A Little Adventure
The Eight Deities
Adellai, of the Death Domain.
Shenea, of the Knowledge Domain
Kigrani, of the Life Domain
Malim, of the Light Domain
Joquil, of the Nature Domain
Delor, of the Tempest Domain
Nabara, of the Trickery Domain
Haless, of the War Domain
Gods in this universe are neutral, genderless embodiments of their own aspect, who grant powers to beings who prove their worth or devotion to act as their heralds in all realms. The gods are not typically worshipped by mortals, but are acknowledged as the source of their chosen heralds’ powers. In the rare event that a god interferes in anything, it will be because their heralds are out of line, or to create a new one.
Most heralds are mortal creatures who ascended to near-godhood by performing great deeds related to their relevant domain powers. For example, Haless has granted power to great warlords who altered the course of history, or wiped out entire races, through war, but also to those who prevented further bloodshed by making difficult choices or performing great deeds in the name of peace. In the first instance, the heralds would also gain death as a subdomain, and the second would gain life.
When someone or something becomes a herald, their appearance changes to reflect their nature and abilities. They have great powers, but are often unsure of how to wield them, and while they are just as powerful as more seasoned heralds, usually don’t know it and have no idea of how to navigate what they are doing. They also start off relatively unknown, whereas older heralds are commonly worshipped all over the world.
- Sicar, the Eternal Revolution (War) – Herald of Liberation and Revolution
- Umberlee, Queen of the Depths (Tempest/Nature) – Herald of Ocean Storms
- Tyr, the Even-Handed (War) – Herald of Justice and Retribution
- Wastri, the Hopping Prophet (Nature) – Herald of Human Superiority and Amphibians
- Iuz, The Old (Trickery) – Herald of Oppression and Exploitation
- Nergal, The Searing Sun (Light) – Herald of Wrath
- Saint Cuthbert of the Cudgel (Life) – Herald of Discipline, Honesty, and Zeal
- Ghaunadaur, The God-That-Crawls (Knowledge) – Herald of Secret Knowledge, Outcasts, and the Depths of the Earth
- Jasidin, The Stern Lady (Death) – Herald of the stewardship of the dead, patron of necromancers and necromancer-hunters
- Orcus, The Prince of Undeath (Death) – Herald of the undead and being in every D&D game.
- Fraz-Urb’luu, Prince of Deception (Trickery) – Herald of illusion, lies, and subterfuge
- Strigidae and Tytonidae, the Guides (Death) – Heralds of Long Journeys and the Unknown. It is believed that they guide the dead to the afterlife.
- Dioscore, Medic-at-Arms (Life, Nature, Knowledge) – Herald of Medicine, Doctors, and Rigorous Note-taking.
- Acererak, the Master of Tombs (Trickery) – Herald of Graves, Tombs, and Traps
Some towns are heavily aligned towards certain heralds, whereas others (usually larger settlements) have shrines and temples dedicated to a plethora of them. Villages typically have one temple that provides protective services or healing, but worship is kept to personal shrines at home. The type of worship allowed or disallowed in a settlement depends on its leaders.
Advice for Players
If you are playing a religious character, I advise picking a domain, and then deciding what about that domain your character likes. If you’re going the Trickery route, do you prefer a Herald who takes care of thieves, a patron of gamblers, or maybe deception and shadowy deals. Maybe there’s some crossover, and your Herald draws power from two domains, making them quite powerful (e.g. Trickery/Death being good for assassins). The broader your concept, the older, more powerful, and more widely worshipped your Herald is likely to be (straight up Nature Herald could be worshipped by anyone, whereas the Herald of A Particular Type of Regional Livestock is maybe not). Think about who worships or serves your Herald, and why they would do so, and then tell me so that I can include them as appropriate. If you want to pick a pre-existing god from D&D, Pathfinder, or even real-world mythologies, go for it. Just give them their domains and I can fill in the rest.
If you decide you want your character to worship an actual god, then they should know that they can’t really draw power from them the way Clerics and Paladins do unless they have done something huge to get the god’s attention. In a general sense it also means they’re worshipping a concept, and concepts don’t really have lists of ground rules for their followers to keep to. Typical worshippers tend to be very old Druids and Monks who spout vague and enlightened phrases from the tops of mountains.