Celegian Pantheon
The powers that hold dominion over the Empire of Celegia are a pantheon of gods who are widely worshiped within the Empire. Many other gods and powers exist, but only in minor or fragmentary ways.
At least, that's the base story. After all, who knows what wonders and mysteries the players will discover during their adventures?
If a Game Master wishes to run a game, but has not built their own pantheon of deities, or, they do not have convenient access to a resource which has a pre-built pantheon, we offer for use this pantheon of Gods. These deities are intended to be somewhat 'abstract', and the Celestial Bureaucracy is offered as a way for GM's to add as much or as little of their own invention as they wish, when inspiration comes. These Gods are also intended to operate smoothly with other well-known Pantheons available in supplements, so that as the GM obtains more such resources, they can easily integrate any and all new material without disrupting the 'generic' Celegian pantheon structure. The simplest way to do this is run the Celegian pantheon as a vague 'senior leadership' set of Gods who are not strongly engaged with the world, whose temples are rather rare and confined to places that are out of the way. This allows the GM to easily begin play, and then enrich their game world with as much or as little detail as they wish.
Of course, GM's can also use these Gods as their only religion, and make their worship as rare or common as they wish. There is plenty here to have allies and villains in plenty.
Enjoy, and have fun!
The Celegian Pantheon consists of nine gods. One additional god, Termanant, is far older than the other nine and may be more powerful, but he does not reveal anything of himself if that is the case. Termanant is often called "the Overgod" and is unique in that he will accept worship from anybody or anything, and indeed, it is said that the receives worship from every aware thing that does not ascribe to the other Gods. The truth is unknown, and likely unknowable, but if this notion holds some kernel of truth, then it would explain his strength. In even the most devout of polity's, there are many people indeed who only give lip service to the Pantheon, and thus, lend their worship (albeit unknowingly) to The Measurer.
Detached Gods
Termanant the Measurer
Termanant is the one who determines the length each soul shall live. He is the master of darkness and the bearer of Life and Death. He is present at every birthing and deathbed. He delivers the souls of the dead to their proper place in the heavens, and ensures every soul returning has a body to be born into. Termanant is a mercenary god, and is quite happy to bargain with the living and dead over the disposition of this soul or that. His temples do a thriving trade in resurrections. Termanant stands somewhat aloof, not getting involved in the plotting of his younger contemporaries.
- Clerics may choose to declare they are direct worshipers of Termanant, and members of his Church. Such Clerics are known as Vivimorts of Termanant
- Alignment: In order to be declared a Vivimort, the Cleric must have and maintain an alignment of Detached. If their alignment changes to anything other than Detached, they must worship another.
- Domains: Artifice, Creation, Darkness, Death, Destruction, Force, Glory, Nobility, Repose, Rune, Scalykind, Void
- Favored Weapons: lasso, scythe, net, club, terbutje, spear, pickaxe, spiked chain
Campaign Information for the Church of Termanant
Termanant is the Measurer, He who stands apart. As such, His priests, the Vivimorts, are essentially and eternally alone. The place of Termanant is betweeen life and death, both at the beginning and end.
The services of the Vivimorts are in high demand, and a Vivimort is supposed to be present at every birth and should attend at every death. Termanants temples are called Vaults, and are always constructed in a style calculated to disturb or reassure, depending upon the sect of the Church. Termanant stands aloof from the Celegian Pantheon and is the eternal God.
In society, Termanant is widely sought, as the Keeper of the Gates. Dead relatives can be restored by the Vivimorts, as long as the price can be met. When the Church of Termanant is strong, there will be a Vault in every sizable town, even though the number of Vivimorts is not as great as less grim churches. They tend to be spread thinly, since the worship of Termanant is a harsh trade to follow.
The Church of Termanant has many different sects, of which the largest and/or most impactful are briefly listed below. The GM is encouraged to expand upon this list as required.
- The largest sect of Termanant is surprisingly one of the least well known. The Knowers of Darkness are those Vivimorts who make a study of the Land of Death, and who devote themselves to learning the secrets of the terrain. They tend to be more studious than their fellows, and so the bulk of the noisome duties of the Church falls upon them, but they don't venture out much. The Knowers are the ones who tend to resurrect the fallen, and so provide the majority of the funds for the Church.
- The second largest sect is also by far the best known, since they are the Bidders. Their duty is to see to the proper ending of lives, when their appointed time has come. The Bidders are the somber, chilling, and slightly disturbing men and women in the black raiment, bearers of the sacred measuring sticks and death/birth badges, who silently come for the sick, old, or unlucky. Bidders will grant the boon of ending to any who desire it, and the crippled, lame, and senile often request that service, sending their souls into the gentle darkness to be made fresh. Bidders tend to be the most aggressive and adventurous sorts, although only a few Vivimorts feel the need to stir, since all come for their services eventually.
- The third common sect is that one which serves the other end of the process the Bidders begin. The sect of the Greeters are those Vivimorts who attend to births, seeing to it that any problems are attended to, safeguarding the mother, and seeing that the child receives a proper soul. The Greeters are the most popular of the Vivimorts, and are often not as foreboding as their brethren... although that is not a difficult mark to meet. No one is going to mistake them for cheerful, of course, but they are less actively frightening than Bidders or Knowers. Greeters tend to more white and silver in their raiment, with black trim and accents.
- The last main sect are the Bearers, the ones who attend to the disposal of the remains of the deceased. What they do with the bodies can cause nightmares in the uninitiated and they are the most feared of the Vivimort main sects. Many Bearers are disturbingly practical in their disposal methods, and burials are rare. Instead, according to popular myth, most Vaults are called that because they are stuffed to bursting with animated skeletons and zombies, and woe betide the fool who provokes them.
There are an incredible number of sub-sects, splinter sects, heresies, fanatics, and maniacs associated with Termanant, and the God accepts them all equally. Termanant is uncaring of the behavior of his worshipers as long as they follow His strictures, since they will all be cleansed upon death for their next tour of duty in life. One of the largest of these heresies are the so-called Lovers of Night. This sect has been accused of fraternization with sentient undead, and indeed, it is possible there are thousands of vampiric Lovers who are priests in good standing with Termanant. Add in the heretical sect known as the Emptied, composed almost entirely of mummies, and the shudders of the populace around Vivimorts become more understandable.
Where the Church of Termanant is strong, there is often a surprising amount of organized worship by the commoners, as everyone approaches every appointment with a Vivimort with trepidation, and many seek to understand the mysteries of death before experiencing them. The Day of Crossing is the day when the Vaults are open to the public, and services concerning the mysteries are held.
Duties: All Vivimort sects, orthodox and heretical, are required to attend to all duties the Other God requires. Births and deaths are by far the most common events, while resurrections are much rarer, although lucrative. Vivimorts are usually required to be present at births to ensure that the new life has every proper chance to begin their next lap around the cycle. Still-births are regarded as souls who were otherwise detained, and are considered a mark of shame upon any attending Vivimort. Vivimorts are also required to be present at deathbeds, to see the released soul upon its way. Vivimorts also handle the bodies of the deceased. Depending upon sect, the body will be disposed of, burned, or "put to good use."
Other Limitations: Vivimorts are traffickers in life, and as such are required to resurrect anyone if the price is met, regardless of their feelings in the matter. Likewise, am ending may be purchased for anyone for the proper cost. Prices are set by the church on a case by case basis, assisted by auguries and communes.
- The head of the church is The Leading Vivimort.
- Termanant's colors: The raiment of Termanant is Black, White, and Silver.
- Symbols: Vivimorts of Termanant are best known by the fact that they frequently carry measuring sticks, in a huge variety of sizes and styles.
Good-Aligned Gods
Lurain the Kind
Lurain the Kind is Domana's wife and consort, as well as being nearly his equal in power. Some say she is even mightier than her husband, but simply less...assertive. In any case, her outlook on existence is totally different from that of her conquering husband. Domana smashes headlong into life, while Lurain genuinely loves every living thing and would offer no hurt to anything that would do the same to her and hers. Her temples are places of healing and health. Food is created and given away every day to anyone who would like it. Any wounded or ill creature will be given the best care possible for nothing. Donations are welcome and expected, but only of what you may afford, even if it is only an hour of work or a copper bit. The act of giving is the important thing. Lurain is the Loving Mother and the Healer. But few think Lurain is weak! She is also the Defender of the Hearth, and stories of entire populations attacking anyone who defiles her temples are common. She is truly fearsome in defending her own.
- Clerics may choose to declare they are direct worshipers of Lurain, and members of her Church. Such Clerics are known as Philiates of Lurain
- Alignment: In order to be declared a Philiate, the Cleric must have and maintain an alignment of Lawful Good. If their alignment changes, but still remains either Good or Lawful, they may still worship Lurain and even gain spells, but they lose the abilities listed below. If their alignment changes so that it is neither Good nor Lawful, they must worship another.
- Domains: Artifice, Charm, Community, Glory, Good, Healing, Law, Protection, Strength
- Favored Weapons: quarterstaff, club, greatclub
Campaign Information for the Church of Lurain
The Church of Lurain is organized, powerful, directed, and dedicated. The church is the living temporal arm of the Love of the Mother, and every Philiate of Lurain seeks to advance the maximum good for the maximum number. One of the universal strictures is that every Philiate of Lurain must use the power granted by the Goddess to aid anyone they meet that is in need, every day. The Philiates of Lurain gather in great stone houses called Temples. These structures are often very large indeed, but are usually low and rambling, with many gardens, balconies, skylights, and breezeways. The aim is to allow as many people as possible the use of the space, and no one will ever be turned away from a Temple of Lurain unless they abuse the good nature of the place.
Temples are beautiful places, and older Temples are literally hand finished over every inch of the place, as the dedicated faithful give their time and effort to the Church, and by proxy, aid the Mother.
Many Philiates actually spend a great deal of their time out of the temples, moving through the streets and slums, speaking with, assisting, and aiding all they meet. In Celegia it is absolutely unthinkable to raise a hand against a Philiate of Lurain, and even hardened criminals know better than to try it. Most Philiates would not stop you (depending upon their Sect! some Philiates might object quite effectively!), but if the Watch, or the Revellers, or the Templars found out, it's all over. If the neighborhood finds out, well, the culprit probably won't live to reach a Justiciary. The taboo against harming a Philiate is very strong indeed.
There are several sects in the church, but their differences mainly stem from differing views of the best way to bring peace and comfort to the flock.
- By far the largest sect of the Church of Lurain is the Kindly, which is the sect that dictates most of the daily activities of most Temples. They give away the beneficent magics of the Goddess to any who need it. They organize aid and comfort for all who seek it out, and accept with open arms any who enter a Temple with earnest need in their heart. The Kindly Sect is not composed of fools, however. Those who approach the Kindly with duplicity or ill-intent are usually discovered quickly, and such scoundrels find that the Kindly will remain, always, gentle and kind, but a firm 'no' is their answer to most false witness. Being shunned by the Kindly is dire indeed, as many other civil authorities will take such actions as a testament to the nature of the person involved, and such miscreants often find their activities under heavy scrutiny. Raising a hand against the Kindly in their Temple is suicidal foolishness. Not only will the Kindly defend their hearth and home, such aggressors will find every door closed and every hand turned against them.
- The second largest sect of Lurain are The Healers, and they are far more active outside the Temples than the Kindly. They actively travel forth in their flock, seeking out those who are ill, down-hearted, lonely, and injured. The Healers are always seeking disease and hunger to destroy, as well as being vigilant for the social illnesses of abuse, despair, neglect, and perversion. As a result, the Healers are actively opposed to the works of both Puellor and Quellada, and the Healers are perhaps the most likely of the common sects of the Philiates to be involved in fighting, an irony many find delicious. Healers are not duty-bound to gift their Goddess-granted abilities to all they meet, but given their invariably Lawful and Good alignments, they will frequently take the time at the end of each day to spread some curing, restorations, and divinely-created food to those around them.
- The Teachers are the sect which concerns itself with the care and tending of children, those who are young and old, as well as those who remain children their entire lives. Many of them actually reside in Factoriums, bringing the world's knowledge to the newly returned, so that they will be good, honest, loving, and caring people. Teachers are also often found traveling, fulfilling various pilgrimages and quests, often moving to seek aid from Teb or answer needs from Corellan or Daneth. Teachers are also often involved heavily in civil affairs, and by far the most likely Philiates to be working with the local Town Watch to administer programs for the needy, displaced, and unfortunate. Teachers are not required to gift their magics to others, but are instead constrained to offer advice, wisdom, guidance, and protection to the young, old, and infirm, while spreading the Mother's Love to all they meet, far and wide.
- The Defenders are the smallest of the main sects, and have diminished greatly since Lurain drew the attentions of Domana, with Templars fulfilling many of their old duties. The sect continues, however, and stubbornly persists despite the often horrified pleas of their gentler cousins. The Defenders are the ancient sect charged with avenging wrongs done to the flock, protecting the hearth and temple, and ridding the world of the aggressive evil that infests it. Many Defenders and Healers travel with adventurers. Defenders maintain their vestment of the Loving Mother, usually with pale as their main color, with trimming of silver and white. Defenders are perfectly willing to adventure and fight, and are often seen striding forth fearlessly, while Revellers and Templars hastily chase after. Allowing any Philiate to come to harm is a black mark indeed, but Defenders persist in throwing themselves into harms way, which is often inconvenient....
- There are several small, radical heresies of Lurains Church, including the Hearth Stones, the Red Doves, the White Lords, and the Calloused Ones. Even the Defenders cannot condone the philosophies of these mad splinters, but the Goddess can and does lend her gentle grace to them, as long as they maintain their incredibly strict vows. Most of these splinter cults are extremely aggressive evil hunters, relentless in their tender scourging. These splinter cults hail from Lurain's less pastoral younger days, and are reflections of Her desire to protect Her flock from harm by destroying evil before it strikes.
Lurain is the God whom everyone is most likely to pay homage to, not because they seek to appease Her, but because they seek to please Her. Most casual worship occurs on Godday and Peceday, with the truly faithful visiting the Temple several times a week. The Church carries out formal worship ceremonies on Godday, Peceday, and Feyday.
Most Temples are never closed and will offer succor to any who request it, although lawbreakers and the evil will most certainly be turned over to the Justiciaries, Watch, or Templars.
The leader of the Church is The High Philiate.
Duties: Lurains priests are required to give aid to anyone (or anything) who is in need, at any time or place. When at temple, all priests create food and water everyday and give it away to all who wish it. They also act as healers for their flock and rush to accidents with bandages and healing spells. They attend the sick, curing disease, and purifying water supplies. As well, they are often asked to settle disputes by detecting truth or by locating objects.
- Lurain's Colors: The raiment of Lurain is most commonly White, Silver, and Pale (a light green).
- Lurain's Vestment: The Philiates of Lurain normally wear aprons over robes, or trousers and shirts, as their vestments. The colors of the Loving Mother are white, silver, and Pale, a light shade of green.
- Lurain's Symbols: The symbols of Lurain are varied as well, with the most common being the White Hearth, showing a stylized hearth (little more than a heavy horizontal line) with a white flame burning in it. Few Celegians realize that the symbol is of fire, and most think it to represent the Mothers Tears, which is another symbol of Lurain. Another common symbol for the Mother is the Swaddled Child, showing a baby in a Mothers arms.
Daneth the Preserver
Daneth the Preserver is an ethereal presence in the pantheon who is well liked by all the gods except Puellor. Daneth acts to nurture the land, with her power going to the wilderness and farmland, to roof gardens and sewers. She works to keep the balance of nature working and to bring life to all things. Daneth is the strength of plants that can split open stone merely by growing. Daneth is also the Hunter's goddess and is a deadly opponent within her environs. Daneth is not a city god, although she has a presence there. Her place is the vast stretches of the forests, the grassy sea of the Endless Steppes, the Swamps of Istis, and even the burning deserts. Daneth despises Puellor, as he is the only god who doesn't see (or care about) the importance of her chosen tasks. (Please note: Daneth is not a Nature goddess. Daneth is a gardener goddess who sees the importance of wild lands, and acts to preserve them for her worshipers to use.)
- Clerics may choose to declare they are direct worshipers of Daneth, and members of her Church. Such Clerics are known as Wardens of Daneth
- Alignment: In order to be declared a Warden, the Cleric must have and maintain an alignment of Pure Good. If their alignment changes, but still remains either Good, they may still worship Daneth and even gain spells, but they lose the abilities listed below. If their alignment changes so that it is no longer Good, they must worship another.
- Domains: Air, Animal, Creations, Good, Plant, Preservation, Protection, Purification, Sun, Weather
- Favored Weapons: bill, bows (not crossbows), heavy whip, boar spear, scythe, sickle
Corellan the Merry
Corellan the Merry is the god of youthful exuberance. He is known as the Merry for good reason! His demeanor is one of boundless energy driven by a good natured spirit. Corellan is a good-hearted rake and a cheery rascal who delights in scandalizing the more staid members of the pantheon. Karena holds a venomous hatred for him, while Puellor hates him as only the Mad can. He holds genuine respect for Domana, but loves deflating his stuffiness. Lurain tolerates him fondly and Corellan would do anything she wished. Quellada has a fascination for the Merry One like a moth to a flame since he gave him a stinging rebuke. Teb seems to like Corellan a great deal, but makes Corellan nervous. Lyreth and Daneth both seek his attention, which he lavishes upon them. Corellan dislikes Termanant, but Termanant treats Corellan as he treats everyone. Corellan is the Reveler and the Cunning One, but there is substance to him. He is known also as the Courageous Warrior and will not shirk an opportunity to press forward his values. Corellan's temples are loosely organized affairs that seem to run like a frat house crossed with a cocktail party, although the surface often conceals a great deal of quite serious work.
- Clerics may choose to declare they are direct worshipers of Corellan, and members of his Church. Such Clerics are known as Revelers of Corellan
- Alignment: In order to be declared a Reveller, the Cleric must have and maintain an alignment of Chaotic Good. If their alignment changes, but still remains either Good or Chaotic, they may still worship Lurain and even gain spells, but they lose the abilities listed below. If their alignment changes so that it is neither Good nor Chaotic, they must worship another.
- Domains: Celerity, Charm, Competition, Courage, Creation, Good, Liberation, Luck, Travel
- Favored Weapons: bows, crossbows, longsword, greathammer, sling, slingstaff
Neutral-Aligned Gods
Domana the Powerful
Domana the Powerful is the mightiest God of the pantheon, and is definitely the most aggressive. Domana is a god of Conquest and Law. He is often called the Justice Giver, and is a notorious stickler for details. Lastly he is the Protector and will seek to defend the defenseless as long as they are within his fief. Domana is a fierce and dynamic Power, restless, with a driving urge to place all within his fief so that he may rule and protect them. He is a scrupulously meticulous ruler who will not tolerate any slacking or bending of the rules he lays down. His temples are military places of discipline and order, with a strict hierarchy of responsibility and power. Through his Templars, Domana always seeks conquest, the defeat of lawlessness, and the imposition of order. Domana is the head god of the Celegian Pantheon and nearly everyone offers at least token recognition of his status. Frankly, he is worthy of that recognition, as even his enemies admit that his honor is absolute.
- Clerics may choose to declare they are direct worshipers of Domana, and members of his Church. Such Clerics are known as Templars of Domana
- Alignment: In order to be declared a Templar, the Cleric must have and maintain an alignment of True Lawful. If their alignment changes, but still remains Lawful, they may still worship Domana and even gain spells, but they lose the abilities listed below. If their alignment changes so that it is no longer Lawful, they must worship another.
- Domains: Law, Protection, Sun, Fire, Earth, Repose, Glory, War, Inquisition, Strength
- Favored Weapons: axes (any)
Teb the Wise
Teb the Wise is the most mysterious of the Celegian pantheon, even including Termanant. He is also known as Teb the All-Knowing. Teb is reputed to know everything that ever was and ever will be, and to gain delight in not telling anyone else. Teb has amicable relations with every god, since they all want to ask him questions. However, no one is truly close to Teb, as he is prone to utterly inexplicable remarks, prompting his tag as the Mysterious. Worse, he is prone to seemingly random bouts of ferocious violence, when he puts his knowledge of weakness and hidden things to savage use. This penchant to violence has earned him the name of the Dark Destroyer, for when he attacks he has no mercy, and Teb is not weak. Teb's temples are places of learning that take many forms, possibly no two being alike. Teb is reputed to be a wealthy god, and his vast library-temples certainly support that impression.
- Clerics may choose to declare they are direct worshipers of Teb, and members of his Church. Such Clerics are known as Wisdoms of Teb
- Alignment: In order to be declared a Wisdom, the Cleric must have and maintain an alignment of True Neutral. If their alignment changes, but still remains Neutral, they may still worship Teb and even gain spells, but they lose the abilities listed below. If their alignment changes so that it is no longer Neutral, they must worship another.
- Domains: Artifice, Darkness, Destruction, Knowledge, Magic, Mind, Mysticism, Oracle, Pact, Strength, Summoner, War
- Favored Weapons: quarterstaff, sling, short sword
Lyreth the Sly
Lyreth the Sly is the sneak goddess. She is widely considered to be the weakest of the Nine Great Gods, but Lyreth does not care, and any serious effort against her is usually met with her many allies...so in some ways she may be the very strongest of all. She delights in pranks both funny and vicious, either one or both. She feels the pantheon to be horribly staid and stuffy, and constantly seeks to let in some fresh air. Her love of making others look less dignified has led her to the exasperated enmity of Domana and makes her well received by Corellan. Lurain views her with loving tolerance, and recognizes how she enlivens the pantheon. Karena despises her since the time that she and Teb collaborated to make the Keeper of Secrets look positively ill-informed.... Puellor both loves and hates her with the kind of insane passion only the Mad can muster, and Lyreth weaves around his worst impulses with graceful ease. Anyone about to engage in a bit of underhanded business will call upon Lyreth, be it an assassin envenoming a blade or a husband slipping in the back door with his shoes in his hand. Lyreth has many temples, which tend to be small, loosely organized affairs which spring up, thrive, grow, split up, and move on.
- Clerics may choose to declare they are direct worshipers of Lyreth, and members of her Church. Such Clerics are known as Tricksters of Lyreth
- Alignment: In order to be declared a Trickster, the Cleric must have and maintain an alignment of True Chaotic. If their alignment changes, but still remains Chaotic, they may still worship Lyreth and even gain spells, but they lose the abilities listed below. If their alignment changes so that it is no longer Chaotic, they must worship another.
- Domains: Chaos, Charm, Darkness, Dream, Liberation, Luck, Mirage, Rune, Trickery, Void
- Favored Weapons: brass knuckles, dagger, falchion, kukri, siangham, sap, trident
Evil-Aligned Gods
Karena the Plotter
Karena the Plotter is the complete opposite of Corellan. Karena is a scheming, conniving conspirator who is likely to welcome you home with a poisoned cup. This fickleness is one of the things that allowed Lurain to attract Domana's attentions away from Karena, a slight which rankles in her mind to this day. She is a lethal liar who enjoys killing things, prompting her title of the Slayer. Karena is also the Keeper of Secrets, and it is said that Karena knows every secret there is, an assertion that is met with a knowing smile by Teb. Karena's weapons are rumor and innuendo whenever daggers and poison are inappropriate, prompting her status as the Whisperer. Karena assumes a smiling mask in all her dealings. Her temples are rigid hierarchies, with every priest and priestess locked in a web of intrigue. Karena's followers are often politicians, and many merchants favor her Keeper of Secrets aspect, as the most advantageous of the Gods to their affairs.
- Clerics may choose to declare they are direct worshipers of Karena, and members of her Church. Such Clerics are known as Contrivers of Karena
- Alignment: In order to be declared a Contriver, the Cleric must have and maintain an alignment of Lawful Evil. If their alignment changes, but still remains either Evil or Lawful, they may still worship Karena and even gain spells, but they lose the abilities listed below. If their alignment changes so that it is neither Evil nor Lawful, they must worship another.
- Domains: Charm, Evil, Knowledge, Magic, Nobility, Occult, Rune, Summoner, War, Water
- Favored Weapons: club, dagger, garrote, harpoon, net, lasso
Quellada the Perverse
Quellada the Perverse is the "goddess" of the flesh. Their aspect is one of uncertain gender and preferences, that changes on the moment, thus earning them the title of Deceiver. Many of their worshipers do so in secret, while worshiping another openly. Quellada is the Dealer in Depravity and their worshipers do so with gusto. The slums of cities are hotbeds of Quellada worship, with every perversion and obscenity imaginable practiced with enthusiasm. Quellada is a surprisingly strong god, showing a side of humanity which is perhaps embarrassing, but is apparently necessary. Quellada receives worship from nearly everyone at one time or another, in one form or another. Lastly, Quellada has some small aspect of normality as well, in their role as the Seducer. Even staid marriage partners sometimes call upon the Seducer, to quicken the flesh, as it were. Sometimes the Seducer is used for darker endorsements as a prelude to their other aspects. Quellada is viewed with apprehension by the other gods, although Corellan and Lyreth feel their blandishments most strongly while Teb and Termanant are nearly immune. Quellada is shunned by the others as they know the Perverse One will be seeking them out soon enough, for they are always hunting their next dark thrill.
- Clerics may choose to declare they are direct worshipers of Quellada, and members of their Church. Such Clerics are known as Vitiators of Quellada
- Alignment: In order to be declared a Vitiator, the Cleric must have and maintain an alignment of Pure Evil. If their alignment changes, but still remains Evil, they may still worship Quellada and even gain spells, but they lose the abilities listed below. If their alignment changes so that it is no longer Evil, they must worship another.
- Domains: Animal, Charm, Community, Dream, Evil, Healing, Pleasure, Protection, Trickery
- Favored Weapons: lasso, net, morningstar, flail, war flail
Puellor the Mad
Puellor the Mad is the nastiest, meanest, and most selfish god of the pantheon. Domana and Karena both keep Puellor under constant watch, as he will strike out at random at any who get in his way. Puellor hates everything in the universe, including himself, and considers every hand raised to oppose him (perhaps with some cause!) Puellor destroys everything he cannot hold, since he knows he can't have it all to himself, so earning the name the Despoiler. Puellor will eagerly form alliances with anyone, but he seeks to destroy his allies before they can turn on him, earning the name the Betrayer. Lastly, Puellor covets everything. He is convinced that everything should be his and everybody else should be gone. Puellor even seeks some way to destroy his enemies without killing them, as he suspects that Termanant draws power from death. Puellor's entire existence is one constant battle against adversity because the universe is his enemy and he will not be able to rest until it is conquered or he is conquered. Puellor attracts allies with his desperate bribery, offering power lavishly and then stealing it back when he destroys them. Priests are attracted to Puellor through this power and Puellor's promises of vengeance for slights, any slight. His temples are small, furtive affairs that lurk in the dark and grime with no semblance of organization.
- Clerics may choose to declare they are direct worshipers of Puellor, and members of his Church. Such Clerics are known as Ravers of Puellor
- Alignment: In order to be declared a Raver, the Cleric must have and maintain an alignment of Chaotic Evil. If their alignment changes, but still remains either Evil or Chaotic, they may still worship Puellor and even gain spells, but they lose the abilities listed below. If their alignment changes so that it is neither Evil nor Chaotic, they must worship another.
- Domains: Chaos, Destruction, Evil, Fire(arson), Madness, Law (slavery, tyranny), Pestilence, Plant(decay), Strength, Trickery, War
- Favored Weapons: any
The Celegian Pantheon and The Celestial Bureaucracy
As everyone knows, the Celegian Pantheon is composed of Nine Greater Gods. These Nine are of overwhelming might, living deep in the Celestial Cascade, involved in an eternal dance of power as they each strive to advance their own Domains. As if that isn't overweening enough, there is one Over God, who holds himself aloof from the pantheon and is suspected to be even older and mightier than the others, but there is no evidence either way.
Then, is this all of the Powers that have sway in Celegia? The answer is an emphatic no. The Empire (or your game world, if you choose to use this resource) is positively swarming with spirits, demigods, primals, fallen gods, arisen gods, other gods, even entire lesser pantheons of gods, each with varying but great power.
The Celestial Bureaucracy is a vast civil organization that is rumored to govern the affairs of Deities and Spirits, wherein every God, Demi-God, and spirit, from mighty to minuscule, has a place and a role. Whether this is true or not is unknown, although the existence of Onis and their weird affinity with all things Deific certainly lends some credence to the notion.
Spirits, demi-gods, and gods can be found everywhere in the Empire. Shrines to travel spirits line the streets, often at every corner. Nearly every inn and tavern has a house spirit, some of the more active ones sharing fellowship with the patrons on most nights. Ghosts, haunts, feyrs, and hoolies are common, especially in the big cities. Holy sites often have guardians, many of surpassing power, such as demons, angels, or demi-gods. Nearly every river and stream has its resident nereid, aereids dance and play in the clouds above, dryads enliven the hearts of many of the trees. Powerful and fell undead are discouragingly plentiful, as well as being aggressive and smart. Haunted houses are the norm rather than the exception, and the house spirit is as common as the family pet.
How to make sense of this bustling hive of celestial activity? Well, let's examine these entities in a bit of detail. Note: The GM may use as much or as little of this as they deem proper, but it's useful to have the resource available.
Other Gods
After the Nine Great Gods, there come the Other Gods. These are deities not in the Pantheon, although depending upon the God in question, their exact status may be hotly contested. Are they 'on the Rise', or, are they Fallen Gods?
The Fallen Gods, are deities of pantheons that were long ago conquered by the Celegian Empire but that were not driven away. These include gods of weather, a Sun God, a Moon Goddess, a God of Smiths, a God of Farmers, a God of Storms, a God of War, a God of Wine and Beer, the Mason God, Wrath, the God of Rage, and many, many others. Many of these gods are no longer worshiped in any organized way, and thus are extremely pleased and generous with their largess to those few who choose to worship them.
The plots and stories that can be generated by this structure are many-fold. Is there an Other Pantheon that's gunning to displace the Great Gods? Is there a War in Heaven brewing? Is there an illicit romance brewing between a Demi-God and a Great Spirit? Is a Fallen God seeking to end their mighty existence? Is a cabal of Spirits plotting to erase all knowledge of beer from mankind? Such questions can drive many adventures indeed.
As a matter of convenience, the 'Other God' status is where GM's may invent their own deities, to serve as allies or adversaries of their players.
The Other Gods can actually be more powerful in the game world than the so-called 'Great Gods'. The Celegian Pantheon is so high and mighty (in the literal sense of being divorced from mundane reality and ridiculously deifically potent) that their temporal Churches in the world may be fairly small compared to the influence of the Other Gods.
It is rumored (perhaps blasphemously) that the Other Gods have alliances to one of more of the Great Gods, and perhaps even to the mysterious Overgod, Termanant. The most subversive of these rumors hold that the Other Gods are subservient to the Nine Great Gods as member of the Celestial Bureaucracy, acting as agents, vassals, servants, or soldiers for those high and mysterious entities. Whether these rumors and portents are true is utterly unknown to most mortals, and of interest only to the most powerful and learned of adventurers. Perhaps.
If this Celestial Hierarchy is indeed the case, it is possible that during times of strife and schism that mysterious aid may arrive unexpectedly. If the Other God of War, Battles, and Rulership is being sorely pressed by the Other God of Furious Darkness, it is possible that a roving band of Templars will suddenly show up to tilt things in the War Gods favor...and equally likely that a straggling mob of Ravers will arrive and begin being horrible. Such matters are left to the GM, of course.
Most resources for Deific Pantheons can readily be accommodated as 'Other Gods' if the GM wishes to use the Celegian Pantheon as a resource as well. How much or how little this matters in the day-to-day world is up to the GM, of course.
Arisen Gods
It is rumored that there are some Gods out there who were once Mortals, long ago, and who have Ascended to the Godhead through some unknown process called The Apotheosis. In practical terms, there is no difference between an Arisen God and an Other God. Both are deifically powerful entities that gain power through worship and have an interest in the affairs of the Mortal Realm.
The existence of Arisen Gods is up to the GM, and it is possible (even probable) that Other Gods may be revealed as Arisen Gods as the players adventure and grow mighty. Indeed, it is possible that even the towering Greater Gods were once Arisen, long, long ago.
Arisen Gods can be very powerful campaign drivers in the higher realms of play, as the player characters start approaching the Apotheosis. It is rare indeed for a mortal to reach such heights, and the ones that do might attract interest from their elders, those ascended Gods who still recall their mortal days most clearly.
An Ascended God is still a full-blown Deity, after all, and having an Ascended God angry at you because of your place of birth still counts as drawing the Wrath of a God down on your head, even if it is through no deed of your own. Having a Sea God punching you around because you come from a desert is very unfair, but hey, that's almost the definition of Gods, now isn't it....
Demi Gods
Not all Gods are equal, no matter what their Clergy will tell you. Indeed, it is possible that some Gods are remarkably feeble indeed. The definition of Godhood is an eternal spirit, gaining power through worship, and possessing senses and powers beyond mortal ken. It is quite possible for a baby turtle to have all of those traits, and still be effectively helpless.
Granted, that's unlikely. Even a Demi-God is (usually) an incomprehensibly mighty entity, not to be trifled with.
Demi-Gods are celestial creatures, often of great power, but missing a lot of the 'Glory, Guts, and Grandeur' of their bigger cousins. Demi-Gods can be comical or sad, whimsical or deadly serious, bastions of joy or living monuments of hate or nigh-useless layabouts or a thousand other things besides. In all cases, Demi-Gods can be invaluable to a GM's ability to tell a good story, and having a Demi-God as your patron can be both good or ill...sometimes both.
If the GM wishes to use the Celegian Pantheon with Demi-Gods, then it is expected that the Demi-Gods are behlden in some way to a Great God, as an ally, friend, or serf. In such matters, the Demi-God can be even more potent, as it is possible that the Great God will choose to involve themselves in mortal affairs. Such things are rare, but not unheard of.
Having your humble little roadside shrine to 'Blod the Vale-Dancer' suddenly become a point of interest for Daneth the Preserver can be...interesting.
Greater Spirits
Standing beside the actual Gods, there are the Spirits. The main difference between a Spirit and a God is the fact that Spirits gain much less power from worship than a God does, but a Spirit loses much less of their power if they do not have any worship. It is a subtle distinction, but important. Spirits come in a huge array of power levels, from continent-smashing Primals of Storm or Upheaval, down to house spirits that are essentially friendly little ghost-pets.
The most exalted of these lesser Powers are the mighty Greater Spirits, barely beneath the Gods in their might and possibly mightier in their own areas. These greater spirits include those known as the Primals, expressions of a great naked truth of the universe. They include Storm, Rage, Sun, Night, Love, Terror, Flood, and many others that are often unnamed or forgotten. Other Great Spirits are the Fundaments, the sentient but not self aware expressions of the nine fundaments. These entities are mighty indeed, especially the terrible Death, Fire, Stone, and Force. Also in the Greater Spirits are migrant Powers from other Lateral Planes, including many Refuge Spirits from the First World, among many, many others.
Major Spirits
Slightly below the greater spirits in power are the Major Spirits. These still awesome entities are more limited in their scope or less absolute in their might than are the Greater Spirits, but this is not always to be counted on. Some of the stronger of the Major spirits are easily equal to many of the Greater spirits, so the demarcation is somewhat vague. The Major Spirits consist of angels, demons, daemons, devils, avatars, powerful extraplanars, greater undead, anima, abominations, aberrations, devas, and myriad other entities too unique or strange to classify. Of special interest are the anima, such as Great Father Tree, Standing Stone, Thunderchild, Still Deep Water, etc. Many of these anima are the special favorites of one or more of the Great Gods, and as such their ranking as a Major spirit is even more deceptive, since any molestation or attack on one of these may draw the attention of one or more of the Nine Gods. This is especially the case with Still Deep Water, who is greatly beloved by Daneth, Domana, Lurain, Karena, and Teb. It is unwise in the extreme to draw the enmity of Still Deep Water, for Daneth is almost certain to intervene, and if She is unable to resolve the problem, She will almost certainly call Domana, and woe betide the stirring of HIS might.
Lesser Spirits
Still further down in the celestial hosts are the Lesser Spirits, which are like the major spirits in that their power varies a great deal, and some of them are strong indeed. The Lesser Spirits include such entities as most city spirits, the river spirits, place spirits, forest spirits, travel deities, fertility spirits, the most powerful faeriefolk, summoned elementals, conjured planar things, major guardians, vengeance sprites, lesser abominations and aberrations, feyrs, etc...
Minor Spirits
Last of all come the lowly Minor Spirits, but these entities still warrant a great deal of respect and caution when they come to you. These include most of the Faeriefolk, house spirits, plant spirits, drink spirits, minor guardians, haunts, hoolies, spriggans, gremlins, sprites, and many others.
Nearly every place the average Celegian goes is swarmed by these mostly invisible and undetectable entities, but their shrines and monuments are a staple, as common in Celegia as are advertisements in our modern world. Every Celegian is taught as a child to be polite and respectful to the spirits, and how to interact with them in a way that keeps them in their places. Most of the spirits have only a vague sense of most humans, as we are as incomprehensible to them as they are invisible to us.
In a sense there are two Celegias, the mundane material one and the exotically ethereal one of the spirits. The spirits seek to keep the humans appeased (and providing gifts) by offering their protective services and assistance with things in their purview. This is especially true of house spirits, place spirits, and most of the minor nature spirits. Most Celegians have become so accustomed to this politeness to the spirits it is a habit they are not even aware of. A Celegian would no more not say, "Thank you for welcome" upon entering or leaving a building than he would forgo breathing for an hour or so. It is as automatic as putting on clothes, or checking the weather before stepping out. If a Celegian is invited to a friends house, it is customary upon the first visit to take a very minor gift, such as a small cake, feather, flower, etc. along. This is gifted to the house spirit, and the house spirit is introduced to the guest as if it were a member of the family. Afterward, the friend may freely return with only the customary thank you's.
House spirits are usually perfectly harmless, but they will seek to deter robbers with squeaky floors, sticky windows, tipped-over pots, and the like. Some house spirits are much more ferocious than that, and can manifest and attack! Imagine a spectral pit bull, guarding that house you want to rob. Getting to know the house spirit is a definite must before any robbery. Some wealthy citizens have had much more aggressive and determined guardians summoned, so caution is especially recommended in that case. And woe betide a robber who manages to raise the ire of a city or place spirit! These entities are similar to a house spirit but are vastly stronger. Imagine a spectral dragon, or an angry vampire. Definitely something to avoid. Many smaller cities have gatekeepers who routinely introduce all travelers to an especially aggressive or truculent city spirit, in exchange for a toll. It is always a good idea to listen to what these toll keepers tell you, or you might find a lesser spirit persecuting you. This hyper-abundance of denizens on the spirit plane is a real boon to diviners, especially those who can directly speak to the spirits, as finding something may be as simple as asking directions of the proper spirit.
The Celestial Bureaucracy
This huge host of Powers and Spirits is collectively known as the Celestial Bureaucracy. Each of the Great Gods has a certain number of the lesser beings "in their camp" as it were. These are usually entities that they have directly defeated or that accurately reflect their own views on existence. As a few examples:
- Domana has the Primal Sun, Primal Desert, Primal Purity, Primal Storm, Primal Fury, Primal Rage, Primal Terror, the Fundamentals Force, Stone, Light, Air, and Fire, the Storm God, the War God, Avalanche, a huge array of angels, aasimons, Celestial, modrons, etc., all arrayed in a huge and tightly organized military style war machine.
- Lurain is attended by Primal Love, the Fertility Goddess, several old Gods of Protection and Battle, many Angels and Devas, a host of house spirits, a vast array of entities from the higher outer planes, and as a special arrangement, she is known as the Beloved of Domana. Any major incursion on Lurain is almost certain to bring down the wrath of Domana, as well as his array of lesser Powers.
- Corellan has the Spirit of Wine, the Spirit of Beer, a minor Fertility Goddess, loads of female nature spirits, the King of Vengeance, The Wanderer, Strongarm, Primal Joy, Primal Strength, etc. Corellan is also on very good terms with both Daneth and Lyreth and they have gifted him with a Sky God and the mighty Primal Trickster. The latter is viewed by Corellan as a mixed blessing, at best.
- Puellor has Primal Rage, Primal Madness, Primal Hate, the Fundamentals Fire, Death and Stone, demons, daemons, a berserker God, the God of Rape, Primal Madness, Primal Chaos, the King of the Vengeance Sprites, and others too horrible to mention.
- Quellada has Primal Love, Primal Lust, Primal Rape, several Fertility Deities she has thoroughly warped, the God of Rape, demons, devils, numerous place spirits, etc. He is also granted the loyalty of the Primal Hate by Puellor, and is almost insanely lustful for the Primal Purity, which has fled to the side of Domana for shelter from the God/dess of Perversion.
- Karena has a vast and rigidly well organized group of devils and daemons, as well as three severely constrained Gods, one of assassins, one of murder, and one of Poison, as well as a host of undead, corrupted spirits, etc. Few of the great Spirits associate with Karena, as She prefers a more subtle approach.
- Daneth has a large following indeed, every one of the Nature Anima as well as every one of the Nature Spirits, as well as a nature God, a Sky God, a Moon Goddess, the Goddess of Night,a host of Angels, and more. The God Corellan has gifted Her with the Primals Strength and Strongarm.
- Lyreth is poorly attended, due mostly to her loner spirit. Notably, the mighty Primal Trickster has affixed himself to her, as well as a Thief God and an odd assortment of Spirits that she has stolen from the other Gods and refuses to give back. Corellan especially wishes her to return the Spirit of Debauchery, since she is sowing havoc with it. Instead She sent Trickster, who has plagued Corellan ever since.
- Teb doesn't have any Powers attending him, or rather (as he claims), they all attend to him, they just don't know it. There may be some truth to his boast, for every time he has gone to a Power to ask for aid it has been granted.
- Termanant has a huge following, many of which are so mysterious that no mortal has ever heard of them. They include the Fundamentals Dark, Death, Life, and Light, a total of at least ten Deities in attendance, all relating to death, birth, or darkness. As well he has a host of Avatars of deities who also attend him, as well as a long list of Planar Powers such as Primus the Modron, The Master Of Olympia, Queen of the Dragons, and others. The Primal Fury and the Primal Terror attend him. There are many more, as well. Needless to say, even Domana is polite to Termanant.
Clerics in Celegia
There are numbers of persons in Celegia who feel the call to serve the Gods, but do not strongly associate with only one deity. The majority of these persons are defined in the game rules as Clerics, and are known in Celegia as Pantheonists. Most Pantheonists align themselves eventually with one or two gods that most closely reflect their personal views, but not all of them do so. Most temples in Celegia will welcome most Pantheonists, assuming some similarity of world view, but a neutral evil cleric who associates freely with Ravers, Vitiators, and Contrivers may find a lack of warmth at a temple of Lurain.
In addition, there are many persons in Celegia who dedicate themselves to the service of a Power that is not one of the Great Gods. In game terms, nearly any specialty priest or cleric of a God may be played, as all the referee has to do is determine which of the Greater Gods would hold dominion over the Power chosen, approve the specialty priest as play balanced, and decide which region of the Empire is suited for this worship to be based. The Celegian Pantheon is not a very jealous one, as long as the lesser Powers realize their supremacy. For example, Druids are relatively uncommon in Celegia, and are considered to be worshippers of the various nature anima. As such, druids are granted their spells by the nature anima and seek to put forth their goals, with the understanding that Daneth is the dominating ruler of the nature anima. Wardens and druids do not always view a situation in the same light, as the Wardens seek to maximize the potential of a wilderness, while the druids would be just as happy to see no human involvement at all.