Deities

The Deities of Parvolon are the supernatural beings responsible for the creation of its universe. They hold great significance to the world of Parvolon, and are important for all users of divine magic. Players who have a character that is a c*leric* or a *paladin* will want to pay special attention to this article in order to best roleplay their character.

This article is for players who want to know the common themes across deities or to understand their true form. For players wanting to understand how their characters and people in the world of Parvolon view these divine beings, see the article on Religion.

### Creation

All twenty deities were created during the Battle of the Beginning between the *Supreme Order* and the *Force of Chaos*. The Supreme Order was a being that possessed the ultimate power of creation - the ability to create a universe - and the Force of Chaos was a being of incomprehensible nature and indeterminate strength. The two beings, in ultimate opposition to each other, fought for control of all that would ever be. This duel would fatally wound the Supreme Order, who in their final breath would create the universe of Parvolon and split themself into the twenty beings that are Parvolon's deities today.

The twenty deities are often named together as the *Twenty Aspects of Order,* as they are each all a component of the ultimate creation that the Supreme Order aspired to create. Their combined power, however, is lesser than that of the original being; the whole Order was greater than the sum of its parts. The deities of Parvolon are locked in perpetual conflict with a being far stronger than them for all eternity, doomed to lose control of the universe someday to Chaos in totality.

From their roots in pure order, nearly the whole pantheon has an alignment that mortals would consider *Ordered*, with a few having a *Neutral* alignment. However, two deities have been partially corrupted by the Force of Chaos, giving them an alignment that would be similar to a *Chaotic* character. These are *Fate*, a deity who was wounded at the beginning of time by Chaos to create a nebulous future, and *War Incarnate*, a deity who has been slowly maddened by Chaos during their campaigns to contain at every turn.

## Worship

The vast majority of people in Parvolon worship the deities in some form, with the majority view being a kind of polytheism. Adherents to polytheism believe in the existence of a multitude of deities that have shaped the world, but disagree on the exact number of deities that exist and the powers that they hold. This is the result of people slowly gaining new information about the deities through revelations, which take time to spread and be accepted by others. Most modern conceptions of the deities are still rooted in prehistoric mythology, with ideas of how the deities worked from before the mass exchange of knowledge still influencing how they are seen by the people of Parvolon today. Nations as a whole also adhere to polytheism, but some take a patron as their protector deity that is worshipped more often throughout the nation.

A minority of people adhere to a more extreme version of having a patron called *Sectarianism*. Sectarians profess that one of the deities in the pantheon - who is usually a merger of the powers of multiple deities - is the head deity, the real creator of the universe. The lesser deities, according to their interpretation, may either be servants of the head deity, evil Gods in opposition to the creator (the real world Abrahamic religion of Gnosticism is a great example of this), or do not exist. *Sectarianism*, a typical monotheistic conception of Parvolon's deities, is generally incompatible with the majority polytheistic view of the world.

Other rarer views in Parvolon... [will finish this later]

notes to self: Chaoticism (worship of the Force of Chaos), Eldritch Divinity (worship of an Eldritch being; warlocks), Personalism (worship of a person)

## List of Deities

[working on this section]

[Note on most recent edit: I have opted to remove the alignments from each deity. The more time that has passed since we really analyzed the idea of alignments, the more I've grown to see them as a lazy storytelling crutch that only gives the illusion of knowing a character's morality, principles, or personal philosophy. I also think using the phrasing "in most mortal interpretations" is a way of walking around the problem rather than addressing it, and I think it would be more enlightening for players to describe what values a deity has than provide them an alignment.]

### Cosmos, the Aspect of Space

Main article: Cosmos

**Cosmos** is deity over all space and the mechanics of the universe, governing the laws of physics and the space that all creatures inhabit. They possess the power over all planes and the ability to cut off segments of the universe, creating the Cataclysm and other spaces like it. Because of their association with the very fabric of the universe, Cosmos is also a patron deity of all weavers and the production of textiles.

They are associated with the Cleric Domain of Force.

### Life and Death

Main article: Life and Death

**Life and Death** is the living embodiment of life force, governing over the soul and essence that emboldens all living creatures. They are a deity of consistent and constant contrast, with the power to both give the gift of life and take it away. Likewise, people often depict this deity with aspects of both the living and the dead, a split bodily appearance, and other juxtaposed qualities. Life and Death is often perceived as the head of the natural deities and the societal deities, being the central force that gives these other deities their power.

They are associated with the Cleric Domains of Life and Death.

### Fate, the Wounded Deity

Main article: Fate

**Fate**, or the Wounded Deity, is controlling force of time and the future, as well as both good and bad fortune. Fate gains its main epithet from its battle with the Force of Chaos, from which it has been severely injured since the beginning of time. To cope with chronic pain, they must rest for periods of time to recover their strength. This unfortunately gives Chaos the reins to the passage of events; it is said that empires rise and fall while Fate slumbers.

They are associated with the Cleric Domain of Luck.

### Radiance

Main article: Radiance

**Radiance** is deity over the fundamental element of light. They are the fundamental source of all radiant energy. (fuck, I hate words)

They are associated with the Cleric Domain of Light.

### The Maelstrom

Main article: The Maelstrom

**The Maelstrom** is the first of the two *Water Twins*, having dominion over storms, oceans, and weather. Ruling over the oceans and sky, their nature is seen as the more aggressive and powerful of the twins.

The interpretation of The Maelstrom varies in relation to its other twin depending on the society. Inland and mountainous peoples tend to see more of the wind and lightning aspects of the deity, with it filling primarily a sky god role to them. Coastal and oceanic peoples, on the other hand, associate it with the rough waters of the deep ocean, being both a sky god and a deep sea god in their cultures. This dual nature is why mortals see them as both a patron of mountain climbers and fishermen, as the storm means different things to different people.

Another aspect of The Maelstrom is its power to cause great motion among the celestial objects. While The Maelstrom one is only among several deities with power over worlds and stars, the fact that it uses the moon as a conduit for its tidal power gives it significance as a moon deity.

They are associated with the Cleric Domains of Tempest and Twilight.

### The Riverflow

Main article: The Riverflow

**The Riverflow** is the second of the two *Water Twins*, being the deity of rivers, freshwater, inland water, blood, roads, and as a general statement all things that flow. They are the more tame and forgiving side of water, perhaps seen as the one who presides over clear skies rather than rough ones.

Like their twin, the interpretation of The Riverflow is dependent on culture. They are a pivotal deity for the peoples of the desert and the mountains, providing drinkable water for these people in a place where that is sparcely found. Along the coasts, they are perceived by mortals as a protector and an advocate against the sometimes menacing Maelstrom, and lean into the less literal senses of flow like roads, transportation, and navigation. They are a patron of navigators, brewers, and the art of pottery.

However, The Riverflow also has a mystical association with the dark art of blood magic as well. In legend, cultists of this deity have gained strange power over mortal flesh, bending and even stopping the flow of blood with another being's body. The Riverflow, however, is very protective of this ability and keeps it out of the hands of those who cannot be trusted with these powers.

They are associated with the Cleric Domains of Tempest and Blood.

### The Mineral Earth

Main article: The Mineral Earth

**The Mineral Earth** is deity over the fundamental element of earth. They are the source of rocks, minerals, metals, soil, and the various chemicals of the earth, as well as the magical element of acid. They are a patron of laborers, often used as an emblem by peasant revolters who form the *bedrock* of society.

The Mineral Earth has dominion over the land, as well as disasters that afflict it like earthquakes and sandstorms. Many offerings to them are made in efforts to prevent disasters or to bless the land of the region for the sake of producing more crops.

They are associated with the Cleric Domain of Quake.

### The Inferno

Main article: The Inferno

**The Inferno** is the divine incarnate of destruction and fire. They are a being both respected and feared by mortals, as they provide the spark of civilization but can easily raze cities to the ground if angered.

The Inferno, like the *Water Twins*, has a differing nature depending on a culture's closeness to plate boundaries and hotspots. Societies with volcanoes and lava flows have a very distinct view of the Inferno, with them being a hot-headed volcano deity to these people. Other cultures in a less precarious volcanic proximity associate this deity with the sun and with wildfire.

They are associated with the Cleric Domain of Destruction.

### War Incarnate

Main article: War Incarnate

**War Incarnate** is the manifestation of the fighting spirit, the will to defend those close to your heart from the threats that endanger them.

They play a significant role in the battle against the Force of Chaos, leading the charge as the Defender of Planes. However, this frequent exposure on the front lines to Chaos has slowly corrupted War, turning the once orderly being into a chaotic one in the minds of many. This is reflective of the more messy nature of war, as something neither wholly self-serving nor righteous, neither just nor vengeful, but simply maddening and all-consuming.

They are associated with the Cleric Domains of War and Mania.

### The Archmage

Main article: The Archmage

**The Archmage** is the cunning and adept deity over all magic, arcane and divine and innate.

A crafter of clever agreements, they struck a deal with the Force of Chaos; they embraced a part of Chaos willingly to expand the power of divinity. The mastermind of the Archmage uses the very power of Chaos to fight against it, and it has researched the secrets of the primordial force in order to protect mortals and the deities from its eternal campaign of dissolution.

They are associated with the Cleric Domain of Arcana.

### The Knowing

Main article: The Knowing

**The Knowing** is the incarnate of knowledge and truth. Ironically, quite little is known about the true nature of the Knowing, as it keeps much of the world's knowledge secret for the benefit of growing mortals. It has warned many that some of the truths it contains would be far too much for a single person to bear. As a result, the Knowing often speaks in half-thoughts and roundabout statements, giving those who pursue its power the path to solving problems on their own.

The Knowing is patron of recordkeepers, historians, and mathematicians. Many secret societies have been founded around the worship of the Knowing.

They are associated with the Cleric Domain of Knowledge.

### Compassion

Main article: Compassion

**Compassion** is the manifestation of mortal peace and love, championing the bonds that hold beings together.

During the beginning of the world, Compassion was targeted by Chaos in an effort to seal them away from the other deities, removing eternal peace from the world. Many mortal depictions of this deity are as a caged bird, bounded by hate, apathy, and self-interest. The followers of this deity often seek to free themselves then from the restraints of society, and the deity inspires others to make a world equitable for all. They are a patron of refugees, minorities, and the poor.

They often give mortals in who they see pure hearts a gift of miracle working: ridding diseases, conjuring food, healing injuries. Those who worship this deity accordingly often work the most in the interest of others over themselves.

They are associated with the Cleric Domain of Peace.

### The Great Harvest

Main article: Radiance

**The Great Harvest** is one of two *Caretakers of Nature*, with their counterpart being the *Great Wild*. They are the protector of all plants and domesticated animals, and a patron of all farmers.

They are associated with the Cleric Domain of Harvest.

### The Great Wild

Main article: Radiance

**The Great Wild** is one of two *Caretakers of Nature*, with their counterpart being the *Great Harvest*. They are the protector of the wild animals of the world and magical creatures. They have a special significance in Druidic religions as the anchor for the health of the world, maintaining the delicate balance between the destruction of humanity by great beasts and the destruction of nature by mortal greed.

They are associated with the Cleric Domain of Nature.

### The Scales

Main article: Radiance

**The Scales** is the arbiter of the fate of the dead, exacting judgement over souls during the process of reincarnation. They interact most directly with the Spirit Plane, deciding when souls are to be returned to the material world and the nature of their next life - what living creature will receive their soul.

They also have gained a distinction among mortals as the embodiment of justice, fairness, and equality. Many deities of souls are accordingly used again as symbols of the law and a reminder of blind judgement based on the actions of a person rather than their identity.

They are associated with the Cleric Domains of Order and Grave.

### The Great Exchange

Main article: Radiance

**The Great Exchange** is the central deity of society and trade, the divine representation of the interactions between all things. They are a patron to many professions and walks of life, a guardian of travelers and traders, and an icon among thieves. Many mortals profess loyalty to this deity for various and even conflicting reasons, with some hoping to gain favor in the eternal shuffle of power and wealth while others upholding the dealer of all things as an antidote to the unfair systems created by avarice and vanity.

They are associated with the Cleric Domains of Order and Trickery.

### The Metalworker

Main article: Radiance

**The Metalworker** is the sculptor of all that is new, the deity of invention, science, and technology. They also hold power over the worldly objects of metals and magnets, often being depicted actively practicing metallurgy, and on occasion as a being whose whole body is made from metal. They are a patron of smiths and mentors.

The Metalworker is a deity that is often in conflict with the Knowing, as the two have opposing views on what mortals should be allowed to understand about the world. Whereas the Knowing believes that giving mortals the full gift of knowledge would be ruinous, the Metalworker is seen as a patron for those who seek to expand the wealth of knowledge people possess. The Metalworker is far more selective about who they speak with, however, refusing to share their gifts with those who will use them to further spread chaos.

They are associated with the Cleric Domain of Forge.

### The Perpetuity

Main article: Radiance

**The Perpetuity** is the manifestation of all that repeats, continues, and perpetuates. This deity holds dominion over the seasons and circle of life, and its presence can be found all kinds of cycles and patterns.

The Perpetuity is one of the less well understood deities of the pantheon, often having been thought of historically as multiple beings for each of its individual powers. In many religions, it is most strongly associated with its power of the seasons - the most evident of its abilities. In agrarian societies, it also holds a special role during the winter, where festivals, rituals, and offerings are made to appease the Perpetuity during the harsh cold, and again in summer to try and guarantee a good harvest.

They are associated with the Cleric Domain of Circle.

### Hope Incarnate

Main article: Radiance

**Hope Incarnate** is the guardian of dreams and wishes, believed by many clerics to be the source of all Will in the world. They preside in part within all beings and all things, inspiring a continual motion of the world, a strength to continue in the face of resistance.

Hope Incarnate was one of the beings struck by Chaos during the beginning of the world, weakening their power enough to prevent eternal persistence. As a result, all things have a natural decay to them; gears grind down, fabric comes undone, water erodes hard rock into sediment. They must now use their power selectively to maintain the world, choosing to inspire some to aid others. They might not be able to maintain all machines, but perhaps all mechanics; they might not be able to maintain all good days, but perhaps enough to inspire good works.

They are associated with the Cleric Domain of Dream.

### The Nameless

Main article: Radiance

**The Nameless** is an enigmatic deity over negatives, ruling over what is not rather than what is. Absence, nothingness, and shadowy abilities that are mirrors of physical traits are what supply this deity with their power.

Their mysterious nature makes this deity the most confusing for mortals to understand, and they are often associated with conditions that are thought to be presence of something that are actually the absence of another thing. Two of the most common archetypes of this deity are *the Ice Queen* and *the Thing in the Shadows*, linking real experiences like cold and darkness to a power when they are the absence of power, being absence of heat and light respectively. Both archetypes share common features, such as being mysterious, solitary beings who do not want close ties to people, but are also friendly and protect people from unseen evils. For this reason, this deity is a patron of the lost, offering to guide travelers out of a dangerous nowhere and back to safer and more secure lands.

They are associated with the Cleric Domain of Absence.