The Gods Of [Whiteleaf - Reference] (wip)

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THE SACRIFICIAL LAMB

Post by willpell » Fri Jan 15, 2016 6:23 pm

Originally this god was much like his three spiritual cousins, incarnations of the practice of animal offerings, each symbolizing both a different commonly-domesticated ungulate and a different reason for its ritual slaughter. But while the other three have remained largely confined to their original purpose, the originally weakest and most pathetic God of Lambs has risen steadily in station for centuries, and seems to have his sights set on nothing less than transcending the limits of his Trivial status, in order to displace one of the eighty Significant Gods. No record exists of this ever having been achieved within mortal history, and no one is sure whether it's even possible, but the Lamb seems bound and determined to try; perhaps no god on Whiteleaf is more disastrously ambitious. Though not Evil, the Lamb's grim dedication to raising its station combines with its generally bloodsoaked background to make it one of the more unsettling and extremist deities.

The Lamb totemizes gentleness as admirable, but is also extremely belligerent against anyone that he identifies as a predator upon the weak; the hypocrisy of his church's constant inquisitions against those they claim are "too violent" is lost on them, for they believe sincerely in their doctrine of protecting the innocent by torturing the guilty. They believe that anything done in the Lamb's name becomes an act of righteousness; they are certain that these acts are Good, and refuse to listen to any evidence to the contrary (it goes without saying that they don't ping on Detect Good very damn often, and even a Lambian who does maintain a Good alignment does so mostly by failing to notice the more gruesome deeds of people he goes to church with regularly.) Mercy and forgiveness are paid a tiny amount of lip service, but ultimately the Lamb requires bloodshed, proclaiming that "innocence cannot exist without the suffering of the guilty". The Celestines take an extremely dim view of this two-faced and exceedingly militant church, and are debating whether it can be allowed to continue operating, but its rapidly burgeoning popularity across Radvidva, the HPA, and other non-Imperial regions, while places like the Empire and Cycadria generally don't encounter it at all, have kept it from gaining the full opposition of the Celestial Overwatch so far.

Having once been the patron of those who were victimized for their very helplessness, the Sacrificial Lamb has in all probability gone insane, assuming such a thing is possible for a god; if not mad, then the deity is at least grimly determined to avenge all the pointless carnage in its past....with an equal if not vastly greater amount of carnage, that at least claims to have a point. With aspects of both Law and Chaos, the Lamb-cult (also known as the "Sangri dou Fismal" is open to any alignment, though Evil characters must be exceedingly subtle to operate safely within it; it is another of those volatile powderkegs which the Web of Lies dares not exert much pull upon, for fear of destabilizing it and being caught in the resulting eruption. Blood Elves are often attracted to this cult; though few of them have much trust in gods in general, this is exactly the kind they're willing to consider, as its pretentious and duplicitous nature suits their attitudes well (although they have to be very careful to contain their rage and vengefulness any time it doesn't conform to church dogma).

The Silver Lion, patron of the sea-raiders of Eastumbria, is the sworn nemesis of this church, but fortunately their territory doesn't overlap much. A few "crux aids" have been launched in the direction of the "Winter Lands", but they have only managed to run afoul of the Black Vikings; these in turn have appealed for aid from the Dead Kingdom of Ice, whose allegiance with the rest of the northlands is tenuous but taken extremely seriously, and has the potential to mobilize all of the Dead Kingdoms other than Mirchlaza and Neferturai against the Blood of the Lamb. For now, the Sangrals have backed off, not confident in their ability to win against such a power bloc (especially since, while they certainly don't care for the undead and are more than happy to Turn them when necessary, they also don't have as much of an interest in fighting them, considering the living far more worthy of their attention...both because they are more likely to accept a spearpoint conversion, and because they make for more satisfying executions when "diplomacy" fails).

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THE GREAT RAM

Post by willpell » Wed Jan 27, 2016 8:25 pm

The church of the Forgelord claims that he once built a battering ram to knock down the walls of an evil god's fortress, and forged the machine so cleverly that its wheels turned into legs and it ran off to live as a real ram. Few worshippers of The Great Ram itself agree with this slightly humiliating story, but ultimately the subtext of their creation myths is not that different. A strong-willed, confident, and hypermasculine being, the Ram could be described with fair accuracy as The God Of that certain ineffable quality which he certainly possesses in spades, which human beings variously refer to as "moxie", "guts", or most commonly "balls". Though not a predator, he never backs down from a fight; he takes a stand for his beliefs, certain that he can retain the high ground at all times, and while he is loyal to the rest of his herd, he is never dependent upon them, but rather seeks to lead them from the front. These qualities are admired by those who see the Ram as their forefather; cowardice and weakness are equated with evil, since it is taken for granted that the desperate will do anything to survive, and therefore those who refuse to bootstrap themselves to better circumstances are essentially voluntarily choosing to remain as half-starved "mad dogs" when they could solve their own problems. This somewhat scornful atttitude toward the "meek" does not endear the Ram's followers to several other Good or Good-ish churches - in particular, despite them both being named after ovines, the Great Ram and the Sacrificial Lamb despise each other, since one teaches that the weak should be bloodily avenged whenever they fall prey, and the other preaches that if they were victimized, it was probably their own fault.

Among other races, the Ram is also worshipped by the Caprinae, a race of fierce anthropomorphic sheep whose horned appearance has long caused them to be mistaken for demons. The territorial squabbles between these mountain-dwelling individualists and the humans and dwarves who have long warred against them are finally starting to settle down, but a lot of bad blood still remains, and the Ram makes a great show of being on their side, even against his humanoid worshippers.
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THE FIXTURE

Post by willpell » Fri Jan 29, 2016 12:34 am

Every god has an opposite, although not always an equal one. The Wayfarer, patron of travel, is one of the most powerful and best-liked gods in Whiteleaf, while his nemesis is a weak and rather pathetic godling with few believers, since very few people actively oppose travel as a concept. But for those who do, The Fixture is their patroness; a goddess of hearth and home, the Fixture is a bent and withered crone with a profoundly conservative attitude, whose manifestation in any given area is fiercely protective of the locals, and opposes any intrusion into their affairs by outside agencies. Each of these regional avatars of the Fixture is ignorant of all others, not answering to whatever name the area's cultists have granted them, or accepting that any of them are the same being as itself...only the small hierarchy of the "central" church insists that all of these household guardians are ultimately all The Fixture.

Individual Fixtures each proclaim that their particular locale is the best place for their worshipers to live, extolling particular virtues of the culture and geography and regional economics; they teach that foreign ideas are founded on the values of another place, and that they can bring only destruction when imported. Country folk are taught to beware the seductive lures of the city, while urbanites are told not to heed the siren-song of the unspoiled hinterlands; locals are exhorted never to roam, at least not unless strictly necessary, and in that case to remember their roots, always return, and never bring anything back with them, nor give anything much of their home away while abroad. Any intermingling among different groups is styled as contaminating and disastrous by the Fixture cults; it is often stated as a truism that homesickness drives any wanderer swiftly mad, and that rootless nomads are entire cultures of dangerous marauders who must be kept away by determined forceful defense of one's homeland. Occasional alliances for mutual aid are tolerable in the face of such threats, but making them into a more intimate or lasting arrangement is always treated as a mistake. Exposure to new ideas is thought to bring discontent, and the influx of foreign money is seen as massively destabilizing, with the outside investors certainly not having the interests of the neighborhood at heart when they try to exploit its resources or tap it as a market for whatever they're peddling.

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THE WINDS OF CHANGE

Post by willpell » Fri Jan 29, 2016 12:42 am

No man steps in the same river twice, and that's true for currents of air that one is never *not* stepping into, even more than it is for water which remains confined to a relatively predictable channel. While the air never stops shifting, it is ultimately all a single globe-spanning contiguous mass (apart from relatively minscule isolated chambers which are almost always temporarily cut off from the whole); thusly, while its name invokes a chaotic perspective, this elemental deity is in large part the god of "the more things change, the more they stay the same", and thus is as generally Neutral as each of its "siblings".

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THE LOTHARIO

Post by willpell » Fri Jan 29, 2016 12:54 am

God of seduction and conquest, the Lothario is a smooth seductor and is indeed often accomplished in the arts of love, but he cares nothing for the maintenance of relationships, only for the thrill of the chase. As beloved of virile, ennui-stricken sociopathic males as he is accursed by heartbroken or offended-on-principle women (although, on rare occasions, gender-flipped and homosexual versions of his favorite scenario plays out, and his default phallocentricity doesn't prevent him from championing those interactions as well), the god teaches that the object of one's affections is to be treasured like a fine wine, whose very value comes from its rarity, and thus that the contempt of familiarity is to be avoided at all costs. The bed-hopping smooth-talkers who flock to this god's banner generally do not intend to cause heartbreak, and would likely be happier if their paramours shared their cavalier attitude toward the fleeting nature of these contacts, but they refuse to change their behavior because of the reality that this is rare. Good ones treat their "marks" with great gentility, and disclaim their nature before consummating the act, but even these often leave hurt feelings in their wake; outright evil examples also exist, who intentionally make the aftermath as painful as possible for those they have spellbound and ravished with their words (as a point of political necessity, the church formally condemns the use of drugs or magic for these purposes, although they take a lax attitude toward enforcing that edict), and the church tolerates these members and even encourages them to boast of their exploits within its temples, giving lectures on how others can match their skills, even if not sharing their sadism.

Vehemently despised by the churches of the Hearthmarm and the Everlasting, but grudgingly tolerated as an ally by the Lover's faith due solely to their effectiveness, the Lothario's faith upholds the practice of "pick-up artistry" as being a pragmatically useful skill, and encourages anyone who dislikes being "handled" in such a fashion to attend their lectures in order to learn what to defend themselves against, but does not tolerate being heckled or harangued. Outspoken female-rights advocates frequently clash with the law in attempts to picket this institution which they find so odious; keeping in good standing with the local community despite such frictions is outrageously expensive, and so the church levies highly usurious tithes (almost comparable to those of the Patroness's faith) in order to fund their continuing stability - and often speaks of this kind of financial exploitation in the same "man's-gotta-do" terms they devote to erotic pursuit.

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THE HARVESTER

Post by willpell » Fri Jan 29, 2016 12:58 am

Everything inverts itself over time in Whiteleaf; as the scythe-wielding Bringer of Life's End has cast an increasingly long and iconic shadow over the world, farmers who used a scythe to collect the grain which would feed their children naturally took some offense, and attempted to construct an eidolon to which they could devote their positive affirmations of the concept of Harvest Time. Despite having a lot of worshippers, this god's rather forced nature is evident, both in his makeshift-scarecrow appearance and in the fact that he doesn't push very aggressively for his cult's expansion - he is about as low-agenda as a god can get and still remain in the pantheon, and he certainly shows little sign of ascending beyond his current minimal station.

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STRANGE ATTRACTION

Post by willpell » Fri Jan 29, 2016 1:05 am

Goddess of unconventional beauty, tattoos, and "light" body ornamentation, Strange Attraction differs from the Lover and the Good Daughter in being impossible to represent in an iconic form, since by definition any single appearance is insufficient to describe her. If she has an actual form, it is so ever-changing as to not be worth making so much as a sketch of, let alone a statue; her temples instead ask every priest or priestess to express their own individuality as wildly as possible, and thus to "become" the goddess's illustration in the only meaningful sense. These cultists are often called Strange Attractors, and they suit word to deed as they live out that implied mission; where minds are too inflexible to open as widely as they would like, they're not above the use of flattery, bribery, trickery and even Charms to try and forcibly enlighten the close-minded, although they start to worry when the Transgressor's clerics begin complimenting them on this behavior. Their willingness to push the envelope to this extent alienates them from the greater church of the Magnificence, who often expresses a wish to be able to approve, but an unwillingness to actually do so.

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THE VITUPERANT

Post by willpell » Fri Jan 29, 2016 6:33 pm

It's only fitting that the god of grievances and vengefulness should have a grudge of his own to nurse; the portfolio of Spite and Bitterness has been partially stolen from him by the Revenant, and he is now a god in decline, faced with the very real prospect of demotion to Trivial status if he fails to actively prosecute the cause of his own persistence. Fortunately, pursuing a vendetta comes quite naturally to the Vituperant, so there's little chance he will take his rival's actions lying down, or gently fade away into obscurity while the other god flourishes with the added emphasis. War is brewing between these two villainous cults, one of which is vaguely civilized but deeply unwholesome to the perceptions of the living, while the other is somewhat sympathetic on occasion but goes to such violent extremes as to be difficult to tolerate. Whoever loses, we win - just as long as the conflict never ends, leaving one of these gods triumphant and more powerful than ever, and just as long as the collateral damage from these battles can be kept from spilling over too much into the realm of Good.

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THE COMMERKINDREN

Post by willpell » Wed Feb 03, 2016 7:30 pm

Not one god but seven (eight if the Patroness is included, though this is seldom done), these are the gods of mercantile activity on Terrestra, and closely tied to the Syndics who rule over the interplanar trade which is centralized in the City of Doors and extends throughout the Whiteleaf multiverse. Except for the eldest of the group, who serves to keep the peace among them and is on the verge of ascending to Medial status, the Commerkindren are grouped into pairs; depending on the cultural tolerance levels of the region, myths regarding them, these may be portrayed as incestuously married couples or simply as pairs of fraternal twins, opposed in both gender and alignment.

* The Secretary, TN god of Reciprocity, Fair Exchange, and Commerce In General
* The Compact, LG god of Binding Agreements and Economic Heritage
* The Municipal, NG goddess of Commercial Bonding and Community Investment
* The Lustrous Gleam, CG goddess of Relative Valuation and Intangible Worth
* Fool's Gold, CE god of Swindlers and Con Artists
* The Coin Vault, NE god of Limitless Greed and Acquisitiveness
* The Sweatshop, LE god of Exploitation and Extortion

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THE HATED GOAT

Post by willpell » Thu Feb 04, 2016 3:23 pm

No-one today knows what one or more goats must have once done, in order to first develop such a foul reputation, but for innumerable centuries it has been a meme among peasant populations to blame the "scape goat" for anything that goes wrong. Over time, this probably-once-innocuous tradition grew into a cancerous bloat; eventually goats and goatherds were cast in villainous roles by nearly every human culture. At some point, a god came into being to exemplify these stereotypes.

Several different variations on the Hated Goat archetype have emerged over the years, largely due to conflation with various demons, devils, aberrations and fey which bear a coincidental resemblance (a cult of pseudonatural and half-farspawn satyrs did particular damage to one agrarian culture, which became violently xenophobic and misanderistic after tangling with these "thousand sons of the Goat"). Since these archetypes are often strongly gendered, but may be either portrayed as hypermasculine or as redolent with female power, the Hated Goat has become a shapeshifting hermaphrodite, whose nature grows steadily more transgressive as the cult constantly pushes boundaries in order to shock and appall its foes.

Ultimately, the Goat is the god of anything and everything which is violently rejected by the world, and rejects that world in turn; sometimes the antipathy is confined to a particular culture whose dominant mores are highly prejudicial, and the Goat takes these outcasts under wing and teaches them to become what others mistake them for, while more extremist splinters of the cult become opposed to any and all civilization or sanity. These variations often cooperate with (or infiltrate) cloisters dedicated to the Vituperant, as the two gods are very similar; the Goat has a bit more of an emphasis on keeping its outrages vaguely justified, and is less likely to resort to murderous vengeance, preferring instead to trick, suborn, or gaslight its foes, in the vague hopes that someone will "learn a valuable lesson" about tolerance and respect. However, practicioners of Goat-worship almost never display those virtues themselves, and so their ability to instill them in others is limited. Very rarely does a cult of the Hated One actually disassemble when its work is complete; usually, a society which could have become egalitarian and exquisitely polite, after the Scapegoats exposed its sins and shamed the leadership into reforming, instead continues to be targeted by the cultists, whose motivation increasingly consists of simple boredom and habit, until there is eventually no choice but for the nation to outlaw them and crusade against them. It's a tragic cycle, and it's much of the reason that the Goat remains a minor god, in spite of its nearly boundless ambitions.

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TRAKATHA THE HARRIDAN

Post by willpell » Fri Feb 05, 2016 1:55 pm

The hobgoblin creator-goddess, architect of their militaristic and matriarchal society, in which the only purpose of males is to die in battle, protecting the home front so that its female rulers may be kept safe from all harm - most especially that which the males themselves would inflict if not kept busy. The Harridan established the strict social order which continues to rule the lives of hobs, virtually unchanged since the dawn of their ancient "Hatchet Kingdom". Under her direction, a fiercely competitive and suppressive oligarchy constantly rewards ambition while punishing individuality, binding every stratum of society into a rigid and unforgiving structure which produces only a few dozen social elites, with millions of hoblins each year dying pointless deaths and being forgotten entirely. It is said that Trakatha welcomes these casualties and gives them a second chance at achievement, but few of the goblins actually believe this; for the most part, they simply follow the rules because they fear punishment.

Unlike the Drow priesthood, hobgoblin clerics may be either gender, although males who take up the worship of the Harridan are uncommon, given that most of them nurture a deep resentment for this personification of their frustrated sexuality. Those who do have a masochistic enough bent to worship Trakatha are invariably sent to war, acting as combat medics and support casters; the church's decision-making hierarchy remains entirely female-led, as with any other aspect of civilian life, and the rare males who are unsuitable for combat but somehow still worth keeping around are invariably pigeonholed into minor and dead-end offices.

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THE INCARNATION

Post by willpell » Fri Feb 05, 2016 6:16 pm

Patron of animists and symbolic allegories, this subsidiary agent of Lematrya was more properly termed a "spirit" than a "god" until very recently; it might well be the very latest addition to the actual pantheon, and could hold valuable secrets on how the process of apotheosis occurs, if one knew how to ask the right questions. However, the process is likely to be frustrating, as this god also seems to have a deeply abiding love for the sorts of groanworthy puns which the entire Registry profession exists to discourage - to the point that its worldwide cult (which contains a disproportionately large number of Children of the Word) is currently headquartered in the basement of the Inn Carnation, a flower-decorated traveler's hostel which proudly boasts membership in the Network of Ironically Named Inns (NINI). By now they could easily afford to build their own temple (just one so far, but still); instead, they continue to embrace the "delightfully subversive" use of the Inn as their base of operations, paying lavishly excessive rates to the ownership in order to remain ensconced.

A highly chaotic deity, the Incarnation presides above all else over the concept of objects having their own agency; his ideology is largely inherited from Oggravant, and preaches that every individual must have the power of choice, but further adds that everything must qualify as an individual (possibly even including abstract notions, which can after all become incarnate as gods). Thusly, the faith preaches that there are no accidents, that a rock rolls down a hill because it feels like doing so, or because another being's will to cause it was stronger than its own will to stay. It is fond of preaching contradictions of a common-sense worldview, such as by claiming that cloth has the power to stop sharpened steel from penetrating it, if it wants to badly enough; this obviously means that Magic Vestment is a favorite spell of theirs, but no magic better exemplifies the Incarnation's principles than Animate Objects.
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THE JOLLY ONE

Post by willpell » Fri Feb 05, 2016 6:36 pm

God of Prosperity, Conspicuous Consumption, and "the Good Life", this ancient entity is also the de facto patron of Obesity, which is still a relatively rare phenomenon on Whiteleaf, and seldom viewed negatively except when it is combined with other, obviously undesirable traits. Unrelated to the Commerkindren (and in particular deeply opposed to the naked, purposeless avarice of the Miser), whose tie to the Patroness places them in a relatively modern mental framework, "Old Fatso" likely predates civilization altogether, having perhaps been born the first time a barely-sentient being stumbled upon such a vast wealth of natural resources that it could not even imagine ever exhausting them. For now, the Chaotic Neutral god remains more nearly Good than Evil, but his fundamental inability to grasp the idea of rationing or conservation means that he is likely to grow more dangerous with the passing of centuries, as non-renewable materials are eventually depleted by the march of industry, and even limitless wellsprings such as the Outer Planes may eventually be taxed to the limit and produce a backlash against the greed of mortals.

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THE LUNATIC FRINGE

Post by willpell » Fri Feb 05, 2016 10:01 pm

Possibly made of lingering tatters from the divine essence of "Codename Rose", the former Whiteleaf god of Madness and Misfortune (who was replaced by Phanata the Jinx and arguably Sczyltarna The Beholden), the current god of Delusions and Outsiders certainly gives the impression of being a shadow of some former self, torn to ribbons and set adrift on winds which constantly scatter his already-fractured mind into a state of utter dissolution, from which he only intermittently pulls himself back together, like debris slowly settling in a doldrums. Outright insanity is often a solitary thing, and certainly Scyltarna governs nothing resembling unity; perhaps that is why the Fringe reigns over those whose ugliness, insanity, or otherwise "undesirable" status enables them to band together against the world which has rejected them. If all this is true, then certainly the patron of these mendicant communities is about as Good as a god of Lunacy can get, though by no means pleasant, and quite possibly driven to unhealthy extremes which prevent him from fully qualifying as virtuous.

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THE SHARK

Post by willpell » Fri Feb 05, 2016 10:21 pm

One of many cases where a Chaotic deity is worshipped by a Lawful race with a certain degree of wistfulness, The Shark is a patron to the vicious Sahuagin, who venerate him in large part because he is more vicious than they can manage to be on the best of days. Most of the gods default to a humanoid form when encountered (number of arms notwithstanding), but not the Doom Who Glides Through Dark Waters; he is invariably portrayed as the vastest and most terrifying carcharodon in a thousand oceans, and is believed to be one of the gods most fond of visiting the physical world...precisely because it enables him to stalk the high seas and produce tales of sea monsters, which perhaps repay him with the power he expends on such manifestations.

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THE FREE RADICAL

Post by willpell » Thu Feb 11, 2016 7:31 pm

God of extremist action motivated by good intentions. As feared as he is venerated, his instability prevents him from earning trust or respect, but his noble beliefs are always worthy of admiration, even if the actions he exhorts his followers to take border on psychopathy.

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THE STALLION

Post by willpell » Thu Feb 11, 2016 9:13 pm

Lord of centaurs, and to a lesser extent of horses in general, the Stallion is a god who loves the wilderness, but is only minimally tied to the wilderness, and he is a lusty and virile god, but only minimally tied to sex (indeed, the troubling sexual politics between centaurs and humanity have been a source of considerable concern to him, and he makes an effort to dial back his cult's activities in any sexual arena, simply to avoid presenting any questionable appearances - which requires a fair bit of denial of his true nature, given that his name is absolutely a reference to his prowess as a stud). If he stands for any single thing above all else, it is the urge to be free, to race across a wilderness that is boundless in its expanse, but for all of that he is a civilized god of a highly developed people, and he is neither fully Chaotic in alignment nor especially opposed to the use of Lawful institutions. More so than most racial deities, he is concerned primarily with only attending to the good of his people, helping them to flourish within the context of their role in the world. It concerns him how they have given up the plains they once loved, living in relatively close quarters within the deep forest; he is pursuing several plans to see their lot improved, but is very loath to risk letting violence be part of the solution, for the lives of his children are too precious for him to see them spent as a resource, even if the stakes involve a better future for those who survive.

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THE SEA ENRAGED

Post by willpell » Thu Feb 11, 2016 9:18 pm

Primary deity of the world-circling ocean which surrounds Terrestra's single continent, the Sea Enraged is a tempestuous and often fearsomely wrathful deity, although her clerics are quick to point out that she poses no danger to any land-dweller who does not trespass close to her dominion. Those who live below the waves tend to have a somewhat more sympathetic view of her, and consider her habit of sinking ships and flooding coastal villages to be fairly justifiable; even when her storms manage to churn the waters deeply enough to harm shallows-dwelling merfolk or the like, they tend to believe that it's "nothing personal". But those who have set out to conquer the sea quickly learn to hate this "frigid battleaxe" of a goddess, for she doesn't pull any punches when it comes to intruders with a sense of entitlement. Few gods take a dimmer view of humanity's relentless expansion, but prior to that she was just as hostile to the elves which were beginning to move into the oceanic territories (by now their descendants have evolved to become native to the element, and they no longer have much trouble with her, though perhaps still just a bit more than creatures that actually evolved underwater).

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SHE UNSEEN

Post by willpell » Fri Feb 12, 2016 2:16 am

The cult of the goddess of Destiny and Fate routinely hosts public roundtable discussions as to the open question of whether or not Destiny and Fate actually exist; this is by the explicit direction of their deity, who wishes nothing more than to confuse the public's opinion as to her own identity and nature. Like a doctor who must anesthetize the patient in order to operate, She Unseen requires that those she manipulates as pawns believe themselves to be free-willed and independent of any external influence. Governing random Chance, beneficent Serendipity, and even plain old Ill Luck (though not overwhelming Misfortune, which gets its own actively spiteful Goddess), every bit as much as she does active predestination, this remote and unapproachable yet constantly accessible deity does anything she can in order to muddy the waters of her own nature and role in the cosmos - exactly as she must, for a universe cannot live if its every action is scripted, and doubly so if the actors know the plot. Wherever possible, She leaves matters unmonitored and unaltered, allowing people to imagine patterns where there is mere randomness...and whenever the gestalt consciousness of the world has pretty much agreed that nothing meaningful is going on in a particular situation, She quietly inserts the most subtle of signals into the noise, allowing her meticulous yet ultra-adaptable plan to finally begin unfolding. It sounds ridiculous, and that is precisely why the cult regularly describes its exact mechanism; the more they announce their goddess's own actions, the more rapidly these cease to be newsworthy, and when everyone has come to dismiss the revelations as meaningless pancryptia, that is when She is at her strongest.

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PHANATA, THE JINX

Post by willpell » Fri Feb 12, 2016 1:19 pm

Goddess of misfortune, disaster, sabotage and ill will.

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THE SILENCE

Post by willpell » Tue Feb 16, 2016 6:51 pm

A complex and multifaceted god, the Silence detests turmoil and controversy, but is motivated by such a desire to prevent its occurrence that he willingly causes it. Often regarded as villainous due to his confrontational nature, he desires peace intently but cannot abide the continued existence of violent folk, even if they are currently behaving themselves. Like a man who yells "SHUTUPSHUTUPSHUTUP" after his patience for the surrounding chatter is completely exhausted, The Silence constantly sabotages his own efforts out of frustration at their continued necessity.

The Silence is not to be confused with The Eraser, the adversary of the Illuminated Ones, even though the latter is equally opposed to both spoken and written communication. In truth, the Silence's desire for quiet is not motivated by the kind of antipathy which powers The Eraser, but rather by a desire for a harmonious cosmos, free of cacophony and discord...all without the oppressive tactics of Law being used to achieve it. This rather self-contradictory desire often drives the god to the brink of madness, but he does not tolerate such instability in his clerics...at least not as individuals, although often they are organized into factions which work at cross-purposes.

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THE DIPLOMAT

Post by willpell » Wed Feb 17, 2016 2:33 pm

Faultlessly polite and respectful to all beings, regardless of how little they may deserve it, this patron of negotiators, peacemakers, deal-brokers and intermediaries treats equally well with the virtuous and the wicked, so long as their veneer of civility is unimpeachable. While he stands for ethical conduct, he cares nothing for what happens behind closed doors, so long as the public image remains immaculate. He is invoked by any who wish to win friends and influence people, meaning that more of his adherents are Good than Evil, and far more are Lawful than Chaotic, but for all of that the god himself is neutral, accepting of anyone who can manage to behave themselves courteously in the presence of others. His creed teaches that all mortal and corporeal beings hide a certain amount of unpleasantness (if only their crude bodily functions), and that this need be of no concern to the public - so long as everyone acts like a civilized person, civilization can continue, for we are in truth what we do, and what we are perceived to be plays a huge role in defining that - the secret self that we hide from the world is ultimately only an artifice of our imagination, a product of flawed self-perception which has no real consequence. This view is anathema to many Chaotic deities, but the Diplomat has few actual enemies, not only due to his skill in winning them over with flowery words, but simply because he is not seen as the source of a problem, only as its spokes-puppet. Those who despise the Diplomat would usually rather take their ire out on the Patroness or the Authority or somesuch, seeing these as the true source of the problem, and the Diplomat as a mere "face" behind whom they hide.

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THE TEST OF TIME

Post by willpell » Wed Feb 17, 2016 4:43 pm

The god of antiquity, tradition, and conservative social values, this patron teaches that those alive today owe a debt to the past, that all folk should remember their roots and not seek to change their in-bred nature or proven-effective ways, that the elders of a society have "paid their dues" and are deserving of deference from those who are born in their shadow.

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THE BLEAKNESS

Post by willpell » Wed Feb 17, 2016 5:06 pm

Goddess of despair, helplessness, agony and suicide. In the distant past, when mere survival required great struggle, she appeared as a skeletally thin and haggard figure dressed in threadbare rags, the picture of constant starvation, but in today's prosperous and civilized times, when obesity is just barely beginning to become a problem in the larger cities, she appears as a nude and grotesquely massive figure whose features sag and puff, symbols of gravitational inevitability. In either case, her skin is an ashen white, and her eyes are blank gray orbs that seem somehow bottomless. Sometimes known as the Sinkhole, she governs all those who actively pursue their own destruction, refusing to seek help as their twisted psyches torment them; though one of the most thoroughly Evil of deities, she takes little active role in the world's doom, believing that all things will inevitably fall under her dominion through simple entropy. Any attempt to find purpose and motivation in life is offensive to her, yet she does not govern simple apathy or conservation of energy, instead representing the willful drive to oblivate oneself rather than endure further misery.

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THE SINGULARITY

Post by willpell » Wed Feb 17, 2016 6:30 pm

Given that no significant number of artificial lifeforms yet exist on Whiteleaf (other than arguably the extraplanar Inevitables, whose quasi-exemplar status may exempt them from qualifying as proper machines), it may seem strange to have a god of them. But this golem-like divinity represents more than the possibility that a race of sapient and self-aware constructs may someday exist. Those who worship him seldom give more than passing thought to that potential future, much as those who worship a volcano don't think daily about it erupting. Instead, the Singularity represents social evolution toward an expected convergence point - the idea that progress eventually ends, resulting in a "golden age" that may very well never do so. He stands for the possibility of transcendence, of new ways of life arising from the old (unlike the Bleeding Edge, he does not expect that each one will in turn be replaced by another, but rather that they should proceed steadily toward the point of perfection, after which no further improvement is needed); he believes that nature has a grand design, and that this design is working toward a moment of completion which is both imminent and inevitable.

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