Building on the Father and firstborn son of the Fire family, This time I have the Twins, the goddesses of Violence and Honnor, Ariannas and Valeas.

Part of being a conceived god, as I mentioned with Kalboras, is divestiture: The siphoning off of a portion of a gods power when the child is created. In the case of Ariannas and Valeas, they both pulled the major portion of their existence from their father, while retaining a touch of their mother. Both children were extremely close to their father and this closeness was intensified when Kalboras betrayed them and their mother was killed.

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Marija, God of Nature

Other Titles: Harvester, Grainkeeper, Huntmaster

Alignment: NG

Weapon: Club (Communion)

Like the other gods in this last stretch, Marija requires a tiny bit of information. He was once one of the most powerful gods, and one of the first. Spawned directly from nature, Marija was powerful from the outset. However, recently transpired events culminated in his death. He was baited to the earth by some force, none know what, and then, in powerful ritual, corrupted. Gestril was sent by Takkannas to deal with the problem, but Gestril became infected with the same corruption. during the combat. Something happened, and nearby heroes were imbued with the essence of Gestril who aided and guided them into confronting Marija. Through an epic battle, the Corrupted God was defeated, and Gestril, through his essence imbuing the killer, absorbed his domains. Now, with Marija dead, there are two separate groups of followers. Those fanatics who still worship Marija, and are being granted power from something, though no one knows what, and those who have switched over to the worship of Gestril, even though his is lost and fragmented in the ether.

Major Domains: Nature, Grains, Harvest

Minor Domains:  Animals, Husbandry, Domestication

Totem Animal/Warform:  Tiger ( The warform is made of flames and ash, with eyes of purple flames and stripes of black and orange flames)

Holy Symbol: A blackend, stone fist clutching an Oak Tree

Favored Appearances: When Marija lived, he favored simple, peasantish appearances. Most often, he was a strong, tanned farmer with broad, weathered features, including his hazel eyes and his sun-bleached hair. He was never extremely attractive or extremely ugly. He greeted everyone with a wide, open smile that radiated from his entire body. He exuded simple, balanced, and naturalistic life.

His female form was a similar style body, broad, strong, and without flair. She, too, had broad features, weathered and worn by the sun and years of work. Her eyes were green, and her short hair bleached blonde by the sun.

Personality: Marija was the god of agriculture and cared for many races., giving them the methods, means and training to live in a civilized society. He cared, as well, for the balance of nature and its caretakers, and was one of the most active Paltonarchs on Kasan. There were a number of races that saw him as their patron, having given them methods to survive in the darkest of times. Though he showed goodwill to all those who respected his lessons and teachings, his wrath was terrifying when roused. Nothing got him more riled than the defilement of natures spaces or the overworking of the land in any way.

Teachings: Marija was the god on the boundaries of civilization, both wrathful and giving. He taught proper land management,  careful husbandry, and beneficial harvesting techniques.  He believed quite sternly in the balance between the natural world, and the civilized one, creating a confusing web of rituals, observances, and taboos that kept that delicate balance. This same balance was carried over to that of the herds of sheep, elk, and other domesticated animals he watched over. Balance in all things natural can very well be considered among his prime teachings.

following on that is his insistence on humility. Taking what you need, and no more, both from other people and from the land and animals around you.

Abode: When Marija lived, his home was a great Iron forest in the middle of the Iron Marches, called the Rolling Grove, bordering on the conflicted lands in the center. Though he held no specific home, he had many places where he could shelter to sleep and to hold audience with those who sought him out.: Great halls within the trees to fit hundreds and caves and hollows large enough to fit only him.

Clergy: His priests were, and some still maintain, the main functionaries who give blessing to a harvest, a hunt, or a herd. They were also the ones who made petitions when drought, plague, famine and other tragedy befell an area. They would beseech the proper gods in the name of Marija for reprieve and perform the proper sacrifices, when necessary, to grant the good favor again.  Often, the Clerics would be asked to Sanction a logging operation, mine or other expedition into the wilderness to prove that Marija was not against them.

Knightly Order: Long ago, a princess of an unknown land sought out and courted him. He was immediately smitten. She was mortal, however, and his devotion to balance required him to let her die a natural death. However, she bore him two daughters, Messara, the eldest, and Keimoa, the younger who were able to shift between a Tiger and a Humanoid form at will. Blessed by their father, they created the Wild Wardens, a dedicated force to both teaching humans respect of the natural world, and enforcing punishment when they do not.

Clerical Attire: Unsurprisingly, the god of nature prefers dull browns, russet reds and strong greens. Many of his followers wear dyed leathers with embossed leaves and plant heraldry on it, with different plants signifying dedication and position within the clergy.

Followers: Often Druids, some fighters, and many rangers were among the most devout worshipers of Marija. Now, rangers chiefly stick with the faith, relying on little more than their prowess at arms.

Hisea, Goddess of Royalty

Other Titles: The Noble, Stern Princess, Blessed Daughter

Alignment: LN

Weapon: Longsword (Authority)

Major Domains: Royalty, Authority, Political Power

Minor Domains:  Negotiation,  Swordplay, Conspiracies

Totem Animal/Warform: Caribu (Her Warform is composed of Lightning, Ice, Crashing Waves and Swirling mist)

Holy Symbol: Four Stars in a diamond, one red, one white, one gold and one silver

Favored Appearances: Hisea is a being of splendor and awe, a noble even among the noble gods themselves. When she walks the lands of Kasan, she is the center of attention, followed by throngs and waited on by servants. Though she is conspicuous, she is not obviously herself.

Her Favorite form is female, that of a glorious and beautiful elf, with long, chocolate colored hair and pale, almost alabaster skin. She has the typical sharp and high angled features of a elf,  though her eyes are an uncharacteristically black color. She wears regal clothing of woven gold and silver, decorated with thousands of tiny gems of every color imaginable. These gems are sewn into the dress specifically to evoke d different colors from every angle.

Her male form is cloaked in gold, silver and gems as well, with a curly crown of bright red hair. His manicured and flawless beard is both curly and red as well, with green eyes that pierce straight to men’s souls. He is strong and well built, but conceals it beneath his finery.

Both forms carry her sword Authority with them at all times, and both are masters in its use.

Personality: Hisea is aloof and cold, distanced from her fellow Paltonarchs almost all of the time. She believes firmly in the rights of the Paltonarchs to rule as they must and feels complete disdain for the accursed. She dreads the day that she will be called upon to negotiate with the cursed beings, and does not truly know how she will be able to complete the task. To that end, she has set into motion a great and widespread plot to, at the very last moment, if all goes wrong and she is forced to negotiate, slay the Accursed that come. She understands and respects the many levels of power and manipulation that is required on the prime plane, as well, where she takes and active interest in the affairs of nobility. When Kings and Nobles speak of their divine right to rule, it is to her they are beseeching.

Teachings: Hisea is a very cold and powerful goddess, and her teachings represent that. She teaches that those in power are in power with her consent, and those that seek to change the established venues of power directly defy her. However, once those people are in power, she once again gives her blessing to them, begrudginly. Their power, while earned in a terrible way, is still legitimate. Do not be heartless, however, and negotiate in good faith. When the uprisings are crushed and the people see their place in life, it is a faithful execution of the agreed upon terms that will bring the land to stability, where your authority can rightfully reign supreme.

Abode: Hisea lives in the Court of Brilliance, a grand and magnificent court in both senses, surrounded by trees with glorious silver leaves and spectacular bark of gold.  It is here that many of the gods will gather in their spare time, but it also here that they come to have their grievances heard. Here, Oranna and Hisea both pass their judgement on the doings of the Paltonarchs.  It is here that the Oath of Vengeance was spoken.

Clergy:  On Kasan, the Clerics of Hisea are advisors and seers for the great nobility of the world. They speak with the voice of their Goddess, and woe be to those who do not heed her word. The clerics have little to do with any of the common folk, and rarely step foot ouside of their circles of power, where they can command influence and arrange for events to happen as they ought.

Knightly Orders: Hisea has an order of Knights pledged to her service that are deicated to the execution of the needs of the royalty of the lands they exist in. These Praetorians Swear their allegiance to the King of Queen of the land, and serve them unquestioningly, even to the death. In lands with just and benificient rulers, the Praetorians are turned to for assistance and succor. In lands with vile dictators and terrible overlords, the Praetorians are the stoic and unfeeling fist of the rulers.

Clerical Attire/colors: The Attire of the Clergy is simple, though expensive. They cover themselves in pale blue or white robes, and accent it with solid gold studs along the sleves and down the sides. Those with even more wealth to flaunt embroider gemstones in their holy symbol on the back, front and hood of their orante robes.

Followers:  Many of Hiseas followers are Nobles, Kings and Beurocrats, though there are a few warriors who are dedicated completely to the cause of swordplay above all else.

Condaral, God of the Skies

Other Titles: Lightwielder, Skyking, Prince of Clouds

Alignment: CG

Weapon: Longbow (Revelation)

Major Domains: Sky, Air, Ice

Minor Domains:  Sun, Light, Daytime, Breezes

Totem Animal and Warform:  Gold Eagle

Holy Symbol: Two icicles, the left smaller by half then the right.

Favored Appearances: Conadral is a small, hawklike person in both of his favored aspects, and prefers to blend in rather than be noticed. His male form is of average height, around 5’8″, and of an average build. His eyes are a fierce ice blue and set within an a fairly feminine and angled face. His brow is high, as is his cheekbones, but his aquiline nose is his most prominent feature. He keeps his blond hair close cut and is clean shaven at all times. He will generally take the form of a human, but is equally known to be found in elven form.

His favored Female form is that of a human almost exclusively, and looks very similar to the male form, except for the slightly more feminine form and features. The same close cut blond hair, the same ice blue eyes and the same nose. Though many gods forms could be construed as family members, Conadrals forms are as close to twins as it gets. Both forms carry longbows and are excellent shots and hunters as well.

Personality: Conadral lives and breathes for freedom and justice, though he sees much more value in the less combative ways of achieving those goals than his brother Takannas.  Instead of violently opposing those who he views as oppressing others, he seeks to educate and elevate those who are being oppressed – a different side of the same coin. He enjoys nothing more than the freedom to do whatever whim strikes him, be it fly the skies, bed a beautiful person, or teach the peasants on a barons farm to read.  However, he strives continuously not to step on other peoples freedoms when exercising his own. He values even the most loathsome persons right to do what they want as long as others aren’t harmed int eh process. To many, Conadral is the patient and wise god, one who’s council is sought on many occasions and highly regarded.

For all his values, however, he is a terrifying fighter, a warrior and consummate fighter who has taken the field thousands of times against the demon armies of the Accursed.  When all else fails, violence is a completely acceptable answer and it can, and should, be pursued to its fullest end once evoked.

Teachings: The god of the Skies teaches to be open and willing to receive both knowledge and wisdom from all sources, and to be part of the solution when problems arise.. Be a leader in your community and world, break down the barriers between people and create freedom and openness for all. Each day, each cycle, is an opportunity to go out and make a difference in the lives of those around you. Be mindful, however, of their freedoms, and do not overstep your bounds. Offer to help, but take a step back when your help is not needed. Be the person who all can turn to for advice, but tread that knife edge carefully, do not become vainglorious and self-assured. Be humble when leading, and look deeply at the consequences before acting.

Abode: Conadral lives in the Flying Citadel, a simple fortress of ice and wind on an enormous cloud. He can guide it where he is needed most, and his army of flying warriors can descend into a battle to take the fight to the enemy from above. Said to have a hundred spires each with a hundred rooms, it is thought by some to have been created from cloudstuff solidified by elven mages on Kasan and then transported somehow to the Iron Marches for him to live in and wage war from.

Clergy: Clerics of Conadral tend to be a semi-wandering lot, though they will sometimes stay for six or seven years in a single location before moving on. They attempt to inspire and educate the many people that they come across, and when they find somewhere that direly needs their attention, they will set up a permanent abode and live with that community until there is such a time as they feel they no longer rely on him. At that time, he will recruit a young and promising apprentice and move on, leaving the apprentice that had shown up in town with to tend the flock until he, too, feels the call of other lands.

Knightly Orders: One of the great organizations on Kasan, the Blue Knights of Conadral are both feared and revered. They accept only volunteers to their esteemed company, and many are rejected for lack of skill, intelligence and compassion. While they were originally founded to protect sacred sights to the God of the Skies, they have transformed into a powerful fighting force.  While they do live, study and train in high peaks and great open plains, they are approachable by any to plead their cause. those causes that are found to be the most worthy and beyond reproach by the High Marshall of the abbey are rewarded with a company of Blue Knights, each supposedly worth more than a hundred other warriors on the fields.

Clerical Attire/colors: Conadrals colors are cream and brilliant blue, and his priests wear little other than a tunic and britches made of the brightest blues, trimmed and rimmed with cream. Many of the highest clerics wear brilliant white caps of various complexity and ornateness to show their status and stature within the church.

Followers: As with the four other elemental gods, Condaral has a broad appeal to mages, warriors and priests. He is also the patron of many craftsmen and merchants for his self-reliance, and to a strong number of peasants and commoners due to his specific teachings.

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. 

First a quick note: Updates will come and kinda change whats going on with the pantheon, because as I dig deeper I am bound to encounter things I’d not thought about.

Quickly, though, a topic I somehow missed.

The Nature and Power of a God.

Many people transport over the concept of a christian God to the pantheons of fantasy worlds when discussing them. They are all powerful and all knowing, which cannot be so accurate in a world where there are more than one god. The god of a pantheon will be vastly more powerful than the mortals in their world, and more powerful than most celestial or diabolic creations, but they are not unlimitedly powerful. They may seem so from the point of view of the mortals, but they are simply extremely powerful. They also know some of the deepest secrets of the universe, but they do not know everything. They are some of the most powerful, knowledgeable beings in the universe, but they are still fallible, and can still die.

I mentioned earlier that when gods kill other gods, they absorb their portfolio. This is known as consumption. However, when two gods birth a child, which was fairly common ages ago, they loose a portion of their powers, which are divested into the child. Most often, this is in the form of decoupling specific aspects of the god or goddesses main portfolio and giving the new being a portion. For example, Marija, the Late god of wild beasts, grain, wilderness and plants was the son of Takannas and Khami. Takannas is god of strength, ferocity, battle and fire. Khami was god of wilderness, reproduction and wild passion. At birth, he was divested plants and wild beasts, each being a portion of his parents: plants from Khami’s domain of wilderness, and wild beasts from Takannas’ wild ferocity. Sadly, Khami would eventually be turned to the side of the Accursed, and her son was forced to slay her in battle, thus absorbing her domains.

Also, a god has the ability to split themselves into fractions, called avatars. These avatars are portions of the gods sent to do a specific task, rule a particular area, or lead a given army. These avatars are a fraction of the strength of a true god, though being a fragment, but retain all this knowledge and powers. The avatar is not an independent split, but an actual chunk of the god, so the god knows what the avatar knows up to this very second, and the avatar is fully apprised of the gods goings on. Both the god and the avatar have the ability to coalesce into on at the others location at a moments notice. An avatar on Kasan cannot call upon the full powers of a god on Kasan, but the other way is possible.

But, enough of that. Onto the Gods.

Takannas, God of Fire. 

Other Titles: Baron of Flames, Iron Duke, The Great Liar, Father of Tales
Alignment: Chaotic Good.
Weapon: Twin-Headed Battleaxe
Clerical Attire/colors:
Clerics generally wear black robes trimmed with thread of gold, emblazoned in various places with the outline of their holy symbol. They also tend to go unshorn on head and face, imitating his male favored form while women tend to wear their hair in a single three strand braid starting at their brow line.

Templars wield great, double bladed axes and dress in black lacquered plate or mail with gold trim and tend to fight on foot. Depending on the climate and weather, it is not uncommon to see different variations on the armor types, though most skew towards the heaviest that can be tolerated for the area. 

Major Domains: Strength, Fire, Ferocity, War

Minor Domains:  Fortune in Battle, Self Reliance, Drunkenness, Braggarts, Bards and Stories

Totem Animal: Bear

Holy Symbol: 
A double-bladed battle axe, the head wreathed in flames. The axe is always face-up and silver, with the flames are orange.

Favored Appearances: Takannas, as all the other gods, is naturally of no gender. That being said, he vastly prefers his male, human form over all other. That form is just a shade over 6′ tall, with a great, manicured grey beard and long, flowing hair to match. He sports hundreds of scars on all of his exposed flesh, though most of his face maintains its youth. It is clearly a well-used form. His shoulders are broad, and his arms and legs are well muscled and toned. He is pale, though not overly so, and weathered, and seems in his early 50’s though he swings his axe easily.

His female form is little different, with fiery red hair in a braid starting at her brow, broad shoulders and scarred skin. She is handsome, though not beautiful or ugly, with limbs used to the rigors of battle. Her eyes, like his, are black, cold, distant and often haunted.

Warform: one of the strongest and mightiest creatures in all the realms, the great brown bear is the warform and totem spirit of Takannas. The warform, like all of them, is larger than a building, made of crackling fire with blue-flame eyes and coals as hard and sharp as swords for teeth and claws. The bear is strong, fierce, and self reliant, able to thrive alone but also able to come together in times of great need.

Personality: Takannas is a loud, boisterous, bombastic warrior and drunk. His personal fighting ability is second to none in the whole of the Pantheon, and has only been bested in battle once: by the Scion of Blood and Thunder, the firstborn of the Demon Queen. He fights, he drinks and he tells fantastic tales of the wars with the Accursed. He also suffers greatly from the losses of the Godswar having many thousands of friends and relatives, those he had fostered and those he had grown with, slain. As such, he is a grim fighter in combat, giving little quarter and expecting none. He tends to favor the side of freedom and liberty in combat, and given a choice, he will side with the rabble rousers and the troublemakers, giving the established system hell for squeezing the common man to hard.

Teachings: Takannas main teachings are Battle from strength, Strength from power, power from self reliance. What little that cannot be solved through brute force isn’t worth devoting time to, but may better be served discussing over a number of beers. Stories exist to enhance the strength and prestige of a person, who while may not have done the exact deed as explained, probably would have if given the chance.

Clergy: His followers preach self reliance and personal strength, but that is not to the detriment of others. Instead, his clergy lead by example, showing what each person could have if only their lead was followed. While many of the Clergy are warriors as well, some are not. These few choose to focus on sports, competition, and storytelling as their main vocations.

Next to the sworn clergy of his temples are his Templars. Guardians of the sites sacred to Takannas, they are also superb warriors who are eager to join the right causes. Each Templar must Quest for the first 10 years of service, before they are assigned a site to guard and are given a grand retirement of drinking, bragging, and telling stories of their exploits. This questing time is where they prove their mettle, earn their scars, and demonstrate their devotion to the god of battles through invocations to him during the inevitable combats that they enter.

Followers: His followers tend to be orcs, dwarves, warriors, fighters, and athletes, as well as bards, liars, cheats and scam artists.