Deities in Eliosara

Major Gods

Taking position atop the divine pyramid, these gods command near unlimited power and resources. Their mortal congregations are large and (usually) well funded.

Ales

Goddess of judgement, justice, liberty, and order.

Celedarus

God of discourse, knowledge, philosophy, and wisdom.

Dern

God of anomalies, chaos, magic, and the supernatural.

Ephurus

God of all that is evil.

Epum

Goddess of downtrodden, the night, the sea, and secrets.

Giathos

God of reality, space, and time.

Gorath

God of courage, loyalty, strength, and valor.

Harzona

Goddess of commerce, civics, the harvest, and livestock.

Jarius

God of the earth, the lost, mountains, and wanderers.

Mym

Goddess of love, family, fertility, and health.

Rasa

God of logic, reason, science, and truth.

Rom

Goddess of creation, forgiveness, and life.

Sarapheth

Goddess of animals, the hunt, plants, and winter.

Varam

God of athleticism, fire, redemption, and the sky.

Yullard & Balamar

Gods of art, celebration, mischief, and music.

Minor Gods

These dieties still possess a great deal of power, though often are in subservience to another god or simply inferior to the power of a full god.

Asdira

Goddess of cunning, independence, mercantilism, and wealth.

Al'Rasid

God of balance, equality, fairness, and harmony.

Aranea

Goddess of politics, power, spiders, and subterfuge.

Balkun

God of darkness, loneliness, the night, and self-hatred.

Eponine

Goddess of change, the forgotten, the moon, and the stars.

Hezorat

God of conquest, destruction, slavery, and war.

Melisandre

Goddess of the deep sea, fish, and storms.

Phariah

Goddess of lust, revenge, and trickery.

Vulpus Corvum

Goddess of death, fate, life, and purgatory.

Zalthabar

God of assassins', lies, murder, and theft.

Quasi Deities

The weakest rank of divinity, many quasi deities are ascended mortals who attained their deific powers through ritual apotheosis, planar natives who have amassed divine power of their own such as elemental lords, offspring or independent aspects of gods such as titans, empyreans, and demigods, or vestiges; ancient beings who have faded into obscurity.

Banestrid

Ascendant Mortal with dominion over conquest, dragons, magic, and power.

Crastomere

Ascendant Mortal with dominion over necromancy and the undead.

Durundra

Titan with dominion over lycanthropy.

Klur

Titan with dominion over artisans and crafters.

Pyrimitius

Vestige with dominion over integrity, light, secrets, and truth.

Tahat

Titan with dominion over prosperity, royalty, the sun, and veneration.

Tesmira

Vestige with dominion over dreams, hunger, and plagues.

The Great Old One

Vestige with dominion over esoterica and lost knowledge.

Veltinar

Ascendant Mortal with dominion over defenders, freedom, justice, and the sky.

Wintergreen

Titan with dominion over family, the snow, and stories.

Divine Statistics

In Pathfinder, deities are not only a narrative element of the world, but also a mechanical component of some classes.
Alignment: A deity’s alignment reflects their innate moral and ethical outlook. In the Lost Omens setting, most deities maintain realms tied to the Outer Plane that matches their alignment.
Areas of Concern: Each deity has one or more areas of concern they have divine influence over. These portfolios typically embrace universal concepts, such as honor, night, or tranquility. Deities with similar areas of concern may work in common cause or against each other, depending on their goals and divine rank.
Edicts: Every deity has edicts, which are those tenets they require their faithful—especially divinely empowered clergy like champions and clerics—to promote in the world. A deity usually has one to three simple and straightforward edicts.
Anathema: The opposite of edicts, anathema are those things a deity will not abide. Champions and clerics must avoid their deity’s anathema or risk losing their divine powers, and even lay worshippers usually feel guilty for performing such acts, as they will be weighed against them in the afterlife. Like edicts, a deity usually has two to three simple and straightforward elements to their anathema.
Follower Alignments: Champions and clerics can gain power from deities only if they share a compatible moral disposition. Usually these allowed alignments are chosen from those within one step of the deity’s alignments, with NG, LN, CN, or NE deities rarely allowing N champions and clerics. Less restrictive deities are rarer and occur most often when the deity has multiple aspects or a particularly wide view of things.

Devotee Benefits

Deities grant favored status and special power to the most fervent and influential of their flock.
Divine Font: Clerics channel a deity’s divine power as a font of negative or positive energy. Most often, good‑aligned deities grant heal while evil deities grant harm, with neutral deities most often offering a choice between the two. However, there’s nothing inherently good about positive energy or evil about negative energy, so a specific deity’s divine font may vary based on their areas of concern.
Divine Skill: Champions and clerics automatically gain the trained proficiency rank in their deity’s divine skill. Assign the deity one skill that synergizes well with their areas of concern. For example, Intimidation would be appropriate for a god of tyranny, or Deception for a goddess of trickery.
Favored Weapon: Clerics gain access to their deity’s favored weapon as well as the trained proficiency rank with it; warpriest clerics gain additional benefits. Every deity has a favored weapon. Because the benefits of having an advanced favored weapon are very strong, you should assign simple or martial favored weapons unless a deity is so thematically linked with an advanced weapon that you need to give them one.
Domains: Each deity grants a number of domains that reflect their divine areas of concern. Champions and clerics can learn the domain spells from their deity’s domains. Pathfinder’s deities each have four domains, and many have one or more alternative domains. Though this number is usually enough to convey a deity’s portfolio and give players sufficient options, you can give your deities as many domains as you like.
Cleric Spells: When preparing spells, clerics can choose from specific spells granted by the deity, in addition to those available on the divine spell list. A deity always grants a 1st‑level spell and usually two others, all chosen from non‑divine spell lists. The exact number of spells a deity grants can vary—a magic‑focused deity might grant one spell per level—though this shouldn’t exceed one spell per level.