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unbound:classes:templar:deities

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Deities

The deities of the Realms are divided into three pantheons: the Imperial Temple, whose temple reached supremacy under the Empire of Aranor; the Old Faith, whose worship was suppressed by the Imperial Temple; and the Southern Gods, a new religion moving into the Realms. Their names vary from place to place, and so the names given below reflect their mythologies, not the actual names by which they are known.

Each deity lists an attribute; increase that attribute by +1. Each deity also lists two skills; gain one training rank in each of these skills.


The Imperial Temple

After four hundred years of temple supremacy, the Templars of the Empire have strong support from the people of the central Realms.

The Allmother

“In the beginning, the Allmother spun the cosmos from her own essence, creating the stars, planets, and the primordial void. She then breathed life into the void, giving birth to the first gods and setting the universe in motion.”

The benevolent creator goddess, mother of all life and the giver of fertility. She is often depicted as a woman with flowing robes and a crown of stars, cradling a newborn child.

The Allmother grants access to the Divinities of Fate, Fortune, Light and Life. Increase your Foresight by +1; gain training in Medicine and Blunt. Her favoured weapon is the staff.

The Lawgiver

“After the Allmother created the world, it descended into chaos. The Lawgiver emerged from the Allmother's breath, bringing order and establishing the first laws that govern the universe and the lives of mortals.”

The stern but just god of law, order, and civilization. He is depicted as a robed figure holding scales and a sword.

The Lawgiver grants access to the Divinities of Authority, Law, Omens and Pact. Increase your Foresight by +1; gain training in Diplomacy and Blades. His favoured weapon is the langsax.

The Forgemaster

“The Forgemaster took the raw materials of the world and taught mortals how to craft them into tools, weapons, and shelters. They are credited with the creation of the first cities and the advancement of civilization.”

The industrious and creative god/goddess of craftsmanship, invention, and technology. They are depicted as a figure wielding a hammer and tongs, surrounded by gears and tools. They grant access to Creation, Earth, Fire and Transformation. Increase your Education by +1; gain training in Crafting and Blunt.

The Huntress

“The Huntress protects the natural world and teaches mortals how to live in harmony with nature. She is also associated with the moon and its cycles, and is said to guide lost travelers.”

The goddess of the hunt, wilderness, and the moon. She is depicted as a woman with a bow and arrow, often accompanied by a wolf and a stag. She offers access to Animals, Light, Storms and Wilds. Increase your Agility by +1; gain training in Survival and Bows.

The Warlord

“He is said to fuel the flames of war and revel in the clash of steel. Despite his destructive nature, he is also respected for his courage and strength.”

The powerful and bloodthirsty god of war, conquest, and valor. He is depicted as a warrior clad in armor, wielding a spear. He grants access to the Divinities of Destruction, Fate, Pact and Pain. Increase your Body by +1; gain training in Intimidation and Blades.

The Farmer

“It is she who taught the people how to sow crops, rotate fields and domesticate animals. Without the Farmer, cities could not exist.”

Despite being typically viewed as a female, the Farmer is, in some areas, viewed as gender-neutral or as gender fluid. She/they grant access to the Divinities of Animal, Life, Plant and Sustenance. Her/their preferred weapon is the flail. Increase your Body by +1; gain training in Nature and Blades.

The Trickster

“They are fond of playing pranks on both gods and mortals. They can be benevolent or destructive, but they also bring laughter and creativity to the world.”

The mischievous and enigmatic god/goddess of trickery, dreams, and luck. They are depicted as a shapeshifter, often appearing as a raven or a playful child. They grant access to the Divinities of Chaos, Dreams, Fortune and Mischief. Increase your Dexterity by +1; gain training in Deception and Blades.


The Old Faith

Prior to the rise of Aranor, the Old Faith served the needs of the people. Severely suppressed by the Imperial Temple, the Old Faith is now mostly found in the north.

The Great Mother

“The Great Mother birthed all living things from her womb, including the first humans. She provides for her children through the bounty of the earth and ensures the cycle of life and death.”

The embodiment of the earth and fertility, the Great Mother is a nurturing and powerful deity revered by hunter-gatherers and early agricultural societies. She is often depicted as a pregnant woman or a woman with bountiful breasts, surrounded by animals and plants. She offers access to the Divinities of Creation, Life, Sustenance and Wilds. Increase your Body by +1; gain training in Nature and Blunt.

The Horned Hunter

“The Horned Hunter taught humans the art of hunting and how to live in harmony with the natural world. He is a fierce protector of animals and the wilderness, and those who hunt without respect face his wrath.”

The god of the hunt, the wild places, and the creatures that dwell there. He is depicted as a man with a stag's antlers, wielding a bow and accompanied by a pack of wolves. He grants access to Animals, Earth, Strength, and Wilds. Increase your Dexterity by +1; gain training in Survival and Bows.

The Sky Father

“It is the Sky Father that brings the rains that nourish the earth and the storms that bring both destruction and renewal. He is a powerful but capricious deity, demanding respect and offerings from those who seek his favor.”

The god of the sky, weather, and thunder. He is depicted as an old man with a long white beard, wielding a lightning bolt. He grants access to Air, Light, Storms and Water. Increase your Foresight by +1; gain training in Perception and Polearms.

The Hearth Mother

“The Hearth Mother protects families and communities, providing warmth, comfort, and the skills needed for domestic life. She is especially revered by women and those who care for the young.”

The goddess of the home, hearth, and family. She is depicted as a woman tending a fire, surrounded by children and domestic animals. She grants access to the Divinities of Fire, Pact, Plant and Sustenance. Increase your Body by +1; gain training in Crafting and Unbalanced.

The Spirit Weaver

“The Spirit Weaver guides the souls of the dead to the afterlife and watches over the spirit world. They are also said to communicate with mortals through dreams and omens.”

The enigmatic god/goddess of spirits, dreams, and the afterlife. They are depicted as a cloaked figure with glowing eyes, often accompanied by ravens or owls. They grant access to the Divinities of Entropy, Grave, Mind and Undying. Increase your Education by +1; gain training in Arcana and Blades.


The Southern Gods

Mostly embraced by the Aruna and the Wyrmkind, the influence of these new deities is spreading across the southern reaches of the Realms. Less anthropomorphic, these deities are viewed as more conceptual and absolute by their worshippers.

The Great Weaver

“The Great Weaver spun the threads of time, creating the past, present, and future. They determine the fates of mortals but also offer glimpses of destiny through dreams and omens.”

The enigmatic god/goddess of fate, time, and the interconnectedness of all things. They are depicted as a spider weaving a vast tapestry, with threads representing the lives of mortals and the flow of time. They grant access to the Divinities of Authority, Fate, Fortune and Time. Increase your Foresight by +1; gain training in History and Blades.

The Sun Serpent

“The Sun Serpent scorched the barren lands into existence, bringing fire and life to the desert.”

A powerful draconic deity associated with the sun, fire, and desert life. He is depicted as a majestic serpent with scales like burning embers, radiating heat and light. He grants access to the Divinities of Fire, Life, Light and Sustenance. Increase your Dexterity by +1; gain training in Athletics and Blades.

The Wanderer

“The Wanderer forever journeys across the world, seeking new experiences and knowledge. They guide travelers on their journeys and offer protection to those who embrace the unknown.”

The restless god/goddess of travel, exploration, and the unknown. They are depicted as a cloaked figure with a staff and a knapsack, constantly on the move. They grant access to Fate, Omens, Travel and Wilds. Increase your Agility by +1; gain training in Survival and Blunt.

The Masked Warrior

“They teach the art of war and strategy, but also demands discipline and respect for worthy opponents. They are seen as both a protector and a destroyer, depending on the cause.”

The enigmatic deity of war, strategy, and martial prowess. They are depicted as a figure clad in armor, their face obscured by a mask, wielding a variety of weapons. They grant access to the Divinities of Authority, Destruction, Pain and Strength. Increase your Body by +1; gain training in Intimidation and Blades.

The Silent Shepherd

“He ushers the departed into the afterlife, and then judges if their life has had meaning. Do not try to escape him; death is inevitable.”

The stoic god of death, the afterlife, and quiet contemplation. He is depicted as a hooded figure holding a shepherd's crook, guiding the souls of the dead. He grants access to Entropy, Grave, Mind and Omens. Increase your Foresight by +1; gain training in Stealth and Blunt.

The Whisperer

“The Whisperer offers forbidden knowledge and forbidden pleasures in exchange for a price. They are a source of temptation and danger, but also of hidden wisdom for those who can resist their allure.”

The seductive god/goddess of secrets, pleasure, and forbidden knowledge. They are depicted as a beautiful figure with an ever-changing appearance, tempting mortals with whispers of hidden truths. They offer access to the Divinities of Arcane, Dreams, Knowledge and Mind. Their preferred weapon is the whip. Increase your Education by +1; gain training in Diplomacy and Unarmed.

The Green Mother

“She is the life force of nature, promoting growth and renewal. She is revered by those who tend the land and seek harmony with the natural world.”

The nurturing goddess of life, growth, and nature's bounty. She is depicted as a woman with vines and leaves for hair, surrounded by animals and plants. She grants access to Animals, Life, Strength and Wilds. Increase your Body by +1; gain training in Medicine and Blunt Weapons.

The Unyielding

“They are not one who personifies the virtues of strength, perseverance, and honour. They are those virtues.”

The embodiment of strength, perseverance, honour, and unwavering resolve. They are depicted as a figure sculpted from solid stone, radiating an aura of determination. They grant access to the Divinities of Authority, Law, Pact and Strength. Increase your Body by +1; gain training in Society and Unarmed Combat.


Minor Pantheons and Faiths

Aranor suppressed most of these faiths quite thoroughly, leaving them with almost no followers. However, they have moved underground, continuing their worship while outwardly professing to the Imperial Temple.

The Three Weavers

“All the fates of the lesser gods are in the hands of the Three.”

Known as the Veilweaver, the Loomweamer and the Scribeweaver, this triple deity forms the heart of a mystery cult that formed in ancient Astrios. Though the Imperial Temple suppressed them with particular fervor, they still survive.

The Veilweaver presents as agendered, the Loomweaver as male, and the Scribeweaver as female. Templars of the Weavers may choose one of them as a patron, but serve the Weavers as a whole. They grant access to the Divinities of Fate, Knowledge, Mind and Omens. Increase your Education by +1; gain training in Lore and Unarmed Combat. Because of their specific selection of Divinities, Templars of the Weavers often pass themselves off as Bards or Mages.

The Undying One

“Some say that mortals cannot cope with immortality, that it will drive them mad. This statement is false.”

This enigmatic being is said to wander the World, seeking power. The faith that rose up to follow him views him less as a deity and more as an exalted being to emulate. He appeared first in Galhan, a city-state adjacent to Aranor, before the rise of the Empire. Templars who choose this path increase their Body by +1, and gain training in Diplomacy and Polearms. His Templars gain access to Arcana, Entropy, Time and Undying.

The Imperial Temple views the Undying One as an evil deity, and works with great fervor to destroy his centers of worship. The Templars of the Undying One do not attempt to conceal their faith, and as a result, are often harshly punished.

The Elements

Worship of the four classical elements goes back to the earliest days of the Southern Expanse, before the rise of the Southern Gods. It is still found in a few isolated communities, mostly of humans near Suflar. Their doctrine is animist, centered around the idea of all things having a living spirit, composed of some balance of the elements. Their Templars gain access to Air, Earth, Fire and Water. They receive training in Crafting and in Blunt Weapons, and gain a +1 bonus to Dexterity.

The King of Cats

Nobody is entirely certain from where this deity first emerged. They present as a feline of indiscriminate gender, and are a patron to thieves, smugglers and scouts. Criminals of all varieties tend to beseech them for favour before a job. The Imperial Temple tends to ignore their following, but the various city guards do not! Templars of the King of Cats gain a +1 bonus to Dexterity, and receive training in Stealth and Unarmed Combat. They gain access to Chaos, Fortune, Mischief and Travel. Their favoured weapon is the Inzawi. Many of the Templars of the King of Cats will select Hybrid Training as a Duelist or a Rogue.

unbound/classes/templar/deities.1718516465.txt.gz · Last modified: by tailkinker