Scy'kadia Wikia
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Scholars believe that each Greater God was once a simple spirit, given strength by the worship of mortals. During The Time Of Waking Gods they rose to defend their adopted children. In repelling the demon hordes, their power was much-depleted; thus they retired to the newly formed Divine Holds, to await the summons of their priests. Each god reflects specific aspects of Scy’kadian life. They possess phenomenal influence over their aspects, and can grant a small portion of their power to mortal followers, should they prove worthy. To many, the gods seem distant and fickle, but religious orders teach their members prayers and rituals devised to attract a deity’s attention.

The gods of the Greater Pantheon are:

God
Balrof

The Warrior

• Aspects – Battle and Courage

• Hold – The Hall Of Heroes

• Symbol – A pair of fiery crossed weapons

• Balrof inspires bravery in the hearts of soldiers, spurring them on to greater martial feats. In tales he is bedecked in armor and trophies, flanked by two immense warhounds; Rage and Plunder, each named for the vices that honorable warriors must leash. Balrof is far from just a war god however... he is also pleased by folk who display valor in everyday life.

Lianda

The Golden Mother

• Aspects – Health and Freedom

• Hold – The Bright Hold

• Symbol – A beautiful woman resting in the sun

• The deity most beloved by common-people, Lianda seeks to alleviate suffering and injustice. She loathes slavery in all its forms, and though many view her as a peaceful goddess, she urges her followers to stand up to tyranny. Lianda is also fond of mothers and children. As such, her priests are often skilled in midwifery.

Gowlur

The Green Ancient

• Aspects – Plants and Creatures

• Hold – The Glades Eternal

• Symbol – A tree with face-shaped whorls

• Gowlur keeps watch over the wilds of Scy’kadia, tending to birds and beasts, guarding them from the noxious encroachment of civilization. He is a temperamental god, generally depicted as a grumpy old man. Rather than relying solely on celestials to relay his will, Gowlur has also been known to act through powerful elementals.

N’ray & N’rord

The Twins

• Aspects – Seas and Rivers

• Hold – The Deep Hold

• Symbol – Two mermaids; one with light scales, one with dark scales

• These godly sisters swim the watery currents of Scy’kadia. N’ray is benevolent, calming the waves for sailors and fishermen. N’rord, on the other hand, is capricious; she will happily punish seafarers who disrespect her waters or fail to offer tribute in exchange for safe voyages. It is hardly any wonder that mariners of all stripes tend to be superstitious...

Rilien

The Trickster

• Aspects – Luck and Trickery

• Hold – The Divine Maze

• Symbol – A circle of seven theater masks with differing expressions

• Patron god of thieves and gamblers, Rilien delights in mischief and deception. His acolytes say he wears many faces, to better confuse his divine siblings... and perhaps to walk among mortals too. He grants success to clever clandestine ventures. Merchants are just as likely to offer the trickster a prayer, if only to stave off the god's less-honest devotees.

Voy’himloc

The Stranger

• Aspects – Knowledge and Secrets.

• Hold – The Library Of Gnosis

• Symbol – A bloodied hand-print on an unfurled scroll

• Voy’himloc’s form is a mystery, even to his high priests, teaching them that none can know everything... there is always another question. He spurs his followers to seek out information and safeguard secrets, for in knowledge lies power. Voy'himloc does not prevent his faithful from delving into ruinous lore... but neither does he encourage the use of what they might discover, instead trusting them to display wisdom and self-control, and to reject hellish boons as false promises.

Kree

The Doorman

• Aspects – Death and Time

• Hold – Soul's Rest

• Symbol – A key made from bone

• Kree is the only god whose Hold lies nestled within Nether; from there, he calls to unclaimed souls. His divine bastion is said to contain many doors leading to the other Holds, therefore Kree’s judgement is considered the last hope for dead acolytes to join their beloved deities. Kree hates interference with the natural cycle of death and transformation, so his followers eagerly hunt down necromancers and their foul ilk.

Fundun

The Chained Smith

• Aspects – Mountains and Craftsmanship

• Hold – The Thunder Forge

• Symbol – Lightning striking an anvil

• Usually considered a dwarven god, Fundun is also worshiped by smiths and mountain-dwellers of other species. Tales tell of how he was crippled and chained to his anvil by the Narga, yet still rages against confinement, the blows of his hammer causing thunder and lightning in the heavens. He blesses those who build for pleasure and favors folk who work with stone or precious metals. In accordance with his dwarf charges, Fundun dislikes Magic; teaching that arcane power always corrupts, thus it is better to rely on the skill in one's own hands. Much like Gowlur, he sends not-only celestials as messengers, but also the souls of heroes who have entered his Hold.

Zorg

The Devoured

• Aspects – Hunting and Endurance

• Hold – N/A

• Symbol – An orc skull within a demonic maw

• In the earliest days, Zorg was a god of survival in spite of nature's deadly trials. His followers sought not the comforts of civilization, but instead the satisfaction of dwelling in adversity and growing ever-stronger. Unsurprisingly, the orcs held Zorg in highest esteem. Alas, this did not last. Orcs claim that Zorg fought his way to the heart of Ruin, even as his fellow gods turned back to create The Divine Holds. There he was captured and consumed by the Narga. Orcs rarely, if ever, worship their lost god, yet a handful believe he survives in Ruin. They seek to free him, and in-so-doing gain a Hold to call their own.

Divine Messengers

Celestials are spirits born of The Holds rather than Geth itself. As such, they are tied to the god whose realm they inhabit. They serve as envoys, guardians, even warriors when absolutely necessary. If their god wills it, they can manifest temporarily on the mortal plane, lending assistance to the brightest of divine champions or providing them with advice.

The types of celestial are:

  • Valkyr - Celestials of Balrof
  • Solari - Celestials of Lianda
  • Sylvanite - Celestials of Gowlur
  • Mer - Celestials of N'ray and N'rord
  • Masque - Celestials of Rilien
  • Illuminars - Celestials of Voy'himloc
  • Cryptari - Celestials of Kree
  • Fundling - Celestials of Fundun

Celestials of Zorg do not exist, for alas, Zorg never had the opportunity to create a Divine Hold.

Divine Language

Celestial language is imbued with the divine potency of their God. True healers of the Greater Gods, whether by study and meditation, or by divine influence, are able to interpret and even capture this tongue in writing - they call it Divinitum. Most rituals for summoning holy aid are penned (fully or partially) in Divinitum, to prevent their use by ruinous cultists.

Godly Sigils Art

Whilst the banners of faithful armies bear myriad renditions of their Gods' symbols, the truly divine (those who channel healing power and speak the celestial tongue; Divinitum) will oft use sigils to mark their validity or lead their followers to hidden places of worship.

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