The gods and goddesses listed below are example deities that were created by following the deity creation guidelines found on the Faith page. Players, use these as inspiration as you create a new religion for your character. GMs, feel free to use these deities in your game world.
The Darkweaver
Worshiped by thieves, liars, and politicians, the Darkweaver seeks to manipulate others by controlling information. The Darkweaver’s temples can be difficult to locate, as they are often disguised within other architecture or hidden behind secret walls. The faithful hide these fundamental secrets from the uninitiated:
Knowledge is power. Covetously hoard knowledge to increase your own power.
Create a tangled web of lies where only you know the truth. Thus do you become a spider among helpless prey.
Learn the darkest secrets of others so that you can blackmail, extort, and manipulate.
Operate in the shadows, for the cloak of darkness protects the faithful.
Trick others into doing your dirty work.
Domains: Treachery, deception, shadows.
Symbols: A lock, a closed eye, a hooded cloak.
Shrine: They are often hidden away so that only worshipers can find them. Plot conspiracy, destroy knowledge, or perform an act of secrecy in its presence to gain +1 finesse for up to 1 week.
Heretics: Scholars, truth seekers, and those who share understanding with the world.
The Enlightened One
Existence is full of suffering. We come into this world in screams of pain and terror, we live in pain, and we die in pain. Then, we are reborn and do it all over again. Many have sought to end suffering, but only one entity, the Enlightened One, has found a solution. “Being is suffering enough,” The Enlightened One says. “I am of the world, but apart from it. I have escaped rebirth forevermore. Come and find a way to me.” Adherents respect the Enlightened One but do not worship him; they don’t even consider them a deity. To those who follow the Awakened Way, the Enlightened One is an honored teacher, the first of their kind, the promise of all they can be. Awakeners respect this creed:
Be mindful that with every moral action, there is a moral reaction.
Understand that nothing is permanent; all things shall perish.
Being is suffering enough; limit pain wherever you go.
If you must inflict suffering to end suffering, then do so, but do it quickly.
Do not traffic in the flesh of your fellow man or permit slavery.
All things are suffering with us; do not kill others unless to end an even greater suffering.
Desire is the root of all suffering; do not covet, and be content with what you have.
Domains: Life, freedom, suffering.
Symbols: An open hand covering a closed fist, the thunderbolt, a tree.
Shrine: They typically resemble a statue of the Enlightened One sitting serenely, as if welcoming others to contemplate existence with him. Meditate peacefully, share wisdom, or sacrifice a valuable physical item in its presence to gain +1 spirit for up to 1 week.
Heretics: False prophets, torturers, and greedy materialists.
The Iron Fist
The universe is inherently lawful. Physics has laws that cannot be broken; logic and math have remained constant throughout the eons; people gather in civilizations to create strict laws. Presiding over the rigid laws of the universe is the Iron Fist, a divine entity that is the embodiment of structure and order. Worshipers of the Iron Fist obey these immutable laws:
Obey the laws of the land.
Uphold a rigorous standard of honor.
Value justice over mercy.
Create order and harmony out of chaotic situations.
Keep promises and ensure that others stay true.
Domains: Law, honor, justice.
Symbols: A scale, a metal gauntlet, a gavel.
Shrine: Often found in judicial buildings, shrines to the Iron Fist portray symbolic icons such as a scale or chains. Make a pact, swear an oath, or mete out justice in its presence to gain +1 brawn for up to 1 week.
Heretics: Anarchists, savages, criminals, and those who repeatedly violate the law.
The Lightbringer
With each sunrise, the Lightbringer shares its warmth and understanding with the people of the world. The Lightbringer shares enlightenment without prejudice, illuminating both the faithful and the sinful alike. Temples of the Lightbringer are often easy to spot, as they are typically situated at the highest point of a city and bathed in divine light. The Lightbringer's commandments are clear:
Speak the truth, for it is noble and good.
Share information with the world to create a brighter future.
Fear and the unknown are your dual enemies. Dispel them both.
Search for lost lore and buried secrets to illuminate the past as well as the present.
Take action in the light, for the Lightbringer smiles on those who are open and fearless.
Domains: Truth, education, the sun.
Symbols: The sun, a glowing eye, a sunrise.
Shrine: These shrines are often found out in the open before the clear sky, where they can bathe in the glorious rays of the lightbringer. Share knowledge, confess a secret, or destroy an icon of darkness in its presence to gain +1 mind for up to 1 week.
Heretics: Liars, hypocrites, thieves, manipulators, and whose tho keep information hidden from the world.
The Lizard King
Nature follows one simple rule: hunt or be hunted. And in all the universe, there is no greater hunter than the Lizard King. This terrifying force of nature is said to be the progenitor of all savage beasts. Many primitive cultures believe (perhaps correctly) that the Lizard King spawned saurexes in his image, so that all may know the terror the great devourer. Some cultures even offer live sacrifices as tributes to these saurex demigods. Worshipers of the Lizard King follow these base instincts:
Survival of the fittest is the only law that matters, so you must become strong.
Never use trickery where strength will suffice.
Live with pride, work with tenacity, and grovel for no one—but always pay your debts.
Do not nurture the weak, for it only weakens the herd.
Those who flee are prey, and therefore deserve to be hunted.
The spoils of victory are absolute—the winner has ultimate authority over the loser.
Domains: Blood, pride, the hunt.
Symbols: A spear, a claw, a slitted eye.
Shrine: Shrines to the Lizard King are often crude and bloody, with animal skulls or stone-cut weapons left as a sacrifice to the Great Toothed One. Feast, perform an act of strength, or leave a bloody sacrifice in its presence to gain +1 brawn for up to 1 week.
Heretics: Diplomats, cowards, and representatives of civilization,
The Revered Ancestors
Honor your ancestors—it’s a simple command, and one that is respected by communities the world over. Your ancestors may not be gods, but they nonetheless deserve profound respect. After all, if you look back far enough, it is plain to see that everyone has descended from greatness. Some are the descendants of kings and mighty warlords. Others trace their bloodlines back to villainous rogues and legendary bards. Whatever the case, it is both noble and wise to contemplate the legacy left by your forefathers. To respect the past it to respect the present. Your ancestors have passed down these tenets:
Honor your ancestors.
Observe the traditions that your ancestors honored.
Foreign cultures reflect centuries of history, and therefore deserve respect.
Everyone deserves death rites or final respects.
Respect the sanctity of family.
Do not tolerate those who violate tradition and honor.
Domains: Death, culture, family.
Symbols: A tombstone, a hearth, a white lily, a family coat of arms.
Shrine: These shrines vary tremendously in appearance depending on the family history of the creator. They are often found near ancient homes or on the outskirts of graveyards. Honor your ancestors, reveal a family heirloom, or perform death rites in its presence to gain +1 spirit for up to 1 week.
Heretics: Tomb robbers, defilers, undead, and those who dishonor the past.
The Wanderer
The universe is inherently chaotic. The future is impossible to predict; entropy transforms organized systems to create random discord, people revolt against the oppressive will of society in search of freedom and personal expression. The Wanderer is the ultimate free spirit, an unrestrained force that embraces chaos and freedom. Admirers of The Wanderer adore this uninhibited philosophy:
Embrace or ignore whatever laws you please; you are the ultimate authority in your own life.
Carve your own path.
Accept the inevitability of chaos and roll the dice!
Discover your true self.
Express yourself through art and acts of creation.
Oppose tyranny and oppressive rules.
Domains: Chaos, freedom, creativity.
Symbols: Dice, cards, a broken chain.
Shrine: Shrines to the Wanderer can often be found at crossroads and in the nooks and crannies of creation. Abandon an obligation, leave your fate to chance, or create something new in its presence to gain +1 finesse for up to 1 week.
Heretics: Tyrants, slavers, lawmakers, and those who force their wills on others.
Rahk, God of Sand and Decay
It is said, “Rahk sees the destruction of all things.” To worship Rahk is to surrender to the inevitable fate of the universe: ultimate destruction. Rahk is prominently worshiped in deserts, where the endless sand dunes perfectly represent the unavoidable destruction of all things. Some worshipers of Rahk practice peace, tranquility, and asceticism. Others see themselves as destructive sandstorms who carry out the will of their cruel god. This divide between passive and active philosophies has led to many internal conflicts. Followers of Rahk understand the inescapability of these truths:
Cremate the dead.
Speak like the whispering sands — never raise your voice.
Keep patience in all things.
Embrace destruction.
Avoid acts of creation, for they defy the will of Rahk.
Domains: Sand, decay, time.
Symbols: A desert dune, a broken shield, a great sun with a central eye.
Shrine: Followers of Rahk never create permanent shrines. Instead, they create temporary shrines out of blood-packed sand, decaying wood, or paper. Destroy something of value, end a life, or exhibit profound patience in its presence to gain +1 mind for up to 1 week.
Heretics: Masons, artists, rulers, and those who attempt to escape their fates.