It is done.

Well, almost. I am waiting on a little information from a friend who’s PC became, in my very first campaign, a god in his own right, stealing it from the main villain. Until i’m provided with the information relevant to creating that god in a manner both pleasing to me and to the player, I’m going to forge on ahead, diving a little deeper into the character, function, form and personality of each of the gods and accursed.

First, though, the Index of Gods. 

There are a few changes I’ve made here to the initial entries of some of the gods and accursed, and their are bound to be even more. What I’ve done is create the skeleton, the character sheet, if you will, of each. Now, what I desire to do is go back through and scour each of them. I want to correct errors, move entries to where they are more appropriate, and maybe even cull portfolios all together. There are a number of concepts, both initial and detailed, that may have been either overlooked or overdone in the first pass that really need a fresh look after the pressure of creating, detailing and formulating all 33 entities in the Pantheon. This includes, but is not limited to:

  • Death – There seem to be an overabundance of deities that deal with death, but in minor and subtle ways.
  • Elemental Family – Each being belongs to an elemental family
  • North v. South. I have a concept where the Paltonarchs are represented by more northern animals, and the Accursed by more tropical. I want to look in and flesh this one out.
  • Interactions among members of the “court” – I didn’t have a place or concept about the interactions.

Many of these are, again, first or second passes that I am fleshing out even deeper and with greater accuracy. Where what I have done to date with this was to create the character sheet, I’m now looking to put more flesh and bones around it, the background, if you will. Hopefully, this endeavor will take much less time and I will be able to do multiple per week, with a goal of four each Monday, especially with GOT off air now.

Next week, I’ll start up in earnest.

As with Lobos before him and Marija After him, Telaxus has a little bit of background I need to go over. He is a terrible being of evil, through and through, and for that he had a coalition of gods trap him in an ornate jambiya locked him away for, what they thought was all eternity. Instead, of course, he exerted his influence and an unknown person found the knife and brought it to the world. There, it feel into the hands of a group of adventurers who I was DMing, and through their very actions (and inaction) they freed the god of Sacrifice, torture and murder from his god-created prison. though it involved the self-sacrifice of one of the player characters, Uplik, he was resurrected by Telaxus immediately to serve as his high priest, where he has served admirably ever sense.


Telaxus, God of Sacrifice

Other Titles: Murderking, The One Who Wants Death, Bloodseeker

Alignment: LE

Weapon: Jambiya

Major Domains: Murder, Sacrifice, Torture

Minor Domains:  Punishment, Prisoners, Slaves

Totem Animal/Warform: Jackal (the warform is composed of magma and soot, with burning teeth and a tail that vanishes in the wind)

Holy Symbol: A thin, skin choker, dyed blood red.

Favored Appearances: Almost universially, the forms of Telaxus are dark, brooding and full of menace. While there are others in the pantheon who wish to be among the people of Kasan, Telaxus is not one of them. Where he walks, strife and pain follow. his curly, dark hair frames a round, dark face bearing multiple angry scars and angry read eyes. He is of average height, if not a shade taller, and his build belies not that of a warrior, but a well fed and strong farmer. He often wears a dark and long robe with a broad hood and a vest of red and black. He carries his jambiya with him at all times.

His female form is that of an elf, many times, with dark skin and harsh features. Her long, dark curly hair frames a face that wears a perpetual frown that bleeds into her eyes and even her posture, creating a hostile demeanor. to any and all around her. She, too, wears a dark robe, hood and vest with a jambiya on her hip at all times.

Personality: Telaxus is a violent loner, prone to lashing out at those around him but easily appeased with gifts and offerings. His favored music is the screams the the tortured and the damned, reaching his ears across the cosmos. Though he chaffs at the thought of the other gods who thought him to reckless and terrible to be free and trapped him within his prison, he does not hold the grudges deeply. Instead, he focuses on combating the Accursed and their minions in the Iron Marches. On Kasan, however, he takes a much deeper and involved interest, personally leading and recruiting his empires across the world. Though he is newly freed he has, with his archpriest Uplik, gained a strong following in some depraved parts of the world.

Teachings: Telaxus portfolio leads his followers down a dark and sinister path, one covered in the blood of others. Murder is the most basic form of worship to Telaxus, and it is the solution to all the wrongs. Do you want something someone has? Kill them. Has someone wronged you or your family? Kill them. Are there tensions between you and a noble because your sleeping with his wife? Kill them.  There is no problem to Telaxus that cannot be solved with a knife between the ribs. Sacrifice, too, is dear to Telaxus, though not just any sacrifice, though it does just fine in a pinch. What pleases most is the sacrifice of intelligent members of the community for a specific goal that seems insurmountable. This piggybacks off of the previous tenant. If there is a problem, kill someone. In addition to killing for gain, he has a very miserable streak when it comes to those who are a problem. Torture, slavery and imprisonment are the favored of many forms of punishment, Telaxus does not shed tears, he sheds blood.

Abode: The Crimson Rampart is one of the foremost bastions of Paltonarch power in the Iron Marches. Both as a newcomer and an unwanted guest, Telaxus lives here,  an army of chosen dead filtering both too and from the battlefields of the center of the Marches. It is here that the enemy are brought to be tortured and eventually killed for the information they contain and the deeds they have committed.

Clergy: Priests of Telaxus are not only rare, they are heavily shunned by most of society. Constantly seeking to solve problems with the blood of others, bullying and threatening murder on those who displease them and training in the art of torture has given them a fearsome and deserved reputation.

Knightly Order: The Daughters of Violence are women dedicated to the lord of murder in the most visceral way, wandering from town to town and city to city offering to solve the problems of the community through the violent and bloody solutions their lord offers. Adept at their gods handiwork, they are sometimes the last desperate hope of a failing town.

Clerical Attire: The Clerics and Priests of Telaxus wear the same vestments as their god, a long black robe with a hood and a black-and-red vest.  Often they have their Choker prominently displayed but there are times when discretion is the better part of their work.

Followers: Murderers, theives, and outcasts, along with warriors of ill repute and priests who often need to sacrifice to the gods. Executioners, inquisitors and even judges sometimes follow the god of knives.

Xe, Accursed of Ferocity

Other Titles: The Wild King, Unnameable, Scourge of Civilization

Alignment: CE

Weapon: Claws

Major Domains: FerocitySavagery, Feral Animals

Minor Domains:  Erosion, Natural Calamities, Cannibalism

Totem Animal: Hyena (The warform is composed of Wind, Lightning and clouds)

Holy Symbol: A simple, left-curving bone Claw or Fang, sometimes with a background of deep green.

Favored Appearances: Xe is a wild and unkempt creation, and both his forms display that lack of regard for personal hygiene and his inability to care for himself in any way. His male for is that of a ragged and tattered elven man, Long past the point of deprivation. He wears old, tattered leggings, stained with blood and dirt. Shirtless, his skin is drawn tight across his rib cage, creating a horrid, nearly starved look. his black, greasy hair reaches well past his shoulder blades, and hang loose, creating a disgusting mane. The skin around his face is tight, creating an almost skull like effect, with his eyes are sunk deep in his head, his lips pulled back to show yellow, rotten teeth. Thankfully, he chooses an elven form, as his facial hair is light and sparse but coarse. The only sign of even the barest hint of intelligence beyond his breeches are the articulated metal gauntlets that end in great bone claws in place of his amputated final digits on his fingers.

His female form is of the same gaunt stature and taken care of in the same neglectful manner, though generally takes the form of a female human instead of elven, for reasons known only to Him. Her hair is more flat, lying along her back as if it has just stormed, and a vivid brown. Her eyes are a fiery green, where his are only pools of darkness. She too, is gaunt, with features marred by the singular lack of any signs of health. Its as if Xe stayed a single night, death would come in the night from starvation.

Personality: Xe is the wildness and the ruthlessness of nature, combined with the uncaring and violent destruction of storms all wrapped into one package. He is almost completely alien, even to the other Paltonarchs and Accursed. Many wonder if Xe even has intelligence, though those who know him are keenly aware that even if it is not intelligence, its the vicious cunning of a predator.  He is wild and quick to anger, though swift also to forget and let those who wronged him moments before approach. He holds no grudges, and does not despair when those around him perish or fail.  He is the uncaring claws and fangs of the universe, and he loves it.

Teachings: Xe does not teach through priests and doctrine, but by example. He hunts only enough to barely satisfy his hungers, but he will kill those he finds dangerous or who confront him. He tolerates other predators within his same space, but only as long as they respect his boundaries. Those who are strong, in times of need, take what they can from the week, but not simply because they can, but to survive.  There is also strong reverence for the ferocious, untamed and wild beasts of all types, as they are the most free creatures in the universe. They live only to eat, to kill and to pass on their legacy; and that is what Xe Stands for.

Abode: Xe lives in no man made, or god made, structure. He wanders the bleak and desolate places of the Iron Marches, sleeping in caves and under the cover of trees. A simple and violent entity, his existence is one constantly on the edge of annihilation, staving it off one day at a time.

Cultits: The Cult of Xe is one that has no internal structure or strata; there are simply equals among the wilderness of existence. Those few who follow him ask him for guidance in the hunt, to find enough to eat to stave off death for but a single day. Living squalid lives in caves, caverns and ruins, these cultist are a scourge on any society they live near, killing and eating whatever is vulnerable.

Clerical Attire/colors: The natural colors of golden grass, dark, rotting vegitation and the black clouds and earth are the colors of Xe. 

Followers: Few Follow Xe, though many are warriors and rogues. Rangers of a particularly vile bent may also worship him. Few Dwarves connect with the lord of savage wilderness, though many feral spirits and fey do.

Adremach, Accursed of Defense

Other Titles: The Iron Duke, The Bastards Son, Blackheart, Ironfist

Alignment:  LE

Weapon: mace and Shield (Censure and Bulwark)

Major Domains: Cold, Defense, Iron

Minor Domains:  Callousness, Fortifications, Grim Resolve

Totem Animal: Bison: The Bison is enduring, durable and strong. It weathers the cold and stands its ground. As such, it is the perfect animal for the defense-minded Adremach

Holy Symbol: A lone, steel gray tower on a field of black. The Steel Tower is a representation of Adremaches fortress on the Iron Marches as well as the concept of Individual defense.

Favored Appearances:  Adremach is an Accursed who either locks himself away in his tower or who is campaigning in the Godswar. As such, he visits the prime little and individuals less. He has thus developed almost no real disguises, and when walking the prime he appears nearly identical to that of his Iron Marches form. He is large, bulky and imposing, well over 6′ tall and wearing iron armor. His skin is gray-black and his eys are completely black orbs. His hair, while also gray, is a much lighter tone, long and straight. He wears the Iron Diadem, studded with seven rubies and seven diamonds, at all points in time, and carried Censure and Bulwark with him as well.

His female form is almost exactly the same, strong, stocky and ready for battle. The only difference is that her eyes, instead of being solid black, are solid white.

Warform: Adremachs War Form of a bison is formidable and strong, and fittingly made nearly completely of solid ice akin to a massive glacier.  His mane is shaggy snow drifts, and his Hooves and horns are broad, great icicles, sharpened and hardened in battles over eons.  

Personality: Adremach is Staunch and resolute, determined that he is invincible in war and unconquerable in his great tower. He is a great defensive tactician, able to lay siege to the unconquerable and to defend the smallest fragment of ground with the barest of troops.  He knows and embraces his military genius, and has taken it upon himself to lead the Council of Equals, the Accursed Rulership. Though supposedly each of the four members can be voted onto or off of the council, and none are of greater power than any other, Adremach’s unbroken tenure when all others have been replaced at least once, and his familial bond to Ferosh have lead others to defer slightly to his will, and that is the way he likes it. He leads from the center, and while he would never retreat once a battle is engaged, he would do everything within his power to ensure that any confrontation, be it combat or in any other form, takes place at a time and location of his choosing.

Teachings: Adremachs followers are hard-bitten veterans that have followed his teachings, if not him, for a very long time. He speaks to an inviolable defense, a strong response to any offense, and a the necessity of making the hard decisions that will end some lives and save others. Primarily a war god, he is the diametric opposite of the War Gods of the Paltonarchs. They espouse honorable combat, aggression, and strength of will. Adremach teaches stout walls, strong arms, and an indomitable position will win the day. He is also the god of Cold and Iron, espousing their uses and encouraging their existence. He sees winter not as a time to hole up and keep warm, but a time to set out and prepare for the next season of war, surprising his foes, taking their land and fortifying while they hide inside their hovels.

Abode: The Iron Tower stands  at the center of the front lines of the Accursed domains on the iron marches. A Magically constructed tower exactly 30 stories tall and 100 feet, both across and deep.  It is a massive structure that exudes indestructibility.  Many times have the forces of the Paltonarchs reached the Iron Tower, and each time, they have been rebuffed, defeated by the Duke of Cold and his followers, dedicated defenders all.

Cultists: Thankfully, the cultists of Adremach tend to isolate themselves from one another, though there are some that will band together, building fortresses on stolen land and defending their claim through all forms of trials and tribulations. Many, though, are the often callous and cold-hearted officers in the ranks of the nations militaries that achieve their goals with no consequence to the cost. They show their predilection to running, organizing and defending structures and fortifications, however, and are some of the best defensive minds that Kasan ever sees.

Clerical Attire/colors: Unsurprisingly, the colors of Aldremach are grays and blacks.  in Ritual and in life, his followers lean towards wearing the dark and bitter colors of their master. Thankfully, these are also the colors of the commoners, and many times this has been seen as a not to their humble beginnings, though it could be nothing farther from the truth. The followers of Adremach, though they blend in well with the rest of the world, have a hard time fending for themselves. The ritual clothing is a black felt mask and a hooded, solid robe of dark grey.  Those who flaunt his worship and have dedicated themselves to the worship of the Iron Duke wear the iron grays, which is not uncommon, but also embroider or emblazon the Iron Tower on their armor and clothing.

Followers: Warriors, almost exclusively, with a touch of Nobility and those individuals who gravitate towards an extremely strong will to live

Taralin, God of Life

Other Titles: Selfless Guardian, Shield of Life, Avenger

Alignment: NG

Weapon: Saber (Succor and Salvation)

Major Domains: Life, Justice, Defenders

Minor Domains:  Vigilance, Guardians, Protection of the weak.

Totem Animal: Boar

Holy Symbol: A bright, glowing blue Ankh

Favored Appearances: Taralin is one of the most active and influential gods on the moral realm, and as such his appearance has changed numerous times over the ages. Currently, his favored forms are that of lively people, humans and elves most times, but occasionally dwarves, who have very similar features.

When male, he has long silver hair, bright blue eyes and a winning smile. He is of average height most times, though he leans on the short side. His frame is that of the average man, one who works every day of their life to attempt to feed their family and themselves. When preparing for combat, he wears black leathers trimmed in silver, and wields a pair of Sabers.

In female form, he is again a slighter, smaller person, but no skinnier than anyone else.  Her eyes are bright green, and her smile is warm, with her long silver hair tied up in a but with a few wisps let out to trail down her back.  She is a little older but has not lost the vigor, and only a touch of the beauty, of youth. She carries the same weapons and wears the same armor as her male counterpart.

Warform: As befits the god of life, his warform is that of a boar, stubbornly clinging to life past when all sense and reason has engulfed it. A towering (how many different ways can I find to say “big?”) Boar with a body composed completely of fire, with hooves that leave smoking craters and a mane of yellow-white flame. His eyes stream smoke from the great blue flames within. His tusks, are white hot flame jutting from a dull red mouth, both hard as steel and insubstantial as flame.

Personality: Taralin is a boisterus, jovial character, pleased to meet new people and enamored by the variety of personalities and people within this world. However, he is also grim and guarded, always on the lookout for challenges and dangers.  Taralin values life, and holds it sacred, but that sword, very literally swings both ways. He is uncompromising when it comes to dangerous people and those who have unjustifiably taken a life. He shows no mercy to these criminals and metes justice out in his own way.

Along side his brother and greatest friend, Dagor, god of Death, they hunt the undead endlessly across the world with their aspects. He cannot abide their stench in this world or the next, and constantly looks to eliminate them wherever possible.

Teachings:While Taralin is the god of life, you can’t be a pacifist in this world of violence, and you must be ready to defend yourself and others if the time comes, even to the point of hunting down those who threaten or have harmed others. Many times, the laws will protect or shelter those who have done wrong, and you must do all in your power to circumvent them, but if the laws would permit vengeance to be taken through them, it is better to abide by them.

The undead are an abomination on this world for any reason, and the guardian of life must seek out and destroy every suspected one of these vile creatures. All life must end, and it must not be evaded. To every beginning there is an end, and we all must play our part.

Abode: Taralin lives in the Temple of Vitality, a modest structure of stone and iron that is surrounded by a blazing wall of fire.  Here, the new comers of the Paltonarchs legions are trained and readied for combat against the Accursed and their warriors. Taralin is also in charge of guarding the borders of the lands held by the Paltonarchs, and it is here that his weary wardens come to rest and plan for their next excursion.

Clergy:  The priests of Taralin are a quiet lot, standing in the shadows of the more warlike and flashy gods that rule the elements. They teach that stoicism, patience and the reverence for all life is the key to a happy life of your own. They grow glorious gardens of amazing foods while also tending to herds of livestock to provide to those in need. The reverence of life extends to the wild places of the world, and many rangers and druids take up the tenants of Taralin during their lifetime, becoming holy wardens of nature and the sanctity of plants and animals as well. They will not, however, punish a person for taking only what they need. Life is both a precious gift and a commodity to be spent well when needed.

Priests of life are, along with the priests of Pain, present at many childbirths, while also being present at the burial or cremation of an individual, extolling their life and the sacrifices they made for others.

Knightly Orders: One of the most prolific Knightly Orders on all of Tysis is that of the Temple Knights of Taralins Sacred Wards, or the Sacred Templar for short. These dedicated men and women of all races have dedicated themselves to the stewardship of towns and cities alike, along with remote places that can’t truly fend for themselves. They often hold high rank in town guard, militia or local nobles military, instructing and preparing for defense as needed. While they are skilled leaders and able combatants, they have vowed only to lead punitive attacks against those who have wronged their communities and will never be seen leading an aggressors army.

Clerical Attire/colors: Clerics of Taralin favor simple black and silver garb, though a white tabard emblazoned with the Blue Ankh is popular as well. Many high ranking priests wear silver circlets embedded with a sapphire to signify their position, though it is voluntary. Warriors of Taralin tend to wear white and blue, with the black being the accent color to their garb. Red, as well, is a popular color, but mostly among the vengeful and justice seeking sects. Taralins clergy and warriors also tend to wear the heaviest armor possible, as staying alive oneself is the best way to keep defending life.

Followers: Taralin tends to attract rangers, guards, and hunters along with a number of shamans, a few dwarves and sometimes even a mage or two.

NAME: Dagor, God of Death

Other Titles:  Warden of Fall, He in Wrappings, the Thresher King

Alignment:  LN

Weapon: Great Axe (Last Breath)

Major Domains: Death, The Dead, Autumn,

Minor Domains:  Protecting the Dead, Spiders, Embalming, Rituals, Martyrs

Totem Animal: Spider

Holy Symbol: A white skull surrounded with black flames

Favored Appearances: Dagor, unlike many gods, has a three favored appearances. The first is by far his most preferred, that of an non-gendered gray being covered in scales, with bat wings and clawed hands and feet. Completely outside of any of the species on Kasan, Dagor chooses this form to show that death is not any one race or culture, but affects all of them.  When he wishes to be known that his presence is near, he adopts this form to prevent any denial of his involvement.

When taking his male and female forms, he adopts the look of the race he is interacting with directly. Both forms, male and female, are middle aged but with long, gray hair tied back in a ponytail. His limbs and mind are strong, and he is generally loquacious when encountered. Though he is grim, there is no sign of depression or resignation. He simply does his job.

Warform: The warform of the god of Death is that of a spider made of stone and bones. His long, hairless legs are pure obsidian, ending in razor sharp tips, as are his mandibles, which drip a toxic poison. His body is made of polished marble and granite, run through with blue and black veins that seem to pulse with his every move. His eight eyes are all topaz, seeing deep into both the being in front of him and their souls history.

Personality: While Grim and determined, Dagor is a god who knows his position and domain. He is pragmatic, seeing things in their most direct light and trying to puzzle out their inner workings. He sees things as very black and white, acknowledging very few of life’s great puzzles as legitimate, instead viewing them as misguided methods of detracting from the truth. Dagor and his brother Taralin are the guardians of the proper ways of life and death in the world. Dagor seeks not to end life before its time, or to shed blood, and he does not rule over the land of the dead. Instead, he seeks to both enforce the rules of death and to protect those that are dead from tampering. Among his most hated enemies are the undead created by the Demon Queen or to extend life beyond its normal conclusion. There are some undead, guardians of sacred burials or shrines and even those returning after a life cut short who are tolerable in the eyes of Dagor. However, each are treated differently. In the first case, they are revered companions who have been chosen to be kept from the Iron Marches and guard the dead. In the second they are poor spirits who must be helped so that they can move on, and should not be wantonly destroyed.

Teachings: Chief among the tenants of Dagor is that death comes to all things. It is the cycle and expectation that every living thing and every being on the planet must, at some time, die. To defy that primal structure is to defy the entirety of the cosmos. Dagor, and his priests, are the great enforcers of this system, working with the priests of Life to ensure that the cycle continues forever. He also teaches that the dead must be protected and properly interred, however they came to rest. Often it is his priests that wander the battlefield afterward, seeing to the dead, ensuring their consecration and preventing their Resurrection to serve the Demon Queen.

Finally, he teaches that at the end of the day, there is no greater honor than to die in service to your cause. Death comes to all of us, why not make it mean something.

Abode: Dagor lives in the Citadel of Rest, where he presides over the incoming souls of the fallen on Kasan and assigns them their place in the Iron Marches. He knows each soul, who’s claimed it, and where they can best serve their master. Though he is often a front line fighter in the war, his Citadel, being so vital to the continued war effort, is among the farthest back in the Paltonarchs lands.

Clergy: Dagors clergy, known as  Keepers, are one of the largest and most revered institutions in the entire world. They provide burial services, keep the graveyards and crematoriums, and all the while make sure that the dead stay dead. They have churches in nearly every town and every locale that almost any sentient race abides. They are, by almost every law and unspoken accord, treated as non-combatants after a battle and are allowed to work unmolested.

Knightly Orders: The Sepulcher Knights are staunch order of Dagors clergy. They consist of three branches, the Gray Slayers, the Revokers and the Silencers, formed by a coalition of brothers who each had their own method of slaying undead. The Gray Slayers are master huntsmen and trackers, well versed in the many forms of undead, their habits and their lairs. The Revokers are holy warriors, blessed by Dagor to exterminate the most foul of undead with strength of arms and the force of might. The Silencers are devout wizards and priests who have studied the vast ways to exterminate the vile spellcasting and cursed undead, while also being well versed in how to protect their compatriots from the great harm they can cause. The Seplucher Knights often form Triumvirates of close knit brothers in arms that seek out and destroy undead, using the Silencers knowledge, the Revokers strength of arms and the Slayers wiles.

Clerical Attire/colors: The Attire of the clergy of Dagor is simple grey robes with a black leather belt. When performing the functions of their priesthood, they also wear an ivory skull-mask. Their attire is simple and unadorned. The Sepulcher Knights, however, wear a deep gray for the Slayers, brilliant white for the Silencers and flat black for the Revokers. While they may not always wear that attire completely, they always have a token of their respective sect. Oftentimes the Revokers are the most ostentatious and the Silencers the least.

Followers: Dagor has many followers, though those among the warrior and rogue professions tend to gravitate to him more often. Elves and dwarves, for different reasons tend also to respect and worship Dagor: Elves for the end that he represents to all and dwarves for the stoic devotion he shows toward his assigned task.

NAME: Valeas, Goddess of Honor

Other Titles: Daughter of War, Queen of Chivalry, The Duelist, Chaste Lady

Alignment:  Lawful Good

Weapon: Great Sword (Custodian)

Major Domains: Honor, Personal Combat, Purity

Minor Domains:  Lawful Punishment, Weddings, Oaths, Duels

Totem Animal: Unicorn

Holy Symbol: An open faced helm with three long, sharply upturning horns. Two of the horns come from the Brow and one from the back of the head.

Favored Appearances: Valeas is much more active on the prime world than many of her Paltonarch peers. To aid in her ventures she has developed a form that is both nondescript and constant, enabling her to slip in and out of conflicts without much fuss. She generally appears as a woman of average height and weight, with shoulder length red hair and deep blue eyes. She has the physique and the gait of someone who’s fought for her entire life, despite being so young.

Her male form is just as standard, with bright, fiery red curly hair, dark eyes and dark skin. both forms wear half plate and carry greatswords both of unknown metal and unknown craftsmanship. in both forms, she carries with her an air of respect, but not one of command. following orders as given by the commanders of the causes she chooses to champion.

Warform:  Valeas’ warform is that of a flaming unicorn of ash and coal. Her body and coat are of condensed ashes and her eyes are blazing purple embers. her hooves and horn are wispy and fiery, shifting shape, size and form constantly as the battle wears on.

Personality: A stern warrior and a stoic champion of the causes of goodness and right, Valeas has been witness to many of the deprivations of evil in all forms, from accursed and demons to the teachings of her fellow Paltonarchs. Though it causes friction within her own family and her own organization, she stands against evil in all its principals and actions, and though it pains her personally, she has come to blows with her older brother repeatedly on the fields of the Iron Marches. Though she rarely leads the fight or determines the limits of the engagement, she is the consummate champion of a cause, seeking out the hardest and most deadly challenges facing her fellow warriors, heedless to the cost to her self. Though never called meek or timid, she does not try and impose her code of honor on others and simply seeks to lead by example.

Teachings: Valeas teaches a very strict code of conduct that tolerates no wavering or second thoughts. It is also unconcerned with actions beyond the code, giving great latitude for the student and followers to determine what causes they should champion and why. Though the code is long and detailed, the main tenants, called the Four Dictates.
1. Abide no evil either within your person or within your site. Work against it in all its forms.
2. Confront all trials directly and with force, if necessary. Lingering troubles and unanswered misdeeds will only fester and come back to haunt you.

3. Be Honorable. In nothing you do should you allow yourself to commit dark deeds or shady thoughts. Commit yourself to being the the best among those around you.

4. Follow, do not lead. Your deeds are the examples to others, and what cause you choose to follow speaks volumes. Offer your fealty, and keep to it once you see a worthy cause and leader.

Abode: As with all of the gods of war, Valeas’ castle, The Hall of Light, is on the front lines of the war with the Accursed. Unlike the others, though, her fortress is not her own. The Hall of Light is under the purview of her father, Takannas, and she rules in his name, commanding troops for him as a trusted general, but never taking the lead on her own.

Clergy: The church of Valeas is a deeply structured and ordered affair, attempting to lead the way forward with good deeds and good words. Unlike many churches, the clergy of Valeas all swear oaths of fealty to the honorable lords and dukes that they serve. Many families retain the services of the Church for generations, but some take that as an oath to the family, when it is instead an oath to each leader in turn. It is hard to find large churches of Valeas, though there are many abandoned buildings which once sheltered the faithful. The Church tends to be a school of law, teaching the next generation about the laws, traditions, customs and taboos of the land they have been born into.

Knightly Orders: Of all the gods, Valeas has the most knightly orders pledged to her. In order to not violate the fourth Dictate, each and every one is ruled by a council of knights, selected by the sworn brothers and sisters of each order. Each Order has its own term length and selection process. The greatest among these are the Chosen of Valeas, though they are few in number they are gifted with the divine manifestation of their god on Kasan: a unicorn mount. Though both men and women are Chosen, the order has an overwhelmingly female majority.  The Chosen ride into battle not as champions as causes, but as champions of concepts. Unique among the orders, their are no leaders in the Chosen, because each feels the touch of Valeas directly, and receives visions and direction from her alone.

Clerical Attire/colors: Clerics of Valeas are always ready for combat, carrying weapons, arms and armor with them at almost all times. Accessories to plain metal armor are often bone or black colored, along with a a trademark deep gray cloak, almost sliver. Pauldrons, attached over the cloak are bone colored and vary in size dependent on the tastes of the wearer.  Finally, many followers choose to sport the tri-horned helm to delineate them in combat from their lesser companions and to serve as a calling sign to the champions of their opponents: herein is a warrior of great ability and skill, meet me in battle if you dare!

Followers: Most followers of Valeas are soldiers, knights and other powerful combatants. Many oppressed or downtrodden members of society will also take to her worship to portray their goodness and be an example to others. Few Nobles or other high ranking individuals in society tend to take Valeas as their patron due to the Dictate to follow, something these individuals find extraordinarily hard to do.

NAME: Hedima, Accursed of The Lost

Other Titles: Queen of Traps, The Lure, Beguiler, The Mad Accursed

Alignment: CN

Weapon: Mace (Discorder)

Major Domains: The Lost, Chaos, Confusion

Minor Domains:  Mazes, Traps, Curiosity

Totem Animal: Toad

Holy Symbol: As one of gods of Chaos, Hedima’s holy symbol has many variations. Her most common is a pounded silver medallion with a maze either engraved or painted into it. Each of these mazes has three exits: one at the top, and two at either side, symbolizing Chaos, Confusion, and Curiosity, the three main reasons people and things become lost.

Favored Appearances:Hedima tends to walk the world as a female, though her form is easily confused for a male. Androgynous, with a sharp jawline, wide eyes, and a high forehead. She wears black trousers almost without exception, and a loose, white shirt. Her hair rests easily on her shoulders, but is sometimes worn pulled back into a ponytail to place emphasis on her jaw and forehead. In this shape, she will respond to both male and female forms of address and seems to revel in confusing and deceiving whoever addresses her.

Hedima’s Male form is the complete opposite, a definitive man, with a large barrel chest, broad shoulders,  and limbs the size of tree trunks.  His beard is a singular brown expanse that is the envy of many. However, he is a terrified being, scared of the smallest animal, afraid to confront those who threaten him, and dismissive of anything that isn’t immediately a threat to his person. He will also wander off at the worst time in a conversation and has been known to interrupt people just to make a nonsensical comment.

Warform: When Hedima Marches to war, its in the form of a gigantic toad. Its eyes, tongue and mount are all pure flame, while her body is riled water riddled with Ice-warts. Its legs, too, are ash and coals compressed into muscles and sinew built to propel around her massive girth. In battle, she seeks out enemy commanders and consumes them whole, hoping to sow confusion and discord among the ranks and therefore cause a rout.

Personality: Hedima is, like many of the gods of chaos, a being with many facets. Though many of her actions concern chaos and confusion, her true dedication is to the lost. This concept of lost encompasses all aspects of the term. Under her ward are those who have become lost, those who have lost their way, and even those who have lost their mind, though this can sometimes lead to conflict with Woan. Additionally, it also encompasses lost knowledge, missing bits of lore and civilizations that have ceased to be entirely. To this end, she seeks to, as befits her nature, either continue or abate that condition as she seeks fit. She is the patron of people looking for something they have lost, seeking to have something become lost, and those we are lost themselves. Though all pray to her to their own ends, they know that they are simply at her mercy. With her mercy, however, she is mercurial and volatile. Those who please her only know a short spat of bountiful attention and adoration before her attention turns else where. Likewise, she is also quick to forget past grievances and cannot hold a grudge long.

She loves tricks and traps, and enjoys seeing her quarry both elude and succumb to her deadly attention.

Teachings: With such conflicting ideals, it is hard for any solid teachings to come from Hedima. She teaches that those who are, or that which is, lost are there for a reason. Diving that reason is the province of Hedima alone, though her acolytes are encouraged to work towards assisting the lost with their purpose, whichever end that is that they see fit. They are also taught that in a straight up fight, the winner is the one who can cause the most confusion. Therefore, make the enemy come to you, through a maze of traps and tricks meant to kill, maim and disable even before the battle begins. Fighting in a forest or out on the plains, chaos is your most valuable resource.

Abode: as befits the Queen of Mazes, Hedima lives in an enormous labyrinth deep within the accursed side of the Iron Marches. Built of Lead and rusted iron, its sharp edges and lead-lined pools of water are traps in themselves. In addition to stocking The Warren with captured souls from the battles in the Iron Marches, she enjoys wandering it in person when her powers wane and she is no longer needed preparing ambushes and leading trappers in war on the plane.

Cultists:  The cultists of Hedima are a confused bunch, rarely gathering together in a single group long enough to make decisions. However, there are many that operate individually throughout the world, doing what they can to sow chaos and confusion. There are some few, however, that maintain lodges and libraries in the most remote of places, seeking knowledge and people lost to both time and the world. When encoutnered or found they offer hospitable exchange of supplies and information at the cost either information of your own, or memories you hold dear. These crazy, deranged hermits are not to be messed with.

Clerical Attire/colors: Hedima’s followers tend towards clashing colors of purples, greens and pinks. Though most of the time they do not flaunt it, if you find all three colors on the same person its very likely that they follow the Mad Accursed. Those high ranking cultists of Hedima wear, as a badge of office to other followers, a broad, dyed pink, belt  made of some sort of skin. The material is left to that of the creator, and it is not polite to ask what ones belt is made of.

Followers: The Followers of Hedima count among their numbers barbarians, tricksters, assassins, strategists and thieves.The worship of this particular accursed is fairly popular with Elves, though Dwarves and humans have only a passing relationship with her.

Ariannas, Goddess of Violence

Other Titles: Rogue Maiden, The Bandit Queen, The Bloody Flame
Alignment: CE
Weapon: Heavy Spiked Flail (Bloodbreaker)
Major Domains: Violence, Banditry, Uprisings
Minor Domains:  Ruthlessness, Vengeance, Berserk Rage, Subjugation
Totem Animal: Bull

Holy Symbol: The Holy Symbol of Ariannas is a face with one half covered in a steel mask, and the other nude. The masked half of the face is of shining, gleaming steel with an Emerald eye, a wicked grin, and a bull’s horn. The unmasked half has long, flowing red hair with a wild green eye and a grin to match the mask. These two sides represent the two aspects of her personality. The masked aspect is that of her dedication to the art of war, particularly the crushing of your enemy, the ruthlessness of the battlefield and the subjugation of the weak. Her unmasked aspect represents her dedication to banditry, ambush, revolt and uprising.
Favored Appearances: Ariannas, in the time before the godswar, led her human servants and warriors against the forces of the other, powerful gods. In that time, she favored a towering, powerful Human form that was both beautiful and terrifying. Her powerful form moved gracefully and purposefully, her long red hair trailing behind her. She knew she was a beauty and used it to her advantage. In war, however, the beauty of her form was subservient to her terrifying armor, accentuating nothing of her physical form and built for protection and movement equally. A full helm with bulls horns graced her head, and her godly chain mail shone in the sun. When ambushing , she was as plain as anyone else, her hair tied back, her movements quiet and her leather and chain oiled into silence.
Ariannas is also one of the few Gods that feels a deep connection to one sex over another. While she has been seen and has used a male form, it is generally nondescript and boring, with a flat, tired face with a broken nose and scars on his face. He is neither bulky nor thin, and is uninspiring in every way. It is as if she puts no effort whatsoever into this form.

Warform: Ariannas’ Warform on the Iron Marches is that of Bull made almost purely of flame, with hardened ash hooves and a black-fire horns. Her Teeth are jagged obsidian and her eyes are blazing yellow flame. She leads the troops in battle from the front, goring, charging and rampaging through the enemy lines. She seems impervious to pain, with the wounds just stirring her to greater and greater feats of violence.

Personality: Ariannas is a violent, temperamental and wicked being. She is quick to be offended, hard to placate and swift to violence. She ruthlessly hunts down those who offend her to either kill or challenge them. She followers her own set of rules and has keep vendettas of her own for years and years. Within all of that chaos, though, is a dedication to her causes and her father, Takannas. She believes so strongly in subjugation of the week, and the uprisings of the conquered that she supports these events unconditionally. Knowing this, she was approached by Ferosh, god of ambition when he first hatched his plan to rebel. Though Ariannas originally considered their position, she felt such a strong tie to the subjugation of the lesser gods by her father that she stood by his side. However, she kept to herself the knowledge of the eventual rebellion, and that knowledge resulted in the deaths of many gods.

Teachings: Ariannas teaches a simple theology of retribution and violence. She teaches that violence, far from being an unnecessary solution, is the most simplest, direct and convincing solution to almost every problem. When you can’t beat the enemy in war, beat them in ambush and assassination. Kill the enemy however long it takes, however difficult it may be. Don’t make the end easy on them either.  Her domains of both subjugation and revolt seem to cause a conflict of interest, but her real calling is violence. If no one set out to conquer others, there would be little violence, and if none of those people who had been conquered revolted, there would be even less. Building on that theme, Ariannas very much differentiates resistance and governance from revolt and subjugation, respectively. You cannot revolt until you’ve already been subjugated, and you cannot subjugate that which you already rule. Though these ideas seem to conflict, the spread of violence, through whatever means, is her main goal.

Abode: The great, gleaming silver castle of Crushing Doom stands forbiddingly at the edge of the territory that the Paltonarchs control at the edge of the Iron Marches. From here she leads her forces into bloody ambushes and crushing pitched battles. Crushing Doom itself is a fortress filled with ruthless cutthroats, bloody warlords and victorious dictators all vying for Ariannas’ attention.

Clergy: The priests of Ariannas are great war-leaders and rabble rousers, delivering the message of power through strength in arms. They give their clergy hope no matter which side they take, and stride into battle with them, propelling them to great fits of violence, bringing the goddess directly onto the battlefield with them in spirit. Those who die in battle are glorified, being willing to shed not only the blood of others for her glory, but also their own lives.

Knightly Orders: The Children of Battle are Ariannas’ most famous knightly orders. These knights, if they can even be called that, turn into frothing berserkers at the first sign of conflict, raging against their foes, but often flying out of control and causing damage to their allies before being stopped. Together, these warriors find glory in death, violence, and the revolts of the conquered. The Children of Battle tend to offer their services to revolts and uprisings, as they tend to tolerate the ends justifying the means of the berserkers they have hired where armies of subjugation tend not to.

Clerical Attire/colors: Deep red cloaks adorn both the clerics and the Children of Battle while they tend to their flocks and enter battle. They adapt to the method of combat they are attempting, adopting gleaming, bright, silver armor, often adorned with great forward angled bull horns, in pitched battles and conquest while taking a more subdued, natural approach with greens and browns along side their deep reds.

Followers: The followers of Ariannas tend to be short tempered, and quick to violence. As such, she tends to patronize athletes, barbarians, and of course berserkers, in addition to Kings, emperors, revolutionaries and a few assassins and thieves.  She also has a sizable population of Orcs and Goblins with even dwarves under her purview.

The concept for Ariannas is that of a battle goddess that is one of the twins born to Takannas, the god of war. While he embodies the concept as a whole, his twin daughters represent the dark side and the honorable side of combat. His younger sun, Kalboras, represents the personal side. She should be chaotic, dangerous, and unstable. 

Retren is a god close to my heart. where there are many gods of suffering, pain and other related maladies are represented as purely evil,  there is also an aspect of pain that can be beneficial.  There is pain in many natural things, as well as what each person puts themselves through. There is pain in testing your limits, there is suffering through adversity and coming out the other side better, and then their is the pain of physical improvement. There is suffering in knowledge, in learning, and in life itself. I want him to be a complex god that is neither god nor evil, but what you make of him.

Retren, God of Pain

Other Titles: The Scourge, Barbed Lord, Proctor of Trials, Breaker of Wills

Alignment: CN

Weapon: Scourge (Peeler)

Major Domains: Suffering, Pain, Endurance, Wisdom

Minor Domains:  Grit, Toughness, Spite, Birth, Trials

Totem Animal: Wasp

Holy Symbol: A blackened and gnarled hand wrapped in brambles  with long, red claws.

Favored Appearances: While Retren rarely walks the earth itself, when he does he takes very little care to disguise himself. His two favorite forms are that of a wild, unkempt male elf, with Hair untamed in all direction. He wears no armor, covering his body with torn and ripped clothing stained in all sorts of blood, enough so that it simply looks brown. His teeth are filed and constantly cut his tongue when he speaks. His eyes are bloodshot and extremely intense. His female form is that of a pain woman heavily pregnant, with long disheveled hair and the most threadbare of wrappings for her feet and body. her blue eyes are extremely lucid, however,  and she speaks from the wisdom of a woman who has suffered much and learned much as well.

Warform: One of the few gods of three elements, Retrens WarForm is also of three elements. A Gigantic wasp of stone and iron, held aloft by wings made of Thunderheads. It eyes, mandibles and stinger are made of ice and frozen lightning.  Retren does not enjoy leading men and battle itself, but he is at home there, and with three elements, he is afield more than most.

Personality: Retren is a striking dual personality. His is at once unforgiving and compassionate, and both a stern teacher and an uncompromising taskmaster. His greatest derision is for lessons learned without suffering, but also for those who have innate knowledge and ability. He is the champion of those who have had to break their backs to learn, achieve and succeed.  He tests those under him, and those who would seek to learn from him, but only as much as he feels that they can take. His leadership on the battlefield is of the same mannor, though it gives some of the other gods pause.

Teachings: Retren teaches that pain is the basis of all knowledge, and that pain is the only way that one knows that you are learning. Pain without reason is torture, and that is the realm of Telaxus. Seek out painful revelations, grueling tasks and singular moments of enlightenment through pain, and you will be one with the greatest knowledge of the universe. Additionally, no pain exists which cannot be learned from. Teach others, and learn yourself. Life is nothing but a series of painful events, leading, eventually, to death.

Abode:Retren lives in the Palace of Thorns, an enormous building of silver and bronze brambles that sits on the front line of the Paltonarch controlled area of the Iron Marches. Though he is home less often than he would wish,  he knows that if the Accursed ever attack, they will be in for some very serious and painful lessons.

Clergy:  The Clergy of Retren are a dark and brooding people, having suffered their lives for the enlightenment and information that they have attained. They tend to be headmasters of large schools, where they inflict tedious, monotonous study rituals and long, grueling physical tests for even the most basic of educations. These church-schools are in direct conflict many times with the schools of Farlorn, a god who’s belief in the power of study and education by itself is directly antithetical to the teachings and blessings of Retren.

Knightly Orders: The Greatest knightly order of Retren are the Lonesome Teachers. Greatly skilled warriors and weaponmasters, they travel the land seeking the best and most powerful fighters, challenging them to duels to learn, or be killed. Many of these duels are to the death, though if the challenged balk at that ending, the stakes can be lowered, though never to less than first blood. 

Clerical Attire/colors: Clerics and Lonesome Teachers both where a singularly vibrant yellow color known only to the priests of Retren. While the Clerics use this color as their main palette, accenting it with black, green, blue and brown, the Lonesome Teachers trim their olive green Tabards in it, symbolizing both their attachment to, and their separation from, the Church of Retren.

Followers: The followers of Retren tend to be warriors, Teachers, humans and anyone willing to sacrifice a little of their personal comfort to learn. While they may not be popular, the priests of Retren, no matter their temperament, have always been proven to be good teachers.