It’s a bit of a busy Memorial Day weekend, so I hope you’ll enjoy some setting notes I put together for an upcoming Pathfinder game in lieu of a systems post I didn’t have the time to write this week.
To the elder races, the time when the old gods walked the world is still within living memory. To the younger races, it is the distant past. Nonetheless, all histories agree that there was an epoch when gods were flesh. When gods demanded that all participate in their great works, whether they wished it or not.
The line between the old gods and various other powerful entities from the cosmos is blurry, though scholars tend to split the difference at agendas: demon lords and the like share a nature and a mandate with an unearthly realm, while each of the old gods seemed to have his or her own unique goals, petty though they might have been.
Some were more agreeable than others. And, in the beginning, each of them gathered a following of mortals, if for nothing else than support against enemies. But those that were content to protect and rule were outnumbered by those with a towering need to reorder the world. Their conflict etched the world into the state it is in, even today.
Eventually, it became too much. Mortals sought out new gods that were less present. Entities that were more concept than flesh, with no need to reshape the world on a whim. Many believe calling them the “new” gods is a fundamental error; they were always here, but the arrival of the “old” gods temporarily blinded the world to the protectors that had always been among them.
Nonetheless, the old gods could not contend with an uprising of mortals backed by gods that had no physical forms to slay, no presence to fight directly against. Over eras, the old gods were defeated and killed.
The new gods are quieter, on the whole, content to lend power to their clerics and allow the churches of different nations to color their worship. Some are all but silent, and many prophets claim to speak for them, causing schisms. But the worst of these holy wars is but a simple disagreement compared to the war of the old gods.
There are four gods that are openly worshiped, and two others that few will admit to worshiping directly (or even believe exist).
Known by many names, each agrees on one salient attribute: the Sun knows everything upon which its light falls. As the Sun is also extremely fond of life and justice, those that mean ill to their fellow mortals must make their plans in darkness, lest agents of the Sun stop them before they have even begun.
However, despite its essential light and strong gifts given to its clerics, the Sun seems unable or unwilling to intervene directly through a show of force. It is also hard to commune with: sometimes, at great need, it gives visions or omens to the faithful to seek out an unfolding ill, but otherwise only clerics with strong magics may communicate with their god.
Domains: Fire, Glory, Knowledge, Protection, Sun
Few can agree whether Nature is the planet herself, or merely the ecosystems that lay upon her. Whatever the answer, Nature is unafraid to act: from titanic natural disasters to fortuitous shifts in the wind, the roused god can alter many things. It seems deeply aware of all that happens within its domain, as well, as many disasters eventually reveal a problem mortals were unaware of.
This brute-force problem-solving is important, because it is the only way Nature communicates. Any who claim to have gotten a direct message from the god, even its powerful clerics, are understood to be liars. Fortunately, Nature seems to have a mild benevolence; scholars that have done studies tend to find that the innocent are spared much more often than the guilty by the chaos of the natural world.
Domains: Animal, Plant, Strength, Water, Weather
The most esoteric of the four openly worshiped gods, each culture places its own stamp on Progress: to some, she is an artist or a freedom fighter, and to others, he is a smith or an engineer. All agree that, of all the gods, Progress is the one most inclined to work to see mortals succeed and grow. Helpfully, Progress is also free with communion and visions, often granted as dreams or just flashes of inspiration.
Unfortunately, Progress is limited in ability to act in the world and almost totally blind to what’s going on but for what its priests tell it. Minor miracles of enhanced creation can sometimes emerge as a response to prayer, but otherwise the world’s progress is unevenly and very inefficiently distributed… almost as if the god is distributing inspiration entirely at random.
Domains: Artifice, Community, Earth, Healing, Liberation
The world is flooded with prophecy. Many speculate that these are merely messages from Fate about things the goddess (often rendered in triple-form by various cultures) would like to see enacted, and will back with divine potence. Others wonder how you’d tell the difference between seeing the future and using divine might to cause it.
Most believe that Fate is blind to the present, and only able to see the world that may be. Even Fate’s priests also agree that she is the god with the least interest in helping mortals: what will be, will be, whether or not it rewards the virtuous and punishes the guilty.
Domains: Air, Luck, Magic, Nobility, Trickery
Some postulate that there must be a new god responsible for all the conflict that still exists in the world after the death of the old gods. Brutal, uncivilized cultures often seem to field clerics with access to powers different from the followers of the four primary gods, but these may be awarded by the remnants of old gods or demon lords.
Domains: Destruction, Death, Madness, Void, War
Meanwhile, another force is often invented to explain why civilized society often seems to break down from within, despite the best efforts of Progress. It’s hard to be certain whether the leaders of debauched mystery cults are truly clerics of such a deity, or draw their powers from the remnants of old gods or hellish princes.
Domains: Charm, Darkness, Repose, Rune, Travel