Ihave lately been creating clerics as part of a short series on the divine class. (To read the five clerics in that series, see Galatherina, Bettelfegne, Mitra, Raicho, and Arethkayn.)
However, I’ve often been stumped about what to do for gods. I don’t want to use someone else’s intellectual property–not without permission, anyway. That means Greyhawk and Nehwon are out. I don’t know anyone who plays with historical pantheons like the Greek, Roman, or Norse (awesome as those are), and don’t want to confine myself to any single one of those, anyway. As a result, so far, I’ve been describing gods generically. The problem is that it’s tough to come up with a fairly specific clerical backstory without a fairly specific cosmology in mind. Clerics don’t grow in vacuums. At least, none to date have been thus grown in laboratory settings.
So I’ve taken a short break from designing clerics to design a pantheon. This isn’t my first pantheon. As I’ve noted elsewhere, I’ve been DMing since 1st edition AD&D, so I’ve lost count of gods and goddesses I’ve written up.
However, this time I decided to rethink all of my initial assumptions.
The result is a pantheon that feels very different to me.
A key starting point: Real-world pantheons are deeply story-based – they’re messy soap operas with allegiances, rivalries, intrigues. RPG pantheons often seem to miss those elements, even though those soap operas can seed the campaign world with lots of plot hooks.
Moreover, the gods of real-world pantheons are often full-fledged characters with stories, exploits, failings, and conflicts with other divine characters (even if their alignments might seem compatible). They are much more than just living symbols of the intersection between alignment and portfolio. As a side effect of this fact, real-world gods often aren’t terribly representative of a given class, alignment, or even race. They’re much more difficult to pigeon-hole than are gods designed for fantasy realms. There’s a reason their Deities & Demigods stat blocks are always highly multi-classed. The idea of gods for specific races seems off, as well. Many human religions feature divinities that themselves are not remotely human, or which are only vaguely humanoid. Quetzalcoutl comes to mind. Put simply, any thinking being might venerate any particular god, and the gods (malleable of form anyway — Zeus mated with a woman while disguised as a swan) might look like anything at all. Worshipers of Pan need not be satyrs.
The portfolios of deities overlap considerably, too. Athena and Ares are both war gods, though they have clear differences. Many game-specific pantheons, meanwhile, seem to follow the advice from the 3rd-edition Deities & Demigods to set deities up on a grid so that any character of a given class has someone of appropriate alignment and class to worship. The resulting deities often seem like really powerful PCs — like the iconic party all grown up and wielding lightning bolts:
a wizard god,
a healing god,
a sneaky god of thieves,
a war god,
a barbarian god,
etc.,
plus evil counterparts for all of those (the evil healing god being a god of disease or death).
PCs in such campaigns often seem to worship gods that seem mostly aspirational: the wizard reveres Boccob; the barbarian worships Kord; etcetera. They worship more powerful versions of themselves, in short, instead of trying to serve (or contest) gods who have clear agendas and goals. (I say this despite being a fan of the Greyhawk campaign world. I’ve played a wizard who worshipped Boccob!)
Starting with Conflicts
So one thing I did differently here was start with the story, and use that story to seed the world with lots of potential for conflict, not only between good and evil, but among apparent allies, within divine courts, and even perhaps between multiple factions following the same god. Like many real-world stories of pantheons, mine assumes a kind of titanomachy—in fact, several of them.
I also made a decision not to name most of the gods, deciding that only clerics able to use Divine Intervention know the names of any deities. Instead, gods in this pantheon are most often referred to by titles (like “The Holy Spirit” or “God” in the real world, or like the “Sacred Fire” in The Lord of the Rings). In part I did that because I already wrote a cleric description in which a god is referred to simply as the Queen of Masks, and in part because, once I did that, I liked the idea. Sometimes the gods change titles as their situations change. The figure once known as the Sceptred King is now known, for instance, as the Outcast King.
I’ll talk in a later column about how to integrate a pantheon like this one in an existing game world, how to “translate” it to existing published campaigns, and how the pantheon below might be integrated into Wallace’s world: the Vault.
For now, though, the pantheon I’m describing makes its home in a realm I’m calling the Vorago. (Note: That word is Latin. It means chasm, pit, or abyss, which sounds mighty ominous, but in this case just refers to the fact that the region is bounded on most sides by high mountain ranges.) The Vorago is a constellation of allied kingdoms, a kind of commonwealth, and is home to the cities of Runerock, King’s Reach, Eador, Kirin, and Maficester, among others.
A History of the Pantheon of the Vorago
According to local religious lore, the pantheon of the Vorago represents the third generation of the gods. Internal struggles for power have left the first and second generations either deceased or in stasis. It is difficult to tell which, as the older gods now remain silent, but people still worship them and some seem to gain powers from doing so. (More on a possible reason for that below.)
The Fall of the Court of Storms
Even the current generation of deities, however, has seen some cataclysms. The third generation initially agreed to be ruled by its most powerful figure, the Sceptred King, who had proven himself formidable and full of insight during the struggles of his father. Because he and his queen-consort, the Babbling Queen, were both fond of imposing justice through hurricanes, tornadoes, thunder, and lightning, theirs was known as the Court of Storms.
However, the Sceptred King proved solipsistic, brutal, megalomaniacal. Eventually, the Lady of Masks–sister of the Babbling Queen, sister-in-law to the king, and wife to the Lord of Tomes, a reclusive sage-god who ruled the underworld–turned on the Sceptred King, despite having initially supported his placement on the throne.
In a successful coup, the Lady of Masks arranged to have him replaced with her husband, exiling the Sceptred King and her sister to a prison realm with his family and seneschals. She became the Queen of Masks; her husband, the King of Tomes. Their court is called the Court of Masks, a name that to some suggests who the true monarch is, but which is sometimes explained by others as reflecting the presence of masks in rites of both spouses: death masks figure prominently in the rites of the King of Tomes. Together, the King of Tomes and the Queen of Masks rule what are called the Palatial Realms, a divine plane and home to most of the gods.
The Sceptred King, meanwhile, became the Outcast King. In act of defiance, his consort, the Babbling Queen, declared her name to all the planes as Magagara (mag-OG-ah-ra), promising to hear any who called her name, a pledge that has caused no end of trouble in ages since.
The Shackled God and the Forging of the Veil
Centuries later, with the help of his fiendish queen, the Outcast King broke free from his demiplane and laid siege to the Palatial Realms. The new struggle, called the War of Words and Storms, raged into the world of mortals, for the world of mortals is a cosmic chokepoint — the place from which those with the know-how (typically gods) can best control access to conduits among the planes.
As the war lumbered on with the Court of Masks losing ground almost yearly, the King of Tomes undertook a radical, desperate measure. To prevent the Outcast King from seizing control again, he sought to cut off the Palatial Realms from the mortal realm. He sent his youngest son, today known as the Shackled Lord, to the Mortal Realm, assisted by divine servants called seneschals and clerical agents, to raise a barrier now called The Veil. At the same time, the King of Tomes and his wife drew the Outcast King into a battle in the Palatial Realms
As a result, the Shackled Lord was the only deity in the Mortal Realms when the Veil was conjured. Now, only the Shackled Lord among deities lives in the Mortal Realms, though where he lives is unknown, as he is largely inactive.
The Veil isn’t absolute but relative: It only permits temporary conduits, each of which has a limit to how much power it will let pass through before slamming closed. Some conduits reopen in the same place each time, but others migrate. Due to the Veil, gods other than the Shackled Lord cannot directly access the mortal realms, but the spirits of mortals can pass through, as can communications and lower-powered seneschals (angels, agents, devils, demons). Spells can be granted to clerics, but because the gods themselves cannot take action in the mortal realms through which all planar conduits pass, their clerical agents are today as important as they have ever been. Gods remote from the mortal realms do still control some conduits—for instance, those through which the souls of the dead pass. But they cannot themselves pass through those conduits as they are too powerful. The gates slam closed when they attempt it.
The Tensions of the Present Reign
In the Palatial Realms, the Outcast King has been captured and forced to swear fealty, his minions and seneschals and children cast back into the prison realm from which he’d escaped. However, a condition of his surrender has been that he may resume a place at court, which he and his wife have done. They are half-prisoner, half-courtier, and watched closely. The Veil remains in place to prevent the Outcast King from becoming too ambitious. Yet the families continue to intrigue against each other, and the court is large enough to permit shifting factions and alliances.
Key Features of the Vorago Pantheon
- Gods are remote, due to the Veil. Most of their intrigues and maneuvers in the Mortal Realm are run by seneschals (angels, demons, and other agents).
- Non-clerical characters generally worship multiple gods.
- Low-level clerics often serve as conduits to the pantheon as a whole. They are naturally able to channel divine power and serve as divine agents.
- Higher-level clerics may dedicate themselves to particular divinities, though many instead serve particular factions or alliances of gods (generally, either to The Throne, or else to the Throne in Exile).
- Some clerics knowingly or unknowingly have cast in their lots with rogue seneschals—divine emissaries that now pursue agendas of their own, sometimes alone and sometimes in concert with other rogue seneschals.
- Only characters able to cast spells like commune or invoke Divine Intervention know the names of the gods. Otherwise, the gods are known by descriptive titles (not unlike The Father, The Son, The Holy Ghost, and The Devil). The only exception to this is Magagara the Invoked (see below).
- Even then, most clerics of such levels know only one god’s name, and there is only one god with which they can commune or seek intervention, even if they are pantheonic, as most are.
- Clerics of rogue seneschals only commune with those seneschals and their Divine Interventions are answered by beings whose options or actions are limited by the abilities in their stat blocks. (That is, a rogue planetar seneschal would be limited to whatever its stated planetar powers are when responding to a Divine Intervention request.)
- Monarch-level deities tend to be associated with three domains each, while intermediate and lesser divinities in the pantheon tend to have two, and quasi-divinities or greater seneschals might have just one.
- The gods are all known to change shape enough that none is affiliated with a specific race. Instead, each god has followers among multiple races as noted in the text.
The deities below are listed using terminology common to the 5th edition of D&D (particularly regarding domains, character classes, and paths). Such terminology is employed mostly as a kind of gaming Rosetta stone, as more readers are likely to understand what is intended in each case. However, the deities here could be used with any fantasy RPG (and in my own case, might very well be used in a different system).
Deities and Seneschals of the Palatial Realms |
Deity/Seneschal |
Suggested Domains
(bold indicates domain most associated with deity) |
Alignment |
The King of Tomes |
Death
Knowledge
Life |
N |
The King of Tomes (symbol: scrolls and/or skeletal hands) assumed control of the underworld and halls of the dead because he saw them as a valuable kind of library. He is said to know whatever the dead know, and knows the conduits by which mortal souls reach the afterlife (over which he retains control). The King of Tomes is often invoked by minstrels at the starts of epic poems, and revered as a god of protection for the dead and living, family, culture, tradition, memory, and community lore. Among adventurers, the King of Tomes is most often venerated by bards, students of the arcane (particularly necromancy, divination, conjuration, and abjuration), tactical fighters, and rogues who serve the state (particularly those involved in intelligence work). In addition to being served by his clerics, he is served by an order of record-keeping and -retrieving ascetic monks, as well as by an order of neutral tomb-guardian paladins known as the Tomb Lords. Among races, he is most often revered by humans, elves, draconic races, and gnomes. |
The Queen of Masks |
Trickery
Knowledge
Life |
N |
The Queen of Masks (symbol: masks) is a goddess of intrigues, shadows, and policy, particularly as policy relates to economics and security. She is also a goddess of life, largely as an accident. Because she smuggles agents to the Mortal Realms, she knows all of the conduits back to those realms. When someone appears to (or actually does) rise from the dead, it is thus the Queen of Masks who is typically thanked, though other gods sometimes know a conduit or two as well. Like her sister (see below), she is renowned for short-lived dalliances and affairs with mortal men, about which her husband knows but does not care (much). Among adventurers, the Queen of Masks is most often revered by rogues, bards, diviners (clerical or wizardly), and fighters who favor trickery. In addition to being served by clerics, she is served by an order of wizards specializing in illusion and divination, and by an order of shadowy, ninja-like monks. Among races, the Queen of Masks is most often revered by humans, elves, gnomes, and halflings. |
The Outcast King |
War
Light
Tempest |
LE |
The Outcast King (symbol: sceptre) is seen by detractors as a god of tyranny and genocide, but by devotees as a rightful-but-deposed ruler and champion of justice. In truth, he is both: the legitimately selected and cruel tyrant who demands justice on his own behalf — and on behalf of any followers whose ends complement his own. Known for using flame and lightning in battle and for striking fear into enemies, he is not himself terribly subtle. Yet many of his remaining, loyal seneschals (devils) are clever, subtle, and patient, and he knows enough to let them work this way. As a result, many of his clerics have the Trickery domain through his seneschals, rather than through him. Chief among these seneschals is the quasi-deity known as the Minister of Mutes, a powerful, unique devil whose intrigues and stealth campaigns against the servants of the Queen of Masks are legendary. Among adventurers, the Outcast King is most often revered by barbarians from marginalized cultures, by evil druids, by element-oriented wizards, by assassins, by fighters, and by adventurers who favor both sword and spell. He is also served by an order of evil, elemental, wuxia-style monks and by a secret order of evil paladins or anti-paladins. Among races, the Outcast King is most often revered by humans, half-orcs, humanoids (particularly hobgoblins), and any outcast or exiled race. |
Magagara the Invoked |
Tempest
Nature
Trickery |
CE |
Magagara (symbol: octahedron) is the only member of either Court to make her name known, promising to provide aid to any who invoke her and swear to serve her. She was, however, previously known as the Babbling Queen–because she is insane. Any cleric of any level may attempt to invoke her. (In 5th edition D&D, use the Divine Intervention rules; hence, a 1% chance per level.) However, even the act of invocation alone is a major transgression against the Court of Masks, whether or not the intervention is granted. Clerics who invoke Magagara risk excommunication and may lose access to some powers (such as Domain spells). If such clerics serve Magagara well, though, she is happy to offset those power losses with granted powers of her own. A sociopath and narcissist, Magagara sometimes works at cross-purposes to her husband and is frequently unfaithful, a fact he tolerates grudgingly because he needs her support. Many natural spellcasters (for instance, sorcerers in most editions of D&D) may descend from demigods and cambions Magagara birthed ages ago. However, most of Magagara’s servants are divine or arcane spellcasters who have made fiendish pacts with her. Few of Magagara’s servants are organized, and those who attempt to organize often scheme against each other, a behavior she seems to encourage with little concern for how it impacts her plans. Her short-term enjoyment of their strife seems to trump her long-term strategies. In addition to being served by the above scattered servants, Magagara is often revered by evil berserkers, by evil rangers, by rogues, and by assassins. Among races, she is most often revered by humans and by races that have either suffered exile or have descended from creatures of supernatural evil. Commonfolk usually call her the “Bad Queen” and like to blame her for any misfortunes that seemed unlikely. If a meteorite slams through a farmstead roof and kills someone, someone in the village might sneak off to make a sacrifice to the Bad Queen in the hopes of avoiding more random disasters. |
The Shackled Lord |
Knowledge
Trickery |
LN |
The Shackled Lord (symbol: chains) is most often thought of as a symbol of sacrifice, of martyrdom. Because he forged many of the devices used to invoke the Veil, he is often invoked by smiths and craftspeople. He is often seen as a kind of Prometheus figure, a source of smithing and technological lore in service to the goals of a larger community; a figure of self-sacrifice. Because he is believed to have secluded himself in a mountain fastness, he is also frequently revered in mountain populations. Among adventurers, the Shackled Lord is favored by paladins, fighters, and spies. Among races, he is most often revered by dwarves, humans, gnomes, and elves, generally in that order. An order of “Grey Knights” (nature-oriented paladins focused on mountainous themes, dedicated to the Shackled Lord) exists. |
The Maid-at-Arms |
War
Life |
LG |
The Maid-at-Arms (symbol: shield) is guardian of the Palatial Realm, general of the Royal Hosts, and the goddess most invoked by faithful soldiers who defend communities. Also known as the Thrice-Slain because she has appeared to die in service to her King and Queen on three occasions, she is revered as a protector of civilization. Among adventurers, the Maid-at-Arms is often revered by fighters, paladins, and rangers, and an order of paladins is dedicated to her service. Among races, she is revered most often by humans and elves. |
The Grail Duchess |
Life
Knowledge |
NG |
The Grail Duchess, also sometimes the called the Duchess of Cups and Coins, loves the fruits of civilization and eagerly promotes the exchange of goods, arts, and services. Hence, she is a patron of arts, commerce, and wine, of deals and barters. Her symbol is a grail (sometimes filled with coins). Among adventurers, the Grail Duchess is often revered by bards, rogues, warriors, and rangers who dabble in entertainment or trades, or who escort caravans; by wizard artificers who sell their services or sell magical goods; and by gamblers. In the Vault, she is often revered by Wayfinders. Among races, she is often revered by humans, halflings, and gnomes. |
The Baseless Beast |
Trickery |
NG |
The Baseless Beast (symbol: eye) once served in the court of the Sceptered King. However, he (or she — the legends are inconsistent) quietly defected to service to the Queen of Masks, betraying the former court. (The rest of this description will trade off pronouns, but boldface all pronouns referring to the Beast to help avoid confusion.) Before the Beast could be rescued by the Queen’s forces, the Sceptred King cast upon her a warping curse, transforming the Beast into a maimed half-giant or trollish figure who never looks the same from moment to moment. Because of his hideous form and her earlier betrayal, he is not trusted by most of the new court — except for the King and Queen, who trust her and rely on his advice in secret counsel. When the Baseless Beast is not hunting in the wild or consulting with the King and Queen, she usually sleeps in the dungeons. False rumor and some legends describe him as a prisoner, but she can come and go as he pleases. The Baseless Beast is favored by half-orcs and humanoids that, for whatever reason, are not evil; by eunuchs, by homosexual courtiers, and by hermaphrodites; and by many rogues and fighters not falling into the above categories. In short, virtually anyone who finds he or she doesn’t fit neatly into society’s usual compartments might invoke the Baseless Beast as a sympathetic ear in the Palatial Realms. |
The Grim Magister |
Knowledge
Life |
LN |
The Grim Magister (symbol: an X) cares only for the knowledge of how things work, whether those things are living beings, golem-style constructs, or mechanical systems like clockwork. Although he is cold and unsympathetic, the Grim Magister is nonetheless the god most frequently invoked by healers, physicians, and herbalists, as well as by engineers, weapon designers, and artificers. He is said to be accompanied at all times by the slain bodies of former attackers, all animated not by necromancy but by clockwork parts. Races most inclined to invoke the Grim Magister are humans, gnomes, and dwarves. Clerics emphasizing healing often devote themselves to the Grim Magister. Such clerics are often seen as a mixed blessing, for they are often very skilled menders of people, but they have no bedside manner and their spells hurt — if a cleric of the Grim Magister uses a spell to set your bone, there is no anesthetic effect. You feel it all. |
Warden of Wastes and Waters (aka The Queen Without a Court) |
Light
Nature
Tempest |
CN overall (varies by season) |
Like the Baseless Beast, the goddess known as the Warden of Wastes and Waters (symbol: tree) served the Court of Storms and isn’t entirely trusted within the Court of Masks. For its part, the Court of the Outcast King does not trust her either. However, since the Warden controls most of the spaces that servants need to cross, almost everyone tries to appease her, making her a much more independent player in the court intrigues than most other figures can afford to be. Accordingly, she is sometimes called The Queen Without a Court. Although her overall alignment is Chaotic Neutral, it in fact shifts with the seasons: Chaotic Good in the Spring, Neutral Good in the Summer, Chaotic Neutral in the Fall, and Neutral Evil in Winter. The Warden has her own agents and servants, who tend to be primordials and elementals. She is revered mostly by druids and rangers, and in the Vault, is often revered by wayfinders. Among races, she is most often invoked by elves, other sylvan or fey races, and humans. |
Marquette of Ravens |
Death
Trickery |
LE |
Despite sharing an alignment with the Outcast King, the Marquette serves the Court of Masks as a court advisor and wizard. She does however have schemes of her own, chief among them an aim to replace the Queen of Masks and create a Court of Ravens. She is very patient, however, and appears loyal for now to the King of Tomes. In the meantime, the Marquette heads a shadow court called the Rookery Court. The Marquette (symbol: raven, wings outstretched; sometimes a rook chess piece) is often invoked by wizards, shadowy or ninja-styled monks, dark druids (particularly those who like to appear as birds), thieves, wizard-rogues, sword-and-spell fighters, dark or evil paladins. Races that favor her include humans and any sort of dark, sinister, or evil fey or sylvan species. |
The Barrow Dragon |
Death
Tempest
Trickery |
NE |
The Barrow Dragon appears to be a mummified gigantic dragon, but like the South American huecuvas, can change its form and often does so, sometimes appearing with multiple heads (typically two or three) or like a humanoid lich. Like his sister, the Marbled Dragon, the Barrow Dragon dates back to an earlier generation, perhaps older even than the Court of Storms. Both backed the coup that led to the Court of Masks, but each for its own reasons. Since then, the Barrow Dragon has declared war on both courts. The Barrow Dragon (symbol: a claw) is invoked most often by evil draconic races, by some lizardmen, by evil clerics, by arcane spellcasters (some of whom might strike bargains with him in exchange for power), and by other arcane magic-users who claim to be descended from him. An order of human knights also once betrayed their king, taking up a mercenary life, and taking the Barrow Dragon as a symbol; rumors have it that the leader of that order may now be undead, roaming the world with his entourage as some sort of lich-knight. |
The Marbled Dragon |
Knowledge
Light
War |
LG |
The Marbled Dragon, sister to the Barrow Dragon, remains allied with the Court of Masks and despite some alignment differences, counts herself as a friend of the King of Tomes, who shares her love of knowledge. While most legends about dragons talk of avarice for gold, the Marbled Dragon’s trove is invariably described as a sprawling library. Just as it is said that the King of Tomes knows everything the dead know, the Marbled Dragon is reputed to know everything that dragons loyal to her know. Most such dragons have at least some of her thirst for knowledge, as well as long lives and memories. The Marbled Dragon (symbol: a scroll) is most often invoked by paladins, and by good sorcerers and draconic humanoids who claim descent from her. Elves and dwarves also sometimes honor her. |
The Reaping Hag |
Nature
Knowledge |
NG |
The Reaping Hag (symbol: a scythe or hag’s face) is a goddess of tamed nature — of agriculture, livestock, dams, aqueducts, pets, warhorses, guard dogs, and mines. Despite a sinister appearance, the Hag is often invoked by rangers, druids, engineers, miners, and farmers. Pictures of hags and scythes appear regularly in villages and towns; she appears often in fortune telling cards; in Fall, festivals are devoted to her. Although many of these images and festivities often have a dark, Halloween-like tone, the Hag is seen as a friendly figure to anyone who is worthy. Any stories or legends about her horrific deeds feature deserving scoundrels as victims–and may not be true anyway. The Hag is worshiped by rangers and druids who see nature as something to tame and use, rather than as something to be accommodated. |
The Unfealed Hand |
Trickery
Nature
+ special (see below) |
CG |
The Unfealed Hand is not one god but five demigod brothers. The brothers swear no allegiance or oath to any but themselves yet act in perfect concert with each other. (Some legends say this is in fact just one god with multiple forms who can co-locate.) Renowned as tricksters and rogue elements who bow to no court, they nonetheless reliably oppose evil and often take the side of mortals against the courts when conflicts of interest occur. The Unfealed Hand (symbol: five detached fingers) is often invoked among rangers, rogues, and barbarians who favor stealth and independence and who seek redress of harms.
A peculiarity of the Unfealed Hand is that its dedicated clerics have only rarely started as clerics of the Unfealed Hand. All of its clerics are defectors from other gods. They often started out having been recruited (often at birth or at an early age) by an order of another deity–sometimes fairly dark ones. Recruited clerics in many such orders find they do not fit as well within the ethos of their order as they are expected to. There are several reasons such figures often defect to the Unfealed Hand. First, the brothers will accept as clerics any priest who earnestly wishes to change allegiances. Second, its order, valuing personal freedom, holds no punishments for those who leave its service. Third, although collectively the brothers’ domains are Trickery and Nature, each of them individually has one domain, none identical. Priests who defect to serve the Unfealed hand tend, as a result, to retain their old abilities. Not surprisingly, the Unfealed Hand attracts defectors and rarely loses them back. Special units of spellcasting Unfealed priests (called “Grips”) are among the most diverse, most dynamic gatherings of divine power in the Vorago. A Grip of Unfealed Priests might include a reformed cleric assassin (domain: death, multiclassed as rogue), a turncoat sorcerer-cleric of the Court of Storms (domain: tempest), an adventure-seeking former cleric-wizard of the King of Tomes (domain: knowledge), a fallen cleric-paladin of the Maid-of-Arms (domain: life), and a recusant cleric-ranger from the Queen without a Court (domain: nature).
|
The Holy Sword |
War
Life |
LG |
The Holy Sword once occupied the same role as the Maid-of-Arms in the Court of Storms: loyal knight and leader of the court’s forces. The Maid-at-Arms is, in fact, his daughter. Despite that relationship, and despite similar domains and alignments, they are now quite opposed to each other. For while the Maid-at-Arms defends the current court, the Holy Sword remains loyal to the old one. Their differences boil down to a simple question of law, one with no easy solution: Does adherence to principles of law require loyalty to a monarch that has become abusive of the ruled, or does the ruler’s power stem from a social contract? The Maid-at-Arms holds the social contract view, while the Holy Sword takes a more traditional view of kingship. Now that the Storm Court has fallen, the Holy Sword has gone his own way, and is rumored to be pursuing an agenda that would return the Sceptred King to power. The Holy Sword is known for being unflinching in his expectations and demands on others, a fact well-documented in the legends of the redeemer blades he has created–angelic servants in the form of swords who bind themselves to promising but wayward souls, geasing them to service and working her divine magic through them. |
♦ Graham Robert Scott writes regularly for Ludus Ludorum when not teaching or writing scholarly stuff. Like the Ludus on Facebook to get a heads-up when we publish new content.
I have to say, this is one of the best written articles I’ve read on pantheons in a long time. I’m very tempted to scrap my own efforts and to borrow your ideas.
Go for it! I’m glad you liked the ideas. 🙂