Woultèan Deities

Unique among the Eth'lean pantheon, this being is not venerated in any of the temples of the Eth'lea, instead the embodiment of the forest is given a wide berth, his clerics performing profane rites to appease it, casting sacrifices down below the treeline and into the dark beneath to satisfy the great slime mold and creatures of decay. Their fear stems from a simple fact; Eth'melesa doesn't create godtouched like the other four deities do, instead those touched by his power in the womb harden, eventually becoming stillborn wooden children, who are cast beneath the treeline with the rest of the refuse to the World Below,

**Domains**: Animal (All Subdomains), Death (Plague), Plant (Leshy, Decay, Growth, Thorns), Scalykind (Venom), Darkness (No Subdomains), Erosion, Ruins, Vermin

### The Aranae, the Spider in the Sun

**Favored Weapon**: Shortbow, including composite shortbows

Building her nest in the far west of the Eth'luhora. the Aranea returns to her web whenever she finished walking across the cosmos. Lord of the pantheon, the Aranae's many legs cast brilliant light through the treeline, enlightening her adherents and blessing them with knowledge and the heady charisma needed to lead. Most cities of the Eth'lea host a grand temple to Aranae at their center, and ruling families will often have priests of hers in their bloodline.

**Domains**: Magic (Arcane, Divine, Rites), Sun (Day, Light, Revelation), Glory (No Subdomains), Knowledge (No Subdomains), Insect (Animal Subdomain)

### The Ti'fen, the Great Unchanging

**Favored Weapon**: Atlatl

The serpent queen of the South rivals the dragons in her power and strength. No predator can pierce her hide, and her jaws are wide enough to swallow whole many buildings. Her clerics revere her through great feasts hunted in the wild, and through coiling dances performed during festivals. It's said those who revere her become just as unchanging, and the ravages of time cease to affect her most devout followers.

**Domains**: Law (All Subdomains), Destruction (Catastrophe), Scalykind (Venom), Earth (No Subdomains), Strength (No Subdomains), Solitude (Protection Subdomain)

### The Corycia, the End and the Beginning

**Favored Weapon**: Kusarigama

The moth of metamorphosis has witnesses the shifting and changing of the world itself, having come into being at the dawn of the world, and retreating into a cocoon every 10,000 years. Her powers and kindness allowed the bargain with the Eth'lean gods to be struck in the first place, and she is considered nearly as important as Aranae, with a solid number of cities preferring to worship her as opposed to the Spider in the Sun. Her followers gain great powers of prophecy, able to twist fate to suit their needs, and moreover

**Domains**: Repose (All Subdomains), Healing (Medicine, Restoration), Fate (Luck Subdomain), Insect (Animal Subdomain), Moon (Darkness Subdomain), Psychopomp (Death Subdomain)

### The Onca, the Glory Under Moonlight

**Favored Weapon**: Macuatl

Making its home in the north of the jungle near the cliffs this jungle cat, while still massive, is much smaller than the other three deities. Stalking the branch-roads of the Eth'luhora, the Onca blesses the silent, swift, and violent. Standing almost eight foot tall at the shoulder, nearly double the size of the non-magical beast it takes the form of, the Onca is capable of shifting its coloration between a deep almost black ocean blue and a tan coloration whose dark spots thrum with magical power.

**Domains**: Glory (All Subdomains), Void (All Subdomains), War (All Subdomains), Animal (Fur), Darkness (Night), Trickery (Ambush, Deception), Murder (Death Subdomain), Competition (Strength Subdomain), Ferocity (Strength Subdomain)

## Goblin Deities

### Goblin Animist Spirits

**Favored Weapon**: Choose any weapon that isn't a firearm, and doesn't reference a race other than goblin in its name.

To the Goblin, all that is natural in this would has a spirit inside of it, vibrant and alive. Even the technologically inclined Walker Clan Goblins say an appreciative prayer to the spirits of the ore and stone before forging a new ride. Being so numerous, and of varying intelligence these spirts have no united goals, with the faithful acting as effectively guardians on the gate, always vigilant for an evil spirit attempting to disrupt the balance of the whole. Most goblins are capable of bonding with a spirit early in life, usually a minor spirit of an object or type of creature that has captured their interest. Goblins who lost a parent might instead have their spirts manifest as protectors, and those destined for greatness might manifest the spirits of the honored dead to act as advisors.

**Domains:** Air (All Subdomains), Animal (All Subdomains), Sun (All Subdomains), Fey, Vermin, Water (All Subdomains), Weather (All Subdomains), Darkness (Moon, Night), Earth (Caves, Metal), Fire (Ash, Smoke), Plant (Leshy, Decay, Growth, Thorns), Scalykind (Venom), Void (Dark Tapestry, Stars), Ancestors (Repose Subdomain)

### The Clan Spirit

**Favored Weapon**: Choose one of the following: Club (All), Kukri (Bayou Clan), Harpoon (Island Clan), Ripsaw Glaive (Walker Clan), Shortbow (Frost Clan)

A deity with no name, the mythology and stories Goblins share of the Clan Spirit simply refer to them as "the Goblin". Sometimes helpful, and other times a scoundrel the Goblin is an enigmatic figure within its own mythology. Each clan has a number of stories about the Goblin that are entirely unique to their oral tradition, some of which appear to be totally to their group. Some of these stories are completely contradictory yet, when asked, they not only fail to deny their cousin's telling of events but completely insist upon it, and able to go into detail about the linguistic complexity that allows both to be true at once. Despite this contradiction, they are also adamant that there are not multiple instances of this figure, but one being that embodies all of them at once.

**Domains:** Good (All Subdomains), Luck (All Subdomains), Travel (All Subdomains), Chaos (Revelry, Whimsy), Community (Cooperation, Family, Home), Liberation (Freedom, Self-Realization), Trickery (Ambush, Deception, Greed, Innuendo, Thievery), Loyalty (Law Subdomain). In addition to the universally available domains, you may choose one clan aspect to venerate gaining their unique domains.

* **Island Clan Domains:** Glory (All Subdomains), War (All Subdomains), Strength (Competition, Ferocity), Leadership (Nobility Subdomain)
* **Swamp Clan Domains:** Healing (All Subdomains), Agriculture (Plant Subdomain), Alchemy (Artifice Subdomain)
* **Walker Clan Domains:** Artifice (Construct, Industry, Trap), Knowledge (Education), Protection (Defense, Fortifications
* **Frost Clan Domains:** Rune (All Subdomains), Repose (All Subdomains)

## Orcish Gods

### Daamet Hethra

**Favored Weapon**: Orcish Double Axe

Daamet Hethra (Literally translated as The Sovereign Above Us All) is the personification of the Orcish ideal of the perfect leader. They appear different to every person, taking the form of some respected ancestor of whoever views them. They avoid meddling in the affairs of the Sovereignties, choosing to observe and judge so that the strong and wise prosper, while the weak and foolish perish by their own mistakes. Legend holds that Hethra and their children were born from the souls of the first five generations of Orcs. Before Dagra sat watch over the gates, the souls gathered in a chaotic mass, the weakest pushed out and cast aside to turn wicked and bitter. Eventually the pressure at the center of the mass grew so great that the souls were forged as one, a new life crafted from the spirits of the wisest orcs who had ever been.

Now finding themself alive, Hethra sought a place to belong, as any orc would. They took the mightiest souls from the mass that was their birthplace and squeezed it tightly in his fist, compressing as they had been compressed. When the child came to be, Hethra named them Vageth. It was only later that Hethra noticed their own error. Vageth had strength but not the wisdom or experience to wield it effectively, or more importantly know when not to wield it. To counterbalance this, Hethra found a soul one of his many lives knew. They took this wise old witch and invested her with the souls and strength of the greatest of the orc mages. She took the name Dagra as she had worn in life and set to work reigning in the chaos of her brother Vageth.

Having been left with only the wicked, weak, and mediocre spirits Hethra set to work one last time. From those who could not stand alone they forged a great wall to separate the living world from that of spirits. From those without the courage to forge their own path, he crafted the road the spirits follow to lead them to their final test. From those weak of mind and strong of body he forged an unbreakable gate that the spirits would have to pass through. Finally, from those weak of body and strong of mind they spun magical protections across the whole construction to protect it. When their work was done, Hethra charged Dagra with guarding the gate and retired to build a home for the family nearby, safe in the knowledge that if another like them would come to be it would be only with the best materials.

**Domains:** Law (All), Community (Family), Protection (Defense), Strength (Competition, Resolve, Self-Realization), Ancestors (Repose Subdomain), Leadership (Nobility Subdomain)

### Daamet Vageth

**Favored Weapon**: Guisarme

Daamet Vageth (Literally translated as The Storm Above Us All) is the personification of the Orcish ideal of the perfect warrior. Appearing as if a storm cloud was forced into the approximate shape of an Orc and carrying a weapon forged from lightning that changes with every brutal impact, Vageth is the only member of the Orcish pantheon that is commonly seen. The most legendary battles in Orcish history are ended by a thunderstorm rolling in suddenly, heralding the arrival of Vageth. When they arrives they always bellows a challenge, seeking to to test the metal of a particular group of champions or once even the full number of both armies at the same time. These tests are rarely lethal, with legend saying that Vageth was taught patience at the hand of his sister who trained a group of souls that were sent to her broken and brutalized to be great enough to best them both. A warrior wasted is a champion who will never be, after all.

While groups of champions have felled them in the past, they have never been bested in single combat. Each time they appear, a handful of champions make the attempt as it is said that the Orc who finally bests Vageth will become one with the storm and be immortalized as the one who finally gave form to the formless.

**Domains:** Destruction (All Subdomains), Glory (All Subdomains), War (All), Air (Lightning, Wind), Strength (Ferocity, Fist, Resolve), Fear (Evil Subdomain), Storms (Weather Subdomain)

### Daamet Dagra

**Favored Weapon**: Heavy flail

Dammet Dagra (Literally translated as The Spell Above Us All) is the personification of the Orcish ideal of the perfect mage. Appearing as a wizened woman, her horns curling far above her head and eyes crackling like a living spell, the sister of Vageth appears in dreams and visions to the most powerful orcish shamans and clerics to guide them towards stability and power. It's said she bars the way for spirits to enter the afterlife, and that the last fight of any orc's life is with her, to either enter the afterworld, or be cast into the fire. She is fond of fire and is said to bless sunny days, clearer skies allowing her to see farther, both into the past and future. She is fond of fire and is said to bless sunny days, clearer skies allowing her to see farther, both into the past and future.

**Domains:** Healing (All Subdomains), Magic (All Subdomains), Knowledge (Education), Rune (Language, Wards), Strength (Competition, Fist, Resolve), Fate (Luck Subdomain), Souls (Repose Domain), Psychopomp (Death Domain), Fire (No Subdomains)

### Muumet Virin

**Favored Weapon**: Improvised Weapons

Muumet Virin (Literally translated as The Slave Below Us All) is an interesting figure of some kind of dual nature. To the Orcs he is the personification of the perfect slave, a figure not to be worshipped, but to be spat upon and abused with no resistance. Daamet Hethra is never seen without the wretched, ever shifting form of this creature by their side, as their body constantly turns and changes unable to settle on which humanoid it resembles. They answer no prayers, provide no spells, and have no domains, existing only to serve the other three.

At least they shouldn't.

There is another Muumet Virin. One born not of the Orcish ideal of the perfect slave, but the dreams of those they have in chains. A trickster, who breaks the tools and lets rats into the masters pantry. An escapee who covers the tracks of themselves and others. A laborer still in chains with the strength of spirit to wait as long as it takes till they see their chance to run or fight back.

**Domains:** Chaos (All Subdomains), Liberation (All Subdomains), Trickery (All Subdomains), Artifice (Industry, Toil, Trap), Community (Cooperation, Home), Darkness (No Subdomains), Luck (No Subdomains), Resolve (Strength Subdomain)

## The Trenchcaller

**Favored Weapon**: Trident

Merfolk have only a single figure they look towards spiritually, and the relationship is not a positive one. The Trenchcaller is more of a demiurge or boogeyman than a traditional deity to the Mer Clan. A tyrant sitting on a throne far past the edge of the continental shelf, The Trenchcaller is said to sing to the Mer Clan on quiet moonless nights with a deep, rumbling whale song. Those that answer the call and swim into the deep are said to be twisted into the horrifying demons that occasionally emerge from the Deep Below. Venerating this being as a Merfolk is liable to see one branded and exiled from the Clan as the most disgusting of devil worshipers.

**Domains:** Air (All Subdomains), Darkness (All Subdomains), Void (All Subdomains), Water (All Subdomains), Destruction (Catastrophe, Rage), Nobility (Aristocracy, Hubris), Weather (Monsoon, Storms), Animal (No Subdomains), Fear (Evil Subdomain)

## The Collective

**Favored Weapon**: Choose one of the following - Soul Knife (All), Battle Axe (Albazdanza Hive), Rapier (Zuramzud Hive), Mace (Makhamzal Hive), Klar (Mieztaf'azar Hive), War Pick (Ramazhazar Hive), Scimitar (Alz'fayruz Hive)

While it is considered odd culturally, some Thriae are able to derive clerical magic from the veneration of the Hivemind. Despite "existing" in the mortal realm, the mindless and unbodied nature of the Collective causes it to operate in much the same manner as a True Divinity. It cannot be killed, nor can it give clear answers or direction when questioned through the use of magic. It is an unthinking, unfeeling source that can be tapped into by those that know how to wield it and the powers it grants are defined by the culture and values of those who exist within it.

**Domains:** Psionics, Vermin, Community (Cooperation), Insect (Animal Subdomain), Loyalty (Law Subdomain). In addition to the domains common to all Hives, you may choose one specific hive to venerate gaining their unique domains.

* **Albazdanza Hive Domains**: Bound to the very edge of the desert, the first daughter has the strongest relations with outsiders. The Hive has access to Travel (All Subdomains), Air (All Subdomains), Charm (No Subdomains), Plant (No Subdomains).
* **Zuramzud Hive Domains**: As delicate and ephemeral as they are efficiently deadly, the Hive has access to Magic (All Subdomains), Death (Murder), and Fey (No Subdomains).
* **Makhamzal Hive Domains**: With great strength of body and the wisdom of age, the Makhamzal has access to Strength (All Subdomains), Honor (Glory Subdomain), Leadership (Nobility Subdomain).
* **Mieztaf'azar Hive** **Domains**: Aggressive and xenophobic, clerics of the Mieztaf'azar rarely leave the hive as to always be ready to contribute to its defense. The Hive has access to War (Tactics), Protection (Defense, Fortifications), Ambush (Trickery Subdomain).
* **Ramazhazar Hive Domains**: Industrious and instilling a passion for great works into its Clerics, the Hive also has access to Artifice (Alchemy, Construct, Industry), Earth (Metal), and Fortifications (Protection Subdomain).
* **Alz'fayruz Hive Domains**: The Alz'fayruz is young, hungry, and impulsive. It has access to Knowledge (All Subdomains) and Trickery (Deception).

## The Cult of Reason

**Favored Weapon**: You may choose a Favored Weapon from any other Deity on this page, or the Lumoran Deities page.

The Yuukia view spirituality and religion as just another field of magic to be picked apart through rigorous studies. The duties of their travelling scholars is to not only research arcane and psionic magic, but also record any spiritual practice they encounter so it can be experimented with to see if it has any true, tangible magical effects. Members of the Whittenmire Expedition were surprised to discover a number of rituals they recognized from The Church of Wine and Wheat, as well as several known Lumoran cults, despite the race having never been contacted before. When questioned, the scholars admitted that these practices had been discovered centuries ago by chance and they had only learned who or what they were venerating through trial and error.

**Domains:** You may choose Domains or Subdomains from any other Deity on this page, or the Lumoran Deities page.