Gods and Powers

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Tellus | Galtia

The Pentacle represents the five primary gods of Galtia.

Eitvar

Eitvar Wolf Pendant.png

Soldiers call upon Eitvar to aid them in battle and believe that Eitvar’s strength will fill them with valor. Others call upon Eitvar to give them strength to face adversity, or to offer protection from overwhelming danger, or to provide blessings for a successful hunt. Images of Eitvar include a shield emblazoned with a white wolf or just a white wolf alone, sometimes howling, Petitioners who believe that they have seen Eitvar say they he has appeared as a huge white wolf, either saving them by driving off a threat, pursuing them for committing misdeeds, or running with them through the forest and filling them with the exhilaration of a hunt. Paladins of Eitvar don white cloaks and usually bear black shields emblazoned with a white wolf head. They show up at battles to provide inspiration, they hunt monstrous beasts that prey upon the weak, and they stand vigilant to protect petitioners and their homes from those that would do them harm.

Ideals: Valor, Protection, and The Hunt.



Isanna

Isanna Laughing Lady.png

Isanna is the creator of Chaos, The Laughing Lady, the trickster, the performer, the clever tongue and biting wit. When the unpredictable happens, Isanna is the laughter that abounds, relishing in the amusement of misfortune or celebrating a cunning victory or daring do. She is the leap of faith, rewarding those who ride out the storm, who take the chance despite the risk, and sometimes she is the fall. Petitioners of Isanna are often performers asking blessings for a show, or those about to embark on a risky venture, or those seeking protection from a storm, sometimes those who might scoff the law with intent to take from the undeserving, or just anyone putting themself in danger might call upon the Lady. Paladins of Isanna are at best unpredictable. Most favor fast weapons, wear red cloaks, and are known for their wits and their blades. They show up to aid the risk-takers, to tip the scales, to ride out the storm with those ready to embrace it, and sometimes they just show up to cause chaos.

Ideals: Chaos & Wit



Kyrgan

Scales of Justice.png

Kyrgan is known as the god of Truth, Law and Judgement. Petitioners understand that there is an order to everything, we come from the circle, we return to the circle, and all that stands between society and chaos is the power of Law. Images of Kyrgan almost always include scales of justice. Kyrgan is believed to have written the oldest remaining laws, and most barristers revere Kyrgan over the other gods. Petitioners seek Kyrgan for justice against those who have wronged them or harmed them, or to prove their innocence, but most often it is to settle disputes. Paladins don black cloaks or black robes of office and wear silver medallions with the scale on them. They are often feared and sometimes mistrusted, as everyone knows that there are no secrets to be had around a Paladin of Kyrgan. They show up to find out the truth of matters, to see that justice is served, to answer questions about the law, and to pass judgement on those who mock the law.

Ideals: Judgement, Truth & Law



Numara

Numara Yoke Pendant.png

Some say that the voice of Numara can be heard in a dancing brook or a rushing waterfall or glimpsed in a reflection on still water. Her cool waters heal the sick and cleanse disease. She is said to appear as a matronly figure, fair of face, oft bearing a clay jar containing the purest water of which a single drop would ease the worst of pain. Petitioners are often midwives or healers, favoring blue robes. Petitioners come to Numara's shrines to pray for good health and seek out her faithful for healing. Paladins of Numara are known as both healers and as champions for the weak, showing up in moments of need to tend to the sick or strike down those that would harm innocents. Such paladins are recognizable for their blue cloaks or robes, sometimes emblazoned with a white carrying yoke balancing clay jars. They also favor pole arms, most commonly the simple quarterstaff.

Ideals: Healing, Life & Water



Tobris

Tobris Hammer.png

Tobris is the kind-eyed stranger, the helping hand, the safety of home, and the spirit of progress. Dwarves revere Tobris with their zeal to learn new things and to push the boundaries of knowledge and technology without losing sight of the beauty in their craft. Petitioners see Tobris in the form of unexpected aid, as peace within a storm, as shaking hands, and as lifting each other up instead of striking one another down. Travelers recognize Tobris in well-kept roads, safe travel, and as a gentle wind at their back urging them forward. Builders see Tobris as an arm and a hammer, giving them strength to work through the day. Petitioners will ask for blessings on their new homes, for a safe journey on the road, or even help accomplishing mundane, but difficult tasks. Paladins of Tobris are known for their rustic brown cloaks, and either unassuming or jovial demeanors. They more often help build things than break things, and give protection where needed, but also help recover after a disaster. They find more comfort in a smithy than a battlefield, but when they show up with their hammers held high only fools face them without hesitation.

Ideals: Progress, Protection, and Home



The Demi-Gods and Greater Spirits

Mamuna — The Crone of Rot and Root

  • Type: Demi-God
  • Domain: Marshes, secrets, decay, witchcraft
  • Symbol: A toad with a silver eye
  • Manifestation: Ancient woman with moss hair and reed staff
  • Notes: Bargains with those who bring her offerings at bog altars. Grants dark wisdom.

Nammu — The Trident King

  • Type: Demi-God
  • Domain: Deep oceans, tridents, conquest
  • Symbol: A triple-pronged trident over breaking waves
  • Manifestation: Towering, coral-encrusted war-god
  • Notes: Opposes sea creatures that resist dominion (Arosh, Asp). His priests wield authority at sea.

Tunchis — Whistling Jungle Spirit

  • Type: Lesser Spirit
  • Domain: Rainforest mystery, misdirection, sudden deaths
  • Symbol: A spiraling vine wrapped around a skull
  • Manifestation: Invisible—only heard as whistling wind
  • Notes: Said to lead travelers astray or to unexpected treasure. Both feared and honored.

Orias — The War Arrow

  • Type: Demi-God
  • Domain: Ranged combat, patience, vengeance
  • Symbol: A broken arrow that still flies
  • Manifestation: Lean warrior with a cloak of feathers and burning eyes
  • Notes: Worshipped in elite warrior circles. Enemy of Zakkad.

Zakkad — The Magi, Lord of Flame

  • Type: Demi-God
  • Domain: Flame, arcane power, forbidden knowledge
  • Symbol: A book alight in fire
  • Manifestation: Cloaked mage whose body is smoke and embers
  • Notes: Patron of sorcerers, pyromancers, and the reckless. Once taught mortals too much.

Shadar — The Taker

  • Type: Demi-God (Formerly part of Axeos)
  • Domain: Shadow, despair, hunger, possession
  • Symbol: A black spiral swallowing a star
  • Manifestation: A cloaked absence, only seen when you close your eyes
  • Notes: Not born, but shed from Axeos like a molted scale. Hunted by others, but growing.

Tempest — The Stormwalker

  • Type: Greater Spirit
  • Domain: Storms, wrath, sea-sky border
  • Symbol: A lightning bolt wrapped in waves
  • Manifestation: A rider cloaked in stormclouds on a seahorse made of wind
  • Notes: Appears before hurricanes or major upheaval. Often invoked to turn tides of war.

Jeb — The Deep Root

  • Type: Demi-God
  • Domain: Earth, fertility, agriculture, serpents
  • Symbol: A coiled snake over a plow
  • Manifestation: Horned man with a body of soil and vines
  • Notes: Friendly with Numarra; disliked by Mamuna (competing fertility cults).

Asp — The Coil in the Deep

  • Type: Greater Spirit
  • Domain: Terror from below, destruction, vengeance
  • Symbol: An open serpent jaw over a ship
  • Manifestation: A monstrous sea serpent with a crown of coral
  • Notes: Enemy of Arosh. Blamed for shipwrecks and the "Winding Plague."

Arosh — The Sea That Was

  • Type: Fallen Demi-God
  • Domain: Lost tides, memory, regret
  • Symbol: A wave curled inward on itself
  • Manifestation: A reptilian sea beast
  • Notes: Once a powerful dragon of the sea. Still has cultists who believe he will rise again.

Sulina — The Queen of Summer

  • Type: Demi-God
  • Domain: Summer, growth, warmth, passion, revelry
  • Symbol: A golden sun crowned with wildflowers
  • Manifestation: A radiant woman draped in flowing sunlight, her eyes bright with fire
  • Seat: Her estate in Empyria is said to glow with eternal twilight and smells of ripened fruit and warm wind
  • Followers: Farmers, lovers, poets, festival organizers, noble houses in southern Galtia
  • Allies: Tobris (change and renewal), Jeb (fertility), possibly Isanna (shared love of joy)
  • Rivals: Khyris, Mamuna, Kyrgan (opposes cold logic and death)
  • Legends: Sulina is said to briefly visit the world each year to awaken spring and bless harvests. In the north, she is seen as flighty or cruel, abandoning the land to winter.

Khyris — The Harsh, the Ice Queen of Thule

  • Type: Demi-God
  • Domain: Winter, survival, endurance, judgment, cruel beauty
  • Symbol: A shard of ice shaped like a crown
  • Manifestation: A tall, pale woman with hair of frost and robes of blue crystal; her breath turns air to snow
  • Seat: A physical crystal palace in Thule, surrounded by ever-winter and blizzards; not all believe she resides in Empyria
  • Followers: Trolls, reclusive mystics, northern clans, monster-tamers
  • Allies: Kyrgan (cold truth), possibly Shadar (shared fearsome presence)
  • Rivals: Sulina (summer), Tobris (change), Isanna (chaos)
  • Notes: She is invoked to survive the deep winter and is said to test mortals who travel her domain. Some believe she collects the souls of the unworthy to freeze forever beneath her palace.

Virelya — The Blooming Dawn, Lady of Spring

  • Type: Demi-God
  • Domain: Spring, rebirth, beginnings, healing, inspiration
  • Symbol: A budding branch with dew-laden petals
  • Manifestation: A youthful, radiant figure clothed in green and gold, with blossoms trailing in her wake
  • Seat: The Garden of First Light in Empyria, said to grow plants found nowhere else on Tellus—some believe each is tied to the soul of a hero reborn
  • Followers: Healers, lovers, artists, young nobles, midwives, renewal cults
  • Allies: Sulina (summer), Tobris (change), Numarra (life)
  • Rivals: Khyris (stillness), Zakkad (destructive flame), Mamuna (corrupted life)
  • Legends: It is said that her laughter stirs the bees from sleep and her tears awaken the sap in the trees. She once wept an entire river into being after seeing a child die in winter.

Thareon — The Amber King, Lord of Autumn

  • Type: Demi-God
  • Domain: Autumn, memory, twilight, endings with honor, harvest, aging
  • Symbol: A falling leaf caught in a spiral of wind
  • Manifestation: A calm, contemplative man with eyes like setting suns; wears robes of orange, russet, and brown
  • Seat: The Halls of Turning Leaves in Empyria—long verandas overlooking golden groves where even the gods go to reflect
  • Followers: Historians, aging warriors, druids, vintners, orchard-keepers, funeral poets
  • Allies: Kyrgan (law, death), Orias (measured warfare), Jeb (harvest)
  • Rivals: Isanna (chaotic irreverence), Eitvar (restless war)
  • Legends: Thareon is said to be the last god mortals see before death if they have lived wisely. It’s whispered he once gave up his divine weapon to reforge it into a plowshare.

Seasonal Cycle of the Demi-Gods

Season God Role Primary Domain
Spring Virelya Awakening, youth, healing Growth, beginnings
Summer Sulina Passion, peak, abundance Warmth, energy
Autumn Thareon Reflection, preparation Harvest, legacy
Winter Khyris Stillness, trial, judgment Endurance, memory

Thurra — The Ash-Eater

  • Type: Demi-God
  • Domain: Destruction, survival, savagery, heat
  • Symbol: A jaw of flame biting downward
  • Associated With: Gnolls of Enbar
  • Manifestation: A towering hyena-headed warrior with burning eyes and cracked obsidian armor
  • Notes: Revered as the first to crawl from fire in the time of famine. Her creed is “burn the weak or become them.” She is feared in other pantheons, especially by Numarra.

Goromak — The World-Splitter

  • Type: Demi-God
  • Domain: Strength, conquest, legacy, storm-iron
  • Symbol: A jagged cleaver splitting a mountain
  • Associated With: Orcs of Hyperia
  • Manifestation: A green-skinned titan with copper tattoos and a thunderous voice
  • Notes: Orcish oral tradition holds that Goromak cleaved the first canyon with his axe to free a trapped tribe. Patron of warlords and blacksmith-priests.

Nyzrien — The Whisper Below

  • Type: Demi-God
  • Domain: Secrets, patience, perfection, the deep
  • Symbol: A downward spiral ending in a flame
  • Associated With: Deep Elves
  • Manifestation: A luminous figure with translucent skin and hair like flowing ink
  • Notes: Dwells in submerged caverns deep under Tellus. Nyzrien teaches mastery of silence, magic, and the self. Worship includes meditative rites and thought-labyrinths.

Halithae — The Feathered Seer

  • Type: Greater Spirit
  • Domain: Prophecy, riddles, birds
  • Symbol: A feather wrapped around an eye
  • Notes: Sends omens through birdcalls and plumage patterns. Served by flocks of crows and jays.

Velmarn — The Broken Gear

  • Type: Demi-God
  • Domain: Lost technology, innovation, folly
  • Symbol: A shattered cogwheel
  • Notes: Once a spirit of order, Velmarn went mad when mortals overreached. Now a fractured genius—followed by tinker-priests and mad inventors.

Thalen — Stillwater King

  • Type: Greater Spirit
  • Domain: Lakes, reflection, illusion, vanity
  • Symbol: A mask floating on ripples
  • Notes: Draws mortals into dreamy lives of false fulfillment. His priests speak only in metaphor.

Moirael — She of the Dying Wheat

  • Type: Demi-God
  • Domain: Famine, endings, dignity in loss
  • Symbol: A cracked grain stalk
  • Notes: Worshipped quietly, often with offerings of dust. Brings peace to failing villages.

Beldros — The Ember General

  • Type: Demi-God
  • Domain: Siegecraft, endurance, fire discipline
  • Symbol: A burning tower
  • Notes: Patron of hardened soldiers and war strategists. Fought beside Eitvar once but was denied entry into the Pentacle.

Sahlune — Weaver of Forms

  • Type: Greater Spirit
  • Domain: Transformation, identity, masks
  • Symbol: A thread wrapped around a snake
  • Notes: Spirits of changelings and glamoured folk whisper her name. No one agrees on what she looks like.

Nivex — The Hollow Bloom

  • Type: Spirit
  • Domain: Poison, beauty, death
  • Symbol: A flower with an insect curled inside
  • Notes: Revered in assassination cults. Believed to ride insects into the ears of sleepers.

Aerideth — The Archivist Eternal

  • Type: Demi-God
  • Domain: Memory, recorded truth, forgotten names
  • Symbol: An open book with a torn page
  • Notes: Keeper of all names ever spoken. Scholars pray to avoid his attention—he never forgets.

Harn — Fang in the Fold

  • Type: Spirit
  • Domain: Predation, subtlety, fear
  • Symbol: A wolf’s eye over a sheep’s skull
  • Notes: Not evil—but utterly indifferent. Hunters, assassins, and tyrants honor Harn to remain unseen.

Eshereth — Bride of the Forgotten

  • Type: Demi-God
  • Domain: Grief, mourning, grave offerings
  • Symbol: A veiled figure with empty hands
  • Notes: Her name is whispered at graves no longer tended. She walks behind the souls Kyrgan collects.

Vexilla — The Masquerade Flame

  • Type: Greater Spirit
  • Domain: Celebration, hedonism, identity
  • Symbol: A flame inside a wine goblet
  • Notes: Temples of Vexilla are traveling affairs, known for riotous joy and dangerous temptations.

Raka-Thuun — The Thousand Eyes of the Storm

  • Type: Spirit Collective
  • Domain: Wind, unrest, chaos
  • Symbol: A spiral filled with dots
  • Notes: Believed to be a swarm of lesser spirits pretending to be one god. Whispered to speak through sudden gales and sandstorms.