List of All Deities/Religions
This is a full list of every deity of worship in Requerm and their mechanical benefits, including alignment, domains, and favored weapons. This information is currently incomplete, so if you have a specific build in mind and see an incomplete deity that you think might give you that build you're looking for, tell me and I just may make that deity conveniently align with your best interests. Despite there being no proof that deities from outside Requerm have any influence here, this has not stopped people from believing in their great power, thus receiving power in return. Depending on who you ask, this can either be proof that their deity's power transcends time and space, or proof that deities in general have no real physicality, and that it's only the power of one's faith that grants them supernatural strength.
Unsurprisingly, Pathfinder has its own list of deities canon to the world of Golarion (as well as some third party gods/goddesses as well), complete with all the info found below for the homebrew deities. To see that specific list of deities, click here. Interestingly, that page also lists mechanics for Ancient Egyptian deities from the Earth plane of existence as well for some reason. Not sure why they don't include other ancient pantheons, but I digress. Maybe there was some egyptian-themed module at some point.
REQUERM DEITIES - THE FIRST CIVILIZATION'S PANTHEON
All the deities native to Requerm are factored under the same ancient religion known nowadays as The First Civilization's Pantheon . Most people do not favor any one particular deity in this pantheon, instead choosing to worship the pantheon as a whole, although some will choose to favor specific deities when looking for specific boons. This is particularly the case for divine classes that derive specific abilities from specific deities. While those in the First Civilization are gone, many natives still worship these deities, and many newcomers have chosen to worship the pantheon in the hopes that these are the most likely deities to actually respond to their prayers in this mysterious new world.
The Pantheon has been divided up into four overarching categories: The Originals , The Expansionists , The Chronologists , and The Watchers . Each category plays a different role in the religion itself, detailed more heavily in their respective articles. This article is only mentioning them for the sake of organization, since there are many, many deities in the First Civilization's Pantheon. Technically, The Lifebringers are a part of this pantheon as well, but they do not have mechanical benefits to worship like the rest of the deities do, so there's little reason to even consider them as possible deities for a player character.
THE ORIGINALS
"The Originals" are the oldest deities in The First Civilization's Pantheon, and are said to be the ones to create the plane of existence in the first place. The nine of them birthed the other deities as well, placing them at the top of the authoritative rankings by default.
Requerm, the Goddess of Creation
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Anarxo, the God of Destruction
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Julma, the Goddess of Conversion
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Energia, the God of Magic
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Xionque, the God of Light
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Losictes, the Goddess of Darkness
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Ferrea, the Goddess of the Soul
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Mystul, the God of the Unknown
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Solos, the God of Stability
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THE EXPANSIONISTS
"The Expansionists" are the deities in The First Civilization's Pantheon that control the different physical domains of Requerm and monitor the more literal aspects of reality. One may consider them collectively the gods of space.
Ricamea, Lord Sentinel, God of the Land
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Paesuireao, Lord Explorer, God of the Sea
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Ratnacafria, Lord Diplomat, God of the Sky
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Tasacacliutrau, Lord Analyst, God of the Core
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Petalo, The Consul, God of Flora
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Furatia, The Executive, God of Fauna
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Meison, The Defender, God of Stone
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Bactei, The Inspector, God of Minutiae
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Resna, The Entertainer, Goddess of the Shore
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Hurro, The Entrepreneur, God of Storms
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M’una, The Adventurer, Goddess of the Tide
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K’tulun, The Virtuoso, God of the Deep
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Benefo, The Giver, God of Wind
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Z’apo, The Champion, God of Lightning
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Gasea, The Advocate, Goddess of Clouds
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Gulli, The Mediator, Goddess of Migration
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Arema, The Commander, Goddess of Conflict
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Erupa, The Visionary, Goddess of Fire
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Gravist, The Architect, God of Magnetism
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Baseon, The Logician, God of Instinct
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THE CHRONOLOGISTS
"The Chronologists" are the deities in The First Civilization's Pantheon that control the flow of time, growth and decay, and other cyclical aspects of society and nature, and are also generally tied to the virtues that mortalkind aspire to. One may consider them collectively the gods of time.
R’gnisp, Lady of Growth, Goddess of Purity
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Musrem, Lady of Energy, Goddess of Honesty
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Mautun, Lady of Harvest, Goddess of Modesty
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Wertin, Lady of Rest, Goddess of Dignity
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M’rach, God of Loyalty
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Rilpa, Goddess of Enthusiasm
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Mya, Goddess of Generosity
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Jenu, Goddess of Responsibility
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Y’Jul, God of Discipline
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Stugua, God of Trust
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Tesbrepem, Goddess of Faith
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Bocoret, God of Tenacity
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Vonbreem, God of Gratitude
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Drembece, God of Creativity
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Najayru, Goddess of Idealism
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Feyrubra, Goddess of Love
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THE WATCHERS
Seen as many as the leftovers, "The Watchers" do not have any one dedicated role like the other deities in The First Civilization's Pantheon. They do, however, have the flexibility to assist the other deities when necessary, and otherwise guide mortals as they see fit.
Crushen, God of Strength
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Dodria, Goddess of Dexterity
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Eaton, God of Constitution
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Frutia, Goddess of Intelligence
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Salado, God of Wisdom
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Selle, Goddess of Charisma
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Vinro, God of Debauchery
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Disipa, Goddess of Ancestry
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TERRAM DEITIES
The Terram deities are the deities from Terram, naturally. Functioning similarly to the divines from planes such as Golarion, these deities, while related to each other, are seen more as rivals to one another than allies, although they have been known to work together in times of great peril. Generally only those who are native to Terram still worship these deities, but as the cultures of Terram have merged with Requerm, so too have their deities inevitably followed. The following deities have been copied directly from my Tales of Terram notes and pasted here, so these are technically still subject to change. The descriptions are mostly in the context of those campaigns, so there will be quite a few details that will likely not matter here in Terram at this point in time.
Chicania, The Lord and Savior
Religion: Chicaniism (Chi-kah-knee-is-m)
Followers: Chicaniists
Domains: Healing, Nobility, Good, Law, and Glory
Favored Weapon: Rapier
Divine Combat Style: Fencing
Alignment: Lawful-Good
Favored by: Humans, Half-Elves, Half-Orcs
The main religious belief among the Genlish, and popular with humans worldwide. Chicania was the son of Jaycania, their god, and sacrificed himself roughly 18 centuries ago for the sins of humanoidkind. Parts of their religion demands that they spread their beliefs to those who have not accepted the light of Chicania, their lord and savior. Some interpret this as simply enlightening others, allowing them to choose the righteous path or not. Others interpret this as a need to force conversions on heretics. Either way, most priests, clerics, and other religious classes get their power from Jaycania, their god, for their devotion to their true master.
Jeycania, The Holy Creator
Religion: Jeycaniism (Jay-kah-knee-is-m)
Followers: Jeycaniists
Domains: Healing, Protection, Good, Law, and Knowledge
Favored weapon: Gladius
Divine Combat Style: Guardian
Alignment: Lawful-Good
Favored by: Humans, Half-Elves, Half-Orcs
The roots of Chicaniism can be found in the much older religion of Jeycaniism. Both gain powers from their god, Jeycania, for their undying love and worship. The main difference between the religions is that Jeycanists do not believe in the divine strength of Chicania (or choose not to worship him), the lord and savior of Chicaniism. They also do not believe in conversion. Jeycaniism is hereditary in their eyes and can only be passed down from mother to child. Conversions are becoming more common these days, causing some disputes over who are the true Jeycanists and who are the false ones. There are not many who even are Jaycanists these days, although those who are are mostly humans, and mostly from Genland.
Buhkan (Boo-kahn) (No actual deity, but all worshippers must still adhere to religious laws and customs to maintain powers and abilities):
Followers: Buhkanese
Domains: Healing, Earth, Knowledge, Law, and Travel
Favored Weapon: Fist (treat fists as if they were first-level monk fists)
Divine Combat Style: Unarmed
Alignment: Lawful-Neutral
Favored by: Halflings, Some Dwarves, Kitsune
A religion that actually originated in Asiago but made its way through to Rethensland because of a Rethenese traveler who traded with Asiago and brought back their religion because of how fascinated he was with it. Buhkan is a religion focused on understanding oneself and letting go of worldly emotions, instead choosing to reach for true happiness in understanding. It is Buhkan belief that if one does not fully understand one’s mortal state, when one dies they will reincarnate into another being, cycling through eternally until understanding at last reaches the soul at which point they achieve true enlightenment and move on to another more peaceful plane of existence. This is not a very popular religion in the Karibby, but those who practice it are mostly Halflings from Rethensland. Most Buhkan have an understanding that simple persuasion is more than enough for conversion. If one chooses to live as a Buhkan, they are more than welcome to, but they do not go out of their way to spread their religion. Clerics and other religious classes under this belief get their power from their advanced understanding of their beliefs rather than from a deity (breaking away from these beliefs is equivalent to breaking religious laws and ignoring a deity’s commands when it comes to losing divine powers)
Xioneph, Goddess of Rebirth
Religion: Xionesia
Followers: Xionesians
Domains: Chaotic, Good, Fire, Sun, Healing
Favored Weapon: Flying Blade
Divine Combat Style: Charging Throw
Alignment: Chaotic Good
Favored by: A few in Asiago, mostly kitsune in the ancient Xionesia Tribe
By the beginning of the third era, the Xionesia religion would be rendered irrelevant to modern culture and politics, having been surpassed by the Buhkan religion, which acts in many ways to the original without swearing allegiance to or against any particular deity. This original religion, however, began from the Xionesia Tribe, located in the mountains of Asiago, known colloquially as Mt. Gochori. It is their belief that by following Xioneph’s teachings, they may avoid the finality of death and instead start over in Terram after every lifetime. This differs from Buhkan, which promises an afterlife after enough lives are lived in Terram. Many modern scholars believe that Xionesia died as a religion simply because there is nothing in the texts speaking of a normal variation of devotion. The only true devotion Xioneph seems to ask for is not to worship herself, but rather to vow against other deities. It is by devoting themselves to the ignorance of other religions that they instead gain Xioneph’s blessings.
Malkanar, God of Destruction and Bravery
Religion: Malakarian (Ma-lah-kar-ee-in)
Followers: Malakarians
Domains: Chaos, War, Destruction, Glory, and Liberation
Favored Weapon: Dire Flail
Divine Combat Style: Rip and Tear
Alignment: Chaotic-Neutral
Favored by: Orcs, Half-Orcs
History traces Malakarian back to before written language was developed, marking it as potentially the oldest religion still followed to this day, the only other candidate being Jeycaniism. People who worship Malakarian are mostly orcs and half-orcs, as it only really adheres to orcish kind, resenting anyone who is not of orc blood. It is a violent religion, preaching the ending of all life that is not orc life. It is not a popular religion even among the orc communities, but in recent centuries the religion came back due to the immense hatred of human and elven kind and their orc slavery. Some even mark the enslavement of orcs as a turning point in the religion, claiming that their god Malkanar is testing them, forcing them to realize the evil that can be found within the hearts of humans and elves.
Kalypso, Goddess of the Sea
Religion: Kalypsian (Kuh-li-see-in)
Followers: Kalypsians
Domains: Water, Travel, Magic, Knowledge, and Protection
Favored Weapon: Trident
Divine Combat Style: Trident
Alignment: True Neutral
Favored by: Merfolk, Sailors
A true sailor’s religion. Those passionate about the sea and all within it flock to the goddess Kalypso, hoping to gain her divine blessings. She is said to favor those with a love for the sea, and has promised power to those who can prove themselves worthy of the sea’s love, so long as they follow no other god or goddess before herself. Few claim to have ever seen Kalypso, but that’s still infinitely more people than most other religions can claim. It is believed that Kalypso lives amongst the mortals on Terram, somewhere in the Karibby Sea. And when I say “it is believed” I mean by a very small minority. Most Kalypsians are viewed as delirious sailors who have spent too much time out at sea, telling tales of merfolk and goddesses and other such rubbish. These sailors claim that Kalypso has an entire, very large tribe of merfolk all devoted to her, as well as several beasts of incredible power that she treats as pets. Unfortunately for Kalypsians, even with all of their stories mostly adding up, most people have never seen merfolk, there’s no written record of merfolk other than from sailors’ diaries, and “Kalypso” has never shown herself to prove her existence to the world. She simply remains but a legend passed down by frustrated old men with nothing to lose.
"He Who Slithers,” God of Protection and Earth
Religion: Slitherism (Sli-thur-is-m)
Followers: Slitherists
Domains: Law, Good, Earth, Protection, and Scalykind (Only Scalykind subdomain allowed is Venom)
Favored Weapon: Grappling Hook
Divine Combat Style: Thrown Weaponry
Alignment: Lawful-Good
Favored by: Vishkanya and Nagaji
Slitherism is the term scholars use to refer to the primitive religion of the vishkanyans and nagaji living in their isolated temples. Those who follow the tenets of Slitherism worship “He Who Slithers.” While they are aware that this is not his true name, they also know that to speak his true name would be considered the greatest form of hubris and is therefore a major sin. Because of this, very few mortals even know the real name given to He Who Slithers, not that too many care. The religion remains within the temples themselves, since most of it preaches the significance and necessity of the temples. All followers of this religion have sworn (usually from a very young age) to protect the temple and its sacred artifact(s) from any other than the deities’ chosen champions. They train from the moment they can carry their own weight so that none can defeat them in combat except for those they believe are predestined to emerge victorious. The religion preaches the safety of the temple and artifact(s) as the most important of priorities, and therefore it is exceedingly rare for a Slitherist to ever leave the temple. It does happen, however, for a variety of reasons, most of them pertaining to the “greater good” of the temple and its people, or simple desertion in order to see the light of day for once.
Garona, Goddess of the Natural Order
Religion: Garonia
Followers: Garish
Domains: Law, Good, Animal, Earth, Plant
Favored Weapon: Shortspear
Divine Combat Style: Thrown Weaponry
Alignment: Lawful-Good
Favored by: Druids, Nature-lovers
The Garish follow the teachings of Garona, the Goddess that preaches the protection and balance of nature. Followers of Garona often choose to live in “The State of Nature,” although this is not required by the religion itself. “The State of Nature” is a dedicated lifestyle devoid of man-made attractions, like massive cities or metal equipment. They can build things for themselves, but they must only use what they believe they need in order to survive. They are primary believers in the circle of life, meaning that life demands sacrifice in order to survive, but also invokes the greedy into becoming the sacrifice themselves should they harass their position at the top of the food chain. Nature must be preserved, as it is the source of life itself. It is common to find the Garish living amongst themselves in solitude all over the world, although they would be quick to say that they are never alone due to their connection to nature.
Luna, Goddess of Terram
Domains: Law, Earth, Protection, Magic, Rune
Favored Weapon: Sai
Divine Combat Style: Merciful
Alignment: Lawful-Neutral
Favored by: Very few (Very few even know of her existence)
Iregnio, God of Knowledge and Understanding
Domains: Law, Knowledge, Healing, Protection, and Earth
Favored Weapon: Fist (treat fists as if they were first-level monk fists)
Divine Combat Style: Unarmed
Alignment: Lawful-Neutral
Favored by: Iregni Catfolk Tribe
Sadeh, Goddess of Life and Death
Domains: Law, Repose, Void, Darkness, Death
Favored Weapon: Scythe
Divine Combat Style: Rip and Tear
Alignment: Lawful-Neutral
Favored by: Nihilists
Belice, God of Preservation and Remembrance
Domains: Law, Ruins, Time, Water, Air
Favored Weapon: Chain Hammer
Divine Combat Style: Spiked Chain
Alignment: Lawful-Neutral
Favored by: Historians; Cold climates
Azorio, God of Truth and Control
Domains: Law, Evil, Madness, Death, and Strength
Favored Weapon: Scythe
Divine Combat Style: Mighty Strike
Alignment: Lawful-Evil
Favored by: A Chosen Few
Tanas, Goddess of Conversion
Domains: Law, Evil, Trickery, Nobility, Charm
Favored Weapon: Greatsword
Divine Combat Style: Mighty Strike
Alignment: Lawful-Evil
Favored by: Idiots who give up their soul for temporary gain
Kawarma, Goddess of Trust and Generosity
Domains: Healing, Animal, Good, Community, and Plant
Favored Weapon: Shortspear
Divine Combat Style: Merciful
Alignment: Neutral-Good
Favored by: Kawara Catfolk Tribe
Ducip, God of Love and Hope
Domains: Good, Charm, Community, Healing, Protection
Favored Weapon: Longbow
Divine Combat Style: Reactive
Alignment: Neutral-Good
Favored by: Optimists; star-struck lovers
Kabirna, Goddess of Fortune and Agility
Domains: Luck, Sun, Trickery, Fire, and Nobility
Favored Weapon: Starknife
Divine Combat Style: Dirty Combat
Alignment: True Neutral
Favored by: Kabir Catfolk Tribe
Azar, The Maker, God of the Grand Design
Domains: Time, Prophecy, Destruction, Void, Death
Favored Weapon: Swordcane
Divine Combat Style: Short Sword
Alignment: True Neutral
Favored by: Very few (Few even know of his existence)
Elena, Goddess of Liberation and Freedom
Domains: Good, Chaos, Liberation, Community, Charm
Favored Weapon: Estoc
Divine Combat Style: Fencing
Alignment: Chaotic-Good
Favored by: Social Progressives
Badite, Goddess of Storms
Domains: Chaos, Weather, Air, Destruction, Travel
Favored Weapon: Trident
Divine Combat Style: Mobility
Alignment: Chaotic-Neutral
Favored by: Sailors
Methermia, Goddess of Disease
Domains: Evil, Plant, Earth, Death, Sun
Favored Weapon: Whip
Divine Combat Style: Whip
Alignment: Chaotic Evil
Favored by: Fuck I dunno, weirdos I guess
Kia, Goddess of Deception and Betrayal
Domains: Chaos, Evil, Charm, Trickery, Vermin (ISMC OR UW)
Favored Weapon: Sawtooth Sabre
Divine Combat Style: Sawtooth Sabre
Alignment: Chaotic Evil
Favored by: Bitter Kitsune and Spiderwoken, mostly, but anyone who’s been betrayed and/or lied to in a significant way (either one big moment or many small moments) are known to want some delicious payback.
Lithil, Goddess of Pain and Torment
Domains: Chaos, Evil, Madness, Fire, Trickery
Favored Weapon: Whip
Divine Combat Style: Whip
Alignment: Chaotic-Evil
Favored by: Dumb assholes that don’t know what they’re worshipping
NIRN DEITIES
There are generally two tiers of deity worshipped by those native to the Nirn plane of existence. The ones regarded by most mortals as the "true" deities are known as the Nine (Or Eight, depending on who you ask) Divines, whereas the "fake" or "evil" deities are known as the Daedric Princes. Most people worship the Nine Divines as a collective whole, but some will worship specific divines for specific influences, particularly priests and priestesses of specific temples dedicated to one of the Divines. The fringe cults are the ones that worship the deadric princes, sometimes even making direct deals with them for more power, influence, and/or wealth. There is a plethora of information about these deities in various online articles about The Elder Scrolls, so if you want more lore information about them, google is your best friend.
Akatosh, God of Time
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Arkay, God of the Cycle of Life and Death
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Dibella, Goddess of Beauty and Love
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Julianos, God of Wisdom and Logic
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Mara, Goddess of Love and Compassion
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Stendarr, God of Compassion, Mercy, Justice, Charity, Luck, and Righteous Rule
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Talos, God of Might, Honor, State, Law, and Man
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Zenithar, God of Work and Commerce
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Azura, Deadric Prince of Light and Dark
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Boethiah, Daedric Prince of Deceit
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Clavicus Vile, Daedric Prince of Deals
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Hermaeus Mora, Daedric Prince of Knowledge and Memory
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Hircine, Deadric Prince of the Hunt
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Ithelia, Daedric Prince of Paths
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Jyggalag, Daedric Prince of the Logical Order
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Malacath, Daedric Prince of the Spurned
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Mehrunes Dagon, Daedric Prince of Destruction and Ambition
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Mephala, Deadric Prince of Manipulation
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Meridia, Daedric Prince of Life Energy
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Molag Bal, Deadric Prince of Domination
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Namira, Deadric Prince of Repulsion
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Nocturnal, Deadric Prince of the Night
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Peryite, Daedric Prince of Pestilence
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Sanguine, Daedric Prince of Hedonism
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Sheogorath, Daedric Prince of Madness
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HYDAELYN DEITIES
Divine entities from the Hydaelyn plane of existence have a unique feature compared to deities from other planes. While belief in deities is still the norm for many, there exists a more physical version of most figures known by scholars as "primals." Primals are entities generated by massive amounts of the arcane energy of the world combined with the widespread faith of those that are conjuring their divine figures, granting a physical presence to any given collective faith. These primals are not considered to be the same as a true deity, but they can usually only be formed by the collective belief in a deity, and can grant divine power in the same way that other deities grant power, so they might as well be deities. There are a couple of notables differences between deities and primals, however. Firstly, primals have the shared ability to control the minds of nearly any mortal brought close enough to their physical form, putting those mortals completely under the thrall of the primal. This often results in a fervent, cult-like group of "tempered" souls, whose sole motive is to gather the resources necessary to spread a primal's influence. The second, related difference is that primals, unlike deities, can be defeated by mortal hands. Typically this requires a massive army of dedicated, brave individuals willing to risk being enthralled by the very enemy they aim to destroy, but there is an alternative. There are a chosen few with the gift of "The Echo," known colloquially as "Warriors of Light." Warriors of Light are immune to the mind control of a primal, making them the perfect counter for any primals that would wage war on mankind. Defeating a primal prevents the primal from gaining more influence, but it is only a temporary measure, as it takes a lot more effort to cure any individual of a primal's influence once they have been tempered. It should be noted that defeat of a primal does not mark the end of a deity's existence. In fact, given enough time and resources, a dedicated group of believers can repeatedly bring primals back as often as they want. Primals are only physical manifestations of a particular belief system amongst mortals, and has no true connection to any actual divine figures from the Hydaelyn plane of existence.
The list of primals in FFXIV is a pretty hefty one, and not all of them actually represent deities in the plane, so it will take time for me to go through them all for the purposes of this article. Anyone interested in worshipping a Hydaelyn deity should let me know ahead of time so that I can prioritize them.
IVALICE DEITIES
I'll be perfectly honest-- I haven't finished FFXII, despite my adoration for the tactics games based on that world, and don't really know too much about the lore. I know there -is- a religion or two in that game, but I haven't yet done the research on it. If anyone insists, I will deep dive into the game's lore, but for now, just know that there is at least one religion from that game that may one day be relevant to Requerm.
MIASMA DEITIES
The same thing I said about Ivalice deities can be said about Miasma ones, except for the key difference that I don't even know if there -are- deities in Cystal Chronicles. I only added the Miasma races to Requerm because of how much I loved the spin-off game, My Life as a King, which, to my knowledge, makes no reference to any religions in the lore. I will again make the promise that, if anyone is actually interested, I will do a lore dive into that game just to see if there are any deities to reference, but for now it is a low priority.
HYLIA DEITIES
There are a few notable religions from the Hylia plane of existence, but the majority of known deities center around the three Golden Goddesses, their chosen guardian goddess, Hylia, and the divine figures that follow her rule. Most divine figures have the same general influence over a group of people. Believers occasionally pray and tell stories about these divine figures in exchange for the gods' continued protection over them, but it is rare to see a mortal dedicate their lives to these deities. It is also not unheard of for certain deities to spend time in the mortal plane, living as a mortal would, in times of great strife. Certain bloodlines are particularly known for having Hylia's influence in their ancestry to the point that a key part of Hylian belief is that there is a cycle of reincarnation for deities that involves living as a mortal would. It is also particularly common to find powerful artifacts blessed with deities' strength, the most notable being the Triforce, a collection of three shards that, when combined, harness the power of the gods themselves to grant the wish of any who hold it.
Hylia, Goddess of Light
Religion: Hylianism
Followers: Hylianese
Domains: Law, Good, Healing, Nobility, Protection
Favored Weapons: Longsword
Divine Combat Style: Guardian
Alignment: Lawful Good
Favored by: Most races from the Hylia plane, particularly Hylians and Sheikah.
The Goddess, Hylia, is the main deity of worship in the Hylia plane, and is, unsurprisingly, the namesake of the plane itself. She is a being of purity and light, bringing peace to the land out of the goodness of her heart. It is believed that, after playing a major role in the creation of the plane, she gave up most of her life essence to live life as a mortal, reincarnating as a woman with a pure heart in times of great strife in order to protect her beloved followers from the timeless struggle between her and her main rival deity, Demise.
Demise, God of Darkness
Religion: Darkness
Followers: Dark Lords
Domains: Chaos, Evil, Darkness, Destruction, Madness
Favored Weapon: Trident
Divine Combat Style: Rip and Tear
Alignment: Chaotic Evil
Favored by: Power-Hungry leaders, Creatures of Darkness, sometimes Gerudos and Deku
The antithesis to everything Hylia stands for, Demise is a deity of great strength hell-bent on destroying everything with overwhelming darkness. There have been many in the Hylia plane who have attempted to wield Demise's influence to take over the world and reshape it with their own desires, but every time, they're defeated either by their own hubris or by one of Hylia's champions. In the former case, it is common for those with weak or tainted minds to fail to control Demise's power, losing their grip on reality and becoming little more than a vessel for Demise. Stronger champions can hold out for longer, and have managed to wield impressive strength and massive armies of evil creatures, fully benefitting from Demise's influence while allowing Demise's chaotic wishes to reign on all of society.
Din, Goddess of Power
Religion: Din
Followers: Dinnean
Domains: Chaos, Fire, Liberation, Strength, Sun
Favored Weapon: Lucerne Hammer
Divine Combat Style: Mighty Strike
Alignment: Chaotic Neutral
Favored by: Most races from the Hylia plane, particularly Gorons and Ritos.
Din, the Goddess of Power, is one of a triad of deities responsible for the creation of most things in Hylia. Din's followers emphasize strength, represented most often in their spells and rituals by fire. Din considers power a virtue, but that comes in many different forms. The power to overcome adversity, for example, is as virtuous as a physical power over others.
Nayru, Goddess of Wisdom
Religion: Nayru
Followers: Nayrusian
Domains: Law, Knowledge, Magic, Scalykind, Water
Favored Weapons: Halberd
Divine Combat Style: Trident
Alignment: Lawful Neutral
Favored by: Most races from the Hylia plane, particularly Zoras.
Nayru, the Goddess of Wisdom, is one of a triad of deities responsible for the creation of most things in Hylia. Nayru's followers emphasize intellect, represented most often in their spells and rituals by water. Nayru considers wisdom a virtue, which includes anything from intense study to clever strategies to navigating the complexities of conversation.
Farore, Goddess of Courage
Religion: Farore
Followers: Faroran
Domains: Air, Earth, Glory, Plant, Travel
Favored Weapons: Longbow
Divine Combat Style: Reactive
Alignment: True Neutral
Favored by: Most races from the Hylia plane, particularly Deku, Kikwi, and Kokiri.
Farore, the Goddess of Courage, is one of a triad of deities responsible for the creation of most things in Hylia. Farore's followers emphasize bravery, represented most often in their spells and rituals by air. Farore considers courage a virtue, glorifying actions that have low chances of success but offer grand rewards upon success. True followers of Farore understand the difference between confidence and arrogance, and often balance precariously on that fine line in order to improve themselves.
There are other deities from the The Legend of Zelda series that may be appropriate to mention, but as far as I'm aware, these "deities" act more as guardians in line with Hylia's wishes that live in the mortal plane to guide mortalkind, and don't actually provide any divine influence in the same way that a normal deity would. Notable examples of this include Faron, Lanayru, Eldin, Levias, The Great Deku Tree, Valoo, and Jabun, among others. I believe it may be a difference of culture more than anything else, since these creatures in a western perspective would likely be seen more as demigods rather than full-blown deities.
EARTH DEITIES
Considering how similar all the people from the Earth plane of existence are, one would think they would have the least amount of variance in their religious culture here in Requerm, but that is far from the reality. In fact, it is generally believed that the homo sapiens from Earth have brought with them the -most- amount of different deities, and even have different beliefs about the very same deities, to the point that essentially no two homo sapiens have the same religious beliefs, other than perhaps their closest family members. The sheer volume of different homo sapien beliefs even eclipses the amount of native Requerm deities, a number that even those who worship the First Civilization's Pantheon have trouble keeping track of, which goes to show one just how absurdly the homo sapiens have taken the idea of faith to its extreme.
I'm not going to bother listing out any of the gazillion Earth deities throughout all of real life human history, so if you want one of your PCs to follow an Earth religion, just let me know and I'll consider the details of it. Or better yet, you do the research on it and choose the appropriate stats yourself, then tell me about them, so that I have less work to do. Any deities that get this treatment will be listed below.
OTHER RELIGION OPTIONS
Not everyone believes in a specific deity/religion. Here are those options.
The Measure of Righteousness
Religion: The Measure of Righteousness
Followers: No official term
Domains: Good, Healing, Strength, War
Favored Weapons: None
Divine Combat Style: None
Alignment: Neutral Good (Divine casters must be Good)
Favored by: The Order of the Burning Heart, and those that believe in Righteousness, Justice, Protection of the Weak and the Innocent
There are those that do not believe in any particular deity, but still draw faith in the general celestials and divinity of the world, choosing to adhere to strict religious practices in the name of righteousness. These individuals tend to be members of the The Order of the Burning Heart , but it is not a requirement.
Agnosticism
Agnostics in Requerm are not the agnostics of the Earth , but use the same word to describe their religious views. In Requerm, agnostics are those that recognize that many deities have the potential to exist, and simply do not align with any particular deity, instead choosing to follow as many religions as possible without contradicting themselves. These agnostics tend to find faith in omnichurches, fervently studying theology to hedge their bets, spreading their faith as wide as possible to incur the vague favor of as many deities as possible.
Athiesm
Athiests, like agnostics, in Requerm are not the athiests of the Earth plane, but use the same word to describe their religious views. In Requerm, athiests are those that recognize the power of faith and divinity, but choose not to worship any particular religion at all. They find no reason to align themselves to any one religion when so many of them preach so many different things, and no one religion has proven themselves superior to them. Short of becoming a cleric or paladin, athiests find no reason to worship a god at all.
Nonbelief
Nonbelievers are the term used in Requerm to describe what Earth natives would call athiests. Nonbelievers do not believe in any deities or religions. There are various degress of nonbelief, from those that have belief in more natural states of the world, to those that simply refuse to acknowledge the very clear divine magic in the world around them. Nonbelievers are a minority in Requerm for this reason, and often get made fun of for their blatant ignorance, although some scholars have pushed past these insults and come up with a theory known as The Theory of Faith Creation. Boiled down for the layman, it essentially suggests that, in Requerm, divine magic is derived from the self, rather than from a divine figure, and that power is fueled by one's own faith. That faith often is due to faith in a higher power, which creates a sort of self-fulfilling prophecy wherein a cleric believes that their deity is giving them strength, which in turn gives them strength, despite there being no evidence of that deity existing at all. This theory has been becoming more popular in recent years, as it is considered one of the most logical reasons as to why deities from other worlds can still influence believers in Requerm despite doing nothing to save them from The Effects of the Dawn. It is still very much a minority belief that gets ridiculed by any religious follower of any religion, but it is more than negligible in terms of overall population.
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