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The Icosantheon. No 20 — Aor

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

(Art by grandfailure)

Aor is among the most unusual of deities in the Icosantheon, as it is not perceived as self-aware. Rather Aor is the Beacon Tower, the very first structure created by mortals to serve as a warning to others. It is believed to be the first structure made by any civilization to be so tall it’s top could not be reached by one standing on the shoulders of another, the first made of stone, the first to have artifice and magic both involved in its creation, and the first built by more people than the land around it could support, requiring the coordination of multiple communities over months or years.

Thus Aor became a thing early civilizations would swear by, and call upon when attempting to rally people. Aor represents the act of creation and cooperation not to destroy, or even to defend, but to warn. A nonviolent transmission of data that required people struggling and sacrificing in order to pass a benefit on to later generations. While there is significant disagreement about when, where, and by who the true Aor was built, that made no difference to it’s growth as a symbol. And much as the sun, or the ocean, or the wind could act as a divine force with no anthropomorphization, so, too, could the Beacon Tower.

The first worshippers of Aor were essentially philosophers and planners who discovered that parables about the effort needed to build Aor, and the benefits that were reaped not by those who did so but those who came after, granted them more than just wisdom. Stories spread, and were compiled, talking about the need to maintain Aor so it would not fall into disrepair, to man it so the beacon could be lit as needed, to set aside some effort of a community to keep the advantages Aor had granted them. Aor became a symbol of a thing mortals did without the gods, and in doing so took the palce of gods in the minds of many.

Aor has no tenets, being an inanimate object, but its worshippers actively promote the ideas that must have held sway when it was constructed. They see themselves as beacons of their own, looking for dangers to entire societies and teaching the needed behaviors that will prepare populations to be ready for such threats.

*Aor is Neutral, and accepts worships of all non-chaotic alignments. The essential quality to worship Aor is to accept that there are benefits of forethought, and working together, and maintaining that which has been wrought. Such beleifs can be applied to good and evil, to strict laws or general trends, but do not mesh well with those who hold individual freedom of choice above joint, organized action.
*Aor’s color is gray — the gray of rock, stone, and dust gathering in ancient corners. Often Aor is represented by a single vertical gray stripe, which may be placed in the center or to the left of any other pattern or image.
*Aor’s favorite weapons are hammers, which were used to help craft and place it.
*Aor’s favored animal is the ganet. There are debates about why. Ganets are seabirds, suggesting the Beacon Tower might have been the first ligthhouse. Ganets are also famously fearless and easy ot kill, perhaps suggesting they need Aor more than other animals.
*Its servitors are non-chaotic outsiders linked to architecture and crafting, regardless of their other affiliations.
*Its holy symbol is a tower with a light or bolt at the top, spiraling outward from it.
*Its areas of concern are architecture, cooperation, communication, diligence, forethought, navigation, teaching, and warning.
*Its domains are Artifice (industry, toil), Community(cooperation, education), Rune (wards), Sun (light), Travel (trade), and Water (oceans).

Worshipers of Aor are often gifted with divine foresight, and an inherent understanding of construction. They may give up any skill known to gain Knowledge (Engineering) and have one bonus rank in that skill per level (still limited to max ranks equal to their level). Additionally, any worshiper of Aor that receives a domain, hex, or mystery can sacrifice a domain power, hex or, revelation to gain a power from the divination wizard school, or any of its subschools, that could be gained at the same or lower level.

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The Icosantheon. No 5 — Eirsival

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

(Art by grandfailure)

5. Eirsival

Eirsival is known as the Knight of the Final Thunder and the Coming Storm. She is the last of the Storm Mothers, agents of the primal divinities from before the fall of the Cthonic Gods. The Storm Mothers oversaw the destiny of those who would die defending others. In a twist of what could be considered irony, they were unable to foresee their own destiny, dying to defend the birth of mortals during the Gogolmachy when gods and elder beings first came into direct conflict and destroyed so much of reality, including entire alternate histories and places where technology was far more advanced than the current world.

Along with the other Storm Mothers and the First Heroes they had guided, Eirsival stood to hold the Final Line against aberrant horrors that sought to unmake the rules of the material plane. Had they failed, there would be no natural order to things, just a whirling tumult where the will and power of an entity were the only limits of what it could force others, and matter itself, to become. Though the Final Line did not break, when the maelstrom fell back, only Eirsival and Ixalicor, the progenitor of all unicorns, remained. Ixalicor swore to serve as Eirsival’s mount for all time, and Eirsival swore that those who defended the innocent, weak, and abused should never have to do so alone.

And in that moment, she went from the last of a line of angelic servants to being a deity.

Eirsival neither requires nor even requests worship, as she wishes to support all righteous defenders, whether they pay her obeisance or not. However, that very fact draws some to venerate her and wish to spread her name, and as long as they do so in the name of protecting a better world and respect the lives in the current world, she does not refuse them. Her temples are few, but tend toward massive fortifications that can take in and defend vast populations when needed. Slightly more common are stables and cavalry forts with a small shrine to her, as the friendship between her and Ixalicor has carried down to many forms of equine.

Eirsival believes that rules and order are a necessary part of protecting the rights and dignity of all things, but she also accepts that rules and order can be used for darker purposes. Thus while she has a natural distrust of anarchy and randomness, she does not inherently oppose it until it begins to impinge on her quest to protect all. Eirsival is a close ally with Karrackar, and where she and the Shade Dragon disagree on some finer details of how to best proceed, their mutual respect is so great they simply defer to one another within their specific areas of concern. Eirsival actively dislikes Garuuhl, and considers him excellent proof that if the ends is sued to justify the means, evil will eventually result. She largely ignores other members of the Icosantheon, and other gods in general, unless their interests and goals somehow overlap or oppose her own.

*Eirsival is Lawful Good, and accepts worships of all good alignments, and those who are Lawful Neutral. She supports all efforts to protect and aid others, and acknowledges that there are often many ways to do so, but does not tolerate evil in any form, or anarchy for the sake of anarchy.
*Eirsival’s colors are sky blue, silver, and pearly white, often in wind and cloud motifs. However, her colors are for times when color is appropriate, her worshippers feel no pressure to embrace those colors unless they both desire to and are safely can.
*Her favorite weapons are any form of lance or spear, most often one sheathed in lightning.
*Her favored animal is the horse and all horselike creatures, especially pegasi, unicorns, and hippogriffs.
*Her servitors are winged unicorns the color of thunder and lightning, tengu spearmasters who are wandering teachers, and smiths, especially lance-smiths.
*Her holy symbol is a single bolt of lignting, surrounded by darkness.
*Her areas of concern are destiny, dignity, heroes, honor, loss, resolution, and solitude.
*Her domains are Air (cloud, lightning, wind), Glory (chivalry, heroism, and honor), Good (friendship), Law (loyalty), Protection (defense, fortification, and solitude), and Weather (storms).

Any worshipper of Eirsival who is of good alignment and has the animal companion class feature can take the Unicorn Companion feat, even if they do not otherwise meet its prerequisites. Additionally, her worshipers can gain the feat and the animal companion feature needed to use it by giving up specifi class features based on their class: cleric (one domain), inquisitor (domain and stern gaze), oracle (revelations from 1st, 7th, and 15th level), shaman (spirit animal), warpriest (both blessings).

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The Icosantheon. No. 19 – Garuuhl

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

19. Garuuhl

Garuuhl is also known as the First Lich, the Bringer of Bottled Sorrow, and (especially where his veneration is allowed in major cities) the Preserver and the Fermented One. He is always depicted as a roughly 4-foot tall, lean, humanoid desiccated corpse, with a long, slender, pointed nose, bright white points of light for eyes, and durable clothing of resin-impregnated leather. His gauntlets are light gray leather and fingerless, with twisted mithral and adamantine thread at every seam and cuff. Though his throat, chest, and abdomen are normally covered with a leather work-coat, when opened it is revealed that fungus and mushrooms grow in his flesh at these places.

It is believed that this depiction of Garuuhl is so clear and consistent because, unlike most deities, he still visits his temples and shrines from time to time. All these places remain working distilleries, dairies, apothecaries, canneries, and herbalist shops, and the Preserver has been known to come to have some new discovery or process explained to him, or to loan out his gauntlets to a worthy student, or to set a cask or vat to ferment in a cave beneath a dread monastery for a few centuries, or to pluck a fungus from his flesh, and set it to grow in a corpse laying in the yard, and command it be left to grow. None of these events are frequent, but every few decades Garuuhl appears at some place that reveres him.

The First Lich is just that, the first mortal to achieve lichhood. What his species was prior to this is unknown, and it has been suggested he is anything from a shrunken human or elf to the frame or a thin dwarf, to a gnome, goblin or, or halfling. When asked, the god himself just notes he is a lich, and it’s hard to argue with that. While seeking a way to preserve his body forever, Garuuhl invented beer, ale, yogurt, wine, spirits, jam, and cheese.

It has been suggested that in his mad dash to exist forever, Garuuhl invented the things needed for civilization. He has shown uses for the caves beneath the earth, the things that grow in it, fire for cooking and tanning and fermenting, cold for freezing and drying. He is a god of dread and terrible knowledge, but also the wonders it can create.

There is no question that Garuuhl is evil. He cares only for his own researches and discoveries (and safety), and happily sacrifices anyone and anything that slows his desires. But there is also no question that his temples and monasteries are sources of great teaching, knowledge, and, and medicine. While most other gods oppose him (though Karrackar continues to simply try to convince the Fermented One to stop being a deific ass, and Tazoteot doesn’t much care what Garuuhl does as long as he keeps them and their worshipers well-supplied with narcotics as desired), they also accept that his contributions are more beneficial than harmful. But he also demands he be credited as the primary source of any discovery made by him or his followers, and rains horrors down on those who don’t acknowledge him.

From great evil can come knowledge that can be used for good. This neither changes that it was created through evil, nor that it’s main uses may be benevolent.

Even in lands where it is illegal to openly worship Garuuhl, as he is an evil deity, it is sometimes allowed to cautiously venerate him. His monasteries and temples sometimes operate openly even where his worship is forbidden, staffed not by “priests” but by “cantors” and “curates.” And, in truth, as long as they do his bidding, Garuuhl does not care if those he empowers and protects worship him, or not, though mostly to gain his divine power one must be willing to sacrifice all other entities at his command, which requires at least a non-good alignment.

*Garuuhl is Neutral Evil. He accepts the worship of entities of any alignment, but only non-good creatures can truly worship him. Some alchemists and wizards do study and venerate him as the source of much knowledge, while at the same time opposing his followers excessive experiments.
*Garuuhl’s colors are red, black, and white.
*His favorite weapon is alchemist’s fire.
*His favored animal is the bee.
*His servitors are alchemical inevitables and fiendish undead.
*His holy symbol is a knot of red fire, black ice, and white hide.
*His areas of concern are preservation, invention, discover, experimentation, and self-important.
*His domains are Death (undead), Earth (caves), Fire (smoke), Magic (alchemy), Plant (decay), and Water (ice)
.

His priests can take the “bombs” section of the alchemy feature of alchemists in place of channel energy, and gain appropriate discoveries as feats. Spellcasters and alchemists who venerate, but do not worship him, can learn formulas to duplicate any spell from his granted domains as spells or extracts, but must never destroy or suppress knowledge of his church’s work, regardless of whether they try to stop it.

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The Icosantheon. No 7. Ovinnec

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

7. Ovinnec

The god of death, hunting, crops, and deception, Ovinnec is a god who appears in the form of various cats. Most famously he is depicted as a lean, comely man with an exposed chest and the head of a black cat, a black housecat, or a black tiger, though he can take the form of any male feline or feline-headed humanoid. Ovinnec is known by many names and forms in different cultures–dwarves often worship him as Grunuc Rat-Killer, elves as Olleanae the Living Night, and orcs as a brown-skinned half-orc with a one-eyed sabretooth tiger head called simply Slayer. Most cultures also name him as the Wild Visitor, though the origin of this title is not clear.

Ovinnec appears to be known and worshiped by all humanoid races who build permanent settlements, and most nomadic ones. Scholars often claim that the domestication of cats is so crucial to cultures being able to store grain and avoid undead that it only makes sense Ovinnec would send representatives to them. Some joke that Ovinnec taught cats to domesticate humanoids… which always makes worshipers of Ovinnec smile knowingly.

Ovinnec promotes hunting, as the domain of felines, and farming, as something that makes life easier for humanoids who should then provide cream, cheese, and blankets. As a hunter he is also a god of death, though unlike many gods of death his worshipers are not sworn foes of the undead. It’s not that Ovinnec wishes to destroy all undead–just to make sure they know he CAN, if they interfere with the delivery of his pleasure and comfort. While he promotes exploration, hunting, and farming, his one inviolate rule is that no feline is to be abused. If one attacks you or kills your crops, by all means defend yourself and your possessions. But to cause felines harm or pain where it is not needed is anathema.

He is rarely worshiped in large churches, but small shrines to him are extremely common–and are often filled with cats. Farmers claim anyone in need of a cat to hunt mice can go to any shrine of Ovinnec, and a kitten suitable to their needs will be present. Skeptics point out that if you have a place where a town feed and pet and protect cats, likely anyone can go find a kitten there. It is well known that Ovinnec is a close ally to Tazoteot, and his worshipers can operate out of their churches. This alliance is sometimes mocked as only existing because Tazoteot gives the best divine belly-rubs… a claim priests of Ovinnec have never denied.

*Ovinnec is Chaotic Good, but with an emphasis on chaos. His worshipers may be Neutral Good, Chaotic Good, Chaotic Neutral, or Chaotic Evil.
*Ovinnec’s colors are black, brown, orange, and white.
*His favored weapons are teeth and claws (including held claw-weapons), but also bows, scythes, and sickles. While other churches sometimes scoff that a god can’t have five ‘favorite’ weapons, worshipers of Ovinnec shrug and say “Maybe YOUR god can’t…”
*His favorite animal is the housecat, but also all cats and all creatures that are part cat.
*His servitors are sphinxes, but also cat sith, chimera, chinthe, and manticores. But not were-cats, who are reviled as creatures who steal cat form.
*His holy symbol is five curved slashes in the pattern of a cat scratch.
*His areas of concern are cats, death, deception, hunting, farming, and travel.
*His domains are Chaos (whimsy), Darkness (night), Repose (souls), Strength (ferocity), Travel (exploration), and Trickery (ambush and deception).

Druids who worship Ovinnec can only wildshape into feline forms (though they can be feline-shaped elementals) and can only have feline animal companions, but they get 6 skill points/level and add Bluff, Diplomacy, Escape Artist, Intimidate, Sleight of Hand, and Stealth to their class skill list. If they take a cleric domain as their nature bond, it must be one of Ovinnec’s domains or subdomains.

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The Icosantheon. No 13 – Tazoteot

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

13. Tazoteot
Deity of all sensuality and sexual thought. Tazoteot is also known as the Divinity of 10,000 Forms, because as deity of all forms of sensuality they cannot be contained by a single gender or shape. However, in all but 13 of their 10,000 forms, Tazoteot has glossy black lips.

Tazoteot is also know as the Demon God or Devil Goddess, because their original pantheon, the Cthonic Gods, all became fiends in the Ancient Times during the Discovery of Sin and turned to evil. But, as deity of ALL sensuality, Tazoteot refused to abandon their good followers. When the Cthonic Gods lost their true divinity and were bound to serve the eldest Daemons, only Tazoteot escaped their fate. However, Tazoteot retains considerable power drawn from fiends of all kinds as a result of this ancient history.

Tazoteot demands their followers acknowledge all forms of physical delight, but does not require them to embrace or perform any act a given worshiper does not wish to. They are unique in that they allow followers of any alignment–though Tazoteot is True Neutral themself, they does not care what ethos or goals their worshipers embrace as long as they do so with respect to pleasure.

Tazoteot does, however, forbid their worshipers from acting upon each other in any way without consent. This is poorly understood by other churches, that refer to it as the Silken Sanctuary.

*Tazoteot’s colors are black, gold, and crimson.
*Their favored weapon is unarmed/natural attacks.
*Their favored animal is the jaguar.
*Their servitors are the werejaguar witches, the forvlakke.
*Their holy symbol is a pillar within a ring, or a ring within a pillar.
*Their areas of concern are animal husbandry, birth, pleasure, relationships, sex, and truth.
*Their domains are Animal (fur), Charm (lust), Community (family), Destruction (torture), Healing (medicine), and Liberation (self-realization).

They also have special Fiendspeakers priests of any alignment can also access the Evil subdomains of Daemon, Demodand, Demon, Devil, and Kyton–though not the standard evil domain–and use the spells and powers of those domains without any automatic affect on their alignment (though if they use those powers to commit evil, that still impacts their alignment normally).

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