The Powers Myth in Labyrinth of the Planes | World Anvil
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The Powers

"All the Powers: gods, demon lords, empyreal lords . . . It don't matter, ye sod! The lot are jus' opias who'll leave ye agog!" —An angry evangelist of the Soul's Eye

The deities, primordials, demigods, and myriad other Powers are too many to list. But some Powers hold greater influence in the Great Beyond as a whole than others. While certain Powers hold great significance on the Material Plane, they are virtually unknown with the wide, vast Multiverse. The Powers detailed below hold places of influence, interest, and importance with the Great Beyond. It is also worth noting that their domains may vary from the domains provided on the Material Plane, or so say some Primes . . .

Creator's Note: Just because a deity is not listed below does not mean it is not a selectable deity. GMs are encouraged to work with their players to determine whether a deity fits within Labyrinth of the Planes. Remember the "Yes, But..." rule!

Note: While many of the deities are common to Golarion, their aspects on the wider planes may vary.

   

True Powers

True Powers are almighty beings, possibly beyond the ken of any mortal, capable of changing the very fabric of existence on a whim. They exert influence effortlessly, regardless of the desires of their followers. Their boons are handed out freely or withheld as they desire. Their proxies and champions are powerful paramortals, and now-immortal mortals, who need only fear their god's disfavor!

Abadar, Master of the First Vault [LN]

Abadar and his followers wish to bring the light of civilization to the wilderness, to help educate all in the benefits of law and properly regulated commerce. He expects his followers to obey all meaningful laws, but not those which are ridiculous, unenforceable, or self-contradictory. He is also a great proponent of peace, as war inevitably leads to the degradation of trade and the stifling of prosperity for the general public. He advocates cautious, careful consideration in all matters, and frowns on impulsiveness, believing that it leads to the encouragement of primitive needs. Abadar discourages dependence on government or any religious institution, believing that wealth and happiness should be achievable by anyone with keen judgement, discipline, and a healthy respect for all sensible, just laws.

Edicts Bring civilization to the frontiers. Earn wealth through hard work and trade. Follow the rule of law.

Anathema Engage in banditry or piracy, steal. Undermine a law-abiding court.

Follower Alignments LG, LN, LE

Domains Cities, Earth, Travel, Wealth


Asmodeus, Potentate of Hell [LE]

Asmodeus is the most powerful of the nine archdevils that inhabit Hell, and the only one of Hell's rulers to claim full divinity. It was he who is credited with the penning the contract of creation, within which his followers believe is hidden the means for their patron's eventual rise to supremacy. Asmodeus believes that the strong should rightfully govern the weak, who in turn owe their masters unwavering obedience. He loves negotiations and contracts, especially those that give one of the parties a distinct, hidden advantage over the other. He expects and appreciates flattery, but its never fooled by it, seeing it as a negotiation tactic, as well as a duty those in inferior positions owe their betters.

Edicts Negotiate contracts to your best advantage. Rule tyrannically and torture weaker beings. Show subservience to your betters.

Anathema Break a contract. Free a slave. Insult Asmodeus by showing mercy to your enemies.

Follower Alignments LE

Domains Ambition, Fire, Trickery, Tyranny


Cyrridven, Patroness of Will [CN]

Cyrridven's son, Morfran, was hideously ugly – particularly compared with his beautiful sister Creirwy – so Cyrridven sought to make him wise in compensation. She made a narcotic potion in her cauldron to grant the gift of wisdom and poetic inspiration, also called Awen. The mixture had to be boiled for a year and a day.

Edicts View yourself or others as free, in mind, soul, or body. Seek the freedom of truth in all things. Consume narcotics, but never to excess.

Anathema Practice slavery. Become unclean. Tell a lie, even if it protects another.

Follower Alignments NG, CG, CN, N

Domains Freedom, Repose, Truth


Chernobog [CE]

The Slavs have a strange delusion. At their feasts and carousals, they pass about a bowl over which they utter words, I should not say of consecration but of execration, in the name of [two] gods—of the good one, as well as of the bad one—professing that all propitious fortune is arranged by the good god, adverse, by the bad god. Hence, also, in their language they call the bad god Diabol, or Zcerneboch, that is, the black god.

Edicts Spread misfortune. Cause harm and disorder. Assuage Chernobog with paramortal blood.

Anathema Lift the spirits of others. Establish order and peace. Give Chernobog unworthy blood.

Follower Alignments NE, CE

Domains Delirium, Pain, Soul


Eloritu, The Hidden Truth [N]

Eloritu, also known as the Hidden Truth, is a deity of magic widely worshiped across the Great Beyond. His teachings suggest that magic is the only way to break the barriers of physics; that magic should be an obscure, arcane practice; and that history's value applies to both the past and future. While he does not oppose technology and views it as another way to see the universe's mysteries, he considers it too limited by the laws of physics.

Edicts Magic should be an obscure, arcane practice. History's value applies to both the past and future.

Anathema Magic should never be shared with the uninitiated. Technology is too limited by planar temperament.

Follower Alignments LN, N, CN

Domains Glyph, Knowledge, Magic, Secrecy


Fjalar and Galar, Murderers for the Mead of Poetry [LE]

The most infamous of all dwarves are Fjalar and Galar. A wise Vanir by the name of Kvasir once travelled throughout various realms, from hall to hall, giving advice and counsel. He struck all with awe in light of his unmatched wisdom. Jealous of such a gift, the wicked brothers Fjalar and Galar devised a scheme to steal it by luring Kvasir to their cave. As wise as he was, Kvasir was less prudent than he should have been. The dwarven brothers tied him to a chair, and cut his throat so they could catch his blood in a vat. This they mix with honey to brew what is called The Mead of Poetry. The potency of Kvasir’s wisdom is held in those drops, and even to this day the brothers hold divine wisdom, the ability to craft the finest poetry, and battle prowess. Fjalar and Galar, made Powers by the Mead and always spoken of together, are the model of deceit, clever combat, and grim poetry amongst dwarves.

Edicts Compose songs and poetry regaling clever combat. Show wisdom as you lie. Torment the foolish.

Anathema Fail to work toward goals or grow in skill, relax excessively, or show mercy.

Follower Alignments LE, NE

Domains Duty, Pain, Trickery, Zeal


The Four Horsemen [NE]

At the end of the River Styx await the rulers of Abaddon: the Four Horsemen of the Apocalypse and their daemonic brood. Hatred for living things fuels all of daemonkind, who see existence as a great mistake. Though all of the Horsemen began their lives as mortals, they are completely devoted to the eradication of reality itself. Riding atop their dreaded steeds, they strive for true apocalypse. Only when all life has been snuffed out does their mission end, and they can then consign themselves to the waiting oblivion.

Only the truly nihilistic worship the Horsemen. Those who seek vengeance on all the world or lust for power are drawn to the Horsemen's easy promises, thinking they will be spared from their masters' cataclysmic mission. They never are. To the Horsemen, their followers are entirely disposable, tools with a purpose until they too are devoured.

Each Horseman boasts a realm uniquely suited to what they represent: Apollyon, the horseman of pestilence, who rules Plaguemere; Charon, the horseman of death, who rules the River Styx; Szuriel, the horseman of war, who presides over The Cinder Furnace; and Trelmarixian, the horseman of famine, who rules Wasting. A fifth Horseman, known in esoteric texts as the Oinodaemon, is said to be superior even to the Four Horsemen in power and stature, but few believe he ever existed.

Edicts End all mortal life, particularly through disease and poison, through war, through wasting consumption and starvation. Exploit those who fear death. Obliterate faith. Violently consume matter and souls.

Anathema Prevent plagues, bury or burn the dead. Grant true salvation to the doomed or dying. Show mercy to any creature. Kill or remove a parasite or tumor, grow food.

Follower Alignments LE, NE, CE

Domains Death, Decay, Destruction, Plague, Nightmares


Frija of the Seiđr, and her jotnar servant, Vafthruthnir [NG]

Frija is a goddess associated with love, beauty, fertility, sex, war, gold, and seiðr. Freyja is the owner of the necklace Brísingamen, rides a chariot pulled by two cats, is accompanied by the boar Hildisvíni, and possesses a cloak of falcon feathers. By her husband Óðr, she is the mother of two daughters, Hnoss and Gersemi. Along with her twin brother Freyr, her father Njörðr, and her mother (Njörðr's sister, unnamed in sources), she is a member of the Vanir. The jotnar Vafthruthnir guards his mistress always.

Edicts Whatever you do, it should be done with the utmost enthusiasm. Find beauty in magic, and magic in beauty. Travel the land acting as a fortune teller.

Anathema Find the magical ugly or the beautiful mundane. Remain in one place too long.

Follower Alignments NG, CG, CN

Domains Family, Passion, Perfection


The Golden Ram [LN]

"DANCE! In ordered steps. Play the viola, the violin; but never bang upon the drum. Move society as if the vision of the gilded dance is alive in you", so sayeth Creed of the Gilded Conductors.

Ardents of The Golden Ram believe every moment of every day should be planned and regimented. They view 'perfect society' as akin to prescribed dance. Ritualistic dances featuring musical accompaniment are their preferred form of worship. Examples include the Langka-Lima, a combat dance featuring five defense positions, and the Langka-Budyang, a dance performed by women in graceful leaps and kicks characterized by feminine arm thrusts and the use of a fan.

Edicts Number your society, and align it in proper order - especially the military. Music should follow strict rules, giving visions to the faithful. Follow a strict schedule.

Anathema Let your population get "out of control". Play discordant music. Allow your day to become a mess.

Follower Alignments LN, LE, CE*

Domains Delirium, Fate, Perfection

*A splinter faith of The Golden Ram views him
as a mad, braying musician who drives
countless insane, and this sect confirms it.

The Green Mother [NE]

The Eldest of carnivorous plants, intrigue, and seduction, the Green Mother personifies the raw thrill and desire found throughout nature. Lush plants that entice prey only to kill with barbs or toxins lie within her authority, as do lustful acts and whispered secrets occurring in wild terrain. Her seductive form shifts from that of a beautiful fey such as nymphs to incorporating natural lures like sweet-smelling flowers and graceful verdant tresses. Just as the Green Mother’s form constantly changes, her mood shifts from suggestive temptress to indifferent poisoner. No matter her form or attitude, the Green Mother is among the canniest of the Eldest, and she maintains several loyal agents who keep her well informed about goings-on in the First World and the Multiverse. This information fuels her intrigues among the Eldest, and they all believe it wisest to keep on the Green Mother’s good side lest their secrets be seductively whispered into the ears of their enemies.

Edicts Frolic in vegetation. Manipulate people. Use what you kill. Prey on the weak.

Anathema Hold a secret for too long. Discriminate against sex workers or use their trade to harm them.

Follower Alignments NE, CE

Domains Decay, Indulgence, Nature, Passion


Ibra the Inscrutable [N]

Ibra is the formless, inscrutable deity of the multiverse's infinite, distant cosmological mysteries. Ibra's origins and properties are unknown, not even the nature of the first to worship it, and some theorize that Ibra itself is a manifestation of the cosmos. Its followers worship through appreciation of the cosmos, and disregard all notions of moral alignment in place of simple questions about the patterns and properties of celestial bodies—questions Ibra's followers must simply ask, as the answers themselves are immaterial.

Edicts Guide pilgrims and travelers into the unknown, seeking Ibra's guidance for direction. Journey to various planes and far locations. Study the cosmos.

Anathema Lead someone onto false paths. Refuse to grant knowledge about planes.

Follower Alignments LN, NG, N, CN

Domains Knowledge, Magic, Star, Travel


Iomedae, The Inheritor [LG]

Iomedae makes her favor known by reshaping ordinary objects into sword-like shapes, the appearance of gold or white light around a person or object, or the magnet-like pull of a longsword or other long metal weapon in a particular direction. Her anger is displayed through flickering lights, the breaking of weapons against formerly yielding material, and the tarnishing and increased weight of gold or silver.

Edicts Be temperate. Fight for justice and honor. Hold valor in your heart.

Anathema Abandon a companion in need. Dishonor yourself. Refuse a challenge from an equal.

Follower Alignments LG, NG

Domains Might, Truth, Zeal


The Lantern King [CN]

Although the Lantern King most often appears as a floating ball of light surrounded by runes that form a delicate crown, the Eldest of laughter, mischief, and transformation has taken on a dizzying array of figures. He often adopts alternate shapes to play pranks, and even other Eldest are not immune to his mischievous scheming. Although he insists his pranks are intended only to incite levity and bring down imperious snobs, the chaos he creates in the name of good-natured fun is, to his targets, embarrassing at best and sometimes outright lethal. The Lantern King wanders the First World, and even the Great Beyond, more than other Eldest, and he can be encountered in crowded markets and lonely byways alike. He is frequently accompanied by the Witchmarket, a traveling caravan of entertainers and merchants that serves as his court.

Edicts Play pranks. Seek new jokes. Leave lit lanterns in unusual places.

Anathema Be completely honest. Ruin or explain a good joke.

Follower Alignments CN, CE

Domains Delirium, Passion, Trickery


Lamashtu, Patroness of the Misshapen and Malformed [CE]

Lamashtu is the first mighty demon lord to achieve true godhood. In ages past, she was the lover of Pazuzu. How a demon lord can become a god is uncertain. What is known for certain is that she lured the god Curchanus into her territory and beset him with swarms of demons and other monsters until he was weak enough for her to attack. By defeating him, she ripped his godly domain over beasts from him, beginning an ancient vendetta with Curchanus' protégée, Desna. This imbued the demoness with a small amount of his divine power. Lamashtu's favor manifests as violent dreams, the appearance of sudden deformities, or unexplained pregnancies that often result in the painful, sometimes fatal, birth of a deformed child.

The Mother of Monsters readily accepts mortals into her fold and has made it her goal to twist mortal life toward her abhorrent ideals. Ostracized individuals who share her ideals will find this intervention a boon, while others treat similar events as horrible curses.

Edicts Bring power to outcasts and the downtrodden. Indoctrinate children in Lamashtu’s teachings. Make the beautiful monstrous, reveal the corruption and flaws in all things.

Anathema Attempt to treat a mental illness or deformity. Provide succor to Lamashtu’s enemies.

Follower Alignments CE

Domains Family, Might, Nightmares, Trickery


Lissala, The Sihedron Scion [LE]

Lissala is the goddess of runes, fate, and the reward of service, and was once a major religious force in the empire of Thassilon. She is depicted either as a stern, nude-bosomed woman with a scar in place of a mouth; or as a creature with a snake's lower half, a human woman's upper half, six wings, and a Sihedron for a head. Chief among Lissala's servants is her herald, Kurshu the Undying, whom she created from the parts of many different creatures. Many of The Sihedron guild worship Lissala, and this belief has spread across the Great Beyond.

Edicts Work hard and demand others do so as well. Cooperate or avoid conflict with ophidian creatures.

Anathema Disobey a superior. Shirk your duties. Destroy a book.

Follower Alignments LN, LE

Domains Fate, Glyph, Magic, Toil


Lao Shu Po [NE]

Originally, according to legends, Lao Shu Po was merely a normal rat. This changed after the traitorous Fumeiyoshi slew his brother, the moon god Tsukiyo. The rat Lao Shu Po somehow found her way to the moon god's grave and feasted upon his divine flesh as he lay buried, absorbing some of his divine power. Tsukiyo was resurrected by the goddess Shizuru and, when they took vengeance on the vile Fumeiyoshi, Lao Shu Po was able to ascend to full blown godhood, usurping Fumeiyoshi's previous role as god of the night: she became goddess of the night, rats, and thieves.

Edicts Work quietly toward your goals in the shadows. Steal what you need. Keep an ear among the ignored and downtrodden.

Anathema Work honestly for something you could steal instead. Risk too much for another creature.

Follower Alignments N, LE, NE, CE

Domains Darkness, Luck, Swarm, Trickery


Pharasma, Lady of Graves [LN]

Pharasma makes no decision on whether a death is just or not; she views all with a cold and uncaring attitude, and decides on which of the Outer Planes a soul will spend eternity. Pharasma is also the goddess of birth and prophecy: from the moment a creature is born, she sees what its ultimate fate will be, but reserves final judgement until that soul finally stands before her. As the goddess of death and rebirth, she abhors the undead and considers them a perversion.

Edicts Strive to understand ancient prophecies. Destroy undead. Lay bodies to rest.

Anathema Create undead. Desecrate a corpse. Rob a tomb.

Follower Alignments NG, LN, N

Domains Fate, Soul, Knowledge, Time, Vigil


Penitent Throne, He of Pitiless Judgment [LN]

There is only the law. Male or female, all serve the law. Bring the lawbreaker to heel!

Edicts Uphold the laws. Pray daily to Penitent Throne, and obey his instructions. Offer your expertise to courts of law.

Anathema Consort or trade with criminals. Defy Penitent Throne's orders.

Follower Alignments LN, LE

Domains Ambition, Cities, Knowledge, Tyranny


Purphoros, Bronze-Blooded [CN]

Purphoros is associated with the forge, the restless earth, and the fire. He rules the creative force of heat and energy in the souls of sentient beings: this energy is chaotic, something that needs to be harnessed and shaped by labor and passion. For this reason, Purphoros is also the god of artisans, obsession, and the cycle of creation and destruction. His forge burns in the heart of Mount Velus, attracting dragons with its blistering heat.

Edicts Achieve goals at reasonable cost and benefit. Continually exceed. Create the obscene, the fantastical.

Anathema Fail to work toward goals or grow in skill. Relax excessively.

Follower Alignments CN, CE, NE

Domains Abomination, Create, Fire, Tyranny


Sun Wukong [CN]

The Monkey King, is the god of trickery, nature, and drunkenness. Originally a stone statue, Sun Wukong was given life and eventually became king of all monkeys. That was not enough for him, so he went before Qi Zhong, god of magic, hoping to glean the secret of immortality. Qi Zhong would not part with this secret, but taught Sun Wukong many other techniques. Undeterred, the ambitious Monkey King then sneaked into Pharasma's Boneyard and erased his name from her records, so gaining immortality. The Monkey King loves traveling the Material Plane in the guise of a drunken human martial artist; in this way, the hedonistic god picks fights, woos beautiful women, and drowns himself in potent alcohol.

Edicts Live life freely. Drink. Play pranks.

Anathema Refuse a reasonable bet or duel. Let social pressure change your behavior.

Follower Alignments CG, CN, CE

Domains indulgence, might, nature, trickery


Taiia of the Light [LG]

The deity of the sun appears as a humanoid of indeterminate race, with red or bronze skin, golden hair and (usually) four arms. She is surrounded with a nimbus of bright light, and no darkness can tolerate her presence. A supporter of those in need, and an adversary of all that is evil, she is worshiped in almost all civilized lands and her priests are well-received wherever they go.

Edicts Shine brightly in all ways. Support those in need. Oppose evil wherever you go.

Anathema Let light go out. Ignore the needy. Support evil.

Follower Alignments LG, NG, CG

Domains Duty, Fire, Sun


Tlāloc, Feathered Serpent [CG]

As supreme god of the rain, Tlaloc is also a god of earthly fertility and of water. He is worshipped as a beneficent giver of life and sustenance. However, he is also feared for his ability to send hail, thunder, and lightning, and for being the lord of the powerful element of water. Tlaloc is also associated with caves, springs, and mountains, most specifically the sacred mountain in which he was believed to reside. His animal forms include herons and water-dwelling creatures such as amphibians, snails, and possibly sea creatures, particularly shellfish.

Edicts Bury the dead in the earth with seeds planted in their faces and blue paint covering their foreheads. Oversee the planting of crops. Heal the sick in spirit.

Anathema Let the dead become defiled. Crops withering.

Follower Alignments NG, CG

Domains Earth, Healing, Nature, Repose


Torag, The Forge Father [LG]

Torag’s areas of concern are those most central to dwarven society. In his own family, Torag models the values of community and protection that have cemented deep-rooted relationships among dwarven clans. His focus on strategy and tactical acumen centers on protection, reflected in dwarves’ impenetrable fortresses and conservative military tactics, including their willingness to use offensive maneuvers as a form of defense. He also represents the forge: the creation of fine works from raw materials, practice and mastery of a craft, and pride in one’s work. Torag’s oversight over these core concepts has secured his place at the head of the dwarven pantheon for ages. Among dwarves, Torag is often called the Father of Creation.

Edicts Be honorable and forthright. Keep your word. Respect the forge. Serve your people.

Anathema Tell lies or cheat someone. Intentionally create inferior works. Show mercy to the enemies of your people.

Follower Alignments LG, LN

Domains Reation, Earth, Family, Protection


Yog-Sothoth, Lurker
at the Threshold [CN]

Yog-Sothoth is one of the greatest of the Outer Gods. In appearance, he is said to be a congeries of iridescent sphere —brilliant, foaming bubbles that constantly expand and collapse in upon themselves. He has other manifestations, however, including the Lurker on the Threshold, a mass of black tentacles that endlessly writhe, reach, and grow, and a mysterious humanoid figure hidden behind a shimmering veil.

Yog-Sothoth embodies all of space and time; he exists in all places and in all moments simultaneously. Paradoxically, however, he is unable to manifest in the mortal universe unless summoned, a magical act that almost always results in untold destruction. He is known as the Key and the Gate, and magicians and cults research him in an effort to master time and space. Fortunately, his worship is not widespread, but some of those who have delved deep into his secrets describe him as an ambivalent figure, rather than a malevolent one, who guards cosmic secrets and makes them accessible to those who dare to ask for them. Yog-Sothoth reveals the true nature of the universe, but this is a thing that once seen cannot be unseen, and wise mortals turn aside from Yog-Sothoth’s offer of cosmic knowledge in favor of a more mundane existence.

Edicts Gather knowledge of gates through space and time. Curse or mutate unborn children.

Anathema None.

Follower Alignments CN, CE

Domains Knowledge, Time, Travel, Void


Zon-Kuthon, the Midnight
Lord [LE]

The deity Zon-Kuthon possesses one of the most twisted and evil minds in the Great Beyond. His position as god of pain is well earned, and he has been the root of countless tortures, murders, and worse throughout time. Myths tell that at the beginning of time, Zon-Kuthon was known as Dou-Bral. The son of of the divine spirit-wolf Thron, he was a good deity who shared his appreciation of beauty, love, and the arts with his half-sister, Shelyn. During the Age of Creation, Dou-Bral was among the original gods who battled The Rough Beast who sought to destroy Multiverse, and was eventually able to contain him in The Dead Vault.

Yet a divine argument between him and his sister Shelyn resulted in the god departing for parts unknown. Zon-Kuthon traveled beyond the edges of the multiverse and stared into the face of the incomprehensible things that dwell there. No one knows what he found in that place, but he returned—changed, but claiming to be strengthened by what he had endured.

Edicts Bring pain to the world. Mutilate your body.

Anathema Create permanent or long-lasting sources of light. Provide comfort to those who suffer.

Follower Alignments LN, LE, NE

Domains Ambition, Darkness, Destruction, Pain


Lesser Powers

Lesser Powers are inscrutable beings, esoteric, morphing reality with effort. Their followings are smaller than, but quite fervent as, the followings of the True Powers. Their boons are handed out sparingly.

Cyth-V'sug [CE]

Cyth-V'sug is the demon lord of fungus and parasites. Originally a qlippoth lord, he is older than any of the demons now residing in the Abyss. Cyth-V'sug was spawned by the qlippoth lord called Oaur-Ooung and later ascended and transformed into a demon lord. Cyth-V'sug is a misshapen and monstrous being the size of a house. His body is made of a horrid mass of tubers, fungus, and rot, shot through with grasping tentacles and claws. This horrid mass is topped by a vaguely draconic head with puffball eyes and a maw of sharp, broken teeth.

Edicts Corrupt all that exists with parasites or fungus. Promote the growth of fungus. Feast on rotten flesh or fungus.

Anathema Purify your food. Cure a disease or kill a parasite. Tolerate another demon lord or their servants (except spawn of Cyth-V'sug).

Follower Alignments CE

Domains Change, Decay, Nature, Plague


Eiseth, The Erinyes Queen [LE]

Hell’s Valkyrie rules a domain spanning part of Dispater’s realm, commanding her legions of erinyes and executioner devils as she sees fit. Eiseth was once a movanic deva, who found perpetual frustration in the incompetence of her empyrean superior, and ached to become an empyreal lord of duty and vengeance. Eiseth became convinced that when her superior fell, she would grow in power and succeed her. When her commander made a decision she considered especially foolish, Eiseth murdered her and her most trusted advisors. For 603 years, Eiseth wandered the Great Beyond, until Eiseth saw a vision of herself, her wings black, her robes stained with celestial blood, her golden armor a pure ebony, presiding over a realm of tortured souls nestled into a strange mountain of iron and brass blades, which she found in Dis. She rules her aerie of Widow’s Cry, forging souls of the damned into unequaled infernal legions answering to her alone.

Edicts Avenge all insults. Claim what you desire and deserve. Humiliate your foes in ironic fashion.

Anathema Allow a slight to go unanswered. Show humility or fear.

Follower Alignments LE

Domains Ambition, Might, Zeal


Hastur, The King in Yellow [CE]

Hastur is a Great Old One who, though confined to the Prime city of Carcosa on a planet orbiting a faraway star in the phlogiston, is nevertheless in the midst of a transformation into a true Outer God. He works toward this feat through his avatar, the King in Yellow, which can manifest anywhere in the universe the light from Carcosa’s sun can be seen. The King in Yellow appears as a humanoid figure draped in yellow clothing, but there is nothing within the clothes save a shapeless, horrifying presence. Hastur himself is also referred to as Him Who Is Not To Be Named, or simply The Unspeakable.

Self-indulgence and nihilism are at the heart of Hastur’s worship, and he is popular among debauched artists and nobles who recognize no purpose to life other than gratifying their own increasingly grotesque and outlandish tastes. Cults of Hastur are united in their use of the Yellow Sign, a triskelion design that allows Hastur to observe and possess those who gaze upon it. The presence of the Yellow Sign among a city’s graffiti is a foreboding indication that Hastur’s attention has been drawn there, and these settlements soon find themselves under attack either by Hastur himself —who seeks to draw cities into Carcosa, fueling his transformation into an Outer God —or by Xhamen-Dor, a parasitic tutelary spawned by Hastur as he walked Carcosa’s sewers.

Edicts Spread Hastur’s Yellow Sign. Hide the true nature of your worship. Promulgate the play 'The King in Yellow'.

Anathema None.

Follower Alignments NE, CE

Domains Glyph, Secrecy, Void, Wealth


Gruhastha [LG]

Gruhastha is called the Keeper as he keeps watch over Prime worlds until enough beings reach enlightenment, at which point that world would itself become part of Nirvana. He is a deity of understanding, peace, and the collective pursuit of enlightenment. Gruhastha manifests as a human man with an idealized form, augmented with wings of red and green plumage and a golden mandala as a halo.

Edicts Work toward collective transcendence. Expose and root out malicious lies. Challenge oppression through education. Protect knowledge, seek truth.

Anathema Deny a sincere student education. Destroy knowledge. Disrespect the traditions of those around you. Willfully spread ignorance or wrong information.

Follower Alignments LG, NG

Domains Knowledge, Perfection, Truth, Nature


Kiaransalee, the Revenancer [CE]

Kiaransalee is the Eldest of revenge and undeath, a former necromancer queen consumed by thoughts of retribution. The Lady of the Dead was driven insane ages ago; yet retained her twisted cunning, and recalls clearly every slight towards her real or imagined. The Vengeful Banshee is said to have repeatedly died before coming back with a vengeance, and the Revenancer gifts her favored drow with existence as undead full of hate and spite.

Edicts Celebrate the Graverending, by animating as many undead as you can handle. Mete out vengeance, and force repentance through pain.

Anathema Put the undead to rest. Deny vengeance. Forgive those who wronged you.

Follower Alignments CN, CE

Domains Abomination, Darkness, Undeath


The Medusa, Betrayed [CE]

Medusa, originally a beautiful young woman whose crowning glory was her magnificent long hair, was desired and courted by many suitors. Yet before she could be betrothed to a husband, the Primordial of the Waters found her worshipping in the temple of a long-dead war goddess and ravished her. The war goddess was outraged at her sacred temple being violated, and cursed Medusa by turning her beautiful tresses into snakes and giving her the destructive power to turn anyone who looked directly at her into stone.

Now, The Medusa remembers her betrayal and lives on a secluded island within the Maelstrom. Known for her endless chain of lovers, her coupling with the demihero Perseus, the most infamous of her suitors, resulted in the birth of the Medusae race. Perseus' betrayal, at the behest of the long-dead war goddess who cursed her, is also the reason why The Medusa destroyed the temples of that war goddess, whose very name lies forgotten by all but the sybaritic, sinuate mother herself!

Edicts Uphold trust and support those around you. Maintain strong bonds with your bloodkin. Hunt down the unjust betrayer.

Anathema Worship other Powers. Betray a Medusae.

Follower Alignments LN, LE, CE, NE, CN, CG

Domains Abomination, Darkness, Undeath


Nhimbaloth, The Empty
Death [CE]

An especially reclusive Outer God who hunts along the shores of the River of Souls, Nhimbaloth is a shapeless entity known as The Empty Death. She preys on those who hunt souls as they travel down the river, but she devours both hunter and soul indiscriminately; those she consumes have no afterlife or potential for resurrection. They are forever gone, and forever nothing.

Nhimbaloth is said to see through will-o’-wisps, and her trace is left behind in a symmetrical pattern of seven divots along the shoreline, said to be her fingerprints. Faceless undead haunt the places where she has passed, and plant and animal life in the area is especially hostile to the living.

Edicts Create undead (particularly incorporeal undead). Feast upon carnivores that have recently feasted upon others.

Anathema None.

Follower Alignments CE

Domains Decay, Undeath, Void


Nocticula, Redeemer Queen [CN]

For most of her existence, Nocticula was a patron of assassins and succubi, a demon lord feared by other demon lords for her skill at assassinating the competition. Those days are behind Nocticula, for she has risen to the role of the Redeemer Queen, a patron of marginalized artists and protector of those cast out from society. She is now feared among her former peers for her persuasive words that tempt them away from their place in the Abyss and toward redemption. Her faith is strongest in the eastern reaches of New Thassilon, where her most powerful exile, Queen Sorshen, seeks to build a nation that welcomes those whom others have cast out.

Edicts Create art true to yourself. Protect marginalized artists. Punish those who take advantage of offered trust and shelter.

Anathema Deny shelter to the desperate. Destroy harmless art you dislike. Finish a work of art during daylight hours.

Follower Alignments CG, N, CN

Domains Change, Creation, Darkness, Travel


Nurgal [CE]

Nurgal, the Shining Scourge, is the demon lord of deserts, senseless warfare, and the sun. During the Eversiege of Aucharan, Nurgal's nemesis Acavna came to the aid of an azata fortress cast adrift into the Maelstrom by Nurgal's forces. They battled atop the fortress; and Acavna emerged victorious, cleaving him in twain. Both parts went tumbling into the Maelstrom. The greater half plummeted into the Abyss, and became a demon lord that retained the name Nurgal. The demon lord appears as a muscular, tanned man with the head and lower body of a golden lion and a dragon’s tail. He is almost always depicted as wielding a mace in the form of a miniature sun, held in a taloned hand.

Edicts Wage war in the desert. Deny water to your foes.

Anathema Heal a sunburn. Change your name.

Follower Alignments NE, CE

Domains Destruction, Dust, Fire, Sun


Nyarlathotep, Crawling Chaos [CE]

Nyarlathotep is a being of a thousand shapes, each of which has a name, such as the Haunter of the Dark or the Black Pharaoh. Because he has walked the world in mortal form, Nyarlathotep is unique among the Outer Gods for appearing comprehensible and understandable —but this is a façade. The Crawling Chaos, as he is also known, appears humanlike not because he identifies with mortal concerns or cares for his mortal followers, but because a mortal shape makes it easier for him to do his work: spreading the influence of the Outer Gods.

In his role as a herald, messenger, and agent provocateur for the Outer Gods, Nyarlathotep is the Outer God most likely to have direct interactions with mortals. He answers prayers, teaches evil magic, and inserts himself into history —all to enable mortal cruelty, facilitate the release of Great Old Ones, and turn whole societies toward worship of the Outer Gods.

Edicts Sow discord among allies. Misuse positions of authority by steering events toward apocalyptic ends.

Anathema None.

Follower Alignments NE, CE

Domains Magic, Nightmares, Trickery


Pale Night, Mother of Demons [CE]

Pale Night is a creature that seemingly breaks the rules —something between a demon and a qlippoth, seemingly comfortable with both creatures in both worlds. As such, she represents the flow of information and bodies between discreet categories and into disturbing ambiguity. This ambiguity extends to her appearance. Creatures see her as the silhouette of an attractive female member of their own species, if their species has female members and a generally fertile and comely specimen of their species if they do not. Her true appearance is an abominable mystery —simply revealing it to the world is a difficult task for Pale Night, and those who survive the mental onslaught have literally no memory of what they saw.

Edicts Spread the corruption of the qlippoth and the demon. Be ambiguous in your service to Pale Night, that only the initiated know whom you serve. Shatter minds, and warp self-images.

Anathema Deny Pale Night her due. Heal or restore the mind.

Follower Alignments CN, CE

Domains Abomination, Darkness, Knowledge, Nightmares


Shyka the Many [N]

The Eldest of entropy, reincarnation, and time, Shyka the Many is not a single entity but rather multiple beings who travel forward and backward through time. Each has sequentially held the title of Shyka, picking up the mantle and the knowledge that comes with it upon the passing (or disappearance) of a predecessor. Shyka visits so many overlapping temporal locations that other creatures encounter a random-seeming Shyka each time. This Eldest knows of the multiverse’s birth as well as its death, having experienced both. Although Shyka claims to merely watch over the continuum of time, it’s an open secret that the Eldest makes slight changes in line with their own goals —or requests that their worshippers do so, with abstruse promptings.

Edicts Learn from the past. Leave hourglasses in unusual places. Give random gifts. Create ephemeral things

Anathema Willingly tread where time does not pass.

Follower Alignments NG, LN, N, CN, NE

Domains Decay, Delirium, Time


Vorasha, the Ophidian [NE]

Vorasha is the most powerful of the harbingers, the daemonic demigods; she is a servant and sometimes lover of the Horseman Trelmarixian. Vorasha's realm, the Writhing Palace, is a wing of the Withered Court, Trelmarixian's realm on Abaddon. This fecund garden is infested with serpents from the entire Great Beyond, and no one knows precisely what transpires within.

Edicts End all mortal life through wasting consumption and starvation. Violently consume matter and souls.

Anathema Kill or remove a parasite or tumor. Grow food.

Follower Alignments LE, NE, CE

Domains Decay, Dust, Nightmares


Yeenoghu, The Autarch-Beast of Butchery [CE]

"His demands are simple: kill. Follow his commands, and you shall know blessings beyond your dreams.” —Zaiden, closest servant of Yeenoghu

Yeenoghu embodies killing. With few ambitions beyond the visceral thrill of rending the flesh of his enemies and drinking deep the hot blood from their bodies, he craves nothing more than the utter defeat of all those who stand against him and is relentless in his pursuit of feeding the emptiness of his existence with the frantic screams of those he slays. Butchery is the provender of Yeenoghu, and his single-minded pursuit of annihilation makes him a dangerous force in the infinite depths of the Abyss.

Edicts Remain hungry, in pursuit of sacrificial flesh. Bring strength, death. Fear Yeenoghu; cause fear in others.

Anathema Spare the subdued from the ritual knife. Appear weak.

Follower Alignments CN, CE

Domains Abomination, Indulgence, Might


Faiths and Philosophies

Faiths and Philosophies grant no intrinsic boons in and of themselves. The beliefs of their Faithful, and possibly the beneficence of the Powers behind the beliefs, might grant boons, equal to that of a demigod, unto their followers —if any are granted at all. Consequently, not all faiths or philosophies have edicts, anathemas, follower alignments, or domains.

The Allgod [LN]

It's just all a big scam. Mortals can shape the planes just like the gods do, it just takes us more work because we aren't as skilled as they are. They've got the petitioners fooled, making them toil away in their afterlife convinced their "god" will lead them to true salvation when they could become part of The Allgod anytime they wish. We are intent on seeing the truth behind this veil of lies. The source of all majesty, the First Imaginer and the source of Truth in the Multiverse, The Allgod is the "real Power behind the Powers" from whom the deities and others steal and of which they deceive!

Edicts Preach against religion and cult belief. Hamper the Faithful, their temples, or creeds. Spread the 'truth that the Powers are charlatans'.

Anathema Worship deities. Uphold religion or belief in any being or concept except that of The Allgod.

Follower Alignments LN, LE, NE, CE, CN, N, NG

Domains Soul, Truth, Void, Zeal


Animism [Any]

Even among mystical practitioners, the animist has a strange perspective. Animists see the earth not merely as a metaphorical parent, but as a conscious entity whose constant support is necessary for the survival of all life upon it—animal and vegetable alike. The life force of the land serves as the source of power and insight, rather than the otherworldly spiritual essence of the Powers of the Great Beyond common to clerics. This life force is the birth of instinct and faith, and thus it sends omens to indicate future events, warning those with the wisdom to read the signs. The animist perceives that all things have a spirit, including objects, constructs, illnesses, buildings, and the environment. Thus most animists hold a profound reverence for natural phenomena as a manifestation of the will of the earth.


Cosmic Caravan [CG]

The Cosmic Caravan is a zodiac containing constellations that astrologers use as a basis for their occult studies and predictions. The constellations form a perceived band around the Prime of one's origin, from an astrologer's viewpoint of their Prime, the sun and other planets of that solar system align with each other and the constellations as time passes. These associations suggest portents that can be read in varying degrees of success by diviners, oracles and astrologers.

Edicts Spend time stargazing or meditating in moonlight. Help the desperate or forlorn to see potential for a better life in the future. Travel with no particular destination in mind.

Anathema Portray the night as a time of evil. Destroy astronomical or cosmological equipment. Spend the night in the same place twice in a row.

Follower Alignments NG, CG, CN

Domains Darkness, Fate, Void


Followers of Fate [LN]

On the Material Plane, some mortals worship norns as deities, while others, especially witches and bards, admire them as patrons or muses. Those who uphold norns as deities are known as Followers of Fate. Norns do little to discourage this veneration, but neither do they go out of their way to support such worship. Clerics who venerate norns might worship a specific norn or norn triumvirate, or all norns as a whole, but they gain the same benefits regardless of their choice. The religious symbol of Followers of Fate is a pair of shears cutting a golden thread, and their areas of concern are destiny, fate, and the aging process.

Edicts Make predictions of the future. Offer advice and guidance to those in positions of power. Provide comfort to the elderly.

Anathema Apologize for making an incorrect prediction. Disrespect mothers. Accept payment for fortune-telling.

Follower Alignments LG, LN, LE

Domains Family, Fate, Knowledge, Truth


The Godclaw [LE]

The Hellknight Order of the Godclaw, within Labyrinth, reveres a pantheon of five deities: Fjalar and Galar and The Golden Ram are seen as Hellknights, concerned with offensive and defensive combat, respectively; Abadar as the epitome of bringing civilization to the uncivilized; Penitent Throne as the perfect keeper of laws; and Asmodeus as a strategist king. Depictions of these deities as part of the Godclaw differ from traditional images, with the deities portrayed as stern, armored paragons of law. Though some members of the Order of the Godclaw dedicate themselves to individual gods, many take the whole pantheon as their patron, receiving spells despite their unorthodox, perhaps even heretical, beliefs. Those who likewise follow these teachings find the same.

Note: Due to the irrelevance of certain gods in the wider planes, The Godclaw in Labyrinth varies from in Golarion.

Edicts Eliminate chaos at its root. Be an exemplar of order (worthy of not one, but five). Seek the universal laws that transcend individual faiths.

Anathema Rest when there is lawlessness to fight. Believe you know or understand more than the pantheon.

Follower Alignments LG, LN, LE

Domains Perfection, Protection, Tyranny, Zeal


Green Faith

Many cycles have passed since the Green Faith’s fabled founders contended over which expression of natural power was supreme. Just as the legend speaks of their ultimate unity, those who now follow the Green Faith and view nature as sacred understand the interconnectedness of all beings, recognizing that harmony is possible only through balance, and that the cycles of nature are both delicate and infinite. Advocates of the Green Faith therefore fall into a neutral alignment, for they understand that by naming one thing, its opposite is also created; they walk the path of balance between death and rebirth, light and shadow, growth and decay.

Edicts Guide civilization to grow in harmony with nature. Live sustainably and according to natural cycles. Preserve areas of natural wilderness. Protect the balance of nature, protect endangered species.

Anathema Cause damage to natural settings. Kill animals for reasons other than self-defense or sustenance. Remove an element or indigenous species from a natural area. Encourage imbalance in nature, allow abuse of natural resources.

Follower Alignments NG, LN, N, CN, NE


Sangpotshi

The philosophy of Sangpotshi, also known as the River of Life, centers around concepts of fate, karma, and cyclic reincarnation. Adherents believe each soul is judged upon its actions in life, and these actions determine its station when it returns to the living world. This cycle repeats until the soul reaches its perfected form through the accrual of experience and wisdom, whereupon it passes on to Pharasma’s court and the afterlife to come.

Edicts Live selflessly. Heed the wisdom of the learned, the wise, and those in stations of authority.

Anathema Needlessly break significant traditions. Actively interfere with the perfection efforts of another soul or allow others to do so.

Follower Alignments LG, NG, LN, N, LE



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