at least one healthy child. |
| Eurmal | God of jesters and fools, pranksters and those who mock authority with truth. His tricks can change the world, his pranks create or destroy - sometimes harmless, sometimes helpful, sometimes malicious. His followers must know how to laugh at themselves, as they are as often the butt of jokes as they are the pranksters. His high priests are known as Tricksters, and are by definition outside the law - the law can not assign punishments for their actions. However, there is no legal protection for them, and there is no punishment for anyone who harms a Trickster in any way. |
| Heler | The blue god of rain, he commands all forms of precipitation. He is also the keeper of honor and integrity, and his name is used to compliment one's devotion to duty. His priests are forbidden to wield weapons, and instead practice unarmed combat. |
| Humakt | God of death and war, and commands the forces that collect the souls of the dead. He is the silent god and has the authority to slay even fellow gods. He is primarily worshipped by professional warriors and soldiers. His symbol is an ornate sword made from exotic materials, and his priests must have at least some skill with the sword. |
| Issaries | God of trade, communication, messengers and roads. He is the Messenger of the Gods and his priests are merchants, heralds and diplomats. They are forbidden to lie and dress is light blue. His symbol is a scroll crossed with a pen, on a blue disk. |
| Khrilstom | God of berzerkers, murderers and those who kill with passion - which does not include assassins or professional mercenaries. He holds command over the desert wind, ranging from a still quiet to a raging storm of purifying rage. His favor is sought by those who seek redemption in the haze of battle. Many say that worshippers of Khrilstom are vile, unclean, rude, uncouth, ill-mannered, single-minded, and generally very difficult company. They're right. |
| Lhankor Mhy | God of sages, teachers and librarians. He is the lawgiver, the immortal scribe and the truthspeaker among the gods. His followers include singers, musicians and lawyers. His temples are storehouses of information, and his priests are willing to provide it to all who pay - in money or service. He is depicted as a man in grey robes, always bearded. |
| Maran Gor | Goddess of earthquakes, and often called the Earth Shaker. She is worshipped by those that enjoy destruction and carnage, and sacrificed to by those who work underground. Most mines have a shrine to her nearby, and prayers are sent to deflect her wrath. Her color is grey and her symbol is a broken block. |
| Orlanth | God of wind, storms and the air. He is the current Lord of Dragons, wresting the title from Valind over three millennia ago. He is the patron of sailors and fishermen, and of leaders, rulers and those who seek dominion over others, chieftans, nobles and poets. Those who worship him practice rhetoric, public speaking, logic and philosophy. His shrines are common in places often visited by violent weather. His symbol is a thunderbols surrounded by a woven ring. |
| Stalvo | God of metalworkering and those who tend the forge. He is the patron of blacksmiths, those who work with precious metals, and jewelers. He also aids engineers and clockwork-makers, and is called upon by alchemists at times. His colors are red and silver intermixed. |
| Ty Kora Tek | Goddess of the dead and the Underworld. She watches over graveyards, but those who know how may strike a bargain with her. She is the patron of gravediggers, and her favor is often sought by the family of those who lived irreverent lives, or those who made enemies of necromancers. Her priests are women past the age of child-bearing. She is portrayed as a gaunt old woman, wrapped close with a shroud, and her symbol is a brown skull. |
| Uleria | Goddess of ove in all forms: eros, agape, lust, platonic and so on. She commands that which bring people or things together, and her worshippers believe that love is the invisible Life Force energy which can fill and permeate anything physical, spiritual, or magical. She accepts sacrifice from anyone wanting her blessings, granting love, compatibility and fertility. Her priests are either skilled courtesans or master debaters. |
| Umath | God of destruction and elemental chaos. He is a silent figure who holds up the sky, granting strength and endurance to those who sacrifice to him. It was he who brings motion to the world when things grow stagnant. He acknowledges no priests, color or symbol. |
| Vadrus | God of unrestrained violence and destruction, though with a direction and a purpose. He is called upon when a jihad or crusade is declared, or when someone desires large-scale destruction. He is called upon by zealots, crusaders and mercenaries, and sometimes by kings. His symbol is a sythe. |
| Valind | God of winter, cold, ice and hailstorms. He is the source of the winter powers which sweep over the earth, moving with brutal indifference. He is the patron of winter hunters and trappers, and it is his priests who announce the spring thaw. He is portrayed as a giant, with a frozen beard and dripping with ice. |
| Vinga | Goddess of female warriors and adventurers, of women who reject the traditional female roles, and of those who seek to break the bonds of their birth. Her followers include runaways, ex-slaves, cast-offs and unwanted girl children, as well as those from the lower classes / castes who desire to better themselves beyond the constraints of society. Her followers dye their hair red (in imitation of their goddess), train in the use of the sword, and have a reputation for relying more on quick wit than on weaponry. She is most often portrayed as an armored maiden with no helmet, her long red hair unbound, and a sword belted at her side. |
| Voria | Goddess of spring, new beginnings, youth and innocence. She is mostly worshipped by children and those seeking a propitious start in a venture. Her priests tend to retain their youthfulness far beyond their adolescence, though their overall lifespan is not extended. Anyone old enough to speak, who has never been a member of another cult or entered adolescence may join. Her followers go barefoot, and have few abilities not related to protection - except in the spring, when they become quite adept at divination. |
| Yinkin | God of shadow cats, felines in general, dancers and acrobats, as well as the hunt, harvest and feasting. His followers must learn to dance and cook, often working as domestic servants. Yinkin is portrayed either as a shadow cat, or as a human with a cat's head. |
The Merfolk Pantheon
Little is known of the gods of the sea, as most land-folks are unable to remain long
enough for careful study. Below are listed the major gods that are mentioned in passing,
or are significant enough to impact the ways of the land-dwellers. There is much
infighting between these gods, and little love lost between their worshippers.
| Argan | God of Surface Darkness |
|---|---|
| Gorgorma | Keeper of Secrets |
| Kyger Litor | Mother of Trolls |
| Palquenta | Goddess of Life and the Oceans |
| Subere | Goddess of Darkness |
| Xiola Umbar | God of Heat |
| Yelmalio | God of Laughter |
| Zorak | God of Hate and Vengeance |
The Orkish Pantheon
These deities are strong and determined, as they have millennia of competition
between them. Open competition or hostility is rare, but most have a low-level
adverserial relationship with one another. They admit to mistakes readily, as
they know that to do otherwise weakens them, and they do not forgive treachery.
While orks have only a single gender they well understand the concept of
females, and while female deities are in the minority, they exist.
| Athak'baril | God of water, clouds, flying things and the seas. He is the patron of sailors, of fishermen, of mysteries and hidden depths. His priests often know weather control spells and while they are called upon to insure bountiful rains and prevent droughts, they cannot prevent floods. His color is sky blue and his symbol is a styalized drop. |
|---|---|
| Balitus | Goddess of fire, passion, beauty, love and children. She is the patron of those who feel strongly, and she blesses those who believe in a cause. Her priests must have experienced strong emotions and learned from them, before being accepted as initiates. Her color is red and her symbol is a silhouette of a maiden kneeling in prayer. |
| Dur-Shuk | God of art, creativity, laughter and friendship, of the spring rains and the end of winter. His worshippers must be able to entertain in one form or another - singing, dance, rhetoric, etc, and ceremonies to him have a tendency to end up as parties. He has no single color, as his symbol is a rainbow swirl. |
| Gothmog | God of battle and warfare with zeal and reckless abandon, and the younger brother to Ilneva. His name is used as a battle cry, though generals do not seek his favor before the fight. He has no priests, though berzerkers are sometimes touched by his spirit. His color is crimson. |
| Gruumsh | God of caverns, darknes and the underground, including underground rivers and water that springs from the earth. His single eye keeps watch over his realm, and his favor is sought by scouts, guards and treasure-hunters. He has a bad temper, and does not suffer fools gladly. |
| Ilneva | Goddess of warleaders, tacticians and planners, and the older sister to Gothmog. She is the patron of generals, kings and second liutenants. Her color is silver and she is represented by a suit of armor folded on a shield. |
| Kislova | Goddess of new growth, light, growth, love, family, kindness and mercy. She is called the Radiant Lady and her followers are forbidden to turn away a supplicant. Temples to her are neutral ground and often serve as diplomatic meeting grounds. Her symbol is a white rose framed by the rising sun. |
| Luthic | Goddess of the mature forest, motherhood, and of home and family. She is the patron of female spellcasters, unarmed combat and healers. She cares for children and aids their protectors. Her color is yellow and her symbol is an open door. |
| Nikodalus | God of family, protection, war, children, age, stories and cripples. He is the all-knowing father figure and the chief of the gods, and he is the patron of leaders, children, and the old & infirm. He is symbolized as a fat elderly orc warrior missing one hand and with a severed leg, holding a sword. |
| Ravnost | God of diplomacy, understanding, trade, politics and gamesmanship. He is invoked at the start and end of negotiations, and his name is used to garner luck in games of chance. His symbol is a white circle inlayed with seven different gems. |
| Shargaas | God of night, darkness, trickery, misdirection and assassins, and also the rich, dark earth. He is called the Night Stalker. Worshippers make blood sacrifice and scar themselves, burning books and implements of learning. Followers include assassins, muggers, thugs, shadowdancers and thieves. He follows a loose code of honor and will not go back on his given word. His symbol is a skull on a red crescent moon. |
| Turtrus | God of old forests, rotting wood, disease and maggots, and guardian of the gateway to the land of the dead. He is impartial and attends everyone equally, and his worshippers are competant healers as well as a executioners. They gather at battlefields and care for all combatants, healing those they can and calmly dispatching those they cannot. They wear white gloves, and his symbol is a balance scale. |
| Wisuth | God of justice, courage, honor and war, and of the summer sun. A fierce warrior, he is merciful to his enemies if they ask. He is the patron of soldiers, lawmen, merceneries and those who keep order (exasperated mothers sometimes call on him). His color is white and he is symbolized by an ork in white armour bearing a white shield and sword. |
| Zurrog | God of wisdom, science, knowledge, travelers and the place between trees. He grants protection to those moving from place to place, to those seeking to understand, and to those who search for new places. His symbol is a pair of crossed hands bearing the glyph for 'seek'. |
The Human Pantheon(s)
Just as there were hundreds of human settlements transported to Lithgar, so too were
there hundreds of religions. With the passing of time, the merging of cultures and
the scarcity of humans who believe the same thing, there are few distinctly human gods,
e.g. most Christianity & Islam merged with the worship of Adi as the One True God. In
the regions in which a sufficient population of believers survived, they generally
adapted a series of local spirits into their pantheon worldview. Instead of listing every
deity of each pantheon, I'm saving time by simply listing the pantheons that have survived
along with the associated major deities. On the average, human gods are significantly less
powerful than those from any other pantheon as they haven't existed as long and the power
of belief is much less strong, and in addition the belief of any given population is
diluted among the entire pantheon.
| Babylonian | Anu, Anshar, Dahak, Druaga, Girru, Ishtar, Marduk, Nergal, Ramman. |
|---|---|
| Mesoamerican | Camaxtli, Camazotz, Chalchiuhtlicue, Huheteotl, Huitzilopochtli, Hunapu & Xbalanque, Itzamna, Mictlantecuhtli, Quetzalcoatl, Tezcatlipoca, Tlaloc, Tlazolteotl, Xochipilli. |
| Chinese | Chao Kung Ming, Chih-Chiang Fyu-Ya, Chic Sung-Tzu, Chung Kuel, Fei Lien & Feng Po, Huan-Ti, Kuan Yin, Lei Kung, Lu Yueh, Ma Yuan, No Cha, Shang-Ti, Shan Hai Ching, Tou Mu, Wen Chung, Yen-WAng-Yeh. |
| Egyptian | Anhur, Anubis, Apep, Apshai, Bast, Bes, Geb, Horus, Isis, Nephthys, Osirus, Ptah, Ra, Seker, Set, Shu, Tefnut, Thoth. |
| Greek | Aphrodite, Apollo, Ares, Artemis, Athena, Demeter, Dionysus, Hades, Hecate, Hephaestus, Hera, Hercules, Hermes, Nike, Pan, Poseidon, Tyche, Zeus. |
| Indian | Agni, Indra, Kali, Karttikeya, Lakshmi, Marut, Ratri, Rudra, Surya, Tvashtri, Ushas, Varuna, Vishnu, Garuda, Yama. |
| Japanese | Amaterasu Omikami, Ama-Tsu-Mara, Daikoku, Ebisu, Hachiman, Kishijoten, Oh-Kuni-Nushi, Raiden, Susano, Tsukiyomi. |
| Norse | Aegir, Balder, Bragi, Forseti, Frey, Freya, Frigga, Heimdall, Hel, Idun, Loki, Magni, Modi, Norns, Odin, Sif, Surtur, Thor, Thrym, Tyr, Uller, Vidar. |
| Sumerian | Enki, Enlil, Inanna, Ki, Nanna-Sin, Nin-Hursag, Utu. |
The Elvish Pantheon
There are no elvish gods. One of the requirements of creating / sustaining a god
is the belief in a superior being, and the elvish culture is inherently incapable
of sustaining this without an applied threat. This is perhaps not a bad thing.