Gods

The Gods of Arcadia are powerful, world-defining beings that observe, shape, and define reality for their mortal counterparts. For the most part, the Gods are proportionally powerful to their number of worshippers; however, some Gods defy this trait and wield great power (or very little power) no matter the faith invested in them. Most Gods are grouped into a large pantheon simply called "The Pantheon," while followers pick and choose which Gods they wish to revere based on personal belief and necessity.

As a rule, the Gods are immortal, immutable, and all-powerful, but extremely rare exceptions to these rules have occurred in Arcadia's history.

## Description

For the most part, the Gods predate both men and elves, and the exact nature of their godhood is a mystery. Most of their worshippers accept that the Gods always have been and always will be, and that the hierarchy of the Pantheon is as it has always been; however, this is incorrect. While the Gods consistently maintain their areas of control and personal abilities, their exact strength and status is in constant flux. Most of the modern pantheon has remained unchanging for centuries, hence the mistaken belief that the current Gods have always been of their position; however, even the mightiest amongst them was once weaker than his kin.

No one God rules over the others, at least not by birthright, but there have been occasional power-grabs and imbalances of power over the years. For the most part, each God's primary concern is maintaining stability and peace within their designated areas of control; beyond this, they may develop personal ambitions. The Gods are not kept in check by any force save one another, and their bickering often leads to strife in the mortal world.

Gods cannot die, but without enough faith or worship they will fade into obscurity, with no hope of regaining their lost power. Even the weakest of Gods retains a significant amount of power over the mortal world, and sometimes this weakened Gods lash out with disastrous consequences.

Certain Elven cults believed they were direct descendants of the Gods, though this claim holds no proof. All mortal lives, elves, men, animals, and plants included, were born when the Goddess Lairia shed her blood over the planet's newborn soil.

## Abilities

Each individual God and Goddess' powers and abilities were defined entirely by their personal areas of control. Every God could manifest in the mortal plane, although only briefly, and for the most part the Gods spent their time in the Divine Realm. Particularly Powerful Gods, such as the eight "Common Gods," could carve sections of the Divine Realm out for themselves as personal bubbles of influence. These subsections, known as Houses, allowed the Gods to hold audience with their worshippers and made it easier for Gods to interact directly with mortals. In *extremely* rare cases when Gods lacking in strength were cast out or banished by their peers, they could be exiled to the mortal plane. In most cases, these exiled Gods rapidly lost their following, as they could no longer grant blessings and miracles to their faithful; however, in some cases (such as the ancient God-King Vharl), these Gods built a new cult around themselves and reclaimed their Godhood by force.

Gods without enough strength to carve out their own Houses lived in the common space of the Divine Realm. Men have only rarely glanced the Realm, but they say it is a place of boundless, indiscriminate beauty. All things shine with a golden light, the wind blows gentle and sweet, and the Realm never suffers any strife. The Gods themselves do not know when the Divine Realm was created or where it came from; some believe it to simply be a fact of the universe, while others suggest there may exist an even more powerful force of creation.

### Divine Abilities

In their Houses and Divine Realms, the Gods can confer blessings upon their followers freely. This acts much to the benefit of Gods with wide-spanning areas of control, such as Lairia, the Goddess of Life and New Beginnings, or Termalon, the God of Earth and Safety. Weaker Gods, particularly those outside of the "Common Gods," may bless their followers in unique, case-by-case bases. One such example is when the Schkalm-Eck, the Lesser God of Necromancy and Undeath, raised the necromancer Gandahl's fallen wife from the dead. Returning the dead to life is an incredible feat, even for a Lesser Deity, but the Undead God managed to do so thanks to a worthy barter with the necromancer.

Gods can also freely manipulate their areas of control, but they must do so with their fellow Gods in mind; if Marileth, Goddess of Winds, creates a tornado to destroy a ship carrying an offending party, she must ensure that the ship does not also carry worshippers of Termalon or Lairia, else she risks a war between their Houses.

#### Houses

With enough worshippers and power, a God may create a pocket within the Divine Realm dedicated entirely to their powers. These pockets are known as "Houses," and within these Houses a God has absolute control over every aspect of the realm. Mortals who enter a God's House are subject entirely to that God's will, and even other Gods have little control over the Host of the House. As such, Houses tend to reflect the Gods who created them. The Eight Common Gods each have a House created at the onset of their worship.

### Mortal Abilities

On the rare occasion that a God comes to the mortal realm, whether they are banished or intentionally visiting, they have a select set of abilities both limited and changed from their divine abilities. Their influence over the world is limited to what they can immediately see and interact with, and their mortal forms can indeed be killed (however, this likely will not kill the God, but send them back to the Divine Realm). Compared to an average mortal, however, they are still vastly more powerful and can conduct miraculous feats without a second thought.

## The Pantheon

"The Pantheon," as it is known, includes every single God localized in Arcadia. For centuries, these were simply The Gods, because no other Gods of no other realms were known; however, since the discovery of the Gate and its mysterious deities, the Arcadian Gods are now known as the Pantheon.

The Pantheon includes the eight "Common Gods" and dozens of lesser deities.

### The Eight Common Gods

#### Marileth, Goddess of Winds and Trade

Worshipped by sailors, travelers, and merchants, Marileth is considered wise and crafty. Her areas of control include the winds, the weather, the sea, trades, bartering, guile, and deception. She is not considered a kind or cruel Goddess, but a self-sufficient and reliable one. Deals with Marileth are almost always made with gold, and she loves a good negotiation. She often provides blessings of wealth, favorable weather, and a silver tongue.

Her symbol is an imbalanced scale.

#### Termalon, God of Earth and Safety

Worshipped by soldiers, generals, and farmers, Termalon is considered reliable and steadfast. His areas of control include the land, the soil, agriculture, farming, defense, and orderliness. He is generally considered a good and reliable God, but his wrath against traitors and thieves is merciless. Deals with Termalon are made in the form of unbreakable vows. He often provides blessings of health, safety, and protection against dangers both natural and supernatural.

His symbol is a shield and hammer.

#### Lairia, Goddess of Life and New Beginnings

Worshipped by wetnurses, mothers, farmers, and doctors, Lairia is considered a kind but stern Goddess. Her areas of control include plants, animals, life, birth, and nature. She is known for despising the undead alongside her husband Gremmask. She is considered a relentless but gentle Goddess. Lairia does not make deals; she confers her blessings freely to those who would seek them. She provides blessings of newborn health, wild growth, and healing.

Her symbol is a vine twisting around a skull.

#### Gremmask, God of Death and Finality

Worshipped by morticians, gravediggers, and particularly violent warmongers, Gremmask is considered a cold and unfeeling God. His areas of control include death, disease, rot, decay, conclusions, and peace. He is generally considered a fearful but necessary God. Deals with Gremmask are made through offerings, but not sacrifices; he does not condone bloodshed. He provides blessings of safe travel into the afterlife and permanent death.

His symbol is a still lake.

#### Rivia, God of Seasons and Change

Worshipped by farmers, children, and parents, Rivia is considered a jubilant and excitable God. His areas of control include all four seasons, agriculture (which he shares with Termalon), change, growth, and the life cycle. He is considered exceedingly kind and sometimes overbearing. Deals with Rivia are made through harvest offerings and festivals. He provides blessings of healthy crops and safety in times of turmoil and change.

His symbol is wheat beneath a scythe.

#### Shom, God of Forging and Labor

Worshipped by smiths, laborers, and some soldiers, Shom is considered a steadfast and hardworking God. His areas of control include smithing, forging, armor, weaponry, labor, and self-sacrifice. He is considered an earnest God who rewards folks for genuine hard work. Deals with Shom are made in the form of self-imposed sacrifice and physical labor. He provides blessings of strong steel and high endurance.

His symbol is the heated anvil.

#### Merah, Goddess of Fate and Leadership

Worshipped by generals, leaders, and lords, Merah is considered a sharp-minded and intellectual Goddess. Her areas of control include fate, the future, prophesy, guidance, and leadership. She is considered a kind albeit shrewd Goddess. Deals with Merah are made in the form of puzzles, to be solved or suffer the consequences. She provides blessings of wise leadership and prophetic sight.

Her symbol is the flowing river.

### Lesser Deities

#### Schkalm-Eck

The rotten god of necromancy and undeath. Reviled by most common folk, but embraced and worshipped by power-hungry necromancers. His area of control is necromancy. He is considered a strictly evil God who thinks only of personal ambition.

#### Thalmas

The fickle god of rivers and flowing water. Blessings are inconsistent and often nonexistent, and most travelers and tradesmen would prefer to pray to Marileth. He is considered a neutral God who will save the drowning child just as often as he will flood the lowlands village.

#### The Black Worm

A mysterious and shadowy God that may not originate from Arcadia. Worshipped surreptitiously by dangerous sorcerers. Possibly a God of black magic.

#### Zenzen

The Goddess of entertainment and showmanship, with power that nearly rivals the Common Eight. She has her own House, known as the Great Circus, and loves interacting with mortals as often as possible. Considered a *basically* good Goddess, though unpredictable.

#### Umbara

The Goddess of darkness and the night. Would be one of the most powerful were it not for her secretive nature and furtive power. Her House is the Midnight Plane, and her areas of control are the night, the dark, and the shadows. Considered a neutral Goddess who rewards her devoted worshippers, few though they are. Revered by assassins and thieves alike.

## Non-Pantheon Gods

Though the majority of Gods concerned with Arcadia fall under the Pantheon, a trio of new Gods have made names for themselves after devising the Gate Invasion. With otherworldly powers that match and often outmatch the Pantheon, these Gods of the Gate are a very real threat.

### Schul

The Gate's Goddess of deception, trickery, and control. She is inconceivably cruel, wickedly intelligent, and unknowably powerful.

### Myrluk

The Gate's Lord of sundering and annihilation. A mysterious and secretive God with terrible destructive powers. Brings ruin upon all he embraces.

### The Empty King

The Gate's most mysterious entity, a God who-- for all intents and purposes-- appears to be dead.