4e Deities & Demigods

Post/Author/DateTimePost
#1

Shadowfax7

Dec 06, 2009 7:46:35
Are there any plans or rumors for 4e Deities & Demigods to be published, hopefully with domains for mythological pantheons as in past books?
#2

ranadiel

Dec 06, 2009 11:33:52
No plans that we know of, although that is now the name of an article series in Dungeon(formerly Dragon).
#3

lizardmage

Dec 08, 2009 17:32:32
I would support a redo of the 3.x Deities and Demigods, especially if they incorporate a new religion in it, namely Hindu or Shinto, I see Shinto as a nice avenue for primal players.

So basically the pantheons supported would be
D&D
Greek
Norse
Egyptian
then Hindu or Shinto.

If anything really I would love to see the Greek Gods done again for a homebrew I've been wanting to re-explore.  And really, who doesn't want to see Thor stated up honestly ;).

#4

Marandahir

Dec 08, 2009 18:00:09
I would support a redo of the 3.x Deities and Demigods, especially if they incorporate a new religion in it, namely Hindu or Shinto, I see Shinto as a nice avenue for primal players.

So basically the pantheons supported would be
D&D
Greek
Norse
Egyptian
then Hindu or Shinto.

If anything really I would love to see the Greek Gods done again for a homebrew I've been wanting to re-explore.  And really, who doesn't want to see Thor stated up honestly ;).




Doubt it.  They reused the image for Demeter for a Shaman PPath for some reason or another.  I was like, hey, what?  This Shaman is Demeter from 3.0e Deities & Demigods!!? 

Looks like they've decided to put that all to rest in the past, if they're shamelessly pulling images from it.


Though I like the Hindu and Shinto ideas.  In the past, the Knights of the Round Table even have been in a Dei&Demi book.  Shinto is difficult, because you'd need Deities and Great Elders that work together and coexist alongside one another as members of a very disparate pantheon, and it would allow animism as well.  The major problem is that Dei&Demi in the past covered topics of what is now both Primal and Divine, and these days, it refers only to articles about the Gods themselves (solely Divine). 

So the 3.0e book dealt with what we would file nowadays under the Spirit Way (animism, ancestor worship, Great Spirits) alongside true pantheons, as well as philosophical entities and concepts (like the Academy). 

I don't see them doing this book, because, besides the aforementioned Demeter thing, they seem dead set on making it so that the core PoL deities are for all PoL games, and they're only introducing new pantheons with campaign settings that they can continue to support.  They would have to continue to support each of the new pantheons they introduced, which would mean they'd have to fluff those pantheons to fit worlds that they interacted with, which would mean recreating the basic PoL setting-blueprint material for each pantheon.  This would be rather difficult, and not enough people would care about each pantheon for it to be worth it.  People might say, "really?  A Thor article?  Again?  Give me some Raven Queen love, I miss her."  Heh heh.

The PoL deities are so ingrained into the world that any world building in PoL is sure to including them somehow.  The main problem with past Dei&Demi books was that the deities had no connection to the game world, and you had to recreate their relationship with the world and it's races, and it felt like Norse Gods IN GREYHAWK!!!  rather than flowing nicely.  It was more of an exercise in theory – "THOR VS HEIRONEOUS" was in fact billed on the second paragraph of the book (spoiler: HEIRONEOUS LOSES).  It was one of my favourite splat books from that edition, and remains really nice because it provides a tool box of fluff and fun that can be reapplied regardless of edition you're using. 

But such a book doesn't sell, because it's opening up the toolbox approach 3.Xe had, which is all over the place, has material that most DMs won't use, has few material that Players will use, and all in all is a specialty creation, better serviced by fans on a wiki, or by going back and reading your old book and the new Dei&Demi articles in Dungeon Magazine (formerly in Dragon Magazine).
#5

lizardmage

Dec 08, 2009 19:07:12

While I agree with everything you do have to say man, I will still hold on to the hope of such a book.  It might be false hope, but such a book in my opinion helps people creating a homebrew world without resorting to the current standard D&D deities.  Though that being said the logical counter to this is just what WotC says in their books "Take X and repackage it as Y."  I could take the lets say....hour, to pick and choose which Gods from D&D to change over to my Greek/Norse/etc. world, and be happy with it.  Changing flavor isn't all that hard, but sometimes you want the real deal...You know?


Edit: As I type all this, it does occur to me that there are plenty of creative people on this forum, perhaps as a group effort we could all contribute to a Deities and Demigods forum topic that provides the stats, thoughts and possibly feats for several of the categories listed.  I mean, hey if people will join forces to kill the unkillable dragon in Everquest, why not this. 

Second Edit: Counter point to the Demeter image.  While they may have reused her art for one image, it does not mean they couldn't order new art.  They have ordered up better art for most of the gods that have been released so far.

#6

Duke5150

Dec 08, 2009 19:51:34
I'd buy a 4e Deities and Demigods if they made it. As long as it was a very "fluffy" book.
#7

Haldrik

Dec 08, 2009 20:05:21

What about D&D steering away from reallife religions? Many people worship Thor, for example. Not to mention how many worship Hindu gods. I doubt a 4e Deities & Demigods will cover reallife polytheisms.

#8

jedi123

Dec 08, 2009 20:06:09

What about D&D steering away from reallife religions? Many people worship Thor, for example. Not to mention how many worship Hindu gods. I doubt a 4e Deities & Demigods will cover reallife polytheisms.




Never stoped them in the past.
#9

Haldrik

Dec 08, 2009 20:16:16
Except as polite relevant references, we dont even discuss reallife religions in these forums.
#10

jedi123

Dec 08, 2009 20:20:19
Except as polite relevant references, we dont even discuss reallife religions in these forums.



I meant in Dieties and Demigods in 3.5 they provided game term stuff for worshiping Greek, Norse, and Egyptian gods.
#11

Marandahir

Dec 08, 2009 20:21:08
But 4e says that they're not going there anymore.  That was one of their early claims – stay away from RL religions, because that's dangerous territory.

Though Bane is barely masking the fact that he's actually Ares, Kord that he's actually Thor, Bahamut and Tiamat stole their names from monsters/deities from real-world mythology, Bahamut is also a Crystal Dragon Jesus of the most literal kind, Pelor is basically the Christian God fused with Helios or Apollo, and Corellon and Sehanine feel remarkably similar to Gwydion and Arianrhod of Welsh Mythology, with the Raven Queen resembling the various Raven/Crow death goddesses that appear throughout Celtic myths and icons (the most famous being the Irish Mórrígan, but the Welsh Branwen is another good example, if you dig deep enough into the subtext of her myths and mysteries). 

D&D Deities may have crazy resemblance in their appearances, domains, and relationships, but in the end, it's the way they relate with each other, with the Primordials and Great Elders and Archfey, and with the rest of the D&D cosmos through the established fluff that really sets them aside as unique from the deities that may have inspired them.

Making a Deities & Demigods book wouldn't be able to provide enough fluff to ingrain the real-world classical pantheons into the game world like they've done for the PoL Gods.  Because the core deities have gotten many articles and pages from books devoted to them, they have a head start.  And I doubt Wizards would want to spend time putting up articles for a tool-box that isn't their core-toolbox and isn't an established setting.  It's not good business.  It also goes against their idea of corifying everything, so that the Cosmos is the same throughout the settings (Pharonic, Greek, and Asgardian all use alternate set-ups, with only the Asgardian coming close to the World Axis with their World Tree). 
#12

halcyondaysofillusion

Dec 10, 2009 14:39:11
There's also the elephant in the room that WotC has proven rather reticent at publishing non-adversarial stat blocks.  Bahamut is a large exception, but either way, I don't foresee them happily producing a book half-full of "Good" and "Lawful Good" entities.

That being said, if they published smaller, less developed campaign settings than Dark Sun, Eberron, and Forgotten Realms, I can easily imagine one using the Norse or Egyptian pantheon, and I can also imagine one of those featuring the Midgarde serpent or Apep as an important, statted-out villain.

But that's in itself a rather speculative scenario.

The likeliest future for the material from the old Deities and Demigods is as a source for new articles to mine.  I can easily imagine the evil gods of the Egyptian pantheon being recast as exarchs of existing evil deities, just as Thrym and Surtr have moved past their mythological roots to become titan lords in the Elemental Chaos.
#13

Haldrik

Dec 11, 2009 1:04:44
Remember, Norse gods are a reallife religion, with many adherents today.
#14

Marandahir

Dec 11, 2009 11:58:49
Which is another reason why they're not going to make a Deities & Demigods book – they probably realised that some of their readers are Neo-paganists who would take offense to the dumbed-down version of their deities in a fantasy game.  It's the reason the game avoids Christianity and other real-world relgions in the first place.  They thought they could get away with dead relgions in the past, but neo-paganism is more likely to go hand-in-hand with D&D players than some religions, at least, and they probably don't want to upset that audience.

Of course, with the 4e mantra of mutable fluff, They could actually attract some of those players who want to set their religion as the base religion of their game world.  So there are reason on both sides, but it's probably better not to piss anyone off (and thus piss Hasbro off too with angry religious people).
#15

sfdragon

Dec 11, 2009 14:22:19
if they made a gods and demi gods book, it would be the core phb , mm gods and goddesses , which would be useless to you if you were playing in the FR , ebberron or somewhere else.
there would be no point to make one, when they could put the info out on DDI much cheaper
#16

Haldrik

Dec 11, 2009 14:42:55
< SF: If they made a gods book, it would be the core phb, mm gods, which would be useless to you if you were playing in the FR , ebberron or somewhere else. >

Exactly, tho I suppose, there could be a 'catalog' of the influencial spiritual traditions per their official fluff, one for each campaign setting, including the default setting.

That said, I hope the Core default setting remains as setting-neutral as possible, and any elaboration of it spins off as a 'Core-compatible' setting but whose fluffy is strictly one of the 'alternative' settings.
#17

KingCheops

Dec 11, 2009 14:55:07
Might be cool to see a book talking about the Primordials instead of the Gods.  Again, I'd want it to be mostly fluff and leave the stats stuff to the Dragon/Dungeon.
#18

Haldrik

Dec 11, 2009 15:02:01
Cheops, yeah, I agree a series about spiritual traditions should include concepts like Primordeals. There should be Clerics who revere the Primordeals and consider the cultural archetypes of the cosmic elements to be holy. There can even be Good adherents who are plotting to usurp the portfolios of the Evil Primordeals.
#19

Marandahir

Dec 11, 2009 15:14:58
Cheops, yeah, I agree a series about spiritual traditions should include concepts like Primordeals. There should be Clerics who revere the Primordeals and consider the cultural archetypes of the cosmic elements to be holy. There can even be Good adherents who are plotting to usurp the portfolios of the Evil Primordeals.



No.  Primordials don't grant divine prayers, because they DON'T CARE about humanoids.  They want to go destroying and recreating the cosmos as their cosmic playdough. 

Primordial Cults are mad groups that want to bring the Primordials back into the world.  These aren't Clerics, they're cultists, and would probably draw on the Elemental Power Source when we get it in PH5.
#20

salla

Dec 11, 2009 15:16:47
Cheops, yeah, I agree a series about spiritual traditions should include concepts like Primordeals. There should be Clerics who revere the Primordeals and consider the cultural archetypes of the cosmic elements to be holy. There can even be Good adherents who are plotting to usurp the portfolios of the Evil Primordeals.



No.  Primordials don't grant divine prayers, because they DON'T CARE about humanoids.  They want to go destroying and recreating the cosmos as their cosmic playdough. 

Primordial Cults are mad groups that want to bring the Primordials back into the world.  These aren't Clerics, they're cultists, and would probably draw on the Elemental Power Source when we get it in PH5.



They could very well be clerics (or other divine classes).  They worship the primordials, and that worship grants them powers.
#21

jedi123

Dec 11, 2009 15:21:06
Cheops, yeah, I agree a series about spiritual traditions should include concepts like Primordeals. There should be Clerics who revere the Primordeals and consider the cultural archetypes of the cosmic elements to be holy. There can even be Good adherents who are plotting to usurp the portfolios of the Evil Primordeals.



No.  Primordials don't grant divine prayers, because they DON'T CARE about humanoids.  They want to go destroying and recreating the cosmos as their cosmic playdough. 

Primordial Cults are mad groups that want to bring the Primordials back into the world.  These aren't Clerics, they're cultists, and would probably draw on the Elemental Power Source when we get it in PH5.



I agree they would likely be elemental, but in one setting their are cults of devine granting faith dedicated to beings of the elemental chaos ( and in some case the equivalent to the primordials). And I'm fine with it (I prefer the idea that faith is the power source, not the gods, but that isn't the standard fluff I understand).

#22

The_Silversword

Dec 11, 2009 16:10:41
I think a deities and demigods book would be a good idea, especially if they detailed some of the demihuman deities and lesser gods and exarchs of the Forgotten Realms. It sucks that my cleric of Labelas doesnt get any domain powers or channel divinity powers, even though hes a cleric for gods sake! I could see other pantheons in there as well like Greek, Indian, etc. One thing they dont need is stats for gods. That was something i hated about past editions. The gods should be almost all powerful, beyond mortal understanding.

So yeah i could see the need for a 4e Deities & Demigods, as long as they didnt have god stats, and focused more on describing the gods and have more channel divinity powers. Maybe some more domains as well. Labelas needs the Time domain.
#23

jedi123

Dec 11, 2009 16:30:19
I think a deities and demigods book would be a good idea, especially if they detailed some of the demihuman deities and lesser gods and exarchs of the Forgotten Realms. It sucks that my cleric of Labelas doesnt get any domain powers or channel divinity powers, even though hes a cleric for gods sake! I could see other pantheons in there as well like Greek, Indian, etc. One thing they dont need is stats for gods. That was something i hated about past editions. The gods should be almost all powerful, beyond mortal understanding.

So yeah i could see the need for a 4e Deities & Demigods, as long as they didnt have god stats, and focused more on describing the gods and have more channel divinity powers. Maybe some more domains as well. Labelas needs the Time domain.



Gods should never have stats, I agree. But without them there isn't much to the book, at least not by the 3e version's example. It could be focused on options for the various followers of those gods, feats, channel divinity, builds?(don't know how good an idea this would be), paragon paths, epic destinies. It would need to focus on FR and Eberron preferably, since the main PoL faith already gets a lot of support.
#24

celticmutt

Dec 11, 2009 19:22:21
There is no good reason that WotC can't use real world polytheistic religions, especially if they do actual research instead of "dumbing it down."  Other game companies are still doing it, and within the past few years at that.  WotC shouldn't be afraid of the few fools who would whine.
#25

sfdragon

Dec 11, 2009 19:41:49
so my Monk that kissses the boots of Akadi would be considered a cultist??

a book of Primordials would work yes

as would the following:
archfey
primal spirits
and the deities.

but the rinse and repeat comment on that it would be all of whats in the phb and mm deities, mre RAven Queen etc who does not even exist in the realms or any where else other than the quasi setting of POL.

I wouldnt buy it. someone else might....


now if they did it how the 3.x did it, it might actually work, the only problem there is the  large amount of FR gods, and the X amount of Eberron gods, and  then book of the divine 2 with Dragonlance and Greyhawk...



well anyway a good idea it may very well be, but excuse me for being a pessimist here, but I can see 100 ways to screw it up.
I want info on the ones for the FR, not PoL.


well let me rephrase that, I dont want to see a book  just with the POL, I want one with all of them in it, even if they have to do books with gods and demi-gods in it.
#26

jedi123

Dec 12, 2009 7:31:50
so my Monk that kissses the boots of Akadi would be considered a cultist??

a book of Primordials would work yes

as would the following:
archfey
primal spirits
and the deities.

but the rinse and repeat comment on that it would be all of whats in the phb and mm deities, mre RAven Queen etc who does not even exist in the realms or any where else other than the quasi setting of POL.

I wouldnt buy it. someone else might....


now if they did it how the 3.x did it, it might actually work, the only problem there is the  large amount of FR gods, and the X amount of Eberron gods, and  then book of the divine 2 with Dragonlance and Greyhawk...



well anyway a good idea it may very well be, but excuse me for being a pessimist here, but I can see 100 ways to screw it up.
I want info on the ones for the FR, not PoL.


well let me rephrase that, I dont want to see a book  just with the POL, I want one with all of them in it, even if they have to do books with gods and demi-gods in it.



Really I want to see more info on any of the settings ( mainly Eberron), I want to se expanded material on this. I want to see the divine  material focused on Eberron, so I can stop mangling PoL stuff, since it's really hard to make fit.

#27

Mirtek

Dec 12, 2009 14:02:47
No.  Primordials don't grant divine prayers, because they DON'T CARE about humanoids.  They want to go destroying and recreating the cosmos as their cosmic playdough.

Actually some of them do. FR has quite a few primordials that are eligible as deity choice for divine classes in LFR (Kossoth, Ubtao, Gruumbar, Isthia and Akadi - incidently all of them used to be deities before 4e introduced the concept of primordials)
#28

Marandahir

Dec 12, 2009 15:02:26
No.  Primordials don't grant divine prayers, because they DON'T CARE about humanoids.  They want to go destroying and recreating the cosmos as their cosmic playdough.

Actually some of them do. FR has quite a few primordials that are eligible as deity choice for divine classes in LFR (Kossoth, Ubtao, Gruumbar, Isthia and Akadi - incidently all of them used to be deities before 4e introduced the concept of primordials)



FR Primordials are different from the Core PoL Primordials, since their Dawn War had a very different result.  It may pretend to be the Dawn War, but the entities involved are quite different.  FR Primordials are more similar to evil or chaotic deities than to Core Primordials.

And personally, that fluff goes against all that the conflict of the Dawn War was supposed to be about.  The reason why the Deities fought the Primordials was that the Primordials didn't care about humanoids.  Because they did in FR, we get two worlds, Toril and Abeir, instead of one.  Otherwise Abeir would be just another Elemental Chaos. 

Don't compare FR Primordials to the Core ones.  Actually, the hosts of Khyber has more similarities to Core Primordials and Demons than FR's Primordials do.
#29

Haldrik

Dec 12, 2009 15:46:57
< Salla: They could very well be clerics (or other divine classes).  They worship the primordials, and that worship grants them powers. >

Exactly. The faith of the Cleric upholds Primordeals as a culturally meaningful 'archetype' that personifies Elements.

Thus their faith taps the idealisms of the Astral Sea. The collective beliefs of these Clerics might even fabricate a 'domain' out of the thought-stuff in the Astral Sea.

I wonder how the actual Primordeals would respond to these Astral reappropriations of themselves? Sorta like a celebrity might respond to pop-versions of themselves? Glad for the influence? Resentment for the distortion? Both? Maybe the material Primordeals are so far removed from the spiritual ideations of the Astral Sea, theyr oblivious to Astral domains?
#30

Duke5150

Dec 12, 2009 21:47:05
No.  Primordials don't grant divine prayers, because they DON'T CARE about humanoids.  They want to go destroying and recreating the cosmos as their cosmic playdough.

Actually some of them do. FR has quite a few primordials that are eligible as deity choice for divine classes in LFR (Kossoth, Ubtao, Gruumbar, Isthia and Akadi - incidently all of them used to be deities before 4e introduced the concept of primordials)



FR Primordials are different from the Core PoL Primordials, since their Dawn War had a very different result.  It may pretend to be the Dawn War, but the entities involved are quite different.  FR Primordials are more similar to evil or chaotic deities than to Core Primordials.

And personally, that fluff goes against all that the conflict of the Dawn War was supposed to be about.  The reason why the Deities fought the Primordials was that the Primordials didn't care about humanoids.  Because they did in FR, we get two worlds, Toril and Abeir, instead of one.  Otherwise Abeir would be just another Elemental Chaos. 

Don't compare FR Primordials to the Core ones.  Actually, the hosts of Khyber has more similarities to Core Primordials and Demons than FR's Primordials do.



Primordials don't have to grant divine spellcasting to their clerics, for primordial worshippers to include divine classes. Just like gods don't need to either. I'd personally go more towards an elemental cleric, rather than divine. But there's nothing stopping a divine cleric from venerating a primordial.
#31

wrecan

Dec 16, 2009 8:53:28
I don't think they'll do a Deities and Demigods for the reasons set forther by others in this thread.  but, given the expansion of the -nomicon series to demons, I can see an Astronomicon detailing more celestial creatures, a Hellionomicon for devils, a Cthonomicon for Primordials/Titans/Elementals, an Aberranomicon for the Far Realm, a Feyonomicon for the Archfey and a, well, Necronomicon for the Dark Lords of Shadowfell.  Not to mention more from "The Plane" series for all of these areas.
#32

Marandahir

Dec 16, 2009 10:12:20
I don't think they'll do a Deities and Demigods for the reasons set forther by others in this thread.  but, given the expansion of the -nomicon series to demons, I can see an Astronomicon detailing more celestial creatures, a Hellionomicon for devils, a Cthonomicon for Primordials/Titans/Elementals, an Aberranomicon for the Far Realm, a Feyonomicon for the Archfey and a, well, Necronomicon for the Dark Lords of Shadowfell.  Not to mention more from "The Plane" series for all of these areas.



Though I doubt they'll be called that. 

Draconomicon is based on previous books of the same name.  However, Demonomicon is an extension of the Demonomicon of Iggwiv that has appeared in Dungeon (though it was originally a Dragon article series).

For that reason, I expect the book about devils to be called Codex of Betrayal; the book about Fey to be called Court of the Stars; the book about Primordials to be called Lords of Chaos; and the book about Dark Lords to be called Domains of Dread.  As for a book about Angels/Maruts/etc, and a book about Aberrants?  We don't have anything to base those on to do it.  Necronomicon would have been the name for the Book of the Dead or the Undead, not the Dark Lords in general.  But Open Grave got that role, which means that they're probably not going to use that name.  I know that Necromancer doesn't actually mean Death-Mage, it means Black-Mage (mutated from Nigromancer), but it's acquired that meaning over time, and it's that meaning that D&D uses.  So they would have it as an Undead book, but that ship has sailed.

Also, they probably didn't want to overuse the -nomicon ending in their titles.  It would become monotonous.
#33

wrecan

Dec 16, 2009 10:30:00
Also, they probably didn't want to overuse the -nomicon ending in their titles.  It would become monotonous.


And then they could release the Monotonomicon!

Seriously, I agree they don't want to overdo the -nomicon suffix.  I was just having fun with coming up with names.  Though I do like Chthonomicon for Primodrials.
#34

Janx_14

Dec 20, 2009 22:49:32
I don't believe primordials are cthulu-based, thats more the territory of Dagon and Far Realm stuff. All primordials so far have been lightning serpents and walking volcanoes.
#35

Marandahir

Dec 20, 2009 22:52:03
I don't believe primordials are cthulu-based, thats more the territory of Dagon and Far Realm stuff. All primordials so far have been lightning serpents and walking volcanoes.



I think the purpose of that reference was Chthonic, not Cthulu.  It refers to the Underworld, and a fitting relationship with the Primordials.
#36

ranadiel

Dec 21, 2009 5:08:22
I don't believe primordials are cthulu-based, thats more the territory of Dagon and Far Realm stuff. All primordials so far have been lightning serpents and walking volcanoes.



You forgot the most recent one, Solkara the crushing wave. :p One sentence describing her goes, "Solkara is living proof that the primordials have no place in the world of the gods, for no sane creator could mold such a creature." Her appearance is sort of....odd to say the least(two necks going to one head as an example). I definatly think someone was thinking cthulu when they made her.
#37

KingCheops

Dec 22, 2009 16:01:05

Primordials, IMO, are sort of the unfathomable, unknowable entities that are beyond our comprehension.  Their goals don't follow our mortal concepts of logic, cause/effect, or space/time.

Something I'd really like is clarification on how Primordials are different from entities from the Far Realm.  Both seem fairly similar when taken with my interpretation and are very Lovecraftian.

#38

Marandahir

Dec 22, 2009 17:23:57

Primordials, IMO, are sort of the unfathomable, unknowable entities that are beyond our comprehension.  Their goals don't follow our mortal concepts of logic, cause/effect, or space/time.

Something I'd really like is clarification on how Primordials are different from entities from the Far Realm.  Both seem fairly similar when taken with my interpretation and are very Lovecraftian.




This is my question too.  Demons as well.  Taking into account the nature of Demogorgon, Dagon and Turaglas, the Demon Princes feel Lovecraftian as well.  I want to know the difference between the mad, sometimes manipulative, but usually destructive chaos of the Abyss, and the mad, sometimes manipulative, but usually destructive taint of the Far Realm.
#39

lizardmage

Dec 22, 2009 19:17:38
To be fair, Dagon is a lovecraftian baddie, who's name was based off an ancient god of the same name in real life.  Was a kind of fish god, he was depicticed kinda like a merman...just saying
#40

salla

Dec 22, 2009 19:25:07
As I (probably mis)understand it, while both the Primordials and Far Realms Things both want to destroy basically everything, the Primordials still operate under the same laws of physics as everybody else and are still native to the basic multiverse.  The Far Realms are more of the sanity-bending, non-Euclidean horrors; if the Far Realms invaded, I'd think the Primordials would join in the fight against them.  Even though they want to destroy it, it's still their universe.
#41

adun_irving

Dec 22, 2009 19:28:01
True. Seeing as the Manual of the Planes says that nature and reality itself rebel against Far Realm invasions, then the primordials, beings that could be considered embodiments of nature, would definitely fight against the Far Realm's mad pantheon. The only question is, would they actually cooperate with the gods, or would both groups operate independently?
#42

salla

Dec 22, 2009 19:30:31
True. Seeing as the Manual of the Planes says that nature and reality itself rebel against Far Realm invasions, then the primordials, beings that could be considered embodiments of nature, would definitely fight against the Far Realm's mad pantheon. The only question is, would they actually cooperate with the gods, or would both groups operate independently?



Sounds like a classic 'enemy of my enemy is my friend, but can I trust him?' scenario.  It would probably depend on whether or not either group is capable of fending off the Freak Realms Invasion independently ... if push came to shove, they'd call a truce in the interest of self-preservation.
#43

Marandahir

Dec 22, 2009 22:34:18
True. Seeing as the Manual of the Planes says that nature and reality itself rebel against Far Realm invasions, then the primordials, beings that could be considered embodiments of nature, would definitely fight against the Far Realm's mad pantheon. The only question is, would they actually cooperate with the gods, or would both groups operate independently?



This is mostly what I think, but Primordials aren't embodiments of nature – they're embodiments of the building blocks of reality and the elements that make up that reality, and serve as the aesthetic impulse of creation and destruction, two twinned concepts that can't exist without the other.

The problem I find is the the Primordials and the Demons vs the Far Realm entities have too many design overlaps Dagon seems to me like the God of Aboleths rather than the most powerful (though not the strongest) Demon. 

That's more of what I meant about the concepts being too similar.  Add into the fact that they both want to destroy the current reality, and it becomes a bit difficult to distinguish them.  (Though the Aberrants may not ACTUALLY wish to destroy it; they probably have no wish whatsoever, and are just plain mad... then again, so are Slaadi...)
#44

ranadiel

Dec 23, 2009 4:51:46
As I (probably mis)understand it, while both the Primordials and Far Realms Things both want to destroy basically everything, the Primordials still operate under the same laws of physics as everybody else and are still native to the basic multiverse.  The Far Realms are more of the sanity-bending, non-Euclidean horrors; if the Far Realms invaded, I'd think the Primordials would join in the fight against them.  Even though they want to destroy it, it's still their universe.



Additionally while the Primordials want to destroy the world, their reason is completelyy different then that of the Far Realm. Primordials want to destroy the world so that the raw elements that make it up can be created into something new which can then be destroyed to give rise to something new once again(reapeat until infinity). The Primordials are simply following the rules of the Elemental Chaos which in their mind everything must follow, including themselves, and the very idea of something staying stagnent for an extended period of time is incomprehensible to them.

The far realm however....well I admit I'm not too familiar with their goals. *shrugs* I guess they wish to expand the influence of the Far Realm?

Edit: And Demons just want to destroy everything that they can get their hands on.
#45

Mouseferatu

Dec 24, 2009 14:05:44
You forgot the most recent one, Solkara the crushing wave. :p One sentence describing her goes, "Solkara is living proof that the primordials have no place in the world of the gods, for no sane creator could mold such a creature." Her appearance is sort of....odd to say the least(two necks going to one head as an example). I definatly think someone was thinking cthulu when they made her.



While it's true that I'm a huge Lovecraft fan, I actually wasn't thinking of Cthulhu, or anything Mythos-related, when I came up with Solkara. Rather, I was just trying to find a combination of features that clearly didn't mesh with any of the rules of biology as we understand them. I wanted something alien, as well as something obviously aquatic. I can certainly see how it might look like I was going for Lovecraftian, but it honestly wasn't my intent in this particular case.
#46

marius4

Dec 24, 2009 20:36:39
As I (probably mis)understand it, while both the Primordials and Far Realms Things both want to destroy basically everything, the Primordials still operate under the same laws of physics as everybody else and are still native to the basic multiverse.  The Far Realms are more of the sanity-bending, non-Euclidean horrors; if the Far Realms invaded, I'd think the Primordials would join in the fight against them.  Even though they want to destroy it, it's still their universe.



Additionally while the Primordials want to destroy the world, their reason is completelyy different then that of the Far Realm. Primordials want to destroy the world so that the raw elements that make it up can be created into something new which can then be destroyed to give rise to something new once again(reapeat until infinity). The Primordials are simply following the rules of the Elemental Chaos which in their mind everything must follow, including themselves, and the very idea of something staying stagnent for an extended period of time is incomprehensible to them.

The far realm however....well I admit I'm not too familiar with their goals. *shrugs* I guess they wish to expand the influence of the Far Realm?

Edit: And Demons just want to destroy everything that they can get their hands on.


All of this. Both quotes.

The Elemental Chaos is like comprehensible "incomprehensible madness" because the primordials want to keep on destroying and creating despite the damage it will do to the world. In their perspective, "the world" is just the current version of something that should be in extreme flux. Creation (capital C) is not an object to them, it's a process.

The Far Realm is where the literal incomprehensibility comes in. Deities are "incomprehensibly" complex and primordials are "incomprehensibly" driven, but it's the alien things you can't name from that place that can't exist that are literally incomprehensible. At least that's how I like to view it. What do they want?? That question doesn't even make sense or apply, and even using the word "they" is suspect. Meanwhile your head explodes.

As for a Deities & Demigods book...the character race books are coming out in paperback, are they not? I could maybe see something along those lines. But really, as already pointed out, it seems like it'd be more of a philosophical exploration (e.g., dungeon article) rather than something matching the core PoL+ product line. I guess you never know, though.
#47

ian.thomson

Dec 30, 2009 23:47:04

When Divine Power came out with the Domain feats, I took to converting my 3.x deities and domains notes to 4e.  It's in a big text file right now, and it would need some formatting to put up on the wiki.  I could also post sections of it here.  I'm not going to do it unless anyone is interested.  It's pretty much lists of deities, alignments, domains, with some random notes.  Some of these sections do include additional 4e specific material (Fiends, Great Old Ones, Hyborean religion, Pegana pantheon, Saints, Yoruba and pantheon in particular).


The different sections of the text file are:


Algonquian Manitou, Arabian pantheon, Archetypes, Armenian pantheon, Aztec pantheon, Babylonian pantheon, Bantu pantheon, Basque pantheon, Canaanite pantheon, Celtic pantheon (Irish), Celtic pantheon (Continental and British), Cherokee spirits, Chinese beliefs, Choctaw spirits, Dark Sun Pantheon, Dreamlands pantheon, East African religions, Egyptian pantheon, Elamite pantheon, Fiends, Great Old Ones, Greco-Roman pantheon, Georgian pantheon, Guarani pantheon, Hinduism and Indian religion, Hittite pantheon, Hyborean religion, Igbo pantheon, Inca pantheon, Iroquois Jogah, Israelite religion, Japanese religion, Korean mythology, Libyan pantheon, Malay religion, Mapuche pantheon, Maori mythology, Mayan pantheon, Monotheism, Neoplatonism, Nordic pantheon, Ossetian mythology, Pegana pantheon, Proto-Afro-Asiatic pantheon, Proto-Indo-European pantheon, Proto-Indo-Iranian pantheon, Pueblo Kachinas, Saints, Sioux spirits, Slavic pantheon, South African religions, Sumerian pantheon, Thracian pantheon, Tibetan pantheon, Turkic pantheon, Urartian pantheon, Yezidiism, Yoruba pantheon, Zoroastrianism, Zothique pantheon

#48

Marandahir

Dec 31, 2009 15:48:39

When Divine Power came out with the Domain feats, I took to converting my 3.x deities and domains notes to 4e.  It's in a big text file right now, and it would need some formatting to put up on the wiki.  I could also post sections of it here.  I'm not going to do it unless anyone is interested.  It's pretty much lists of deities, alignments, domains, with some random notes.  Some of these sections do include additional 4e specific material (Fiends, Great Old Ones, Hyborean religion, Pegana pantheon, Saints, Yoruba and pantheon in particular).


The different sections of the text file are:


Algonquian Manitou, Arabian pantheon, Archetypes, Armenian pantheon, Aztec pantheon, Babylonian pantheon, Bantu pantheon, Basque pantheon, Canaanite pantheon, Celtic pantheon (Irish), Celtic pantheon (Continental and British), Cherokee spirits, Chinese beliefs, Choctaw spirits, Dark Sun Pantheon, Dreamlands pantheon, East African religions, Egyptian pantheon, Elamite pantheon, Fiends, Great Old Ones, Greco-Roman pantheon, Georgian pantheon, Guarani pantheon, Hinduism and Indian religion, Hittite pantheon, Hyborean religion, Igbo pantheon, Inca pantheon, Iroquois Jogah, Israelite religion, Japanese religion, Korean mythology, Libyan pantheon, Malay religion, Mapuche pantheon, Maori mythology, Mayan pantheon, Monotheism, Neoplatonism, Nordic pantheon, Ossetian mythology, Pegana pantheon, Proto-Afro-Asiatic pantheon, Proto-Indo-European pantheon, Proto-Indo-Iranian pantheon, Pueblo Kachinas, Saints, Sioux spirits, Slavic pantheon, South African religions, Sumerian pantheon, Thracian pantheon, Tibetan pantheon, Turkic pantheon, Urartian pantheon, Yezidiism, Yoruba pantheon, Zoroastrianism, Zothique pantheon




I'm interested.  I doubt you'd have the same interpretations of many of these pantheons as I have, but I haven't taken the time to put mechanics to all of them as you have, and I would be INTENSELY interested to see what you've done with them.
#49

ian.thomson

Dec 31, 2009 16:36:37
I'm interested.  I doubt you'd have the same interpretations of many of these pantheons as I have, but I haven't taken the time to put mechanics to all of them as you have, and I would be INTENSELY interested to see what you've done with them.



Here goes (I started making some notes because I had plans to send it to dragon, but then on the submissions page they outright said "no pantheons"):


Many evil and chaotic evil deities presented here would have been worshipped alongside the good and lawful good deities.  In particularly harsh times, the cults of the malign gods might have had sway over the population, and human sacrifice, forced prostitution, simony, and religious wars become common.  At other times, the majority of priests of malign gods are there to appease these necessary gods and prevent their ire.  However, a couple of pantheons (the Fiends and the Great Old Ones in particular) are set up as a resource for malign deities (although a lawful good priest of Yog-Sothoth would be possible if odd).


Why do many of these deities have four, five, or even six domains?  Well, these were mostly done from the notes I compiled for 3rd edition, which had dozens of domains so each deity generally had at least five.  I have trimmed them down in many cases.  For example, if a deity had the Law and Good domains, then I usually figured Justice was appropriate.


Why are some domains repeated over and over?  Some of them reflect basic human needs (Life), some reflect that religion is a means of social control (Civilization), some reflect common themes in a religion (Sun), some represent both needs and fears (Storm could help the crops or destroy them).  It also makes it easier to say "well, I'll just be a priest of X pantheon."


*Algonquian Manitou
*Arabian pantheon
*Archetypes
*Armenian pantheon
*Aztec pantheon
*Babylonian pantheon
*Bantu pantheon
*Basque pantheon
*Canaanite pantheon
*Celtic pantheon (Irish)
*Celtic pantheon (Continental and British)
*Cherokee spirits
*Chinese beliefs
*Choctaw spirits
*Dark Sun Pantheon
*Dreamlands pantheon
*East African religions
*Egyptian pantheon
*Elamite pantheon
*Fiends
*Great Old Ones
*Greco-Roman pantheon
*Georgian pantheon
*Guarani pantheon
*Hinduism and Indian religion
*Hittite pantheon
*Hyborean religion
*Igbo pantheon
*Inca pantheon
*Iroquois Jogah
*Israelite religion
*Japanese religion
*Korean mythology
*Libyan pantheon
*Malay religion
*Mapuche pantheon
*Maori mythology
*Mayan pantheon
*Monotheism
*Neoplatonism
*Nordic pantheon
*Ossetian mythology
*Pegana pantheon
*Proto-Afro-Asiatic pantheon
*Proto-Indo-European pantheon
*Proto-Indo-Iranian pantheon
*Pueblo Kachinas
*Saints
*Sioux spirits
*Slavic pantheon
*South African religions
*Sumerian pantheon
*Thracian pantheon
*Tibetan pantheon
*Turkic pantheon
*Urartian pantheon
*Yezidiism
*Yoruba pantheon
*Zoroastrianism
*Zothique pantheon



*Algonquian Manitou
Gitche Manitou (sometimes just Manitou) was the Great spirit of Algonquian belief, and individual Manitou were believed to be creations or manifestations of Manitou.  Gitche Manitou is the basis for the universe, so divine power represents a pantheistic belief while primal power represents an animistic belief.
 Ancestors - U, Death, Knowledge, Protection
 Bear, Boar - U, Life, Strength, War
 Bull/Cow - U, Freedom, Strength
 Coyote, Mouse - U, Destruction, Luck, Trickery
 Deer - U, Freedom, Life
 Elemental spirits - U, Earth, Life, Sea, Sun, Wilderness
 Fish, Ocean, River - U, Life, Sea, Wilderness
 Gitche Manitou (The Great Spirit) - G, Hope, Life, Protection, Sun.
 Owl - U, Death, Freedom, Knowledge
 Raven, Vulture - U, Death, Knowledge, Trickery
 Sky, Sun - U, Life, Moon, Sun
 Snake - U, Freedom, Life, Undeath
 Wild Dog, Wolf - U, Death, Freedom, War



*Arabian pantheon
 Abgal - God of Bedouins and camel drivers.  LG, Civilization, Protection
 Aglibol - "Calf of the lord," Moon god in a trinity with Malakbel and Al-Lat.  G, Moon, Strength
 Al-Qaum - Nabataean nocturnal war god, watched over caravans.  E, Darkness, Protection, War
 Al-Lat - Triple goddess associated with the moon, represents the full moon.  Sometimes incorrectly cited as the source of the Arabic name "Allah" (which is just the word for The God, also used by Arabic speaking Jews, Christians, and Deists).  U, Madness, Moon
  -Uzza - The waxing moon, later identified with Isis; U, Destruction, Love, War
  -Manat - The waning moon; U, Fate, Undeath
 Athtar - Goddess of fertility.  U, Destruction, Love, War
 Atargatis - Goddess of fertility. G, Life, Love, Sea, Storm
Atarsamain - Neutral gender astral deity, part of a trinity with Ruda and Nuha.  U, Change, Hope, Luck
 Beelshamen - Supreme sky god, Arabian version of Bel or Marduk.  LG, Civilization, Justice, Luck, Storm, War
 Bes - God of Childbirth, imported from Egypt. U, Luck, Protection, Trickery, War
 Dusares - Nabataean high mountain god, few icons.  Identified with Zeus and Dionysus.  LG, Hope, Justice, Knowledge, Protection, Strength
 Hubal - Moon god, Father god; son of Al-Lat and brother of Wadd.
 Ilah - God of the Sky. LG, Civilization, Justice, Knowledge, Strength, Storm
 Malakbel - Also known as Yarhibol, messenger lunar god.  LG, Fate, Knowledge, Moon
 Nabu - God of Science. G, Arcana, Knowledge, Protection, Skill
 Nasr - "Vulture," version of Nisroch, identified in the Quran as one of the idols worshipped in the time of Noah.  U, Life, Sea, War
 Nergal - God of Death. E, Death, Destruction, Earth, Life, Torment
 Nuha - Sun goddess, part of a trinity with Atarsamain and Ruda.  LG, Freedom, Justice, Knowledge, Sun
 Orotalt - Dionysian figure, husband and/or son of Al-Lat. U, Change, Destruction, Madness
 Ruda - Also known as Arsu, sun god, part of a trinity with Atarsamain and Nuha.  E, Torment, Sun, War
 Shams - God of the Sun. LG, Civilization, Justice, Sun
 Suwa - Mentioned in the Quran as an idol worshipped in the time of Noah.  CE, Strife, Torment
 Wadd - Moon god, mentioned in the Quran as an idol worshipped in the time of Noah. G, Change, Freedom, Moon
 Ya'uq - Mentioned in the Quran as an idol worshipped in the time of Noah.  CE, Madness, Sea
 Yaghuth - Mentioned in the Quran as an idol worshipped in the time of Noah.  CE, Destruction, War



*Archetypes
 Especially useful when you don't want to name the deities.
 Celestial Queen - U, Knowledge, Moon, Protection, Sun, Trickery
 Destroyer - CE, Death, Strife, Torment, War
 God of Revelry - G, Change, Luck
 God of War and Storms - U, Destruction, Storm, Strength, War
 Great Mother - G, Earth, Hope, Life, Love, Protection, Sea
 Green Man - U, Earth, Life, Storm, Sea, Wilderness
 Keeper of the Dead - U, Arcana, Death
 Sun God - LG, Justice, Sun
 Trickster - U, Change, Trickery



*Armenian pantheon
 Anahit - Fertility and birth goddess, later identified with Artemis and Aphrodite.  Personified as the moon, mother goddess with Aramazd, part of astral trinity with Aramazd and Astghik.  G, Earth, Love, Life, Moon
 Astghik - Name is diminutive form of "star."  Love, beauty, and water goddess, wife of Vahagn.  Part of an astral trinity with Aramazd and Anahit.  LG, Love, Life, Sea, Storm
 Ara - "Ara the Beautiful," legendary king, war god, supposedly so handsome the Assyrian queen Semiramis waged war against Armenia just to get him away from his family.  Died in the battle, and sometimes resurrected.  Civilization, Hope, Life, War
 Aramazd - Later syncretism of the Zoroastrian Ormazd and Ara, father of the pantheon, creator of the heavens and earth, sun-god.  Husband of Anahit and part of astral trinity with her and Astghik.  G, Civilization, Hope, Life, Protection, Sun
 Barsamin - Sky and weather god, derived from semitic Baal-Shamin.  LG, Luck, Storm
 Bel - Derived from the Assyrian Belus (Babylonian Marduk), later identified with Nimrod, evil king and titan who attacked and was killed by Hayk.  E, Civilization, Luck, Storm, Tyranny, War.
 Hayk - Legendary archer, slayer of the Titan Bel, forefather of the Armenian people.  G, Civilization, Protection, War
 Tork Angegh - AKA Torq, Turq, or Durq.  God of strength, courage, manufacturing, and the arts.  Hayk's great-grandson, represented as an unattractive man.  Name possibly comes from same source as Thor, appearance possibly derived from Nergal.  U, Hope, Strength, Skill.
 Tsovinar - AKA Nar, goddess of rain, sea, and water, but a fiery being.  U, Destruction, Sea, Storm
 Vahagn - Originally derived from Zoroastrian Verethagna, Herculean hero, dragon slayer, sun-god and courage god.  Actually made it hard to import Mithras worship.  Husband of Astghik.  LG, Hope, Strength, Sun, War



*Aztec pantheon
 Chalchihuitlicue - Water and beauty goddess. G, Love, Sea
 Ciuacoatl - Witch earth mother, wears a skirt of snakes. U, Animal, Death, Divination, Earth, Plant
 Hueheuteotl - Wisdom god, priests maintain temple fires. G, Hope, Knowledge, Sun
 Huitzilopochtlli - War god. E, Strength, Sun, Tyranny, War
 Michtlantecuhtli and Michlancihuatl - Husband and wife death god and goddess. E, Death, Life, War
 Quetzalcoatl - The feathered serpent, civilization god. LG, Civilization, Justice, Knowledge, Protection, Storm
 Tezcatlipoca - Darkness god. CE, Arcana, Darkness, Knowledge, Madness, Trickery
 Tlaloc - Rain god. U, Destruction, Storm, Wilderness
 Tlazolteotl - Lust goddess. U, Life, Love, Strength
 Tonatiuh - Sun and misfortune god. E, Destruction, Sun, Torment, War
 Xipe Totec - The flayed lord, sacrificial agriculture god. CE, Death, Earth, Life
 Xochiquetzal - Marraige and prostitute goddess. G, Life, Love, Protection



*Babylonian pantheon
 A combination of the Sumerian pantheon with a Semitic pantheon, some deities replaced by Semitic ones or combined with them.
 Adad - God of Thunder. U, Storm, Strength, Tyranny, War
 Anshar - Sky god, father of Anu. E, Arcana, Strife, Storm
 Anu - God of High Heaven. U, Civilization, Knowledge, Protection, Storm
 Assur - Supreme God of Assyria. U, Civilization, Protection, Sun, War
 Dahak - Dragon. CE, Change, Death, Torment
 Druaga - Babylonian devil, later identified as an aspect of Ahriman. E, Tyranny, Trickery
 Ea/Enki - God of Magic and Wisdom. U, Arcana, Earth, Knowledge, Skill
 Ellil/Enlil - God of the Skies. G, Hope, Luck, Protection, Storm, War
 Ereshkigal - Goddess of Death. E, Death, Love, Torment
 Gilgamesh - Hero demigod. G, Freedom, Strength, War
 Girru - God of Fire. LG, Civilization, Justice, Protection, Sun
 Ishtar - Goddess of Fertility. U, Destruction, Love, War
 Ki - Earth goddess, wife of Anu. U, Earth, Luck, Wilderness
 Marduk - Champion of the Gods, supreme God of Babylon. LG, Civilization, Justice, Luck, Storm, War
 Nabu - God of Science. G, Arcana, Knowledge, Protection, Skill
 Nanna-Sin - Moon god. G, Change, Freedom, Luck, Moon
 Nergal - God of Death. E, Death, Destruction, Earth, Life, Torment
 Ningal - Goddess of the Moon. G, Change, Good, Luck, Protection
 Ninmah - Mother of the Gods. U, Arcana, Protection
 Ninurta - The Farmer God. G, Life, Storm, Wilderness
 Ramman - God of Thunder. U, Storm, Wilderness
 Shamash - God of the Sun. LG, Civilization, Justice, Sun
 Tammuz - Master of Fertile Fields. G, Life, Protection
 Utu - Sun god, sometimes combined with Shamash. G, Change, Destruction, Freedom, Sun



*Bantu pantheon
 Spread from west to central to south Africa between 3000 BC to 0 AD, and to east Africa over the next 1000 years
 Aluvaia - Intermediary; G, Freedom, Knowledge, Sun
 Angoromea - Female, assists the communication of humans and deities; U, Arcana, Knowledge
 Gongobira - Young hunter and fisherman; G, Sea, Skill, Wilderness
 Kabila - Hunter, god of plenty; G, Life, Protection, Wilderness
 Kaitumba - The goddess of the sea; U, Sea, Storm, Strife
 Katende - Knows the secrets of medicinal herbs; G, Life, Knowledge
 Kaviungo - The god of health and death; U, Death, Life, Undeath
 Kisimbi - Great mother, fertility goddess, lakes and rivers; G, Life, Sea
 Lemba Dile - connected to the creation of the world; U, Creation
 Loango - Delivers justice to humans; LG, Destruction, Justice, Vengeance
 Matamba - Female warrior, commands the dead; CE, Death, Undeath, War
 Nkosi Mukumbe - War and roads; U, Civilization, Freedom, War
 Nzambi - Creator god, ruler of the Nkisis, the Rainbow Serpent; G, Life, Protection
 Tempo - The god of weather and seasons; U, Change, Storm, Wilderness
 Wunje - Youngest of the gods, represents the happiness of youth; G, Luck, Protection
 Zumbaranda - Eldest of the gods, connected to death; U, Civilization, Death



*Basque pantheon
The Basque people live in an area on the northern part of Spain and the southwestern part of France, and are unrelated to the Indo-Europeans.  This makes their language and religion distinct from the surrounding cultures and gives us snapshots of Iberia's mythology before the Celts came at around 500 BC.  Christianization in Basque country occured somewhere between the fourth and twelfth centuries.  The wide range is a result of disagreement over what really makes Christianization.  Those that hold to earlier dates point to the presence of Christianity, possibly combining their gods with saints and angels, and rededicating old rituals to those figures and to Christ.  Those holding to later dates point out that large scale conversion did not appear to take place, since bishops were never sent from there and even commented on failed missions in the area, Arab authors labelled them as pagans, and some cemeteries existed totally devoid of any Christian symbols.  Some point out that the Basque people suffered more under the hands of the Inquisition, showing larger presence of pagan traditions among Basque practices, but others point out that the Inquisitioners often made up charges.  It is likely that Christianity arrived early, syncretised over time, was present alongside Basque paganism until the twelfth century, and syncretist forms remained for a few centuries after.  Strabo wrote that the Basques practiced sacrifices of male goats and humans, to what extent this took place might be the result of rumors against a "barbarian" race.
Adur is an abstract form of luck or magic, comparable to the Polynesian Mana.  Arcane characters would be considered to have a lot of this in themselves, divine characters would be working with figures with powerful Adur (after all, they are gods), and primal characters would be working with a number of small figures with noticable Adur.  Also present in the myths are the Basajaunak (-ak is the Basque plural form, cave and forest spirits that taught agriculture and ironworking, either elves, dwarves, or wilden), Iratxoak (small benevolent figures that help with farming, possibly halflings), Galtzagorriak (a hyperactive and mischievous spirit, usually considered a type of Iratxoak, possibly Gnomes).  One dark possibility for a campaign might be that the Iratxoak and the Galtazogorriak are actually not helpful but slaves, or perhaps they are helpful, but the Romans or other people are taking them as slaves.  Other creatures include Lamiak (a type of water nypmh), Jentilak, and Mairuak.  Jentilak and Mairuak were two types of giant that built large stoneworks, Mairuak living in the water.  Their names are derived from the words Gentile and Moor, and they are likely a later Christianized form of old legends of giants remade to represent the pre-Christian Basques and non-Christian invaders.  The Jentilak were said to have seen a star in the sky heralding the birth of Christ (or Kixmi in Basque) as heralding the end of their age, but they still helped defend the Basques from foreign invaders by throwing rocks at them.  The Sorginak are assistants of Mari, usually associated with witchcraft.


 Aatxe - A malevolent shapeshifting bull-man that comes out of his cave at night to slay criminals and mean people.  He does have a somewhat benevolent side, he forces people to stay in their home when danger is near.  Possible enforcer for Mari.  Possibly worshipped by Minotaurs and Changelings.  U, Strength, Vengeance
 Aide - Air goddess, manifested both as gentle breezes and destructive storms.
 Ama Lur - Mother Earth, possibly another name of Mari or a modern form.
 Atxular - Son of Mari, brother of Mikelatz, learns from the Devil but goes on to become a Christian priest.
 Eate - Fire and storm god.
 Eki - Sun goddess, daughter of Ama Lur.
 Erditse - Fertility goddess.
 Erge - Evil death spirit.
 Euri - Rain god that protected crops and lead the soul in reincarnation.
 Gaueko - "The Lord of Black Magic," giant black wolfman that eats shepherds and their sheep.
 Gaizkin - Deity responsible for diseases and plagues.
 Herensuge - Dragon eventually slain by the archangel Michael, given maidens as ransom.
 Ilargi - Moon goddess, daughter of Ama Lur.
 Inguma - Malevolent dream god, killed people in their sleep.
 Mari - Supreme goddess, wife of Sugaar.  Appears as a woman, as a red animal or a black goat.  Later syncretized with Saint Mary.
 Mikelatz - Son of Mari, brother of Atxular, wild man and spirit of storms.
 Odei - Spirit of thunder and storm clouds, embodied as a young red bull.
 Txiki - Trickster spirit and culture bearer, steals the agricultural secrets from the Basajaunak.  Later Christianized as San (Saint) Martin Txiki.
 Sugaar - Supreme god, represented as a serpent.


 Aatxe - U, Strength, Vengeance
 Aide - U, Hope, Storm
 Ama Lur - G, Earth, Life
 Atxular - G, Arcana, Earth
 Eate - U, Destruction, Storm
 Eki - U, Sun
 Erditse - G, Life, Love
 Erge - E, Death, Undeath
 Euri - U, Storm, Undeath
 Gaueko - CE, Destruction, Madness
 Gaizkin - E, Poison, Torment
 Herensuge - CE, Death, Strife
 Ilargi - U, Moon
 Inguma - E, Madness, Torment
 Mari - LG, Earth, Hope, Protection
 Mikelatz - U, Storm, Wilderness
 Odei - U, Earth, Storm
 Txiki - U, Civilization, Skill, Trickery
 Sugaar - Supreme god, represented as a serpent.  U, Justice, Protection



*Canaanite pantheon
 Also forms the basis for the Pheonician religion that spread into North Africa, later syncretizing with Roman religion before being replaced by Christianity and then Islam.  The religion of the Philistines was likely a combination of Minoan Greek and Canaanite beliefs.
 Anat - Goddess of War. U, Earth, Life, Protection, War
 Asherah - Goddess of Fertility, worshipped as Astarte by the Philistines, Grecianized as Atargatis. G, Life, Love, Sea, Storm
 Baal(-Hadad) - God of Thunder. U, Storm, Strength, Tyranny, War
 Baal-Melkart - King of the City. U, Civilization, Protection, Sun, Strength, War
 Chemosh - God of the Moabites. U, Freedom, Sea, War
 Dagon - God of the Philistines, identified with the Assyrian Nisroch (although associated with eagles). U, Life, Sea, War
 El - God of the Sky. LG, Civilization, Justice, Knowledge, Protection, Strength, Storm
 Kosharoth - Helpers of Heroes and Gods. NG, Knowledge, Life, Skill
 Kotar - God of Craftsmen. G, Creation, Protection, Strength
 Melech - God of Murder. E, Death, Trickery, Vengeance
 Mot - God of Sterility, comes from Proto-Afroasiatic Maw. E, Death, Destruction, Earth
 Reshep - Lord of Plagues. E, Torment, Storm, War
 Shapash - the Sun Goddess. LG, Freedom, Justice, Knowledge, Sun
 Yam-Nahar - Monster of the Sea. CE, Evil, Sea, Strife
 Yarikh - the Moon God. U, Life, Moon, War, Wilderness
 (Baal-)Zebub - Philistine lord of the Flies. U, Arcana, Destruction, Poison



*Celtic pantheon (Irish)
Unless otherwise noted, these are assumed to be Tuatha De Danaan and not Fomorians.  The Celts were present not only in the Britain and Ireland, but Well into the Roman Empire occupied most of what is now Spain (Iberia), France (Gaul), Germany (which started to experiance migrations from Norse Scandinavians around the time of the Empire), and even the Balkans (the Scordisci) and Galatia (in the middle of modern Turkey).  Most of what we know of as Celtic mythology is actually Irish and Welsh.  British and Continental Celtic nations were prone to syncretism, and the Romans were more than glad to tell them what gods they were "really" worshipping.
 Angus Og - Love god. G, Love, Protection
 Arawn - Death god. U, Death, Undeath, Wilderness
 Arianrod - Moon goddess. U, Moon, Trickery
 Balor - King of the Fomor. CE, Destruction, Tyranny, War
 Belenus - Sun god. G, Protection, Sun
 Bres - Handsome half Fomor replacement of Nuada. E, Hope, Sun, Torment
 Brigid - Healing goddess, later revered as St. Brigit, the handmaiden to Jesus's mother Mary. G, Life, Knowledge
 Cairbre - Music god. G, Knowledge, Luck
 Cernunnos - Huntsman. U, Skill, War, Wilderness
 Cethlenn - Wife of Balor, prophetess - CE, Fate, Tyranny
 Dagda - The Good god, the All-Father. G, Earth, Storm, Strength
 Danu - Triple goddess, mother goddess. G, Arcana, Life, Protection
 Dianchet - Healing god. G, Life, Skill
 Elathan - Fomor moon god, father of Bres, Dagda, and Oghma.  U, Justice, Moon, Tyranny
 Epona - Horse goddess. G, Freedom, War
 Goibniu - Smith god. U, Creation, Strength, War
 Llyr - Sea god. U, Change, Sea, Trickery
 Lugh - Sun god. G, Luck, Skill, Sun
 Math Mathonwy - Magic god. E, Arcana, Change, Knowledge
 Midir - Otherworld god, owns a caulderon that brigns the dead back to life but as mutes. U, Trickery, Undeath
 Morrigan - War and death goddess. CE, Destruction, Madness, War
 Nuada - War god, was king of the De Danaan but abdicated when he lost his hand. LG, Civilization, Justice, War
 Oghma - Knowledge god. U, Arcana, Knowledge, Trickery



*Celtic pantheon (Continental and British)
Includes additional deities worshipped by the Iberians, the Gauls, and other celts.  Pantheons varied from tribe to tribe, with Belenus, Brigit, Cernunnos, Epona, Lugh (as Lugus), and Ogmha (as Ogmios) being present among most tribes.  British Celts for the most part worshipped the figures known in Irish mythology, but also included Esus, Taranis, and Toutatis, gave more worship to Nuadu (as Nodens), and included Roman deities (especially the imported Mithraic Mysteries), which the Irish did not appear to do.  Iberian Celts might add in some Basque deities to their pantheon, some northern Gauls might include Norse gods, both will likely include Roman gods (at least in combined form).  Celts in the Balkans (such as the Scordisci) might include Thracian deities, while those in Anatolia (the Galatians) might include Zoroastrian figures and religious elements similar to Georgian, Armenian, or Ossetian beliefs, and both groups will include Greek elements.


 Alaunus - God of the sun, healing, and prophecy, associated with Mercury.
 Andarta - Goddess associated with Victoria.
 Artio - Bear goddess, associated with Mercury.
 Ataegina - "Reborn," represented as a goat, associated with Persephone.
 Bandua - The title of multiple war gods and goddesses identified with Mars and associated with water.  Later Christianized as Saint Comba de Bande.
 Belisama - Goddess of lakes, fires, and crafts.  Identified with Minerva, sometimes a consort of Belenus.
 Borvo - Healing god associated with spring water, equated with Apollo, husband of Damona or Bormana (a female equivilant sometimes worshipped independantly).
 Camulus - War god identified with Mars
 Candamius - Astral deity later syncretised with Jupiter.
 Cariociecus - War god later syncretized with Mars.
 Cissonius - God of trade and travellers, associated with Mercury.
 Damona - Possible wife of Borvo, cow goddess.
 Eacus - Weather god later syncretized with Jupiter.
 Endovelicus - Chthonic but solar oracle god of public health, later spread throughout the Roman empire.
 Esus - Woodsman war god, likely originally a vegetation deity, associated with Mars, had human sacrifices mounted onto trees.  Often forms a triad with Taranis and Toutatis.
 Grannus - God of therapeutic heat, associated with hot springs and the sun.  Equated with Apollo.
 Lenus - Healing god associated with Mars.
 Loucetios - Thunder god identified with Mars.
 Mogons - War god adopted by lower ranking Roman soldiers as an alternative to the higher ranking Mars.
 Nabia - Chthonic river goddess, later considered a consort of Jupiter.
 Nantosuelta - Nature goddess of the earth, fire, and fertility.  Wife of Sucellus.
 Nemetona - "Shining," goddess of temples and sacred groves, wife of Loucetios.
 Orko - Thunder god, found among the Basque to an extent.
 Reve - God associated with Trebaruna, possibly equivilant to Jupiter.
 Rosmerta - Goddess of fertility and abundance, often worshipped alongside a similar god named Visucius.
 Segomo - War god associated with Hercules, depicted as an eagle or hawk.
 Sirona - Healing goddess associated with mineral water.
 Sucellus - Middle aged and bearded agriculture god of forests and alcohol, carries a hammer made from a beer barrel.
 Taranis - Thunder god that received human sacrifice, likely related to the Germanic Donar.  Often forms a triad with Esus and Toutatis.
 Toutatis - Tribal ancestor god, syncretized with Mercury.  Often forms a triad with Esus and Taranis.
 Trebaruna - Goddess that protects property, homes, and families.  Only identified as a goddess of battles comparable to the Roman Victoria in the 20th century.


 Alaunus - U, Arcana, Sun
 Andarta - LG, Luck, War
 Artio - U, Strength, Skill
 Ataegina - U, Life, Wilderness
 Bandua - U, Sea, War
 Belisama - LG, Sea, Skill
 Borvo - LG, Earth, Life, Sea
 Camulus - LG, Strength, War
 Candamius - LG, Justice, Sun
 Cariociecus - U, Destruction, War
 Cissonius - LG, Civilization, Freedom, Trickery
 Damona - G, Earth, Life
 Eacus - LG, Justice, Storm
 Endovelicus - LG, Earth, Life, Sun
 Esus - U, Destruction, War, Wilderness
 Grannus - G, Knowledge, Life, Sun
 Lenus - U, Life, War
 Loucetios - U, Storm, War
 Mogons - G, Strength, War
 Nabia - LG, Earth, Life
 Nantosuelta - G, Earth, Knowledge, Love
 Nemetona - U, Protection, Sun
 Orko - U, Destruction, Storm
 Reve - LG, Justice, Tyranny
 Rosmerta - U, Life, Luck
 Segomo - LG, Strength, Sun
 Sirona - Healing goddess associated with mineral water.  G, Life, Sea
 Sucellus - U, Madness, Skill, Wilderness
 Taranis - E, Death, Storm, Tyranny
 Toutatis - LG, Civilization, Justice, Skill
 Trebaruna - LG, Civilization, Protection



*Cherokee spirits
The Cherokee were monotheistic worshippers of Yowa, whose name only priests were allowed to say on special days.  Other spirits were respected or feared, but not worshipped.  These spirits were refered to as gods in English for lack of a better known term, but their role is closer to what Europeans would have thought of as archangels.
 Ani Tunikwalaski - Thunder spirits; U, Destruction, Storm
 Kalona Ayeliski - the Raven Mocker, who tormented the dying and ate their souls unless scared off by a medicine man; E, Death, Madness
 Sint Holo - The horned serpent, treat as the Aztec Quetzalcoatl
 Selu - The corn woman; G, Earth, Life, Wilderness
 Wi-Na-Go - A feminine devil whose death created mosquitos; CE, Poison, Torment
 Yowa (The Great Spirit) - G, Hope, Life, Protection, Sun.



*Chinese beliefs
 Chinese religious beliefs influenced neighboring regions a great deal.  These figures may be found not only in China, but in Japan, Korea, or south in the Khmer empire.
-Chinese Buddhism - Chinese Buddhism developed from the original Indian Buddhism, which can be represented by the standard Buddhism entry here, perhaps incorporating Indra, Mitra, and Brahma as guardians.  The former is especially appropriate in the case of Theravada Buddhism, which rejects all but Siddhartha Gautama and the coming Maitreya Buddha as being enlightened but rejects the idea that they are savior figures.  The latter is especially appropriate in the case of Mahayana Buddhist (which spread into China), which accepts that other figures sometimes known as gods might help one to enlightenment.
 Amitabha - Good. Amitabha is the principle buddha in the Pure Land sect, which teaches that Amitabha (Amida-Butsu in Japanese) has decided to hold off on attaining Nirvina to maintain "Buddha-Field" where those that call upon Amitabha before dying will be reborn into a life where enlightenment is inevitable.
 Buddhism - Unaligned. Started by Siddhartha Gautama in India, Buddhism slowly trickled into China due to traders, Mongolian nomads, and missionaries; but didn't become widely recognized in China until the first century. Buddhism advocated both dropping out to cease existing to eliminate suffering (unaligned) but being benevolent (good). Part of Buddhism's acceptance in China was due to its ability to work in the existing philosophies (lawful good), although Buddhism and Taoism were initially rivals (those outside both groups tended to view Buddhism as a type of foreign Taoism, however). Barbarian nomads also took to Buddhism, but did not particular care for the Confucian or Taoist additions. This barbarian Buddhism or perhaps a native nihilistic version could be used to play evil or chaotic evil Buddhists. Buddhism eventually spread into Japan in the fifth century, bringing Confucian and Taoist beliefs with it. Japanese Buddhists often identify the Kami and Buddhas with each other, although whether they are two expression of another higher power or one is an expression of the other is anyone's guess.  Eventually spread into Southeast Asia and the Khmer empire around the 10th century, bringing Confucianism with it and syncretizing with Hinduism.
 Budai - Good. A Chinese Zen Buddhist monk, known for and depicted as being particularly overweight (as a symbol of contentment). Known in Japan as Hotei and as one of the seven lucky gods (of Lawful Good or Good alignment).
 Guan-Yin - Lawful Good. Female boddhisotva (a buddha who has delayed attaining Nirvana to help the world) who vowed free all sentient beings from the cycle of constant reincarnation, probably started as a Taoist figure that was incorporated into Buddhism to make it acceptable to China. This figure is known as Kannon in Japan.
 Yama - Unaligned. Originally a Hindu God of the dead, imported into China and (as Emma) Japan with Buddhism.
-Gods
 Emperor - Unaligned. Any given emperor might be of any alignment, although they are likely to be Lawful Good if they are not Unaligned. The Chinese emperor is either regarded as the Son of Heaven or as acting on behalf of the Son of Heaven, with the more educated tending to hold the latter view. The Japanese emperor is regarded as a descendant of the goddess Amaterasu.  The Khmer Empire regarded their emperors as the descendants of of gods, and temples were regularly built for them.
 Shang Di - Lawful Good. Shang Di was the main deity in Chinese religion and often identified with Tien. Paladins serving the Chinese emperor may be dedicated to Shang Di or Tien, as Mencius hinted that the person sitting on the imperial throne is a regent acting on behalf of the Son of Heaven, who in turn is going follow Shang Di/Tien. Tien and Shang Di were pretty much synonymous in Chinese thinking, but the name Tien was used by the philosopher Mozi in a way that Tien will be treated as having a different alignment. Shang Di pretty much stayed in China.
 Tien - Good. Tien and Shang Di were generally regarded as the same figure, although the philsopher Mozi consistantly used the name Tien over the name Shand Di. Mozi held that the rituals Confucius advocated were useless, and that people should reflect on one's actions to gain self-knowledge. He advocated ascetism and while he did call for people to come together for the greater good, he stood against a number of institutions that the Chinese viewed as necessary. Mozi's philosophy was no longer held by any notable person in society after a couple of centuries, but his philosophy remained important and influential throughout the Warring States period. Tien also is the Chinese cognate for the Mongolian high God Tengri.  Tien means "Heaven," but the Tien will be used to refer to the being and Heaven to the place.
 Other deities came about originally as spirit officers in Shang Di's heavenly administration (after all, the emperor has administrators, and China is a reflection of Heaven on Earth).  A short description will be given with each deity along with their alignment and domains.
-Philosophy
 Confucius - Lawful Good. The Chinese philosopher Confucius did not so much create the philosophy he is named after as compile it. He could be summed up as a benevolent conserative, teaching that as children should obey their elders, so should people obey their government, and the government obey their emperor. The emperor, in turn, must obey Shang Di/Tien, who was concerned with the common people. If the emperor failed to look out for the common people, he would lose the Mandate of Heaven, and the people were allowed to remove him from his throne. How this was to be accomplished Confucius did not spell out, but most Confucians did view open rebellion as an acceptable last means. Despite this, Confucius regarded etiquette, rituals, and law, whenever it didn't harm people, to be a good thing. Confucianism came to Japan as a sort of package deal with Buddhism.
 Han Feizi - Evil. Han Feizi was a student of the Confucian Xun Zi, who disgreed with Mencius in believing that humans were inherently evil and laws were created to prevent them from destroying everything. Han Feizi removed the concept of the Mandate of Heaven from this and focused on the Tao instead, holding that the emperor's will was a manifestation of the Tao and therefore disobeying the law is rebellion against existance. Although focused on maintaining peace, the ends justified the means for Han Feizi too much to be considered even unaligned.
 Lao-Tzu - Good. Lao-Tzu was a rival of Confucius that discussed (but did not create) the concept of the Tao. His philosophy can (for better or worse) be summed as "go with the flow," in this case, the Tao. Lao-Tzu did not regard state education as a good thing, instead he thought that peopel should simply live their lives without society restricting them from calm meditation. This is not to say he advocated overthrow of the government, since doing stuff probably isn't going with the flow.
 Mencius - Good. A student of Confucius that believed humans were inherently good. Because of this, he did not view rules as completely necessary, indeed, he acknowledged that they can keep a person from being good.
 Tao - Unaligned. The Tao is an old Chinese concept that was discussed, but not created, by Lao-Tzu. The Tao is the source and maintainer of all things. From it are the concept of Yin (the stagnant order of earth) and Yang (the creative but destructive chaos of heaven). Some people say that Yin and Yang are good and evil, but when asked to explain what good and evil are, they discuss order (either stagnant or protective) and chaos (either free or destructive). By definition, good is whatever is excellent, honorable, meritous, which under a Taoist viewpoint would mean balance between Yin and Yang, not favoring one over the other. As such, the Tao could be described as good, except that Han Feizi used the concept of the Tao to justify strict enforcement of the law (since it is a part of the Tao, nothing good can come from resisting it). Many groups that could be considered anarchist also used the Tao to justify their philosophy, on the grounds that the Emperor interfered with the Tao, and some of the groups would have been regarded as chaotic evil by the rest of Chinese society. Because of this, the Tao will be considered unaligned, with the somewhat benevolent Lao-Tzu and the harsh Han Feizi given their own alignments. Those that follow the Tao might be of any alignment, although Lawful Good characters are more likely to be Confucian. This concept came to Japan  and Southeast asia with Confucianism.


-Chinese Buddhism
 Amitabha - Good. Hope, Life, Freedom
 Buddhism - Unaligned. Death, Freedom, Knowledge
 Budai - Good. Luck, Protection
 Guan-yin - Lawful Good. Life, Love, Protection
 Yama - Unaligned. Death, Undeath
-Gods
 Shang Di - Lawful Good. Justice, Luck, Protection
 Tien - Good. Life, Sun, Storm
 Emperor - Unaligned. Civilization, War
 Chih-Chiang Fyu-Ya - God of archers. E, Freedom, Trickery, War
 Chih Sung-Tzu - Lord of rain. U, Change, Freedom, Storm
 Chung Kuel - God of truth and testing. U, Civilization, Knowledge, Luck
 Fei Lien & Feng Po - Counts of the wind. G, Protection, Storm
 Huan-Ti - God of war. G, Protection, Strength, War
 Lei Kung - Duke of Thunder. E, Destruction, Strength, Storm
 Lu Yueh - God of epidemics. CE, Destruction, Poison, Torment
 No Cha, God of Thieves. E, Knowledge, Luck, Trickery
 Shan Hai Ching - God of Wind and Sea. U, Luck, Storm
 Tou Mu - Goddess of the Northern Star. CE, Destruction, Sun
 Wen Chung - Minister of Thunder. U, Darkness, Strength, Storm
 Yen-Wang-Yeh - God of the Dead. U, Arcana, Death, Knowledge, Magic
-Philosophy
 Confucius - Lawful Good. Civilization, Justice
 Han Feizi - Evil. Civilization, Tyranny
 Lao-Tzu - Good. Change, Hope
 Mencius - Good. Hope, Justice
 Tao - Unaligned. Change, Strife, Wilderness



*Dark Sun Pantheon
 All Sorcerer Kings - Civilization, Tyranny
 Andropinis - E, Darkness
 Daskinor - CE, Madness
 Dregoth - E, Earth
 Hamanu - E, Strength
 Nibenay - U, Life
 Oronis - U, Knowledge
 Techuktitlay - E, War



*Choctaw spirits
The Choctaw were primarily sun worshippers who believed in a large number of spirits.  Divine power would be more concerned with dealing with the most powerful figures, while primal power would represent getting more common spirits to help.
 Biskinik - Newsbird. U, Arcana, Knowledge
 Heloha and Melatha - Thunder and lightning, a pair of birds, Heloha lays eggs and Melatha races to catch them. U, Storm
 Hushtahli (The Great Spirit) - The sun. G, Hope, Life, Protection, Sun
 Sinti Lapitta - Horned serpent. LG, Civilization, Justice, Knowledge, Protection, Storm
 Nalusa Chito - The soul eater. CE, Death, Strife, Torment



*Dreamlands pantheon (worshipped alongside the Great Old Ones)
Those marked with a * are mentioned in Lovecraft's works.  The rest come from Sandy Peterson, Robert Bloch, or later figures.
 Ariel, The Truth Bearer: God of Truth, Worshipped by Messengers, judges, Symbolized by a human figure radiating white light. Represented by a man radiating a bright white light. His cult is not large, as few are willing to face the truth, much less embrace it fully. Many of his followers are employed as messengers, for their reputations for never lying. If a priest of Ariel lies, he will lose his clerical powers until he makes proper atonement.
 Bast, Goddess of Cats: Goddess of Cats, different domains in the Dreamlands, Worshipped by Ailurophiles, pleasure-seekers, Symbolized by a cat or a cat-headed woman. She was once worshipped as a goddess of the home and of war, but her cult has dwindled. The cats of Earth's Dreamlands are her primary followers, though some humans (especially in Ulthar) still revere her, as do some nonhumans.
* Bokrug, the Water Lizard: God of Ib, Worshipped by Inhabitants of Mnar, Symbolized by a blue-green lizard. Bokrug appears as a gigantic blue-green lizard. He destroyed Sarnath after the humans there slaughtered his nonhuman worshippers. Ever since, the men of Mnar have pacified him with regular offerings.
 Hagarg Ryonis, the Lier-in-Wait: Goddess of Divine Retribution, Worshipped by Assassins, Symbolized by the image of the Lier-in-Wait. Hagarg is probably as beautiful as her fellow Great Ones, but is never depicted in any form except the Lier-in-Wait, a clawed, reptilian horror with randomly-placed eyes. She is rarely worshipped herself, but is sent to punish those who have offended the Great Ones.
 Karakal, Master of the Flames: God of Fire, Worshipped by Wizards, seers, those dwelling near volcanoes, Symbolized by a half-nude man encircled in flames. He is primarily worshipped by wizards and by people living near volcanoes. His priests keep an eternal flame burning in all his shrines, and often use fire as an oracle.
 Lilith, Queen of the Night: Goddess of Fertility, Worshipped by Wizards, witches, druids, lovers, courtesans, Symbolized by a woman's lips. Lilith is a primal force of procreation and fertility. She is an infamous seducer, and the mother of monsters.
* Lobon: God of Peace, Worshipped by Diplomats, pacifists, Symbolized by a spear. Represented as a bearded youth in white samite, wearing an ivy crown and carrying a spear. This spear is an emblem, not a weapon; Lobon is a pacifist. Like those of his brothers Tamash and Zo-Kalar, Lobon's cult has never recovered from the destruction of Sarnath, the cult's original center.
 N'tse-Kaambl, Shatterer of Worlds: Goddess of War, Worshipped by Monks, warriors, monster-slayers, Represented as a beautiful woman wearing a helmet and shield and carrying a spear. She is the creator of the Elder Sign, which is emblazoned on her shield. She has little to do with humans, devoting her time to wars against the other races of gods, particularly the evil, hidden Outer Gods.
* Nasht: God of Lore, Worshipped by Dreamers, commoners, scholars, Represented as a man in robes and an Egyptian-style headdress. He guards the Cavern of Endless Flame between the waking and dream worlds, and instructs new dreamers on proper etiquette in the Dreamlands. He is worshipped by some natives of that plane, but his clerics are always human. (Dreamers of other races are thought to use other portals to the Dreamlands.) His fellow priest-sentry, Kaman-Thah, is not worshipped, but is considered an avatar of Nasht.
* Nath-Horthath, God of Celephais: God of Celephais, Worshipped by City-dwellers (esp. Celephais), Symbolized by a crowned man riding a lion. Represented as a jet-black-skinned man with blond hair and silver eyes, and always riding a lion. He is the patron god of Celephais, but has small groups of worshippers elsewhere. He is easily angered by those who are not his worshippers, but is very patient and attentive to those who are.
 Nereus, The Old Man of the Sea: God of the Sea, Worshipped by Seafarers of all sorts, Symbolized by a trident. Depicted as an old but powerfully built man (or merman) wielding a trident. he helps those who worship him, but like his watery domain, he can be rather unpredictable. He is a shapechanger and oracle, and father of the Nereids (sea nymphs).
* Nodens, Lord of the Great Abyss: God of the Great Abyss, different domains in the Dreamlands, Worshipped by Explorers, sages, hermits, Symbolized by a seashell and dolphin. Represented as an old, gray-beared man riding a seashell chariot pulled by fantastic beasts. Nodens is a god of hidden places and travel, and his most favored worshipers sometimes accompany him on his journeys. He is served by the nightgaunts, who guard certain sacred places from the prying eyes of mortals.
* Oukranos: God of the River Oukranos, Worshipped by Dwellers in the Oukranos valley, Symbolized by a man standing in a river. Oukranos is the god of the river of the same name, in the western Dreamlands. Those who have once visited his beautiful valley sometimes continue to honor him.
 Robigus, God of Rust: God of Fungi, Worshipped by Farmers, forest-dwellers, bards, Symbolized by a white mushroom. Robigus appears as a handsome man attended by a horse, a wolf and a woodpecker. He controls fungi of all kinds, so is therefore most often worshiped by farmers hoping to avoid blights, and by dwellers in enchanted forests. He is a patron of music, but easily irked by unskilled attempts.
* Tamash, God of Illusions: God of Illusions, Worshipped by Wizards, sorcerors, Symbolized by a blue wand or staff. Represented as a silver-skinned, black-bearded man wearing cloth-of-gold and a laurel wreath, and carrying a staff of lapis lazuli. Like those of his brothers Lobon and Zo-Kalar, Tamash's cult has never recovered from the destruction of Sarnath. However, as patron of wizards, he will always have followers.
* Zo-Kalar, Ruler of Life and Death: God of Life and Death, Worshipped by Healers, rogues, necromancers, Symbolized by a white face. Represented as a tall, thin man with bone-white skin and hair. His eyes and clothes are black. As god of birth and death, he oversees each person's life story. However, like those of his brothers Tamash and Lobon, Zo-Kalar's cult has never recovered from the destruction of Sarnath. He is also a god of darkness, and is attended by Shades.


 Ariel - LG, Civilization, Knowledge, Sun
 Bast - U, Life, Luck, Protection, War
* Bokrug - U, Change, Destruction, Life, Sea
 Hagarg Ryonis - E, Death, Strength, Trickery, Vengeance
 Karakal - U, Arcana, Change, Knowledge, Sun
 Lilith - U, Arcana, Earth, Life, Love
* Lobon - G, Life, Protection
 N'tse-Kaambl - U, Arcana, Destruction, Justice, War
 Nasht - U, Knowledge, Luck, Protection
* Nath-Horthath - LG, Civilization, Justice, Protection, Sun
 Nereus - U, Luck, Sea, Storm
* Nodens - U, Knowledge, Skill, Strength, Trickery
* Oukranos - G, Life, Protection, Sea
 Robigus - U, Life, Wilderness
* Tamash - G, Arcana, Change, Freedom, Knowledge, Trickery
* Zo-Kalar - U, Death, Life, Knowledge, Undeath



*East African religions
 Waaq - Monotheistic Ethiopian deity, created the universe through balance; G, Change, Fate, Freedom, Moon, Sun.
-Axumite pantheon
 Ashtar - Axumite supreme/astral god; LG, Arcana, Fate, Moon, Sun
 Beher - Axumite sea god; U, Freedom, Sea, Storm
 Maher - Axumite Ares/Mars; U, Destruction, Strength, Strife, War
-Dinka pantheon
 Abuk - Patron goddess of gardening and women, represented by a snake; U, Life, Love
 Deng - Dinka rain deity employed by Nhialic; G, Life, Storm
 Garang - A suppressed god below Deng, whose spirits influence people to scream; E, Madness, Torment
 Nhialic - Dinka monotheistic deity, acts through spirits; G, Life, Moon, Protection, Storm, Sun
-Maasai pantheon - Monotheistic, with the deity possessing a dual nature.
 Enkai - Maasai supreme being, guardian over rain, fertility, sun and love; G, Life, Love, Sun, Storm
 -Enkai Narok - benevolent aspect; LG, as Enkai except Justice instead of Storm
 -Enkai Nanyokie - vengeful aspect; U, Destruction, Justice, Sun, Vengeance
 Le-eyo - Primal ancestor; U, Civilization, Death, Undeath
 Neiterkob - Maasai mediator between God and man; G, Arcana, Fate, Hope, Knowledge
 Olapa - Maasai moon goddess, wife of Enkai; U, Love, Moon
-Nubian pantheon
 Anhur - Nubian Horus; LG, Civilization, Freedom, Justice, Sun
 Apedemak - Nubian lion-headed war god; E, Tyranny, War
 Dedun - Nubian fire god and wealth (plus incense and thus funerary rites); U, Arcana, Death, Luck, Skill
 Mandulis - Nubian sky and solar god; U, Justice, Sun, Storm
 Menhit - Nubian war goddess, wife of Anhur, associated with massacre, hunting, lions, and fiery arrows; U, Destruction, Life, War
-Nuer pantheon
 Buk (see Abuk in Dinka pantheon)
 Danka (see Deng in Dinka pantheon)
 Colwic - Nuer ancestor spirit; U, Death, Knowledge, Protection
 Jaak (see Nhialic in Dinka pantheon)
 Kwoth Nhial - Neur supreme deity, associated with the sky and everything in it; G, Moon, Sun, Storm
 Wiu - Nuer war spirit, associated with thunder; U, Storm, War



*Egyptian pantheon
 Amun - God of the Sun. LG, Justice, Protection, Strength, Sun
 Anubis - Guide of the Dead. U, Arcana, Death, Life, Undeath
 Apep/Apophis - Serpent that eats the sun, embodiment of evil. CE, Change, Destruction, Strife, Trickery
 Aten - The Sun Disk. G, Arcana, Knowledge, Sun
 Atum - The Lord of All. G, Earth, Protection, Sun
 Bast - Cat Goddess. G, Life, Luck, Protection, Strength, War
 Bes - God of Childbirth. U, Luck, Protection, Trickery, War
 Geb - Earth god, father of Isis, Osiris, Nephtys, and Set. U, Earth, Strength
 Hathor - Goddess of Dance. G, Life, Luck, Trickery
 Horus - The Avenging Hawk. LG, Civlization, Freedom, Justice, Sun
 Imhotep - Prince of Engineering. G, Creation, Earth, Life, Skill
 Isis - Queen of the South, also worshipped by some Canaanites. G, Arcana, Life, Love, Protection
 Khmun - King of the Nile. LG, Earth, Sea, Protection
 Khonsu - God of the Moon. U, Arcana, Moon, Protection, Sea
 Mihos - Lord of the Massacre. U, Destruction, Protection, Sun
 Mut - Queen of the Gods. G, Arcana, Life
 Neith - Opener of the Ways. U, Death, Sun, War
 Nephthys - Queen of Heaven. G, Death, Freedom, Life, Luck, Protection
 Nut - Sky goddess, Geb's wife, daughter of Shu and Tefnut. U, Freedom, Knowledge
 Osiris - King of the Dead, worshipped by some Canaanites. LG, Civilization, Death, Life, Undeath, Vengeance
 Ptah - The Creator. U, Creation, Earth, Hope, Knowledge, Life
 Re-Horakhty - God of Kings; Also Ra, comes from Proto-Afroasiatic Rah. LG, Civilization, Justice, Sun, War
 Sekhmet - Warrior Queen. U, Arcana, War
 Set - God of Deserts and Storms. U, Destruction, Strength, War, Wilderness
 Shu - Sky god, brother of Tefnut. U, Life, Tyranny
 Sobek - Crocodile god. E, Sea, Strength, Torment
 Sokar - King of the City of the Dead. E, Death, Tyranny
 Taueret - Hippopotamus Goddess. G, Life, Protection, Sea
 Tefnut - Moisture goddess, sister of Shu. U, Life, Sea
 Thoth - God of Knowledge. U, Arcana, Creation, Knowledge, Skill



*Elamite deities
 Jabru - Underworld, connected with Anu. U, Civilization, Protection, Undeath
 Khumban - Earth god, connected with Enlil. G, Earth, Storm, War
 Kirisha - Supreme goddess, wife of Khumban. LG, Earth, Life, Love
 Lahurati - Connected with Ninurta. G, Life, Storm, Wilderness
 Nahundi - Sun and law god. LG, Civilization, Justice, Sun
 Napir - Moon god. G, Change, Luck, Moon
 Ninsusinak - God of oaths and judge of dead. U, Civilization, Death, Tyranny
 Pinikir - Wife of Ninsusinak, aspect of Kirisha as of 1800 BC. U, Destruction, Love, War



*Fiends
 In a campaign on earth, these figures are either fallen angels, spirits born from Adam and Lilith, spirits born from angels and humans, or demons created to carry out tests and judgements from God.  In other campaigns, these could be something from the far realms, or demons or devils (depending on alignment).  An individual may gain the use of a fiend's domain feat as a daily power by engaging in a ritual (costing 500 GP to learn the first time, 30 gp after for each new fiend, 50 to perform) that requires the permanent loss of a wisdom point and a wisdom check (DC 20) to avoid having their alignment changed to that of the fiend.  The alignment may only be changed back by another character who performs a ritual (exorcism) that is almost identical (except the target loses a wisdom point if the ritual caster fails the check, but the ritual succeeds unless they fail by more than 10).  If an exorcism is performed, the character loses the ability to use the power granted by that fiend, but may reperform the ritual.


 1-The Grigori, a group of angels that fell because of lusting after mortal women, gave birth to a race of cannibalistic giants and taught humanity dangerous arts.  Present in the Israelite pantheon after the 3rd or 4th centuries BC.
 2-Goetic demons, believed by some demonologists to have been captured by King Solomon and forced into his bidding, well known during the middle ages
 3-Mesopotamian fiends, present in the Babylonian, Canaanite, and Israelite pantheons
 4-Dev, fiends that oppose Ahura Mazda, the Amesha Spentas, and the Yazatas
 5-Gnostic figure, at the height of their popularity (or infamy) during antiquity.  These figures are generally thrown in a hodge podge with Graeco-Roman (especially mystery religions), Egyptian, and Neoplatonic and monotheistic beliefs.  Gnostics of all alignments exist, and unaligned gnostics and are especially common.  Gnostics divine characters are frequently multiclassed as arcane or psionic characters, and the ritual to gain a fiend's domain feat is usually performed as an initiation for non-divine characters.


5 Abraxas - CE, Arcana, Freedom, has a large number of Unaligned followers.
4 Aeshma Daeva - Sometimes regarded as the same as Ahriman.  Incorporated into Judeo-Christian demonology as Ashmedai. Connected with Asmodeus, perhaps being a source of power for him in some campaigns, or something that he named himself after or named after himself to prevet it from destroying him; E, Trickery, Undeath
45 Ahriman (Arimanius during antiquity) - gradually develops a larger and larger gathering on unaligned followers under Zurvanism; E, Destruction, Tyranny
4 Ahzi Dahak - Abyssal Dragon, scared of Mithras' mace, battled by Atar; CE, Poison, Sea
4 Akem Mano - A manifestation of evil thinking, sometimes an epithet for Ahriman; E, Arcana, Torment
 Alastor - E, Destruction, Vengeance
4 Angro Mainyu - Sometimes regarded as the same as Ahriman; CE, Strife, Vengeance
1 Arakiel - U, Arcana, Earth
1 Armaros - CE, Arcana, Skill
2 Astaroth - E, Life, Love, Skill
13 Azazel - CE, Creation, War, Wilderness
1 Baraqel - U, Luck, Storm
5 Barbelo - Worshipped with arcane and often sexual rites, regarded as an female emanation of the highest God.  U, Arcana, Love
 Beast, The - Savagery and bloodlust made real, the personification of rage and the basest of urges (naturally, worshipped by many vampires, who claim he was the first vampire).  Feared by many to be at the forefront at the end of the world, particularly by Christianity and Islam.  Refered to as Nalusa Chito (the soul eater) by the Choctaw; CE, Strife, Torment, Undeath
2 Beleth - CE, Knowledge, Love
2 Berith - E, Civilization
2 Botis - E, Fate, Hope
2 Bune - CE, Knowledge, Undeath
1 Chazaqiel - CE, Storm
 Choronzon - A manifestation of the abyss, yet opposed to the cult of the Beast as much as the Enochian spirits; U, Change, Darkness, Destruction, Trickery
 Dajjal - The false prophet that will lead most of the world astray towards the end of the world, associated with the Beast; E, Hope, Knowledge, Protection, Strength, Trickery
4 Druj - A manifestation of falsehood as Asha is a manifestion of Truth; E, Madness, Trickery
2 Eligor - E, Skill, War
2 Flauros - CE, Knowledge, Vengeance
1 Gadriel - CE, Love, Trickery
2 Gamigin - E, Death, Sea
5 Iao - Opposed by Abraxas and Barbelo, regarded either as YHWH or a poor imitation.  E, Darkness, Sun, Storm
1 Kokabiel - U, Darkness, Luck
3 Lamashtu - E, Death, Poison
3 Leviathan - CE, Strength, Poison, Sea
35 Lilith (Naamah as a Gnostic figure) - U, Death, Storm, Wilderness
2 Malphas - CE, Destrucion, Protection
2 Marbas - E, Arcana, Life, Poison
 Melancholy - See Keats' Ode on Melancholy, treated as a goddess turning pleasure to pain and death; E, Darkness, Destruction, Torment, Winter
3 Naamah - CE, Death, Earth, Love
2 Naberius - E, Change, Justice
 Nimrod - Supposed builder of the tower of Babel, a famous warrior, and supposedly the inspiration for dying and rising gods (according to the myth that Semiramis invented polytheism); U, Destruction, Skill, Tyranny, War
35 Pazuzu - CE, Storm, Torment, Winter
1 Penemue - CE, Arcana, Knowledge
 Qandisa - Moroccan lust goddess, lives in springs and rivers, seduces young men and drives them insane, Le Belle Dame Sans Merci in the Celtic Isles; E, Love, Madness
2 Raum - CE, Destruction, Trickery
5 Samael - E, Death, Fate
1 Sariel - CE, Moon
2 Seere - U, Arcana, Knowledge
 Semiramis - Half-mortal daughter of Derketo (Astaroth), married a famous king (Nimrod in some fantasy interpretations), according to some myths invented polytheism to deify herself; E, Love, Tyranny, Trickery
2 Shax - CE, Knowledge, Trickery
1 Shemyaza - CE, Strife, Tyranny
1 Shamsiel - CE, Sun
 Termagant - Fictitious war god supposedly worshipped by Arab tribes that the Crusaders warred against; CE, Destruction, Strength, Strife,
2 Vepar - E, Sea, War
5 Yaldabaoth - E, Creation, Darkness



*Great Old Ones
 The majority of these figures are in theory beyond the alignment system, but their existance is either harmful or in rare cases helpful to humanity that they may be considered as having particular alignments.


 Azathoth - CE (U in theory), Death, Destruction, Madness
 Chaugner Faugn - CE, Torment, Tyranny
 Cthugha - CE, Sun
 Cthulhu - CE, Destruction, Sea
 Dagon - CE, Sea, Storm
 Glaaki - CE, Sea, Undeath
 Hastur - U, Change, Destruction, Fate, Madness
 Ithaqua - U, Wilderness, Winter
 Mordiggian - U, Death, Undeath
 Nodens - U, Sea, Skill, Strength
 Nyarlathotep - E, Arcana, Change, Madness, Trickery
 Shub-Niggurath - U, Change, Creation, Earth, Life, Wilderness
 Shudde M'ell - U, Destruction, Earth
 Tsathoggua - E, Arcana, Destruction, Knowledge
 Yig - E, Poison, Trickery
 Yog-Sothoth - U, Arcana, Knowledge, Luck, Madness, Protection


-Heroic tier feats
 Elder Sign - daily stance for an encounter, burst area a number of squares equal to character's level.  Unfriendly Aberrations with equal or fewer than the caster must make a saving throw each round in the burst or be forced forced away if they are placed in that area.  Aberrations of a higher level may make a saving throw once to enter, success leaves them unaffected by that elder sign for the rest of the encounter, failure forces them outside.  Stance is broken if another stance is used, if a daily power is used, or if an aberration manages to reach the center of the burst and spends a standard action damaging the elder sign.
 Pnakotic studies - Your character has studied portions of the lengthy Pnakotic manuscripts.  Your character gains a +2 bonus monster knowledge checks of all kinds.
 Voorish Sign - daily stance for an encounter.  Arcane, divine, primal, and psionic powers of caster and allies are considered to be 2 levels higher per tier.  Stance ends when caster uses another stance power, or when another daily power is used.
 Yellow Sign - Must be an arcane character or a worshipper of Hastur.  Daily stance for an encounter.  Unfriendly Immortals with equal or fewer than the caster must make a saving throw each round in the burst or be forced forced away if they are placed in that area.  Immortals of a higher level may make a saving throw once to enter, success leaves them unaffected by that yellow sign for the rest of the encounter, failure forces them outside.  Stance is broken if another stance is used, if a daily power is used, or if an Immortal manages to reach the center of the burst and spends a standard action damaging the yellow sign.
-Paragon tier feats
 Book of Eibon - Paragon, requires feat Voorish Sign.  Your character has learned various secrets from the Book of Eibon and can recall them easily.  Choose an arcane at-will power and add it to your at-will powers.  When using the Voorish sign stance, the powers increased are considered 3 levels higher per tier instead.
 Necronomicon - Paragon, requires feat Elder Sign.  Your character has learned various secrets from the Necronomicon and can recall them.
 Pnakotic Manuscripts - Paragon, requires the Pnakotic studies feat.  You have studied the whole of the Pnakotica.  Your character gains an additional +3 bonus to monster knowledge checks of all kinds and can use one psionic at-will power of his level or lower as an encounter power.
 Yithian mind - Paragon, requires the Pnakotic studies feat.  Your character has had his mind swapped with a Yithian for a period of time.  You may change your alignment and may readjust his intelligence, wisdom, and charisma scores, as per point buy.  Your character also gains a psionic power point.
-Epic tier feats
 Dreams of Cthulhu - Epic, must be a worshipper of Cthulhu or have the Necronomicon feat.  Your character has been haunted by dreams of Cthulhu, but his mind has not completely shattered... Yet.  Your character may lower his wisdom score by a point for a week to regain all of his daily and encounter powers, and gains an divine encounter power of half his level or lower as an at-will power.
 Meeting with Tsathoggua - Epic, must be a worshipper of Tsathoggua or have the Book of Eibon feat.  Your character has met with Tsathoggua and learned from him.  Your character may lower his wisdom score by a point for a week to regain all of his daily and encounter powers and gains an arcane encounter power of half his level or lower as an at-will power.
 Returned from Pnakotus - Epic, must have the Yithian mind feat.  Your character's original mind has returned from Pnakotus.  You gain a +5 bonus to knowledge checks (including monster knowledge checks), you also gain a psionic at-will power and two psionic power points.



EDIT: It's not letting me post it all at once, I'll have to break it up.

#50

ian.thomson

Dec 31, 2009 16:39:50

*Greco-Roman pantheon
Greek name / Roman name / Etruscan name
 Zeus / Jupiter or Jove / Tinia - G, Justice, Storm, Strength
 Aphrodite / Venus / Toran - G, Hope, Love
 Apollo / Apollo / Apulu - G, Arcana, Knowledge, Life, Sun
 Ares / Mars / Maris - CE, Destruction, Strife, War
 Artemis / Diana / Artume - G, Skill, Moon, Wilderness
 Athena / Minerva / Menerva - LG, Creation, Civilization, Knowledge, War
 Demeter / Ceres / Celu - U, Earth, Protection, Wilderness
 Dionysus / Baccus / Pacha or Fufluns - U, Change, Destruction, Madness
 Hades / Pluto or Orcus / Aita - E, Death, Earth, Tyranny
 Hecate - E, Arcana, Creation, Knowledge, Torment
 Hephaestus / Vulcan / Sethlans - G, Creation, Civilization
 Hera / Juno / Uni - U, Civilization, Justice, Protection, Trickery
 Hercules - G, Justice, Luck, Strength
 Hermes / Mercury / Turms - G, Freedom, Luck, Trickery
 Hestia / Vesta - G, Civilization, Protection
 Nike / Victoria - U, Civilization, Justice, War
 Pan / Faunus or Silvanus / Selvans - U, Life, Wilderness
 Posiedon / Neptune / Nethuns - U, Change, Earth, Sea
 Tyche / Fortuna - U, Freedom, Luck, Protection
 Philosophy - G, Hope, Knowledge
 -Minoan figures
 Ariadne - "The very holy one," snake goddess, possibly related to Britomartis or Potnia Theron, the Ariadne of Greek myth was certainly named for this goddess.  Worshipped by the Etruscans, as Areatha, a consort of Fufluns.  G, Knowledge, Life, Trickery
 Asterion - Later to become the minotaur of Greek myth, possibly related to the Pheonician Melech, the sun depicted as a bull.  The story of Theseus and the minotaur was created by the Athenians after their culture became dominant over the once powerful Cretans.  CE, Death, Trickery, Vengeance
 Britomartis - "Sweet Virgin," likely an euphemism to hide her dangerous nature.  Minoan goddess of mountains and hunting, possibly an aspect of Potnia Theron.  Depicted in a demonic gorgon form, carrying two battle axes and snakes.  Worshipped alongside Posiedon.  U, Destruction, Protection, Strife
 Potnia Theron - "Mistress of Animals," Minoan great goddess.  Depicted standing on a mountain, carrying a spear, usually with king who is a son or consort worshipping her.  Worshipped alongside Posiedon.  U, Destruction, Life, Wilderness
 -Later figures (those marked * had mystery religions, but were still sometimes publically worshipped)
* Adonis (Atuns in Etruscan religion) - Dying-and-rising god. G, Life, Protection
 Apollonius of Tyana - Famous magician, supposedly learned under the Brahmins of India, taught a fatalistic and pantheistic deism. G, Arcana, Fate
* Cybele - Magna Mater. U, Change, Life, War
 Imperial Line - Few emperors (usually crazy ones) claimed to be deities in their lifetime, but they would quickly point out the divinity of their family, and rarely discouraged the people from worshipping them.  Unaligned (varies from emperor to emperor).  Civilization, Tyranny, War
  Augustus - LG, Civilization, Hope, War
  Constantine - Before conversion: LG, Civilization, Tyranny, War.  After conversion: Lawful Neutral, Community, Law; must have twelve levels in the adept class and 2 ranks in Knowledge (religion).  Yes, that is how your PC worships post-conversion Constantine in 4th edition ;)
  Crazy emperors (Caligula, Commodus, Elegabalus, Nero) - CE, Madness, Tyranny, War
  Diocletian - E, Torment, Tyranny, War
  Julian the Apostate - Really?  U, Arcana, Civilization, War
  Marcus Aurelius - Later regarded by some Christians as a virtuous pagan (a pagan that knew and worshipped the true God unconsciously).  G, Civilization, Knowledge, War
  Trajan - Later regarded as a virtuous pagan by some Christians.  LG, Civilization, Justice, War.
* Isis - Wife and resurrector of Serapis G, Arcana, Life, Love, Protection
* Mithras - Believed to be the deity that shifts the stars in the heavens, thus controlling the universe.  LG, Fate, Justice, Sun, War
* Serapis - Derived from Osirus, dying-and-rising god. LG, Death, Earth, Life, Luck
 Sol Invictus - Sun god instituted by (of all emperors) Elagabalus, syncretized with Apollo, Elagabalus, Mithras, and Zeus; almost brought to monotheism by Aurelian.  LG, Justice, Sun, Tyranny



*Georgian pantheon
Closely related to Armenian and Ossetian mythology, and distantly to Zoroastrianism.  Devi are a race of evil giants in Georgian mythology, who are related to the Devs of Zoroastrianism and the Devas of Hinduism.
 Adgilis Dada - "Place mother," a genius loci, protective spirit over fertility.  Actually a type of deity, later identified wiyth the Virgin Mary.  LG, Life, Love, Protection
 Amirani - Son of Dali, mythic hero, and a Promethean figure that used the power of the High God to attack the High God but was defeated and chained to a mountain.  U, Strength, Skill, War
 Armazi - High god, related to Zoroastrian Ahura Mazda.  G, Hope, Justice, Life, Protection
 Baadur - Warrior, son of Aramazi, enemy of all evil.  LG, Justice, Strength, Tyranny
 Dali - 'Lady of Stones and Animals,' hunt goddess, temptress that kills those who refuse her.  U, Skill, Wilderness
 Dilis Varskvlavi - The Morning Star, winter god, servant of Tamar.  U, Sun, Winter
 Gatsi - Imported form of Attys (or Adonis).  G, Life, Protection
 Gaim - Imported form of Cybele.  U, Change, Life, War
 Kolkheti - Sea goddess.  U, Freedom, Sea
 Tamar - Sky goddess, rode a snake.  G, Sun, Storm
 Tetri Giorgi - Warrior and moon god, later identified with St George (as Tsminda Giorgi).  LG, Justice, Moon, Tyranny
 Zadeni - Fertility god.  G, Life, Love



*Guarani pantheon
The Guarani people live in Paraguay, Argentina, Brazil, and Bolivia.
 Abaangui - Moon god and culture hero.  LG, Civilization, Moon, Skill
 Angatupyry - The good spirit, twin of Tau, created by Tupu to guide men in one direction or the other.  LG, Hope, Life
 Ao Ao - Sixth son of Tau, monsterous fanged sheep, lord of hills and mountains. CE, Destruction, Death
 Arasy - Moon goddess, helped husband Tupa create the world.  G, Love, Moon
 Kurupi - Fifth son of Tau, small ugly man with a large phallus, fertility figure usually blamed for unwanted pregnancies.  U, Life, Love
 Luison - Seventh son of Tau, dog-like human, lord of night, death, and cemeteries.  U, Darkness, Death, Undeath
 Mboi Tui - Second son of Tau, a combination of a parrot and a snake, protector of waters and what lives in them. U, Poison, Sea
 Monai - Third son of Tau, giant horned snake, protector of fields, prone to stealing. CE, Trickery, Wilderness
 Pombero - Mischievous gnome-like figure.  G, Change, Trickery
 Pytajovai - War god.  U, Destruction, Strength, War
 Tau - The evil spirit, twin of Angatuyry, created by Tupu to guide men in one direction or the other.  Raped Kerana, was punished by Arasy to have only monsterous descendants.  E, Strife, Tyranny
 Teju Jagua - First monsterous son of Tau and Kerana, protector of caves, fruit, and hidden treasure.  Described as a huge lizard with seven dog heads.  His ferocious nature was tempered by Tupa.
 Tupa - Supreme creator god.  G, Love, Sun


Fan of naps - Must be a worshipper of Jasy Jatere, lord of naps and the fourth son of Tau (Unaligned).  You gain the Wizard Sleep power, but the attack consists of Wisdom vs Fortitude instead of Intelligence vs Will.



*Hinduism and Indian religion - By no means comprehensive
 India is part of Asia, a rather large one at that.  India was responsible for Buddhism (detailed in Chinese beliefs), which was influential throughout Asia.  Hinduism also spread into south east continental Asia, being the inspiration behind the building of a number of temples in Angkor in Cambodia.  Indian Buddhism does not feature Amitabha, Budai, Guan-Yin, or Jizo; although Brahma, Indra, and Yama may appear, and Mitra may have been the inspiration for the Maitreya Buddha (a figure that Siddhartha Gautama said would come in the future to help all people).  Indian religions besides Hinduism and Buddhism include Sikhism and Jainism.  Sikhism is a combination of Hinduism's belief in reincarnation and dharma with Islam's monotheism and iconoclasm, its one God is refered to as Wariguru (see Monotheism).  Sikhs wear a turban, small ceremonial dagger (really small, it may not even deal damage if the player decides not to buy a dagger), iron bracelet, a small comb, and a special undergarment.  Jainism is a religion similar to but older than Buddhism, which does not affirm the existance of a deity but sees all life as sacred.  It teaches non-violence (which could mean that no PC Jains, or it could mean no martial PC Jains), truth, not stealing (this includes paying what is due in wages and other things), celibacy (monks and nuns only, laypeople practice monogamy), and non-possession (practiced by monks and nuns, laypeople practice non-attachment).
 Outside of India, Indra, Mitra, and Varuna were worshipped by the Mitanni and the Hurrians, cultures between the Hittites and Babylonians.  The Mitanni became the forerunners of Urartu.  Hinduism is also related to Zoroastrianism, both religions originally came from an older Indo-Iranian pantheon (of which there was probably a schism, since they take opposing views over sacrifice of cattle, and over whether to worship asuras/Ahura or daevas/devs).  This Indo-Iranian pantheon was also related to many European pantheons (Asura and Aesir, Dyaus and Deus), all coming from an older Indo-European pantheon (that formed in or around the Caucuses, possibly in modern Turkey, the northern Levant, or modern Iran).
 Deities marked with a V are Vedic deities and were known by the early **** Indus valley peoples.  Zoroastrian Ahura Mazda may substitute for Varuna, Mithra for Mitra, Atar for Agni, and Haoma for Soma.
V Aditi - Good.  Earth goddess.
 Aghori - Unaligned.  The Aghori are an Indian Shiva worshipping sect that believe that since Shiva is good, and everything created is created by Shiva, to restrict oneself for social or religious taboos is to deny Shiva.  The Aghori are ascetics (well, sorta) under a master (usually an Invoker, especially if the sect is prone to helping people).  Their rites include violation of sexual taboos, eating meat, covering themselves in funerary ashes, and eating the cooked remains of cremated individuals.  In rural areas, they are regarded as having both the ability to harm and heal.  Other areas generally do not approve of their presence.  They are not known outside of India.
V Agni - Good.  Fire god, slayer of dragons.
 Brahma - Lawful Good.  Part of a triad with Shiva and Vishnu, creator god.  Regarded by some as the highest god, of which Shiva and Vishnu are aspects.
 Devi - Unaligned.  Mother goddess.
 Durga - Lawful Good.  One of the aspects of Parvati, the wife of Shiva.  Great mother and warrior.
V Dyaus - Good.  Heavenly father, husband of Aditi.
 Ganesha - Good.  Elephant headed son of Shiva, god of obstacles and luck.
V Indra - Unaligned.  Storm god, bearer of the storm mace Vajra.  Also worshipped by the Mitanni and the Hurrians, Mesopotamian cultures related to the Babylonians and Hittites.
 Kali - Chaotic Evil.  One of the aspects of Parvati, the wife of Shiva.  Death goddess.
 Krishna - Good.  Most popular incarnation of Vishnu.
 Lakshmi - Lawful Good.  Goddess of wealth, consort of Vishnu.
 Lalitha - Unaligned.  One of the aspects of Parvati, the wife of Shiva.  Aloof beauty.
V Mitra - Lawful Good.  The companion of Varuna, god of the heavens, contracts, and friendship.  Related to the Zoroastrian Mithra and the later Graeco-Roman Mithras.  Also worshipped by the Mitanni and the Hurrians, Mesopotamian cultures related to the Babylonians and Hittites.
 Parvati - Unaligned.  Three aspects (Durga, Kali, Lalitha), wife of Shiva.
 Ratri - Unaligned.  Queen of darkness.
V Rudra - Chaotic Evil.  Chaotic storm and hunt god, later identified with Shiva.
 Saraswathi - Lawful Good.  Goddess of learning and keeper of memories, consort of Brahma.
 Shiva - Unaligned.  Part of a triad with Brahma and Vishnu, destroys so there is more room for creation.  Regarded by Shaivite sects as the highest god, of which Brahma and Vishnu are either aspects or servants.
V Soma - Unaligned.  God of an enchanted drink that keeps the gods immortal.
V Surya - Lawful Good.  Sun god.
 Tantra - Unaligned.  Tantra is a left-hand path form of Hinduism (regarded as not-Hindu by other Hindus) that teaches that many of the things forbidden by Hinduism are also paths to moksha (freedom from reincarnation and union with God).
 Tvashtri - Unaligned.  Artificer god.
V Ushas - Good.  Dawn goddess.
V Varuna - Good.  The companion of Mitra, rain and judge god.  Possibly related to the Zoroastrian Ahura (Mazda).  Also worshipped by the Mitanni and the Hurrians, Mesopotamian cultures related to the Babylonians and Hittites.
V Vayu - Unaligned.  Chaotic wind god.
V Vishnu - Lawful Good.  Part of a triad with Brahma and Shiva, generally good god that works to sustain creation.  Regarded by Vishnite sects as the highest god, of which Brahma and Shiva are either aspects or servants.
V Yama - Unaligned.  First man to die, lord of the dead.


 Aditi - G, Earth, Life, Wilderness
 Aghori - U, Death, Knowledge
 Agni - G, Fire, Sun
 Brahma - LG, Creation, Fate, Knowledge
 Devi - U, Life, Protection
 Durga - LG, Love, War
 Dyaus - G, Sun, Storm
 Ganesha - G, Change, Freedom, Luck, Protection
 Indra - U, Destruction, Storm, Strength, War
 Kali - CE, Death, Madness, Strife
 Krishna - G, Change, Hope, Strength
 Lakshmi - LG, Civilization, Freedom, Luck
 Lalitha - U, Love, Luck
 Mitra - LG, Civilization, Justice, Sun, War
 Parvati - U, Love, Strife
 Ratri - U, Darkness, Trickery
 Rudra - CE, Destruction, Madness, Storm, War
 Saraswathi - LG, Hope, Knowledge, Sea
 Shiva - U, Change, Destruction, Strife
 Soma - U, Life, Sea
 Surya - LG, Justice, Protection, Sun
 Tantra - U, Arcana, Life
 Tvashtri - U, Arcana, Creation, Skill
 Ushas - G, Love, Luck, Sun
 Varuna - G, Justice, Knowledge, Luck, Storm
 Vayu - U, Change, Destruction, Storm
 Vishnu - LG, Civilization, Fate, Justice, Life, Protection
 Yama - U, Death, Knowledge, Undeath



*Hittite pantheon
Hittite religion is descended from Hurrian religion, which may be treated as Hittite religion with the additions of Mitra, Varuna, Ea, and Nergal; and the removal of Hattia and Cybebe.
 Aranzahas - The Tigris River - G, Sea, Strife, War
 Astabis - Warrior God - U, Protection, Strength, War
 Cybebe - Goddess of the neo-Hittites - LG, Earth, Life, Love, Protection
  -Cybele - Magna Mater - U, Change, Life, War
 Gulses - The Fates - U, Death, Life, Luck, Torment
 Hannahanna - Mother of the Gods - G, Change, Life, Sun
 Hattia - God of the Hattic Peoples - U, Protection, Strength, War
 Hebat - Queen of the Gods - U, Earth, Life, Sun, War
 Innaras - Goddess of Wild Animals - U, Life, Trickery, War
 Kamrusepas - Goddess of Healing Flame - G, Arcana, Knowledge, Life
 Karunta - Child of the Open Country - G, Freedom, Protection, Wilderness
 Kashku - The Moon God - U, Moon, Protection
 Kumarbis - The Enemy - CE, Sun, Strife, Torment
 Sharrumma - The Great Bull - LG, Life, Protection, War
 Sword God - King of the Netherworld - E, Death, Destruction, Life, Tyranny,
 Tasmisus - servant of Teshub - G, Freedom, Protection
 Telipinu - The Farmer God - G, Hope, Life
 Teshub - Father of Gods and Storm - U, Civilization, Life, Protection, Storm, War



*Hyborean religion
 Ajujo - CE, Luck, Poison, War
 Anu - U, Life, Strength
 Ashtoreth - U, Love, Protection
 Asura - G, Knowledge, Freedom, Life, Poison
 Bel - U, Change, Death, Trickery
 Bori - U, Strength, War
 Crom - Being a Cimmerian (both the requirements and benefits)
 Dagon - U, Protection, Sea, Storm
 Damballah - CE, Death, Tyranny, Poison
 Derketo - U, Life, Love
 Erlik - E, Death, Fate, Knowledge
 Golden Peacock - U, Civilization, Creation, Skill, Trickery
 Gullah - CE, Life, Moon, Strength
 Gwahlur - CE, Darkness, Fate
 Hanuman - CE, Knowledge, Trickery, Wilderness
 Harakht - LG, Knowledge, Life, War
 Ibis - G, Arcana, Knowledge, Protection
 Ishtar - U, Earth, Life, Love
 Jhebbal Sag - CE, Change, Life, Strength
 Jhil - CE, Tyranny, Strength
 Kali - CE, Death, Life, War
 Mitra - LG, Hope, Justice, Protection, Sun
 Nebethet - U, Death, Fate, Luck
 Nergal - CE, Destruction, Poison, War
 Pteor - U, Life, Strength
 Set - E, Arcana, Death, Tyranny, Poison
 Wiccana - U, Life
 Xotli - E, Torment
 Yajur - E, Death, Fate
 Yama - CE, Destruction, Strife, Torment
 Ymir - U, Destruction, Strength, War
 Yog - CE, Darkness, Torment
 Yun - U, Protection, Wilderness
 Zath - CE, Darkness, Poison


 Black Lotus cultivation - Your character knows how to grow and treat black lotus.  When the character gains a level, he gains a number of immature black lotus plants equal to his level, a number of black lotus plants previously in his possession equal to half his level mature, and any untreated mature plants wither.  A single use of treated black lotus requires two black lotus plants to make.  Untreated immature black lotus may be used to regain one arcane or psionic daily power during an extended rest.  Treated immature black lotus allows a character to recover one encounter or daily arcane or psionic powers in a round.  Untreated mature black lotus allows a character to recover all daily arcane or psionic powers with an additional short rest.  Treated mature black lotus allows a character to recover all daily arcane or psionic powers during the same short rest used to recover encounter arcane or psionic powers (which are recovered in the first round of the short rest).  Black lotus also allows a character to keep their action points across rests.


 Foul Stygian - Must be a worshipper of Set (not necessarily a divine character, though), must be Evil.  Your character has an stance daily power lasting for an encounter that can be used as a free action.  While this stance lasts, your character gains a +2 bonus to saving throws necessitated by an divine effect.  This stance ends if another stance is taken, or your character has any of his abilities (strength score, attack bonuses, hit points, whatever) increased by divine (other than a priest of Set), primal, or psionic abilities (either your's or someone else's).


 Mitra's grace - Must be a worshipper of Mitra (not necessarily a divine character, though), must be Lawful Good.  Your character has an stance daily power lasting for an encounter that can be used as a free action.  While this stance lasts, your character gains a +2 bonus to saving throws necessitated by an arcane effect.  This stance ends if another stance is taken, or your character has any of his abilities (strength score, attack bonuses, hit points, whatever) increased by arcane, primal, or psionic abilities (either your's or someone else's).


 Red blooded Cimmerian - Must be human (although the DM may allow half-elves and half-orcs to take it if elves and orcs are common to the setting for some reason), must be taken at character creation.  Your character has a stance daily power lasting for an encounter that can be used as a free action.  While this stance lasts, your character automatically succeeds death saving throws.  This stance ends if another stance is taken, or your character has any of his abilities (strength score, attack bonuses, hit points, whatever) increased by arcane, divine, or psionic abilities (either your's or someone else's).


 Rune of Jhebbal Sag - Must be a worshipper of Jhebbal Sag, or a paragon Arcane or Primal character.  Daily power usable as a standard action for an encounter.  Your character gains a +2 bonus to all charisma based rolls with or against characters that worship Jhebbal Sag.  In addition, natural beasts will not attack you of their own accord, and must be intimidated into doing so by a worshipper of Jhebbal Sag.


 Studies in the Book of Skelos - Paragon.  Your character has studied from the Book of Skelos, and either gains a +4 bonus to monster knowledge checks or gains an arcane at-will power.


 Ownership of the Book of Skelos - Epic.  Your character has stolen or copied a copy of the book of Skelos.  Your character gains an arcane at-will power and gains a +5 bonus to monster knowledge checks.



*Igbo pantheon
 Present in east Africa
 Agwu - God of medicine men, divination, and healing; U, Arcana, Knowledge, Life
 Amadioha - Thunder and lightning god, picks up where Ofo and Ogu leave off; G, Destruction, Storm
 Ani - Earth and fertility goddess; U, Earth, Life, Wilderness
 Aro - Chukwu's agent of judgement; U, Justice, Vengeance
 Chukwu - Igbo supreme and creator deity, all other deities are just manifestations of Chukwu created for a specific purpose; G, Creation, Hope, Sun
 Ekpe - A mysterious spirit that presides over the rites of an secret society dedicated to social welfare; LG, Civilization, Justice
 Ekwensu - The Igbo Devil; CE, Hope, Madness, Trickery, Tyranny
 Ikenga - God of fortune and industry; LG, Civilization, Creation, Skill
 Njoki Ji - God of yams, children are dedicated to him; G, Civilization, Life, Love
 Obanje - Evil spirit that will plague a family with misfortune; CE, Destruction, Madness, Torment
 Ofo and Ogu (Ofo-na-Ogu) - Gods of justice; LG, Destruction, Justice
 Ogbunabali - God of death, usually kills people that have committed a crime or violated a taboo; E, Death, Vengeance



*Inca pantheon
 Inti - Sun god, chief deity, son of Viracocha.  G, Justice, Life, Sun
 Kon - God of rain and wind, son of Inti and Mama Quilla.  U, Storm
 Mama Ocllo - Daughter of Inti and Mama Quilla.  G, Knowledge, Skill
 Mama Quilla - Moon goddess, wife of Inti and mother of Manco Capac.  G, Love, Moon, Protection
 Manco Capac - First king, culture hero, son of Mama.  LG, Civilization, Skill
 Pacha Kamaq - Son of Inti and Mama Quilla, neglectful creator of humanity.  Accidently starved the first man, made the first woman fertile to make up for it but cut up her son into various plants.  U, Death, Life
 Pachamama - Universal mother, fertility goddess, causes earthquakes.  Later syncretized with the Virgin Mary.  U, Earth, Life, Wilderness
 Supay - Death god, ruler of demons and Ucu Pacha (the underworld), called upon not to do his job.  CE, Death, Destruction, Torment
 Urcaguary - God of metal, jewels, and other underground treasures.  Described as a combination of a serpent and a deer, with a tail of a golden chain.  LG, Civilization, Luck
 Vichama - Death god, second son of the woman created by Pacha Kamaq.  U, Death, Vengeance
 Viracocha - God of civilization, the sun, and storms, father of the gods.  LG, Civilization, Justice, Sun, Storm
 Zaramama - Grain goddess, associated with maize.  G, Life



*Iroquois Jogah
 Adekagagwee - personification of summer. G, Sun, Protection
 Atahensic - sky goddess that fell to earth at the time of creation, died giving birth to Hahgwehdiyu (a good spirit) and Hahdwehdaetgah (an evil spirit); associated with marraige, childbirth, and feminine endevours. G, Life, Love
 Ha Wen Neyu, or Oki (more as an impersonal life-force of the univese) (The Great Spirit) - G, Hope, Life, Protection, Sun.
 Hahgwehdiyu - Maize god, planted in his mother's dead body as a gift for humanity.  G, Life, Undeath
 Hahdwehdaetgah - Evil twin of Hahgwehdiyu. E, Death, Poison, Torment
 Iosheka - created the first man and woman, and taught them many skills including religious ritual and healing. LG, Creation, Justice, Life
 Gaol - wind god. U, Change, Storm
 Gendenwitha - Morning star goddess. G, Hope, Sun
 Gohone - personification of winter. U, Death, Winder
 Onatha - fertility god and patron of farmers (especially of wheat). LG, Earth, Life
 Sosondowah - great hunter known for stalking a supernatural elk. G, Freedom, Luck, Skill, Wilderness
 Ya-o-gah - bear spirit of the north whose fiercely cold breath could destroy the world if not for Gaol. CE, Destruction, Torment, Winter



*Israelite religion
 Technically, YHWH was the only deity, and the angels are His servants.  Other deities were acknowledged by some Israelites, but the priests of YHWH eliminated polytheistic thinking (and often the people who were thinking it).  Mesopotamian fiends are also present, as are the Grigori after 500 BC or so.


 YHWH - Lawful Good.  Monotheistic God of the ancient Israelites, continues to be viewed as one of the most appropriate depictions of the monotheistic God by many followers of Abrahamic religions.  Usually refered to as The Lord (or Adonai) or God (or Elohim), since His name is regarded as especially sacred.
 -Angels
 Azrael - Unaligned.  The angel of death, sometimes regarded as a fallen angel, but as often as not regarded as godly angel with an unpopular job.  First mentioned after the 5th century BCE (at earliest).
 Camael - Unaligned.  The angel of strength and warfare, not to be confused with Samael, a name for Satan in Gnosticism and some Jewish mysticism.  First mentioned after the 5th century BCE (at earliest).
 Gabriel - Lawful Good.  The messenger angel, identified with the Zoroastrian Sraosha.  First mentioned after the captivity of Israel.
 Metatron - Lawful Good.  The angel that resides in a smaller throne next to the throne of God, sometimes regarded as the mouth of God or as the angelic manifestation of God.  Possibly a Jewish form of Mithras.  First mentioned after the 5th century BCE (at earliest).
 Michael - Lawful Good.  Angel of war and righteousness that leads the war against Satan.  Usually associated with the sun.  First mentioned after the captivity of Israel.
 Raguel - Former leader of the Watchers, sometimes confused as the current one.  First mentioned after the 5th century BCE (at earliest).
 Raphael - Lawful Good.  A healing angel, regarded as the angel of the Apocalypse in Islam (as Israfel).  First mentioned after the 5th century BCE (at earliest).
 Remiel - Good.  Sometimes confused with Azazel, angel that guides souls to heaven.  First mentioned after the 5th century BCE (at earliest).
 Satan - Evil.  In Christianity and Islam, the leader of the fallen angels.  In Judaism, a really mean (but not fallen) angel with the job of prosecuting attorney in the court of God.  First mentioned after the captivity of Israel.
 Suriel - Good, Angel appointed over life and death, taught Moses in legend.  First mentioned after the 5th century BCE (at earliest).
 Uriel - Angel of secrets and knowledge.  First mentioned after the 5th century BCE (at earliest).
 -Idols
 Asherah - Goddess of Fertility. G, Life, Love, Sea, Storm
 (Baal) Berith - God of Civilization, E, Civilization
 Baal(-Hadad) - God of Thunder. U, Storm, Strength, Tyranny, War
 Baal-Melkart - King of the City. U, Civilization, Protection, Sun, Strength, War
 (Baal) Zebub - Lord of the Flies. U, Arcana, Destruction, Torment
 Chemosh - God of the Moabites. U, Freedom, Sea, War
 Dagon (more historical) - God of the Philistines. U, Life, Sea, War
 Dagon (more interesting, let's use the Call of Cthulhu one) - CE, Sea, Storm
 Melech - God of Murder. E, Death, Trickery, Vengeance
 Nabu - God of Science. G, Arcana, Knowledge, Protection, Skill
 Nergal - God of Death. E, Death, Destruction, Earth, Life, Torment
 Tammuz - Master of Fertile Fields. G, Life, Protection


 YHWH - LG, Hope, Justice, Knowledge, Protection, Strength
 -Angels
 Azrael - U, Death, Fate, Undeath
 Camael - U, Death, Strength, War
 Gabriel - LG, Fate, Knowledge, Moon
 Metatron - LG, Justice, Knowledge, Luck, Protection
 Michael - LG, Destruction, Justice, Sun, War
 Raguel - G, Hope, Earth, Protection
 Raphael - LG, Fate, Life, Trickery
 Remiel - G, Death, Fate, Protection
 Satan - E, Darkness, Strife, Tyranny
 Suriel - G, Death, Life, Knowledge, Protection
 Uriel - G, Arcana, Knowledge



*Japanese religion
Japanese religion was highly influenced by Chinese beliefs.  Characters might easily follow Chinese philosophy or Buddhism.  The Chinese Gods are not going to have as much presence, although Japan did worship the Emperor in the same manner as China (so go on and use the Emperor for that), and some Confucian texts that appear in Japan do refer to Shang Di and Tien, sometimes in a combined form as Tentei.  The divine, primal, and arcane power sources tend to blend together, although Shinto tends towards the divine and primal (with divine characters being concerned with powerful Kami while primal characters are concerned with more common ones), Buddhism tends towards divine and arcane, and Taoism and Taoist influenced beliefs tend towards the primal and arcane.
-Bodhisattvas
 Emma-O - Buddhist deity of the underworld. See Yama in Chinese Religion
 Jizo - A boddhisattva that dedicated himself to emptying all hells, protector of children in Yomi. G, Hope, Love, Protection.
 Kwannon - Incarnation of mercy. See Guan-Yin in Chinese religion
 Monju-Bosatsu - Buddha of education. U, Hope, Knowledge, Protection
-Kami
 Amaterasu - Sun goddess, matriarch of the royal family, often associated with the Buddha Amida (Amitabha). A paladin serving the Japanese emperor may be dedicated to Amaterasu, in the sense of serving her by serving her descendants. LG, Civlization, Sun
 Bimbogami - God of poverty. CE, Change, Trickery
 Ekibiogama - God of pestilence and death. CE, Death, Poison
 Fudo - Fiery volcano god. G, Destruction, Knowledge, Protection
 Futen - Wind god. U, Change, Freedom
 Hachiman - God of war. U, Protection, War
 Hoderi - God of fishing. U, Sea, Skill
 Hoori - God of hunting. U, Luck, Skill
 Inari - God of rice. G, Life, Protection
 Izanami - Creator goddess, died in childbirth, angry at husband Izanagi for not saving her from the land of the dead. CE, Death, Destruction, Undeath
 Izanagi - Creator god. LG, Arcana, Life, Protection
 Kagutsuchi - Fire god, birth killed Izanami. CE, Destruction
 Kojin - Tree-goddess of the kitchen. LG, Civilization, Protection
 Koshin - God of travellers. U, Freedom, Luck.
 Marisha-Ten - Goddess of war and victory.  U, Sun, Trickery, War
 Okuninushi - God of healing and sorcery. U, Arcana, Life, Knowledge
 Raiden - Lightning and thunder god. U, Darkness, Storm
 Ryujin - Dragon king, lord of the seas and its creatures.  U, Arcana, Sea, Wilderness
 Shoko-o - One of the kings of Hell. CN, Darkness, Death
 Susano-o - Sea and storm god, brother of Amaterasu. U, Sea, Strength, Storm, War
 Tsukuyomi - Moon god. U, Moon
 Uzume - Fertility and dance goddess. G, Life, Love
-Seven Fortunes
 Benten - Goddess of artists and performers.  G, Luck, Skill
 Bishamon - Patron of warriors. U, Strength, Justice, War
 Daikoku - Fat patron of farmers. G, Luck, Wilderness
 Ebisu - Son of Daikoku, patron of fishermen. G, Luck, Sea
 Fukurokuju - God of wisdom and longevity. G, Knowledge, Luck, Protection
 Hotei - God of wealth, laughter, contentment. See Budai in Chinese religion
 Jurojin - God of happiness in the old ways. LG, Civilization, Luck



*Korean mythology
Korea was influenced by Chinese Confucianism, Taoism, and Buddhism, the last of which disparaged native Korean beliefs to try to replace them.  Like Japan, Mongolia, and other animistic cultures, divine and primal magic tend to blur, with divine characters focusing on larger spirits and primal characters focusing on common ones.


 Dalsoon-Nim - Moon goddess, sister of Haesik-Nim. 
 Haesik-Nim - Sun god, brother of Dalsoon-Nim. 
 Hwanin - Emperor of Heaven, later syncretized with Indra.  LG, Destruction, Storm, Strength, War
 Hwang-gung - Ancestor of all Koreans, favored descendant of Mago, culture bearer.  LG, Civilization, Knowledge, Skill
 Mago - Creator goddess, wife of Mago and mother of the gods. 
 Sanshin - God of mountains. 
 Yongwang - Benevolent dragon king of the seas.  G, Sea
 Yul-Yreo - Creator god whose body became the world, husband of Mago. 



*Libyan pantheon
 Ayyur - Moon god.  U, Moon
 Amanai - Sun god (name related to Amon), later syncretized with Zeus by the Greeks.  LG, Justice, Protection, Strength, Sun
 Anzar - Rain god.  U, Storm
 Baal-Hammon - Syncretism between Amanai and the Pheonician Baal, husband of Tanit.  U, Sun, Strength, Tyranny, War
 Gurzil - Bull shaped war god, son of Amanai or Baal-Hammon.  CE, Strength, Strife, War
 Ifri - Protecting war goddess.  LG, Civilization, Knowledge, Protection, War
 Isis - Worshipped by Eastern Berbers.  G, Arcana, Life, Love, Protection
 Mastiman - Jovial figure.  G, Justice, Storm, Strength
 Osiris - The Egyptians possibly acquired Osiris from the Libyans.  LG, Civilization, Death, Life, Undeath, Vengeance
 Set - Worshipped by Eastern Berbers.  U, Destruction, Strength, War, Wilderness
 Tanit - Local goddess syncretised with the Pheonician Astarte.  G, Life, Love, Sea, Storm



*Malay religion
Malay religion originally consisted of local beliefs that syncretised Hindu and later Muslim ideas.  Hinduism and Buddhism were introduced in the 1st century.  Father Sky and his children became Shiva and his aspects, and then Allah and various Jinn and saints.  A Bomoh is a priest or shaman of the native Malaysian beliefs, although Imams (Muslim religious leaders) are also present after the 12th century.  Taoism, Chinese Buddhism, and Catholic Christianity are present in Malaysia after the 16th century.  Before that, occasional Persian and Turkish traders that were members of the Assyrian Church of the East would appear after the 7th century.
 Awang - Unaligned.  A mysterious black figure later identified with Shiva.  "Walks along the veins of the earth and sleeps at its gate."  Rides storms, causes disease, servant or leader of the Mambang.  Later called Bayu (Indian Vayu), or Solomon.
 Batara Guru - Unaligned.  Primordial teacher.
 Berangga Kala - Unaligned.  Child of Father Sky and Mother Earth, yellow spirit of sunset, western mambang of tides and currents.  The fiercest of the four spirits of the wind (the mambang).  Later identified with Michael.
 Sang Begor - Lawful Good.  Child of Father Sky and Mother Earth, white spirit of the sun, eastern mambang of headlands.  Later called as Maharaja Dewa, and then regarded as Gabrial.
 Sang Degor - Unaligned.  Child of Father Sky and Mother Earth, black Spirit of the moon, Mambang of bays.  Later regarded as a black genie and identified with Azrael.
 Sang Rangga - Good.  One of four spirits of the wind (the mambang), Mambang of beaches. Later identified with Israfel.
 Sang Siuh, Mother Earth - Good.  Later identified as the wife of Shiva as Mahadewi.
 Seretang, Father Sky - Unaligned.  Later identified with Shiva as Mahadewi.


 Awang - Unaligned, Earth, Poison, Storm
 Batara Guru - Unaligned, Knowledge, Skill
 Berangga Kala - Unaligned, Strength, Storm, War
 Sang Begor - Lawful Good, Sea, Sun
 Sang Degor - Unaligned, Death, Moon
 Sang Rangga - Good, Earth, Sea
 Sang Siuh, Mother Earth - Good, Earth, Life, Protection
 Seretang, Father Sky - Unaligned, Sun, Moon, Storm



*Mapuche pantheon
The Mapuche people live in Chile and Argentina.  Divine characters are known as Machi and are generally believed to be good.  Primal and arcane characters are known as Kalku and are known to be good or evil.
 Coi Coi-Vilu - Serpentine water god, enemy of all terrestrial life.  E, Sea, Torment, Poison
 Gualichu - Evil personified, not properly worshipped but feared, blamed for all calamity, could possess people.  CE, Destruction, Strife, Poison
 Ngen-Echen - Spirit governing human beings.  LG, Civilization, Hope
 Ngen-Mapu - Spirit of the earth.  LG, Earth, Wilderness
 Ngen-Kutral - Spirit of fire.  LG, Destruction, Sun
 Ngen-Ko - Spirit of water. G, Change, Sea
 Ngen-Kuruf - Spirit of wind. G, Freedom, Storm
 Ngen-Mawida - Spirit of the forest. LG, Life, Wilderness
 Ngen-Lawen - Spirit of medicinal herbs. G, Knowledge, Life
 Pu-Am - The universal soul, creator of the Ngen to ensure order.  LG, Creation, Hope, Life
 Ten Ten-Vilu - Earth goddess.  G, Earth, Life, Protection



*Maori mythology
Atua means Gods in Maori.
 Hine-ahu-one - Good.  First woman, "earth formed maid," formed by Tane to be his wife.
 Hine-nui-te-Po - Evil.  Daughter of Hine Ahu One and Tane, wife of Tane, brings death to the world after finding out who her father is by going into Po and bringing her descendants with her (while Tane brings life by bringing them into day).
 Karakia - Unaligned.  Not a particular being, but rather the practice of ancestor worship.
 Marama - Good.  The moon, sister of Te Ra.
 Papa - Lawful Good.  Earth mother, wife of Rangi, mother of the Atua.
 Po - Evil.  Night and death personified, earliest ancestor.
 Punga - Chaotic Evil.  Ancestor of lizards, sharks, and ill-favored creatures.  Ugly people (or perhaps monsters) are refered to as children of Punga.
 Rangi - Lawful Good.  Heavenly father, husband of Papa, father of the Atua.
 Tahu - Good.  Atua over peace and feasts.
 Tane - Unaligned.  Son of Rangi, responsible for mounting him in the sky, father of nature with a number of his ancestors.
 Tangaroa - Unaligned.  Ancestor of fish.
 Tawhiri ma tea - Unaligned.  Father of winds and storms, brother of Tane.
 Te Ra - Good.  The sun, brother of Marama.
 Te Ata - Lawful Good.  Morning personified, descended from Po.
 Tiki - Unaligned.  Primordial teacher.
 Tu Matauenga - Evil.  War god, brother of Tane.
 Whatitiri - Unaligned.  Thunderer, grandson of Hine-nui-te-Po after she fled to her ancestors in Po.


 Hine-ahu-one - Good, Civilization, Earth, Love
 Hine-nui-te-Po - Evil, Darkness, Death, Undeath
 Karakia - Unaligned, Civilization, Knowledge, Undeath
 Marama - Good, Darkness, Moon
 Papa - Lawful Good, Earth, Love, Protection
 Po - Evil, Darkness, Death
 Punga - Chaotic Evil, Poison, Sea, Torment, Wilderness
 Rangi - Lawful Good, Tyranny, Moon, Sun
 Tahu - Good, Life, Love
 Tane - Unaligned, Creation, Wilderness
 Tangaroa - Unaligned, Life, Sea
 Tawhiri ma tea - Unaligned, Freedom, Storm
 Te Ra - Good, Life, Sun
 Te Ata - Lawful Good, Hope, Sun
 Tiki - Unaligned, Arcana, Knowledge, Skill
 Tu Matauenga - Evil, Strength, Tyranny, War
 Whatitiri - Unaligned, Darkness, Strength, Storm



*Mayan pantheon
 Ah Chuy Kak - War god.  U, Destruction, War
 Ah Mun - Maize god.  U, Life, Wilderness
 Ah Puch - Death god.  E, Death, Destruction
 Ahau Chamahez - Medicine god.  G, Hope, Life
 Akha - General title for fertility goddessess.  G, Hope, Love
 Bacab - Fourfold god of the earth's interior and thunder.  U, Earth, Storm
 Balam - Protective jaguar gods.  LG, Justice, protection
 Chaac - Rain deity with an lightning axe.  U, Destruction, Storm, Wilderness
 Chac Uayab Xoc - Fish god and patron of fishermen (although he ate drowning people).  U, Luck, Sea
 Coom Hau - Underworld god.  U, Death, Undeath
 Ekchuah - "Black war chief," patron of warriors and merchants.  U, Luck, Skill, War
 Itzamna - High creator and culture god, rarely referred to.  G, Civilization, Creation, Earth
 Kinich Ahau - "Sun-eyed Lord," ancestor of kings.  LG, Civilization, Sun, Tyranny
 Kukuklan - The feathered serpent, civilization god.  LG, Civilization, Justice, Knowledge, Protection, Storm
 Votan - Culture bearer.  LG, Civilization, Knowledge, Skill
 Vucub Caquix - Demonic underworld god.  CE, Death, Poison, Undeath
 Zipacna - Demon of the earth's crust.  E, Darkness, Earth, Tyranny



*Monotheism
Monotheism (Christianity, Islam, Judaism, Sikhism, Zoroastrianism, and others) presents problems in how to handle the one deity.  The one God is generally described as good, but some who claim to worship this God will perform evil acts in His name.  As such, Ahura Mazda, Allah, Christ, Wariguru, and YHWH, when worshipped monotheistically, are assumed to beyond the alignment system (perhaps because of their sheer goodness or because of an incomprehensible nature).  Thus, the one God is represented from various views.  These views are not different gods, but the one God as understood by different followers (even within the same religion).  Differences in views do not necessarily mean that one group is heretical and another is not, but they can be a pretty good guideline for who a character prone to accusing others of heresy might call out.


 God of the Crusade/Jihad - Unaligned.  Generally not found in Judaism after the fall of the Roman Empire (before that, there were the Zealots, the Maccabees, and a lot of really cool beat downs of Canaanites and Philistines in the Bible).  Originally, crusade simply means "taking up the cross," and jihad simply means "struggle."  Both terms had pretty much the same idea, to struggle against one's own selfish desires to better oneself through religion.  After the 11th century, they took on the meaning of struggling against another for one's own selfish desires to better oneself using one's religion as an excuse.  Since this unfortunately is what most people associate with the words crusade and jihad, this will be used to describe the idea of God over religious wars.
 God of Heaven - Good.  God when viewed as the radient being that reigns in heaven.  Centuries later, people would try to suggest that the monotheistic religions took this depiction from pagan sun god and moon gods.  This is common for the Abrahamic religions (Judaism, Christianity, Islam) at all period of their histories.  When applied to Asian religion, this is appropriate for Wariguru of Sikhism, Ahura Mazda of Zoroastrianism (and to some extent Zurvanism), Tengri in Mongolia, or Tien in China.
 God the Judge - Unaligned.  The idea of God as a righteous judge is covered in Righteous God, this covers God when called by anyone that seeks to judge in His name... Which unfortunately hasn't been pretty.  This can very well be the idea of God of a fair king, a kind priest, or someone else in a position to judge with goodness in their heart and maybe the law on their side.  This can also unfortunately cover bureaucrats more concerned with the letter of the law (secular or religious) than with helping people, or people looking for an excuse to harass or murder countless people in witchhunts or under the idea that God has found the whole world guilty (this was not uncommon in the later middle ages).  If applied to Asian religion, this is appropriate for Tien/Shang Di whenever invoked by both followers of Confucius and and Han Feizi.
 God the Omniscient - Unaligned.  While there is nothing wrong with defining God as omniscient, monotheists dedicated to knowledge have been rather varied.  They can include Good and Lawful Good individuals that attempt to advance knowledge for the sake of all, or they can include crazed occultists that sought union with God for power and for power only.  This can include the Hashashin (not just God of the Crusade/Jihad, or God the Judge or the Righteous), since esoteric knowledge played a large part of their teachings.  Also included for priests and monks that also happen to be engaged in demonic magic (for good purposes of course, such as finding treasure and killing rivals).
 God the Protector - Lawful Good.  This idea of God is inbetween God the Redeemer and God the Lawgiver, with the difference that the Protector will act through laws (unlike the Redeemer) but is more concerned with the well being of the individuals than their ability to fulfill the law (unlike the Lawgiver).  This is common throughout the Abrahamic religions, and appropriate for Ahura Mazda and Shang Di (especially for followers of Confucius and Mencius).
 God the Lawgiver - Lawful Good.  This idea of God is inbetween the Protector and the Judge.  This idea of God is equally concerned with the law as with the individuals that the law is meant to protect.  When applied to Asian religion, this is appropriate for Ahura Mazda in Zurvanism, or Shang Di for followers of Confucius not influenced by Mencius.
 God the Redeemer - Good.  This idea of God is almost the antithesis of the Lawgiver or Judge.  Instead of being expected to fulfill the law, worshippers are loved by God for who they are, thanks to the merciful nature of God (this is not an excuse to be evil, the followers are expected to be good just because it is good, not because God is going to force them).  Christianity was founded upon this idea, but the law (whatever form it takes) is still respected by many Christians, and this idea does appear in Judaism and Islam.
 God the Righteous - Lawful Good.  This is kind of to the God the Lawgiver what God of Heaven is to God the Redeemer.  This idea represents God's law as a means of God's radiance to shine in the world, whereas the Lawgiver's commandments are creations like any other.  This is common for the Abrahamic religions when organized, and appropriate for Shang Di for followers of Confucius (ironically influenced by Han Feizi in the view that the emperor's will is a force of nature).


 God of the Crusade/Jihad - Unaligned, Strength, Vengeance, War
 God of Heaven - Good, Hope, Moon, Sun
 God the Judge - Unaligned, Death, Justice, Tyranny, Vengeance
 God the Lawgiver - Lawful Good, Civilization, Justice, Tyranny
 God the Omniscient - Unaligned, Arcana, Fate, Knowledge, Madness
 God the Protector - Lawful Good, Hope, Justice, Protection
 God the Redeemer - Good, Hope, Love, Protection
 God the Righteous - Lawful Good, Justice, Moon, Sun



*Neoplatonism
This represents the idea of God being active in different stages in creation.  Had Christianity not appeared, this and Mithraism would have lead the Roman empire to monotheism.  Christianty adopted Neoplatonic ideas during the middle ages.  During this time, Judaism gradually adopted it, forming the tradition Kabbalah into what it is today as a reaction against the rising popularity of Aristotelianism among rabbis.  This went on to influence alchemy, which in turn influenced ceremonial magic and Enochian magic.  The different concepts of God will be given in Kabbalistic form first (the Sephiroth, sing. Sephira), followed by classical form.  Several of these will be followed by servants of God in the form of classic archangels, ranks of celestial figures (in Judaism and Christianity), Paracelsus's Hermetic archangels, Olympian spirits from ceremonial magic, and then Enochian archangels.  The archangels and angels would not be worshipped, but would instead be figures that intervene on behalf of God for a Divine character (although it would be more appropriate to be a multiclassed divine/arcane character).  All these figures are in theory are too good for mortal understanding, but the first set are considered good or lawful good (with the exception of the Olympian spirits, who are unaligned).  Complete justice and omniscience also results in the righteous punishment that our limited minds cannot understand as being fair.  Also included are the Qlippoth, the empty shells of the Sephiroth lacking the spirit or will of God, and their cortex, the creatures that spring forth from them.  The Qlippoth are evil, but their cortexes are chaotic evil.
 Kether, Primum Mobile - God as the unknowable infinite and as the first cause.
 Hockmah, Logos - God as an active sustainer of the universe.
 Binah, Macrocosm - God as a base for existance.
 Daath, Saturn - The point where one realizes that all lower forms are the same, usually regarded as an abyss and associated with death.
 Chesed, Jupiter - God as a loving father figure, moving everything to creation.
 Geburah, Mars - God as a righteous punisher, eliminating what is not good in creation.
 Tiphareth, Sol - God as a lifegiver, the point in creation where spirit becomes matter.
 Netzach, Venus - God motivating matter into creation, associated with emotions, particularly love.
 Hod, Mercury - God's ideas for matter being articulated, associated with scholarly pursuits from logic to magic.
 Yesod, Luna - When God's idea for creation is complete but not yet actualized.
 Malkuth, Microcosm - Existance as we know it, God's idea for creation actualized.


 Thaumiel, Cathariel - Thaumiel means "Duality in God," Cathariel means "Broken light of God."  Corresponds with Kether, figures dedicated to destroying unity and dividing God's power to become more powerful where Kether would keep all united.
 Chaigidel, Ghogiel - Chaigidel means "Confusion of the Power of God," Ghogiel means "Those Who Go Forth into the Place Empty of God."  Corresponds with Hockmah, figures dedicated to averting God's will where Hockmah would carry it out.
 Sathariel, Sheireil - Sathariel means "Concealment of God," Sheireil means "the Hairy Ones of God."  Corresponds with Binah, figures dedicated to concealing God's will where Binah would reveal it.
 Gamchicoth, Azariel - Gamichicoth means "Devourers," Azariel means "the Binding Ones of God."  Corresponds with Chesed, figures dedicated to wasting the substance of creation where Chesed would encourage its best use.
 Golachab, Usiel - Golachab means "Burning Bodies," Usiel means "the Ruins of God."  Corresponds with Geburah, figures dedicated to destroying where Geburah would rule in strength instead.
 Thagirion, Zomiel - Thagirion means "Those Who Bellow Grief and Tears," Zomiel means "the Revolt of God."  Corresponds with Tiphareth, dedicated to bewailing God's work as ugly where Tiphareth would show its glory.
 Harab Serapel, Theumiel - Harab Serapel means "Ravens of the Burning of God," Theumiel means "the Fouled Substance of God."  Corresponds with Netzach, figures dedicated to unnatural lust where Netzach would encourage love.
 Samael, Theuniel - Samael means "the Desolation of God," Theuniel means "the Filthy Wailing Ones of God."  Corresponds with Hod, figures dedicated rendering creation desolate through failure where Hod would render it complete through success.
 Gamaliel, Ogiel - Gamaliel means "Polluted of God," Ogiel means "Those Who Flee from God."  Corresponds with Yesod, figures dedicated to misshaping and polluting potential existance to produce vile results where Yesod preserves potential existance.
 Nehemoth, Nehema - Both names refer to "Whisperers."  Corresponds with Malkuth, figures dedicated to frightening those on Malkuth.


 Kether, Primum Mobile, Metatron, Chayot ha Kodesh/Seraphim - Creation, Change
 Hockmah, Logos, Raziel, Ophanim/Cherubim - Fate, Luck
 Binah, Macrocosm, Zaphkiel, Erelim/Thrones - Hope, Protection
 Daath, Saturn, no archangels or angels, Rampha, Aratron, Bnapsen - Darkness, Death
 Chesed, Jupiter, Zadkiel, Hashmallim/Dominions, Pi-Zeus, Bethor, Bynepor - Justice, Storm
 Geburah, Mars, Camael, Seraphim/Virtues, Ertosi, Phaleg, Babalel -  Strength, War
 Tiphareth, Sol, Michael, Malakhim/Powers, Pi-Re, Och, Bobogel - Life, Sun
 Netzach, Venus, Haniel, Elohim/Principalities, Suroth, Hagith, Baligon - Love, Strife
 Hod, Mercury, Raphael, Bene Elohim/Archangels, Pi-Hermes, Ophiel, Bnaspol - Arcana, Knowledge
 Yesod, Luna, Gabriel, Cherubim/Angels, Pi-Joh, Phul, Blumaza - Moon, Sea
 Malkuth, Microcosm, Sandalphon, Ishim/Saints - Earth, Wilderness


 Thaumiel, Cathariel - Tyranny, Strife
 Chaigidel, Ghogiel - Change, Trickery
 Sathariel, Sheireil - Darkness, Trickery
 Gamchicoth, Azariel - Destruction, Winter
 Golachab, Usiel - Destruction, War
 Thagirion, Zomiel - Strife, Torment
 Harab Serapel, Theumiel - Love, Madness
 Samael, Theuniel - Arcana, Poison
 Gamaliel, Ogiel - Change, Poison
 Nehemoth, Nehema - Arcana, Madness



*Nordic pantheon
 Aegir - Ocean god. E, Death, Destruction, Sea
 Baldur - Beauty god. G, Knowledge, Life, Sun
 Forseti - Justice god. U, Justice, Knowledge, Protection
 Frey - Sunlight and elves god. G, Freedom, Life, Sun
 Freya - Love and fertility goddess. G, Life, Love, Sun
 Frigga - Sky goddess, queen of the gods. U, Civilization, Knowledge, Protection
 Heimdal - Guardian of Bifrost. LG, Justice, War
 Hel - Death goddess. E, Death, Torment, Undeath
 Hermod - Messenger god. U, Freedom, Luck
 Loki - Mischief and fire god. CE, Destruction, Strife, Trickery
 Njord - Sea and winds god. G, Change, Sea, Storm
 Odin - All-Father, Father of the Slain, God of the Hanged. G, Arcana, Knowledge, Trickery, War
 Odur - Sun god. G, Hope, Sun
 Sif - Battle goddess. G, Protection, Strength, War
 Skadi - Mountain goddess. U, Destruction, Earth, Strength
 Surtur - Lord of the fire giants. E, Destruction, Strength, Torment, War
 Thor - Thunder god. LG, Protection, Strength, Storm, War
 Thrym - Lord of the frost giants. CE, Earth, Strength, War, Winter
 Tyr - War god. LG, Civilization, Justice, Protection, War
 Uller - Hunting god. U, Change, Freedom, Luck



*Ossetian mythology
The Ossetians retained a number of their deities by identifying them with saints.  A devout Ossetian Christian character in a medieval campaign might still use the figures below for patron saints instead of normal listing of saints.  The Narts were a superhuman race descended from Satanaya.  Their enemies were the Terks (or Turks), and the Vaigs (a type of ogre or similar creature).  The Narts and the Vaigs were "giants," but this could just mean that they are a taller race (Devas, Half-Orcs, or Goliaths, perhaps).
 Aminon - Gatekeeper of the underworld.  U, Death, Fate
 Barastyr - King of the underworld.  E, Death, Torment, Undeath
 Bartraz - King of the Narts, possible inspiration for King Arthur.  LG, Civilization, Justice, Hope
 Donbettir - Lord of the waters, identified with St Peter.  LG, Civilization, Sea
 Faelvaera - Protector of sheep, enemy of Tutyr.  U, Life, Protection
 Huyaendon Aeldar - Lord of fish, powerful magician.  G, Arcane, Sea
 Kurdalaegon - Heavenly smith.  U, Creation, Skill
 Satanaya - Fertility goddess, mother of the Narts, daughter of Uastyrdzhi.  U, Earth, Protection, Wilderness
 Saubarag - God of darkness and thieves, identified with Satan.  E, Darkness, Destruction, Trickery
 Safa - God of the hearth.  LG, Civilization, Hope
 Sosruko - Smallest of the Narts, compared to the Norse Loki and the Greek Prometheus.  U, Destruction, Trickery
 Tlepsh - Smith and sometimes leader of the Narts, compared with the Greek Hephaestus.  G, Creation, Civilization
 Tutyr - Lord of Wolves, identified with St Theodore.  U, Destruction, Wilderness
 Uacilla - God of storms and harvests, identified with St Elijah.  U, Destruction, Knowledge, Storm
 Uastyrdzhi - God of masculinity, travellers, and oaths, women are forbidden from saying his name, identified with St George.  LG, Justice, Sun, Tyranny
 Xwycau - Chief God, identified with the Christian and Muslim God.  G, Hope, Life, Sun

(Keep on truckin')

#51

ian.thomson

Dec 31, 2009 16:42:36

(Continued from previous page...)

*Pegana pantheon
Although only men, dwarves, spirits, and shadows are refered to in the Pegana series, there is nothing saying that these are the only things in Pegana.  Shadar-Kai may be the shadows given life by Yahn, Warforged (rather stoney warforged) might be the men that Yarni Zai made, the Baboons that worship the three Yozis may have been warped into something like Half-Orcs, Devas might be minor gods (or Zai), Genasi might be some of the Thousand Home Gods, Kalashtar might be minor gods in the service of Yoharnath-Lahai, Eladrin or Wilden in the service of Kib; and elves, half-elves, and halflings may be different types of humans.
 Chance - One of the two that created the world to win of a game.
 Fate - One of the two deities that created the world to win a game.
 Mana-Yood-Sushai - Demiurge who is not prayed to except by the gods he created, but still called on by mortals who have no other recourse.  A temple is maintained in Sundari, but the priests in it forbid themselves to work or pray.  Noone knows what happens those who appeal directly to Mana, but the people that send a priest to him are not known to have their prayers answered.  The priests of this temple, particularly the prophet Ood are revered as great prophets, though.  His awakening will destroy the world, but he may be merciful or harsh.
  Small gods -
 Dorozhand - "Whose Eyes Regard The End," god of destiny (possibly even of the gods' destinies) who sees everything.  Ruler of the gods, life is a means to accomplish what he will.
 Ha, Snyrg, and Ya - The three Yozis, Lords of madness, spite, and evil.  Worshipped by Baboons.
 Hoodrazai - "The Eye in the Waste," a silent, thinking god who found out how Mana-Yood-Sushai made the gods and knows what their meaning is.  Not accepted in some lands.
 Inzana - "The Dawnchild," sun goddess, plays with a golden ball and is obeyed by the other gods, creates days by throwing her ball into the air, night by losing it.
 Kib - Creator of beasts and men, first god to speak, ruining the silence of Pegana.
 Limpang-Tung - "God of Mirth and of Melodius Minstrels," does not understand the life and death scheme of the gods and seeks to help the young forget about it.  Lesser than the small gods, asks not to be prayed to, but to be prayed to if one wants to forget age and death.  Also a god of the sky, his pictures made to keep man from being weary of the worlds.
 Mosahn - "The Bird of Doom" whose cries shall awaken Mana-Yood-Sushai at THE END.
 Mung - Death god, attempted to slay all of Kib's beasts and eventually men. His priests require gifts to try harder to call on Mung.
 Rahm - The Thunderer, worshipped by some fisher folk henotheistically.
 Roon - "God of Going," moves the sun, moon, and stars; moves all rivers to Slid.
 Sardinac - A lame dwarf that came to the land of the gods and became hopeful because he was finally treated kindly.
 Sirami - "Lord of All Forgetting," resides where Imrana flows into the realm of the gods, makes dreamers forget their world while they dream.
 Sish - "Destroyer of Hours," time god that destroys with his hound Time (who may one day turn on the gods).
 Skarl - Drummer that keeps Mana-Yood-Sushai asleep through his drumming.  Some say that he created the material planes with his drumming, others say that the material plane is a dream of Mana-Yood-Sushai, or the gods made the world to amuse themselves.  When he stops drumming, the world ends.
 Slid - Sea god who particularly opposes the worship of Mana-Yood-Sushai.  Somewhat more positive death god, sends death when it is needed.  Worshipped a lot in the cities, woods, plains, and valleys.
 Thousand Home Gods - "Little gods that sit before the hearth and mind the fire," individually lesser than men, but all together nice to worship, the exceptions being:
  Eimes, Zanes, and Segastrion - home gods of three rivers who flooded the world in rebellion against the gods.
  Kilooloogung - "Lord of arising smoke," one of the Thousand Home Gods, often asked to take prayers to the gods.
  Triboogie - "Lord of Dusk," his children (shadows) run about and dance at night but do not disturb anyone with noise.
  Wohoon - "Lord of Noises in the Night," worshipped by wolves, foxes, owls, and other nocturnal beasts.
 Umborodom - Thunder god, thunder is his hound which he releases to retrieve Inzana's golden ball from mountain cracks, travels underground frequently.
 Umbrool - Drought god clawing at the bones of men Afrik, friend of Mung's, scared Eimes, Zanes, and Segastrion into cooperating with the gods
 Yahn - God of Usury, sits behind a hoard of gems which he grasps with his talons.  Gave life to shadows in exchange for work.
 Yarni Zai - The god of the men of Yarnith, like a man but better, made of or clothed in stone; maker of animals and men.
 Yoharneth-Lahai - "God of Little Dreams and Fancies," so busy that he sometimes gives the wrong dreams to the wrong people.
 Zodrak - "Lord of seven skies, whose plaything is the thunder," originally a mortal shepherd, became as one of the gods after meeting them, sent riches and love into the world with poverty, strife, and grief.  Responsible for sending the wisdom into the word that causes prophets to realize they know nothing.


 Chance - U, Change
 Fate - U, Fate
 Mana-Yood-Sushai - U, Creation, Destruction
  Small gods - U, Death, Knowledge, Life
 Dorozhand - U, Fate, Knowledge
 Ha, Snyrg, Ya - CE, Madness, Strife, Torment
 Hoodrazai - U, Arcana, Knowledge
 Inzana - G, Hope, Sun
 Kib - G, Change, Life
 Limpang-Tung - G, Hope, Sun, Moon
 Mosahn - CE, Destruction
 Mung - E, Darkness, Death, War
 Rahm - G, Sea, Storm
 Roon - U, Change, Freedom
 Sardinac - G, Hope, Love
 Sirami - U, Change, Madness
 Sish - U (Time is E), Change, Destruction, Torment
 Skarl - LG, Creation, Protection
 Slid - LG, Civilization, Death, Sea
 Thousand Home Gods - U, Civilization, Protection
  Eimes, Zanes, and Segastrion - CE, Destruction, Sea
  Kilooloogung - G, Luck
  Triboogie - LG, Darkness
  Wohoon - U, Wilderness
 Umborodom - LG, Destruction, Storm
 Umbrool - E, Destruction, Torment
 Yarni Zai - U, Life, Wilderness
 Yahn - E, Darkness, Undeath
 Yoharneth-Lahai - G, Hope, Trickery
 Zodrak - G, Change, Love, Strife


 Pegana - The Material Plane
 Aghrinaun - Mountains in Pegana where all the gods dwell, sometimes refered to as Pegana or Highest Pegana.  The Astral sea.
 Wornath-Mavai - Land where the gods once rested, partly destroyed but still a paradise. Sish is known to send his hound after anyone attempting to journey here.  The Feywild.
 Imrana the River of Silence - Sailed on by Yoharneth-Lahai.  Dreamlands.
 End of the road set by Kib - Where everyone meets Mung just before he sends them to die.  The Shadowfell.
 The Rim - Mass of rocks to the south that were not used by the gods for creating the world.  Where Trogool, the Thing that is neither god nor beast lives and turns over the black and white leaves of a book in which is written all that was until THE END.  Trogool never answers prayers.  The Elemental Planes.


 Mai Doon Izahn - Must be a worshipper of Dorozhand or of no deity.  Mai Doon Izahn are the words at the end of the black and white book of Troogool that mean "The End For Ever."  A character with this feat knows their meaning and pronunciation, and may recite them to bring about a lesser end.  This is an encounter power free action that forces all effects to end, as though their time had run out and the encounter had finished.  If this is done in combat, the encounter restarts (it does not simply resume).
 Mad prophet - Must have the Prophethood feat or class ability.  Your character believes his soul possesses anything his soul becomes aware of.  As a immediate interrupt daily power triggered by being successfully affected with an arcane, divine, shadow, primal, or psionic attack, you may choose to take that power and use it your next turn or spend a minor action to hold on to it.
 Prophethood - Must be a divine character.  Many a prophet laments that they have exchanged happiness for wisdom.  Your character may automatically succeed a wisdom based check as a free action, but you will lose the right to make one death saving throw.  This death saving throw is recovered after an extended rest.  This ability can be used multiple times, but using more than twice pretty much dooms a divine character to die.  A divine character may replace one of their channel divinity abilities with this feat at character creation, and may later take that channel divinity ability as a feat at that time or later.
 Prophet of Alderon - Must have the Prophethood feat or class ability.  Your character has learned not to fear the gods or their lightnings.  You gain resistance to lightning and radiant damage equal to half your level.
 Prophet of Aradec - Must have the Prophethood feat or class ability.  Your character has learned not to speak of death to kings.  You may have a character automatically succeed at a death saving throw as a free action, but you automatically fail the next one you make.
 Prophet of Mlideen - Must have the Prophethood feat or class ability.  Your character may, as an at-will minor action, roll a percentile die.  If the roll is not 00 (or 100), you may switch to a different divine feat as if you had always worshipped a different deity.  If the roll is 00 (or 100), everyone present takes 2d6 (per tier) cold damage and are knocked prone, and for the rest of the encounter all terrain is hindering terrain.
 Prophet of Sundari - Must have the Prophethood feat or class ability, must be a worshiper of Mana-Yood-Sushai.  Your character is used to being still in the dark, resting as your god does.  As long as your character does not (or cannot) move, and does not see (or cannot), he cannot be the direct target of any attack unless the attacker makes a saving throw.
 Prophet of Yarnith - Must have the Prophethood feat or class ability, must be a worshiper of Yarni Zai.  This feat functions as the Arcane Familiar feat, but is for Divine characters.  If the character is also arcane, then the character has two familiars, but only one may be active at a time and switching between active and passive modes requires a minor action for each.  The character may take additional familiar feats, but a feat must be taken for each familiar, that is, one for the arcane familiar and one for the divine.
 Prophet of Zonu - Must have the Prophethood feat or class ability, must be a worshiper of Yahn.  Your character gains the Shadar-Kai Shadow Jaunt ability.  If he is already a Shadar-Kai, he may use his shadow jaunt ability as an immediate interrupt when reduced to 0 or fewer HP.
 Sign of Kib - Must have the Prophethood feat or class ability, must be a worshipper of Kib.  Your character gains the Cleric ability healing word, or gains twice as many uses of it if they already are a Cleric.
 Sign of Mung - Must have the Prophethood feat or class ability, must be a worshiper of Mung.  At-will power standard action, area burst 10, all characters (including yourself and allies) must make a saving throw or be reduced to 0 HP.
 Sign of Roon - Must have the Prophethood feat or class ability, must be a worshiper of Roon.  Daily stance power take as a standard action lasting for an encounter, your character gains the wizard spell Mage hand as an at-will power while using this stance, and may end the stance by using expeditious retreat for half his speed.  This stance ends when any other daily or encounter powers are used.
 Strange Signs - Must have the Prophethood feat or class feature.  Your character knows how to quench the fear of death in others.  This is a daily power that may be used as a free action, allowing the character to automatically succeed their next death saving throw.



*Proto-Afro-Asiatic pantheon
HIGHLY tenative, don't expect to get anywhere near an A if you try to use this in an anthropology, history, or religion class.  Unfortunately, the culture of the early Semitic people and their parent group the Afro-Asiatic people haven't been studied near to the extent that Indo-European culture has.  As such, this is more of an amalgamation of Proto-Semitic and Proto-Afro-Asiatic deities.
 Adan - Lord, fertility god.  Later Adonis and Adonai.  G, Life, Protection
 Ast - Isis and Ishtar were both refered to as Ast.  G, Arcana, Life, Love, Protection
 Atiratu - Ilu's wife.  Later Asherah.  G, Life, Love, Sea, Storm
 Attaru - God of a city, fertility god.  Later Ethiopian Astar.  LG, Arcana, Fate, Moon, Sun
 Attartu - God of a city, fertility goddess. Later Ishtar, Ashtoreth.  U, Destruction, Love, War
 Bah - God of a city, Storm god, later Balu.  U, Storm, Strength, Tyranny, War
 Balu - God of a city, Comes from Proto-Afroasiatic Ba. Later Baal.  U, Civilization, Protection, Sun, Strength, War
 Bun - Rain god, from Chadic Bun.  U, Destruction, Sea, Storm
 Daignu - God of a city, Crop god, later Dagon and various works for corn or beans.  U, Life, Sea, War
 Gir - Fire god, later Girru.  LG, Civilization, Justice, Protection, Sun
 Haddu - God of a city, Storm god, later Adad.  U, Storm, Strength, Tyranny, War
 Ilu - God of a city, Overgod. Later El, Elohim, Allah.  LG, Civilization, Justice, Knowledge, Protection, Strength, Storm
 Malik - God of a city, Later Malik, Malak, Moloch.  E, Death, Trickery, Vengeance
 Maw - God of a city, God of Sterility and death.  Later Mot.  E, Death, Destruction, Earth
 Nab - God of a city, God of knowledge.  Later Nabu.  G, Arcana, Knowledge, Protection, Skill
 Nan - Deification of the primordial abyss. Later Egyptian Nun.  U, Madness, Sea, Wilderness
 Rah - God of a city, High god, Sun god, later Ra.  LG, Civilization, Justice, Sun, War
 Rushep - War god named for flames, later Reshep.  E, Torment, Storm, War
 Samay - Proto-Afroasiatic for Sky, root of Samsu.  LG, Civilization, Justice, Sun
 Samsu - Sun goddess.  Later Shapash and (after a sex change) Shamash.  LG, Freedom, Justice, Knowledge, Sun
 Warikhu - God of a city, Moon god. Later Yarikh.  U, Life, Moon, War, Wilderness
 Yam - God of a city, Sea god, accursed by others.  Later Yam.  U, Sea, Storm, Strife



*Proto-Indo-European pantheon
 This is HIGHLY tenative, some ideas are duplicated to represent major ways they were used later (Heus, Heusos, Heustero), some times a very common theme is represented with a name that comes from only a few Indo-European cultures (Ghen) because of lack of other common information, and sometimes I did push a detail simply so that it would make sense (or less nonsense) story wise (particularly in the case of Leuk Ghutom).  After all, this is a game, not a scholarly venture.


 -Deiwos - The clan of gods that follows Dyeus Pater
 Dehnu - River goddess; later Danu (both Sankrit and Irish), Diana, also the Dnieper, Don, and Danube rivers.  Cut open to produce a river (usually any famous one).  Daughter of Hepom Nepots by Dheghom Mater, mother of the Teuteh by Leuk Ghutom
 Dheghom Mater - Earth goddess (grain goddess in particular), later Demeter or Earth Mother.  Daughter of Welnos and Pulthih Mater, mother Perkwunos Pehuson, Priheh, and the Deiwos (by Dyeus Pater); mother of Medhuna, Sauma, Sarvatat, Dehnu (by Hepom Nepots).
 Dheubh - Large serpent monster slain by Dyeus Pater, later Typhon
 Dyeus Pater - Sky father, later becomes the Hindu Dyaus, Latin Deus and Jupiter (corrupted Deu-Piter), Greek Zeus (corrupted Deus), and German Tiwuz (or Tyr).  Son of Welnos and Pulthih Mater, father of Perkwunos, Pehuson, Priheh, and the Deiwos (by Dheghom Mater), father of Mehnot and Sehel (by a Heusos maiden).  As an infant, Dyeus Pater Was hidden by Pulthih to prevent Welnos from eating him, grew up to slay Welnos, freeing his siblings. The Deiwos claim Dyeus Pater slayed Azi (who was Vertra), Kurmis, and Werunos, and used their bodies to build the sea, earth, and heavens.
 Ekwa - Horse twins, brothers of the sun maiden or dawn goddess, sons of the sky god.  Connected with Venus.  Daughter of Medhuna by Dyeus Pater.
 Hepom Nepots - Water god, brother of sky god (probably Dyeus Pater), melts ice and causes world flood (usually as a later threat rather than a Noah kinda story); later Apam Napat (a minor water deity in Hinduism and Zoroastrianism, feel free to use).  Also known as Neptonos - sea god; later Celtic Nechtan (AKA Nuada or Nodens), Nethuns, and Neptune, partly inspired Rhine maidens and similar spirits (perhaps their king).  Son of Welnos and Pulthih Mater, father of Medhuna, Sauma, Sarvatat, Dehnu (by Dheghom Mater), and the Moros (by Pulthih).  Swears an oath to justly rule the Deiwos (since Dyeus Pater is in heaven), to which Mitras cut off his arm (the Deiwos claim this was in rejection, the Heusos claim Mitras was simply carrying out his role as an enforcer of oaths, the Teuteh claiming that Medhuna had not made him king by sleeping with him).  Hepom is replaced by Bhaga.
 Koryonos - "God of the warband", probably originally an aspect of Perkwunos, but usually made distinct later, so here Koryonos is a title for Perwunos's son Rudlos.
 Medhuna - "Goddess of Mead," makes would-be kings sovereign by sleeping with them, but torments those that do not give in.  Conceived by **** of Dhegom Mater by Hepom Nepots; later Irish Mebd, Gaulish Meduna, Indian Madhavi.  Daughter of Hepom Nepots and Dheghom Mater, mother of Ekwa.
 Moros - Mora means sea, Mor means terror, eventually Nightmare and Fomorii.  Could be used to refer to a number of monsterous races (particularly those associated with the sea in some way, or a maritime version of a regular monster race).
 Namerto - Drink that makes the gods physically immortal, made by Sauma.
 Pehuson - Shepherd god of the market and psychopomp; later Greek Pan (although many of his duties were passed to Hermes), Roman Faunus and Pagan, Hindu Pushan.
 Perkwunos - Thunder god, fights dragon, son of Dyeus Pater and Pulthih, goes on quest for golden apples of immortality, steals cows from Shens and releases them.
 Priheh - Love goddess, demonized in the Heusos group but accepted in the Deiwos group; later Freya, Aphrodite.  In charge of a group of Elves/Peris.  Later masculine forms include Priapos and Freyr.  Venus, Vanas (lust goddess in Hinduism), Vanir related.
 Rudlos - Wild god of the storm and hunt, inflints disease with his bow.  Illegitimate father of Leuk Ghutom.
 Sarvatat - Magic and river/water goddess, respected by the Heusos.  Later Indian Sarvatat and Zoroastrian Haurvatat.
 Sauma - Deity of a drink that keeps the gods immortal, respected by the Heusos.  Later Zoroastrian Haoma and Hindu Soma.
 Tonur - Means "Thunder," probably an epithet for Perkwunos, especially as a war god.  Later becomes Thor.
 Wenos - Wen means "to strive," became the basis for Venus, Vanas, and Vanir.  Priheh is their founder.


 -Heusos - Celestial deities, social order, the stars, the sun, venus, hearths; later Asuras
 Aryaman - King of the Heusos, leader, healer.  Carried on into Hinduism and Zoroastrianism, feel free to use this form there.
 Azi - Dragon of drought that blocked Sarvatat's water, killed by Vertra.  Later becomes Azidahak in Zoroastrianism, and forms the basis for a word meaning snake in Sanskrit.
 Bhaga - Iranian Baga and Indian Bhaga (an Aditya [Indian Titan] blinded by hero created by Rudra [Rudlos] that was also the descendant of a later enemy), related to slavic Bog, means Lord.  A fertility and wealth figure.
 Heus - The Light deity followed by the Heusos; later Ahura and Eos.  The Deiwos claim that Heus is Dyeus Pater's daughter who sided with Welnos, the Heusos claim that Heus is the first god.
 Heustero - Sacred fire guardian; later Roman Vesta and Zoroastrian Atar, kills dragons
 Mehnot - Moon, divine twin brother of Sehul.
 Mitras - defeats the rock that hides the Dawn, who was stolen by some demons.  This connects to the other tales of abductions to the Netherworld (Eleusis, Dionysius is Hades); right hand path to Leuk Ghutom.
 Sehul - Sun, divine twin sister of Mehnot, wife of Perkwunos (and because of this worshipped by the Deiwos), mother of Shens.
 Shens - Sun guardian, later Hindu Surya, Latin Sol


 -Primordial figures
 Arta - Hard to translate, but roughly means "righteousness, truth, correct time/ritual."  A universal force, opposite of Dhroughos; later Rta in Indian philosophy, Asha in Zoroastrianism, source of the word right.  The Heusos and the Deiwos fight over who is preserving the Arta, both sides acknowledge it is older than they are (although the Heusos claim Heus, Mitras, and the Arta are the same thing).
 Dhroughos - The Lie, opposite of Arta, later Druj.  The Heusos claim that Dyeus Pater brought about Dhroughos by slaying Welnos.  The Deiwos claim that Dhroughos is a side effect of Arta's moving the Ghen to form Welnos and Pulthih Mater.  Dhroughos is also the vitilizing (if that is the right word) force for the undead, who are named after it.
 Ghen - "Gape, be wide open," eventually becomes the basis for Chaos and Ginnungagap.  A field of cold nothing that forms the basis of the world, the gods either destroy it to create the world, or kill something (Kurmis for the sea and humanity from a Heusos perspective, Werunos for the land, and Yemos for humanity with different parts for different careers or castes) and use the corpse to build on top of this.  If the Arta is threatened, the world will return to Ghen.  Welnos and Pulthih Mater were created by the Arta moving Ghen.
 Kurmis - Large serpent monster slain by Perkwunos or Heustro, connected to the sea.  In Zoroastrianism, Keyumars was a man whose corpse is broken to create humanity.  Dragonborn and humanity might argue over who was formed from Kurmis's corpse, or may see each other as relatives (this doesn't mean they get along, however).
 Pulthih Mater - Earth mother, sometimes distinct from Dheghom Mater, sometimes identical.
 Trimehteros - The three fates (actually means three mothers, but going from the European Matres).
 Wagros - Thunder club used by (at different times) Mitras, Vertra, and Perkwunos (as Tonur).
 Welnos - Cattle god, protector of flocks; later becomes veles in Lithuanian, which means "shades" or "spirits of the departed."  Max Muller made the argument that it was connected to Varuna and Ouranos, but this is disputed.  Eventually conflated with Yemos and Ghen by the folks that identify Leuk Ghutom with Dyeus Pater and Manus, so Leuk Ghutom kills Welnos to create the world.
 Werunos - Large serpent monster slain by Dyeus Pater or Mitras, somehow connected with Welnos, land serpent, somehow death results in worldmaking


 -Teuteh - means tribe, some Celts and Gauls worshipped a figure names Toutatis (sometimes known as Teutates) as a war god (and probably as an ancestor figure).  May be another human culture (perhaps this is where humanity comes from and Dragonborn are from Kurmis), may be the source of Half-Orcs.
 Albh - Means "white," refered to divine craftsmen that later become Elves (in Germany) and Rbhus (in India).  Use for either Elves or Eladrin (and use Wenos for the other), or use this for the dwarves (Dwarves and Elves tend to be blurred in older mythology), and use Wenos for Elves and Eladrin.
 Dhwergwhos - means "something tiny," probably the basis for dwarf.  Could use for Dwarves, Halflings, or Gnomes.
 Manus - Yemos is dismembered by Manus who uses the parts to create the world, Yemos goes on to rule the underworld as first to die, Manus later sacrifices bull (not to make the world but to preserve it).   Mannus becomes Indian Manu, German Mannus, Iranian Ahriman.
 Leuk/Leug Ghutom - left hand path deity that acts as a foil for Perkunos (as Tonur) or for Mitras.  Later Leuk becomes light, Leug becomes dark, and Ghutom becomes god.  The Germanic Wodenaz/Odin and Celtic Lugus/Lugh were both gods of ravens, spears, magic, and culture; and were certainly from the same source (unfortunately, it is impossible to tell which name is an epithet for the other deity).  Wodenaz was also sometimes Goden (the name Odin and word god actually have the same source).  Lugus been related Loki, and Lugh being descended from the Fomorii but moving to the De Danaan works with Loki moving from the Jotuns to the Aesir.  Eventually conflated with Manus and Dyeus Pater as culture bearer and sky-father.
 Vertra - Regarded by the Heusos as a strong warrior, by the Deiwos as a dragon of drought and known as Azi (Azi was slain by Atar, Vrtra was slain by Indra), but also Vertra blocks Sarvatat's water; Later Zoroastrian Verethagra, Hindu Vrtra and Vrtrahan (epithet for Indra, fought against the Asura).  This is all a bit confusing, let's have it so Vertra kills a dragon named Azi, who is sometimes refered to as Vertra's dragon, the Heusos clan praises him, the Deiwos clan blames Vertra (who has become a dragon because of Azi's treasure) for the water blockage and Perkwunos kills him, taking the Wagros (I know, a bit too Siegfried, but it works).
 Yemos - Yemos later becomes Indian Yama, German Ymir, Zoroastrian Gayomart (cosmic bull slain so his corpse could form the world).  Yemos's death forming the world may have been the basis for Remus being slain by Romulus at the foundation of Rome.


 -Deiwos - See Dyeus Pater, Dheghom Mater, or Hepom Nepots
 Dehnu - G, Life, Protection, Sea
 Dheghom Mater - LG, Earth, Life, Wilderness
 Dheubhs - U, Sea, Vengeance
 Dyeus Pater - LG, Justice, Storm, Strength
 Ekwa - G, Freedom, Wilderness
 Hepom Nepots - U, Change, Earth, Sea
 Koryonos - CE, Destruction, Madness, War
 Medhuna - U, Civilization, Madness
 Moros - U, Sea, Strife
 Pehuson - U, Luck, Trickery, Wilderness
 Perkwunos - U, Storm, Tyranny, War
 Priheh - G, Freedom, Love
 Rudlos - U, Destruction, Madness, Storm
 Sarvatat - U, Arcana, Knowledge, Sea
 Sauma - G, Life, Sea
 Tonur - LG, Strength, Storm, War
 Wenos - See Priheh


 -Heusos - See Heus
 Aryaman - LG, Civilization, Justice
 Azi - E, Civilization, Poison
 Bhaga - E, Civilization, Torment
 Heus - G, Hope, Justice, Life, Protection
 Heustero - G, Strength, Sun, War
 Mehnot - U, Change, Moon
 Mitras - LG, Civilization, Justice, Sun, War
 Sehul - U, Love, Sun
 Shens - G, Life, Sun


 -Primordial forces - U, Fate, Madness, Wilderness
 Arta - G, Change, Hope, Wilderness
 Dhroughos - CE, Madness, Trickery
 Ghen - U, Darkness, Fate
 Kurmis - U, Strife, Vengeance
 Pulthih Mater - U, Earth, Life, Love
 Trimehteros - U, Fate, Death, Life
 Welnos - E, Darkness, Winter
 Werunos - CE, Strife, Torment


 -Teuteh - U, See Dyeus Pater or Leuk Ghutom
 Albhs - U, Creation, Skill
 Dhwergwhos - U, Creation, Darkness
 Manus - U, Luck, Protection
 Leuk/Leug Ghutom - U, Arcana, Skill, Trickery, War
 Vertra - G, Destruction, Storm, Strength, War
 Yemos - U, Death, Undeath



*Proto-Indo-Iranian pantheon
This pantheon is an off-shoot of the Proto-Indo-European pantheon, that would eventually give rise to Zoroastrianism and Hinduism.
 Aryaman - Asura, embodiment of civlization.  LG, Civilization, Justice
 Asura - class of deities, most of the favored figures in Zoroastrianism were Asuras.  U, Civilization, Justice, Protection
 Azi - Dragon that fights the sun.  E, Civilization, Poison
 Daiva (class of deities, most of the favored figures in Hinduism were Daivas) - U, Destruction, Sun, Storm
 Manu - First man.  U, Luck, Protection
 Mitra - Asura protector of oaths.  LG, Justice, Sun, War
 Sarvatet - River goddess.  G, Death, Sea, Undeath
 Sauma - Healing plant god.  G, Life, Sea
 Vrtra - Originally the name of the obstacle that blocked Sarvatet's water, taken up by the figure that removed that obstacle as well.  U, Freedom, Strength, War
 Yama - First man to die.  U, Death, Knowledge, Undeath



*Pueblo Kachinas
The Pueblo peoples include the Hopi and the Zuni, among others.  The Kachinas range from powerful gods to minor spirits.  Divine power represents working with more powerful Kachina while primal power represents working with many common Kachina.
 Tawa - Sun spirit, the creator.  Known as Awonawilona among the Zuni.  G, Hope, Life, Protection, Sun.
 Sotuknang - first creation and nephew of Tawa, demiurge of the universes, creator of Spider Grandmother.  LG, Creation, Luck, Protection
 Spider Grandmother - messender for Tawa, demiurge of life in the universe.  G, Knowledge, Luck, Protection
 Masauwu - Skeleton man, spirit of death and keeper of fire.  Wears a fearsome mask and is either handsome or even more fearsome underneath.  Sometimes benevolent, helped the Hopi settle and gave them stewardship over the land.  U. Civilization, Death, Knowledge
 Pahana - Lost white brother, messianic figure expected to return from the east with a missing piece of stone given to him by Masauwu to prove he is really him and not a sorcerer imitating him, expected to bring about a golden age.  LG, Arcana, Hope, Luck
 Awanyu - Horned serpent, companion of Kokopelli.  LG, Civilization, Justice, Knowledge, Protection, Storm
 Ahayuta - Twin war gods, protects people by using lightning.  U, Strength, Storm, War
 Angak - Protective healing male kachina, represented with long black hair.  U, Life, Protection
 Hu - Hummingbird kachina, responsible for asking the gods for rain.  G, Knowledge, Storm
 Kokopelli - Fertility figure, humpbacked flute player  G, Hope, Life, Love
 Coyote - Trickster figure.  U, Death, Knowledge, Trickery
 Corn Mother - G, Earth, Life, Wilderness
 Muyingwa - Horned solar kachina responsible for germinating seeds.  U, Sun, Wilderness
 Nataska - Uncle ogre, scares children into good behavior.  Known as Atoshli among the Zuni.  E, Justice, Tyranny
 Patung - Kachina of healing and agriculture. LG, Earth, Life, Wilderness
 Toho - Hunter kachina, mountain lion.  U, Skill, Strength, Wilderness



*Saints
 In a campaign on earth, these figures act on behalf of the monotheistic deity and may pray for His followers.  In a other settings, they may be exarchs from another plane of existance serving a deity whose realm is beyond the far realms.
 1-Biblical figure (legends of the saint may have been created around nameless figures)
 2-In the Golden Legend
 3-Fourteen holy helpers
 4-Four holy marshals
 5-Catholic only


3 Agathius - Good, Torment, War
24 Anthony the Great - Lawful Good, Life, Winter
3 Barbara - Lawful Good, Creation, Luck
23 Blaise - Good, Civilization, Earth, Life
23 Catherine of Alexandria - Good, Hope, Knowledge, Torment
23 Christopher - Good, Arcana, Strength, Sea
45 (Pope) Cornelius - Lawful Good, Madness, Wilderness
3 Cyriacus - Good, Death, Fate, Hope
235 Denis - Lawful Good, Strife, Undeath, Vengeance
1 Dismas - Good, Death, Freedom, Trickery
1 Elijah - Good, Destruction, Knowledge, Storm
35 Erasmus of Formiae - Good, Life, Sea, Undeath
23 Eustace - Lawful Good, Protection, Strife, Wilderness
23 George - Lawful Good, Justice, Sun, Tyranny
235 Giles - Good, Darkness, Madness, Moon
45 Hubertus - Lawful Good, Skill, War
12 James - Lawful Good, Hope, Poison
12 John the Apostle - Good, Knowledge, Protection
1 Joseph - Good, Change, Protection, Skill
12 Jude the Apostle - Lawful Good, Hope, Luck, Protection
12 Longinus - Good, Fate, Life
3 Margaret of Antioch - Lawful Good, Change, Life, Love
12 Martha - Lawful Good, Civilization, Skill
1 Mary - Lawful Good, Hope, Love, Luck, Protection, Sun
12 Mary Magdalene - Good, Change, Love
12 Matthias - Lawful Good, Luck, Skill
3 Pantaleon - Good, Destruction, Luck, Winter
12 Paul - Good, Change, Protection, Luck
12 Peter - Lawful Good, Civilization, Creation, Death
4 Quirinus of Neuss - Good, Freedom, Poison
12 Simon the Zealot - Good, Protection, Skill
3 Vitus - Good, Freedom, Storm, Trickery


Casting out of devils - Lawful Good or Good aligned.  Your character gains a daily stance for an encounter, burst area a number of squares equal to half the character's level.  The character must choose either chaotic evil or evil alignment, and then either aberrant, elemental, fey, immortal, or shadow origin.  Creatures fitting this description with equal or fewer levels than the caster must make a saving throw each round in the burst or be forced forced away.  Such creatures of a higher level may make a saving throw once to enter, success leaves them unaffected by that exorcism for the rest of the encounter, failure forces them outside.  Stance is broken if any daily or encounter powers are used.


Fasting - Lawful Good or Good, must be able to use a divine ability.  Your character does not need to eat or drink for a number of days equal to his level.


Faith healing - Lawful Good or Good, your character gains the paladin Lay on Hands ability, or you gain twice as many uses of it if you are a paladin.


Gift of Tongues - Must be able to use a divine ability.  Your character gains a daily stance ability that lasts an encounter, enabling your character to speak Supernal and gaining a +2 bonus to charisma based checks.  This stance ends if another stance is used.


Nobility - Your character isn't necessarily a noble, but perhaps a priest or elder.  You may once per day make an intimidate check as a minor action instead of a standard action.


Patron saint - Choose a saint as a patron saint as a cleric would choose a deity, and choose one of their domains.  Your character gains one use of that domain feat's power after donating a number of GP to charity equal to a tenth of the cost of a magic item of the same level (so 36 at level 1).


Saintly behavior - Must be Lawful Good or Good aligned.  Your character may use a Diplomacy check in any situation where they would use an Intimidate or Bluff check.


Clothe the naked and feed the hungry - Paragon, Lawful Good or Good, your character can divide an already existing portion of his clothing or food to clothe or feed others, and does not lose any of his original clothes or food.


Raise the dead - Paragon, must have the Faith healing ability.  Your character may once per day spend a healing surge to bring a dead character back to life with 1 HP and unable to make any death saving throws until they make an extended rest.


Relic - Paragon, level 11+.  Your character is in possession of a true relic of a saint.  Choose a divine encounter power that is at least 10 levels lower than your level.  Your character may use it as an encounter power.  When you gain a level, you may replace this power with a different divine encounter power.  This feat may be taken multiple times, each time gaining a different divine power.


Saintly endurance - Paragon, must have the Saintly behavior feat.  Your character has an stance daily power requiring the expendature of an action point that lasts for an encounter that can be used as a free action.  While this stance lasts, your character adds half his level to saving throws.  This stance ends if another stance is taken.


Simony - Paragon, must be an arcane character, cannot be Lawful Good or Good.  Your character spends gold to gain a divine class encounter power as daily power.  The cost is equal to a magic item of equal level.


Miracle - Epic, Lawful Good or Good.  You gain a daily power.  This power requires a standard action and imitates any heroic or paragon class ability (and any that it is dependant on).  If the ability is paragon or epic tier, you have to spend an action point.  If the ability is more than half your level, you have to spend a healing surge.


Resurrection - Epic, must have the Raise the dead ability.  Your character may bring a dead character back to life with a number of HP equal to one healing surge and capable of making their usual number of death saving throws.



*Sioux spirits
The Sioux believed that Wakan Tanka was the highest God, who emanated a number of other beings, forming a complex.
 Chapa - beaver spirit, lord of domesticity, labor, and preparation. LG, Civilization, Creation, Life
 Cetan - poet hawk spirit associated with the east, and the qualities of speed, dedication, and good vision. G, Freedom, Love, Skill
 Haokah - Thunder god, laughs when he is sad, cries when he is happy; two horns marking him as a hunting god. CN, Skill, Storm, Wilderness
 Iktomi - Spider trickster god, son of Inyan, older brother of Iya, inventive, mischievous but not evil.  G, Change, Strife, Trickery
 Inyan - fourth emanated from Wakan Tanka or first of the superior gods, the solid support of the earth and creator. LG, Justice, Earth, Strength
 Iya - storm monster, younger brother of Iktomi.  Eats humans, spreads diseases, keeps heads as trophies; however he is simply performing his duty and is also the eye of the storm; chief of the north, rival of the chief of the Wakinyan. U, Poison, Torment, Winter
 Maka - Mother Earth, third emanated from Wakan Tanka or first created by Inyan (causing him to lose all his blood). U, Earth, Sea, Wilderness
 Nagi Tanka - sky god second created from Inyan's blood. G, Storm, Sun
 Pte San Win - "White Buffalo Calf Woman," manifestation of Whope, bringer of the seven sacred rituals of the Sioux (including the chununpa, or peace pipe). G, Civilization, Life, Love
 Skan - second emanated from Wakan Tanka or third created from Inyan's blood, the motion of the universe, that brings life to everything. G, Change, Freedom, Life
 Tate - Wind god. U, Storm
 Wakan Tanka (The Great Spirit) - G, Hope, Life, Protection, Sun.
 Wakinyan - Thunder birds created as companions of Inyan, also Inyan in an active form. G, Change, Storm
 Whope - goddess of peace, daughter of Wi and the Moon. G, Hope, Luck, Protection
 Wi - first emanated from Wakan Tanka, first to be created, brings light to the world, sun god associated with bison. G, Life, Sun



*Slavic pantheon
 Bjelobog - G, Hope, Life
 Czernobog - E, Death, Torment
 Dazhbog - The Bright one, son of Svarog, sun god. LG, Justice, Protection, Sun
 Death Crone - E, Arcana Death, Trickery
 Gabija - Hearth goddess. G, Hope, Protection
 Jarilo - The green man. G, Change, Life, Wilderness
 Jurate - Sea goddess. G, Freedom, Luck, Sea
 Lunt-Ater - Gander chief. G, Knowledge, Sun
 Lesovik - Fae Shepherd. U, Life, Skill
 Marzheena - Psychopompess. E, Death, Tyranny
 Mokosha - Mother moist earth. LG, Earth, Life, Wilderness
 Perun - Thunder god, sometimes identified as St. Elijah. U, Destruction, Storm, Strength
 Rod - Harvest god. U, Life, Knowledge, Protection
 Stribog - Wind god. U, Destruction, Storm, Winter
 Svantovit - Prosperity god. U, Life, Luck, War
 Svarog - Heavenly lord. LG, Justice, Life, Sun, Storm
 Svarozhich - Fire god. G, Destruction, Sun, Trickery
 Svetovid - War god. U, Fate, Knowledge, War
 Ukko - Sky god. LG, Justice, Life, Storm
 Volos - Cattle god. U, Luck, Wilderness



*South African religions
-Khoi (Hottentot) pantheon
 Gauna - High god; U, Death, Fate, Protection, Sun
 Utixo - Sky god; G, Life, Storm, Sun
 Gunab - Evil god; CE, Strife, Torment
 Heitsi - God of the hunt, dying-and-rising, legendary hunter, sorcerer, warrior; LG, Life, Skill, War
 Tsui - God of sorcery and storms; U; Arcana, Knowledge, Storm
-San (Bushman) pantheon
 Cagn - San (Bushman) supreme god, first being and creator, trickster shapeshifter; G, Change, Life, Skill, Trickery
 Kaang - Alternate understanding of Cagn (or Cagn is an alternate understanding of Kaang); G, Destruction, Earth, Wilderness
 !Xu - Another alternate San supreme god; G, Arcana, Life, Undeath, Storm
-Zulu pantheon
 Mamlambo - Goddess of rivers; U, Life, Protection, Sea
 Nokhubulwane - "The Zulu Demeter;" U, Earth, Protection, Wilderness
 Umvelinqangi - God of thunder and earthquakes, husband of Uthlanga; U, Earth, Storm, Strife
 Unkulunkulu - Creator of humanity, half-human/half-tiger with a lion's face and claws; LG, Creation, Justice, Protection
 Uthixo - Supreme god; NG, Creation, Hope, Sun
 Uthlanga - Marsh from which humanity emerged; G, Life, Sea, Wilderness



*Sumerian pantheon
 Later combined with Semitic beliefs to strongly influence the Babylonian pantheon, with that and Indo-European beliefs to influence the Hittites.
 An - Later Anu.  God of High Heaven. U, Civilization, Knowledge, Protection, Storm
 Dumuzi - Later Tammuz.  Master of Fertile Fields. G, Life, Protection
 Enki - God of Magic and Wisdom. U, Arcana, Earth, Knowledge, Skill
 Enlil - Later overtaken by Marduk. God of the Skies. G, Hope, Luck, Protection, Storm, War
 Ereshkigal - Goddess of Death. E, Death, Love, Torment
 Gibil - Later Girru.  God of Fire. LG, Civilization, Justice, Protection, Sun
 Inanna - Later Ishtar. Goddess of Fertility. U, Destruction, Love, War
 Ishkur - Syncretized with Adad/Hadad. God of Thunder. U, Storm, Strength, Tyranny, War
 Ki - Earth goddess, wife of Anu. U, Earth, Luck, Wilderness
 Kubaba - Later Cybebe. Only queen on the Sumerian kings list. - LG, Earth, Life, Love, Protection
 Namtar - Name mean "Fate," demon responsible for death. CE, Death, Fate
 Nanna - Moon god. G, Change, Freedom, Luck, Moon
 Nergal - Present but not as prominent. God of Death. E, Death, Destruction, Earth, Life, Torment
 Ninkasi - Goddess of alcohol. G, Love, Madness
 Ningal - Goddess of the Moon. G, Chaos, Good, Luck, Protection
 Ninhursag - Later Ninmah. Mother of the Gods. U, Arcana, Protection
 Ninlil - Air goddess and wife of Enlil. G, Change, Storm
 Ninurta - The Farmer God, a war god in Sumeria. G, Life, Storm, War, Wilderness
 Utu - Sun god, sometimes combined with Shamash. G, Change, Destruction, Freedom, Sun



*Thracian pantheon
Usually worshipped alongside other deities, particularly Greek, perhaps Armenian
 Anzotica - Venus; G, Life, Love
 Armatus - Ares; U, Destruction, Strength, War
 Bassareus - Dionysius; U, Change, Destruction, Madness
 Bendis - Diana; U, Life, Moon, Protection
 Darzalas - Chthonic health god; U, Earth, Life, Protection
 Kotys - War goddess worshipped with orgies; CE, Death, Madness, War
 Sabazios - Zeus/Dionysius-like dragon slayer, eventually worshipped monotheistically as Hypsistos; U, Destruction, Life, Storm, Wilderness
 Vidasus - Silvanus; U, Knowledge, Life, Wilderness
 Zalmoxis - Culture hero; LG, Civilization, Life, Protection
 Zibelthiurdos - Zeus-like thunder god; G, Justice, Strength, Storm



*Tibetan pantheon
Tibet does not many individual gods as classes of deities.  After the arrival of Buddhism, these ranks of spirits were syncretised with buddhas and bodhisattvas, but some Tibetans continued to practice the pre-Buddhist form of their religion, becoming known as the Bon.  There is a mixed history of the Bon religion being accepted as another form of Buddhism, to rejection as heretics or heathens.  Many of the classes of spirits (particularly the more malevolent ones) were not worshipped, but perhaps appeased (but more likely warded).  However, in a fantasy setting, a group of misguided Bon cultists might align themselves with more malevolent spirits seeking to protect Tibet from outside influence, or a misinformed Buddhist monastery might confuse the destructive nature of these spirits with a means of forcing enlightenment on others ("they don't exist anymore, they must have attained Nirvana").
 Lha - The Gods; G, Life, Luck, Protection
 Klu - Gods of the underworld; E, Death, Destruction, Poison
 Sa-Bdag - Earth lords; U, Destruction, Earth, Strength
 Gnyan - Spirits of trees, rocks, and mountains; E, Destruction, Earth, Wilderness
 Bdud - Personified evil; CE, Destruction, Tyranny, Trickery
 Btsan - Gods of fire; U, Destruction, Sun, Trickery
 Thehu-Rang - Competition and games; U, Freedom, Luck
 Gza - Gods of energy and lightning; U, Arcana, Knowledge, Storm
 Dgra-Lha - Gods of war; U, Destruction, Protection, Strength, War
 Phyug-Lha - Gods of wealth; U, Civilization, Luck
 Me-Lha - Gods of fire, "Mouth of Gods"; U, Arcana, Sun
 Thab-Lha - Gods of the hearth; U, Luck, Protection



*Turkic pantheon
 The ancient religion of the Turkic people (which continues even today in Mongolia), is where we get the term "shaman" from.  This religion was likely practiced by the Huns, and other non-slavic north eastern Europeans well into the 10th century.  Mongolian religion and Chinese religion are distantly related.  The name of the Mongolian high God Tengri is related to the Chinese high God Tien.  Mongolia influenced China a great deal through constant invasions.  Mongolian Shamanism is refered to as Tao Shen (gambolling before the spirits) in Chinese.  After the arrival of Buddhism into Mongolia, Shamanism was refered to as Khara Shadjin (or "the black faith,") while Buddhism was refered to as Shira Shadjin ("the yellow faith.")  Some tribes tend towards a family shamanism, where shamanism is practiced by any individual with a supernatural gift mainly for the benefit of the household; while other tribes tend towards a professional shamanism, where the shaman is one or a few individuals within a tribe that works for the community.  The former may be represented by the primal powered classes, while the later could be represented by the divine powered classes.  Another possibility is that the primal powered classes is more concerned with common spirits while the divine power classes work with mainly the larger named spirits and the high God Tengri.  Both of the latter cases are likely to be followers of Tengriism, a religion that states that Tengri is the sole creator God in charge of all spirits; while the former in both cases are likely to follow a pre-Tengriist shamanism where, while Tengri is a powerful figure, He is not alone in godhood.  In some cases, a tribe might be inbetween, perhaps with a division between gender (e.g. primarily women working with the primal, primarily men working with the divine) or age (most people practicing the primal, the old practicing the divine) or some sort of initiation.  Multiclassing between the primal and divine would be thought of as perfectly natural.  Except for Tengri, the following spirits may or may not be acknowledged in any given tribe.  Ulgan is very likely to be acknowledged, and Eje, Erlik, Tung-Ak, and Yer-Sub are common (although they may be present under different names).


 Ai Toyon - Lawful Good.  Light spirit depicted as an eagle.
 Bai Baiania - Lawful Good.  Spirit of forests and joy.
 Chyky - Unaligned.  A smith spirit, gives good advice.
 Eje - Good.  An earth mother figure.
 Erlik - Chaotic Evil.  The first man, rebelled against Tengri and became the lord of the underworld.  Depicted as an old man with a well-built body, with black eyes, eyebrows, and mustache; and a pig's face and teeth. 
 K'Daai - Unaligned.  Fire spirit, first blacksmith and iron worker, possesses curative powers.
 Kuara - Unaligned.  A thunderer spirit.  Not universally acknowledged, as Tengri is often held responsible for thunder and lightning.
 Tengri - Good.  The high God in Tengriism, one of the highest spirits/gods otherwise.  The name Tengri means Heaven.  The Mongolian Tengri is also found as Tenri among the Turkic peoples of western Asia/eastern Europe (who were, according to European accounts, monotheists).
 Tung-Ak - Unaligned.  Spirits of long dead chieftans.
 Ulgan - Unaligned.  Either Tengri's son, an aspect of Tengri, or an epithet of Tengri.  It is often accepted that none get to Tengri except through Ulgan.  Ulgan is also a demiurge figure, responsible for helping in the world's creation.
 Yer-Sub - Unaligned.  Ancestor spirits associated with water and earth.


 Ai Toyon - Lawful Good, Freedom, Sun
 Bai Baiania - Lawful Good, Hope, Wilderness
 Chyky - Unaligned, Creation, Skill
 Eje - Good, Earth, Life, Sea, Wilderness
 Erlik - Chaotic Evil, Darkness, Death, Strength, Strife, Undeath
 K'Daai - Unaligned, Creation, Life
 Kuara - Unaligned, Darkness, Storm
 Tengri - Good, Moon, Storm, Sun
 Tung-Ak - Unaligned, Civilization, Justice, Tyranny
 Ulgan - Unaligned, Arcana, Protection, Sun
 Yer-Sub - Unaligned, Earth, Luck, Sea



*Urartian pantheon
 Urartu was located between the Hittites and the Babylonians, and deities from those areas could have had a lesser presence.  It was descended from Mitanni culture, which was of Indo-Iranian origin.  Some Mitanni or Urartians may also have migrated to what is now Armenia.
 Arubani - Goddess of fertility and art, wife of Khaldi. G, Creation, Life, Love, Skill
 Bagvarti - Lesser version of Arubani, consort of Khaldi, originally Iranic but later incorporated after the region was conquered. LG, Civilization, Love
 Huba - Mother goddess, wife of Teisheba. LG, Earth, Life, Sun, War, Wilderness
 Indra - Worshipped by the Mitanni, an earlier form of Urartu culture.  Storm god, bearer of the storm mace Vajra.  U, Destruction, Storm, Strength, War
 Khaldi - Head deity of Urartu, most inscriptions dedicated to him, warrior god, husband of Arubani, depicted standing on a lion, part of a triad with Shivini and Teisheba.  LG, Civilization, Justice, War
 Mitra - Worshipped by the Mitanni, an earlier form of Urartu culture.  The companion of Varuna, god of the heavens, contracts, and friendship.  Related to the Zoroastrian Mithra and the later Graeco-Roman Mithras.  LG, Civilization, Justice, Sun, War
 Selardi - Lunar goddess, counterpart of Sin, probably the sister and consort of Shivini. G, Change, Freedom, Luck, Moon
 Shivini - See Shamash or Aten, good aligned, husband of Tushpuea, part of a triad with Teisheba and Khaldi. LG, Justice, Knowledge, Sun
 Teisheba - God of storms, thunder, and war to an extent; city of Teishebaini named after him, depicted standing on a bull with lightning, part of a triad with Shivini and Khaldi, husband of Huba.  U, Life, Protection, Strength, Storm, War
 Tushpuea - Goddess over city of Tushpa, wife of Shivini, depicted as winged. LG, Justice, Freedom, Sun
 Varuna - Worshipped by the Mitanni, an earlier form of Urartu culture.  The companion of Mitra, rain and judge god.  Possibly related to the Zoroastrian Ahura (Mazda).  G, Justice, Knowledge, Luck, Storm



*Yezidiism
Yezidiism is a religion influenced by ancient Mesopotamian beliefs, Judaism, Zoroastrianism, Mithraism, Christianity, and Islam.  They believe God created an angel named Melek Taus and six other angels to create the world, asking Melek Taus to worship nothing but Him.  God then created Adam and asked Melek Taus to bow before Adam.  Islam and some Christian legends hold that Satan was placed in a similar situation and fell for refusing to bow to a creature made of clay.  This has lead some Muslims and Christians to believe that Melek Taus is Satan.  The Yezidis teach that Melek Taus refused to bow out of his love for God, for which God was happy.  The Yezidi also teach that they are distinct from the rest of humanity.  Before Adam and Eve decided who would have what role in childbirth, they decided to see who could create a good child on their own.  Both of them placed their seed in jars.  Eve's produced insects, Adam's produced a handsome boy that married a spirit and fathered the Yezidis.  The seven angels are regarded as emanations of God, and certain past kings and prophets were regarded as incarnations of the different angels.


 Melek Taus - Also known as Azazel, manifest as Yezid (the founder of the religion in its current form), dedicated to Sunday.  LG, Fate, Justice, Sun, War
 Sheikh Hasan - Also known as Dardael, dedicated to Monday.  LG, Fate, Knowledge, Moon
 Sheikh Shamash - Also known as Israfel or Artemis, dedicated to Tuesday.  G, Skill, Sun, Trickery, Wilderness
 Sheikh Abu Bakir - Also known as Michael, dedicated to Wednesday.  LG, Destruction, Justice, Sun, War
 Sajad-ad-Din - Also known as Azrael, dedicated to Thursday.  U, Death, Fate, Undeath
 Nasir-ad-Din - Also known as Samael or Nisroch (as a king of Assyria), dedicated to Friday.  U, Death, Fate, Sea, War
 Fahr-ad-Din - Also known as Nurael or Chemosh, dedicated to Saturday.  U, Freedom, Sea, War



*Yoruba pantheon
 Present in east Africa, forms the basis for Vodoun after incorporating elements of Christianity (particularly Saints).  They are divided between the Old World Loa (worshipped in Africa and America), and New World Loa (worshipped only in the Western Hemisphere).
  -Old World Loa
 Adjinakou - The Elephant Mystery. U, Destruction, Knowledge, Strength
 Agwe/St. Ulrich - Lord of the Sea. U, Sea, Storm
 Ayida Wedo - The Rainbow, wife of Damballah. G, Life, Storm
 Damballah/Moses or St. Patrick - The World Serpent, husband of Ayida Wedo. G, Hope, Life, Protection
 Erzulie/Black Madonna - Queen of Beauty. U, Love, Trickery
 Ghede - Lord of the Dead. U, Death, Knowledge, Life, Trickery
 Legba/St. Peter or St. Lazarus or St. Anthony - Lord of the Crossroads, the Wandering Sun. G, Knowledge, Sun, Wilderness
 Loco and Ayizan/None and St. Clare - Great Patrons. G, Knowledge, Life
 The Marassa/St.s Cosmas and Damien - Divine Twins, first born, first died. G, Luck, Protection, Trickery
 Ogun/St. George or St. Peter - Master of Iron, Lord of Fire. U, Earth, Strength, Sun, War
 Simbi - Great Serpent, He-Who-Straddles-the-Waters. U, Arcana, Knowledge, Sea
  -New World Loa
 Ashadeh Boco - The Hidden Fire. U, Fire, Knowledge, Passion
 Baron Samedhi - The Zombi Lord. CE, Death, Evil, Necromancy
 Carrefour - Lord of the Midnight Crossroads. G, Destruction, Good, Protection, and Summoning
 Cinq Jour Malheureux - Lord of Lost Days. U, Fate, Time
 Congo Zandor - Lord of the Scarlet Fields, pain and sacrifice. U, Earth, Plant, Strength
 Dan Petro - Dan Petro, loa of freedom.  U, Luck, Travel


Ridden - Choose a Loa as a cleric would choose a deity, and choose one of their domains.  Your character gains one use of that domain feat's power after engaging in a personal ritual costing equal to a tenth of the cost of a magic item of the same level (so 36 at level 1).  Alcohol, livestock, and ritual components may substitute for GP in the ritual.


Wisdom of Ancestors - The character may engage in a personal ritual to contact ancestors for knowledge or blessing.  Your character spends a number of gold equal to one tenth a magic item's cost, and gains a bonus equal to half that the level for a number of knowledge checks equal to the level, and a +1 bonus per tier to saving throws.


Zombi - Your character is a zombi, an individual who has been drugged and brainwashed by a bokor, possibly having his soul taken from him.  You permanently lose 4 points of wisdom and charisma, your speed decreases by 1 point, but you gain a +8 bonus to death saving throws and gain an additional death saving throw per tier.


Zombi maker - Must be an arcane character.  Your character can create an undead companion using a complex and personalized ritual.  You must spend a number of GP equal to a magic item of a level equal to the undead creature being created.



*Zoroastrianism
 Zoroastrianism was a religion started by the prophet Zoroaster in the area that is now Afghanistan, eastern Iran, or western Pakistan.  Zoroaster taught that there was only one God (Ahura Mazda), and all other beings are angels working for or demons fighting against the one God.  Persia and India at this point followed very similar religions, so many of the figures in Hinduism and Zoroastrianism parallel.  Zurvanism was a later development based on the interpretation of some verses in Zoroastrian scriptures that said that the good spirit and the evil spirit were twins, and that Ahura Mazda came out from time (Zurvan).  Normal interpretation up to this point took this to mean that the head angel under Ahura Mazda was equal to the lead evil spirit that opposed Ahura Mazda, and that Ahura Mazda was eternal.  The Zurvanists took this to mean that Ahura Mazda and Ahriman (the evil spirit) were the twin sons of Zurvan (now a god of time instead of the word time).  Zoroastrianism was the main religion in Persia before Islam, and it and Zurvanism were both present in India and to a lesser extent in China.  In a fantasy campaign, Devas are probably regarded as not really being Devas, or as evil spirits meant to misguide people, or perhaps Devas sympathetic to or faithful in Zoroastrianism regard themselves as Yazatas.



 Ahura Mazda - Later known as Ormazd, holy symbol is a winged disk.  G, Hope, Justice, Protection


 Zurvan - Holy symbol is two serpents emerging from the same egg and struggling.  U, Creation, Fate, Knowledge


  -Amesha Spentas: the Zoroastrian equivilant of Archangels, sometimes are viewed as manifestations of Ahura Mazda
 Spenta Mainyu - The most direct manifestation of Ormazd, sometimes the relationship between the two is compared with God the Father and God the Holy Spirit in Christianity. Holy symbol is the same as Ahura Mazda. Presides over Mankind, opposed by Angro Mainyu. LG, Civilization, Justice, Luck
 Kshathra Vairya - Presides over Metals and Minerals, holy symbol is helmet, spear, and shield. LG, Creation, Strength, War
 Vohu Mano - "Good mind," presides over animal life, hoyl symbol is a cow.  Opposed by Akem Mano. LG, Freedom, Life
 Asha - The manifestation of Truth, Fire, and Light. Holy symbol is a fiery light. Opposed by Druj, "the Lie." G, Knowledge, Protection, Sun
 Ameretat - Presides over plant life, holy symbol is a rose. G, Earth, Life, Wilderness
 Spenta Armaiti - Presides over earth and the world, partly syncretised with fertility goddesses, holy symbol is a woman. G, Earth, Life, Love
 Haurvatet - Presides over water and the dead, holy symbol is water. G, Death, Sea, Undeath
  -Yazatas: the Zoroastrian equivilant of angels, viewed as manifestations of different Amesha Spentas
 Atar - A more direct manifestation of Asha, battles Ahzi Dahak. Holy symbol is flaming sword. LG, Strength, Sun, War
 Verethragna - A manifestation of Asha, in charge of victory and success, holy symbol is a bear. LG, Freedom, Strength, War
 Rashnu - Manifestation of Ameretat, judges the dead, in charge of justice and honesty, holy symbol is a set of golden scales. LG, Destruction, Justice, Undeath
 Haoma - Not known which Spenta Amesha he's manifest from, in charge of health and immortality, particularly from the liquor named after him. G, Life, Sea
 Mithras - One of the most popular Yazatas, sometimes called the Son of Ormazd and sometimes held to be His equal. Either a manifestation of Kshathra Vairya (at His least popular), or Spenta Mainyu or even Ormazd (at His most popular). Holy symbol is a bull-headed mace. LG, Justice, Sun, War
 Tishtrya - Manifestation of Spenta Armaiti, originally focused more on water, but gradually worshipped more for war. Holy symbol is the star Sirius. G, Sea, Storm, War
 Sraosha - A guardian of the living and the dead, and messenger for Ormazd. Sometimes regarded as an Amesha Spenta, or as a manifestation of Asha. Holy symbol is a rooster. G, Fate, Knowledge, Protection
 Farvadin - A more direct manifestation of Haurvatat, guardian of the soul, in charge of magic. Holy symbol is a winged woman with a spear. G, Arcana, Knowledge, Protection
 Anahita - A more direct manifestation of Spenta Armaiti, later syncretized with the Armenian Anahit. Holy symbol is a dove. G, Earth, Love, Sea



*Zothique pantheon
 Alila - "Queen of Perdition and goddess of all iniquities"; E, Arcana, Strife, Trickery
 Basatan - A sea god; U, Change, Sea, Storm
 Geol - An earth god with lax priests; U, Arcana, Earth, Knowledge, Protection
 Ojhal - Virgin goddess; LG, Hope, Justice, Knowledge, Life, Protection
 Mordiggian - U, Death, Undeath
 Ong - A lion headed god of a remote desert nation; U, Civilization, Knowledge, Protection
 Thamogorgos - Lord of the Abyss, a thunderous archdemon whose clerics typically travel with warriors; CE, Death, Destruction, Strife, Torment, War
 Thasaidon - Dark archfiend, one of the two main gods; E, Death, Trickery, Tyranny, Vengeance
 Vergama - An abstract benevolent deity, no idols or temples; G, Freedom, Life, Luck, Storm
 Yuckla - A god of laughter; G, Change, Freedom, Knowledge, Luck, Protection, Trickery
 Yululun - Keeper of Tombs; U, Darkness, Death

(*WHEW!*)

#52

Marandahir

Jan 01, 2010 0:10:31
Wow. 

Wow.

That's a LOT of work there. 

I don't agree with many of the Celtic designations, simply because I've researched them for years now and I feel several of their aspects were simplified or placed wrong, and as I said before, I felt that I would find a couple differing opinions, but I applaud the work and effort you put into all this.  I'm copying it all over into a word document where I can process this all for some time (read over aspects of it, check with sources I know, think about how I might designating alignments, symbols, and domains differently, etc). 

I applaud your efforts as a fellow mythologist.
#53

marius4

Jan 01, 2010 1:30:49
< snip >


Lots of work.

You should wikify it as a sample 4e Deities & Demigods-type piece.
#54

ian.thomson

Jan 01, 2010 9:57:30
Thanks, y'all. 

The Celts aren't my specialty (most of my reading is about the Mediterranean, Mid-East, and Middle Ages Europe), so when you get through Marandahir, your help will be appreciated.  The Irish section was mostly a synthesis of other sources (same for a lot of these) and the Continental and British section was a started point based on what little info I could find (same for the Basque pantheon, most of the African, Eastern European, and Native American pantheons).  The ones I'm confident of are the Monotheistic, Neoplatonic, Pegana, Turkic, and Zoroastrian pantheons.

I'm currently trying to wikify this (notepad kept locked up when I told it to replace the tabs with dashes, so I'm going through each section).  I should have the article created within an hour of this post.

EDIT: I found an remnant of an older attempt to handle Chinese beliefs in 4e, that basically said to treat Han-Feizi as Bane, I've removed it from my older post.
#55

ian.thomson

Jan 01, 2010 11:34:36

I didn't meet my deadline of an hour (Windows dropped to 0 HP for some reason), but I've created the Deities and Demigods wiki.

EDIT: I also found out that this site has something against the Mayan deity Coom Hau.  I'm writing it Coom because U doesn't work.  I've gone back to the post where I brought up the Mayan pantheon and reinserted it with the "family friendly" spelling.