Divine Altercation

"...and that is a topic for another time. Suffice to say that it my belief that gods are not the same as mortals, but nor are they entirely different. An angel has as much in common with an elf as a god does with either. Gods are powerful, unimaginably so, but they all share some characteristics. 
==== Omnipotence ====
Gods may be more powerful than mortals, but among themselves their power is far more comparable. As we saw with the tragic death of the Sword Lady at the hands of the Mother of Shadows, gods can be wounded and killed. Magic, as well as steel are effective, but gods are so very resilient to harm that unless the hand wielding a weapon has the power of a god behind it, a god is effectively invulnerable. Normal methods of bypassing this invulnerability are universally ineffective, which is unsurprising; gods do not follow most mortal rules.
==== The Trueness of Form ====
Important to all gods is their physical purity; it is likely impossible to weaken them with magic or more mundane means. There are plenty of spells with this goal in mind, Aleksara's Polar Ray is a well-researched spell, famous for being difficult to resist. Gods are not immune to magic in the same way a clockwork man or a golem is, but certain spells are unable to affect them. In the same way, an assassin trained in cutting nerves and striking vital parts of an opponent is flummoxed by a god's form; while they certainly do posses a knowable anatomy, it is likely impossible to disrupt it. On the same note, while gods are adept at changing their form, spells to forcibly change a god's form universally fail.
==== Aiming Downwards ====
Gods have a very wide array of abilities. Gods can grant themselves divine casting available to the most powerful of mortals with ease, and many gods have arcane knowledge of a similar level of ability. The sheer power of a god's form means they're capable of wielding weapons with a skill that dwarves anything a mortal can manage. Added to this is a list of skills and tricks picked up over eons of divine life. That said; these skills are almost exclusively aimed with the express purpose of destroying mortals and lesser divine beings. Even the most powerful magic or blade poses little threat to other gods, while the same power can destroy legions of heroic mortals.
==== One Strong Punch ====
When it comes to attempting to harm another being of similar power, a god will need to use all their strength, and usually rely on the power of a greater artefact. Even gods that rely on their innate magic will need to channel their power through some focus in order to overcome another god's defences. The Mother of Shadows, despite all her other powers and skills, was only able to harm the Sword Sister via application of her longsword, the Scraping Message. Most gods are said to only hone one single attack, for the purpose of defending themselves against the hostilities of greater divine beings.
==== Holy Ground ====
Some stories state that gods can only be killed on their home plane. Others state the opposite. It is very difficult for a god to leave their home plane under the best of circumstances (much less travel to the inner planes), thus the use of heralds and avatars. Gods certainly can die on or off their home plane, but the circumstances are different. A god in their own dominion (whatever small slice of the plane is theirs alone) is almost certainly unkillable; they will be surrounded by their most powerful servants, and in some cases are able to draw power from the land itself. There is nearly no reason for a god to leave their dominion, as they can perform nearly any action they could desire from relative comfort and safety.
Gods away from their home plane lose much of this protection, but if they are destroyed while travelling they will almost certainly be able to escape to their dominion with minimal hassle."
-Divine Metaphysics, Archmage Aldeath Estella
Unknown ink on devilpaper, age unknown.
Attached to the bottom is a short, handwritten list, obviously made very recently
* Arden: The Sunstaff (staff),The Dawn's Edge (shortsword)
* Bowbe: Pelt of Urson, the Great Bear (armor), Cm'fob (greatsword), Wytch-Killer (warhammer)
* Hecate: Unknown, likely a book or tome
* Darach-Albith: Tian Tu Lan (longsword), Fayar Nocht (longbow, although these two are likely the same weapon)
* Dwerfater: The Noolhamr (dwarvern warhammer)
* Freya: The Lover's Bow (longbow)
* Grotaag: The Victor's Garb (armor and boots)
* Hel: The Plaguebringer (dagger)
* Kal'Ay-Mah: The Scraping Message (Longsword)
* Kel: The Guardsblood (heavy shield)
* Mitra: The Silver Scales (wondrous item)
* Muir: The Bloody Hand (bastard sword)
* Orcus: The Wand of Orcus (heavy mace, the abyssal word "wand" is an obvious pun on the infernal word for "penis")
* Set: The Blank Ankh (unknown), The Spear of Dominion (shortspear), The Taipan's Grave (staff), The Gaze of the Eternal Empire (helm)
* Snuurge: Glut (armor)
* Thyr: The King's Gavel (heavy mace)
* Telephos: The Harvest (scythe), The Shear (sickle), The Cornucopia of Labour (wondrous item)
* Tsathogga: The Toad Charm (his own urostyle)
* Vanitthu: The Unbreakable (tower shield)
*