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The Judge

The Judge, one of the Five Old Gods of Solvar, is an ancient deity of order, finality, and the binding weight of law. He is depicted as the stern arbiter of both mortal and divine transgressions, a being whose scales weigh not just the actions of the flesh, but the intent of the soul.


Titles:

  • The Judge (Thar'Zhen in Saevithan)
  • The Final Witness
  • He Who Names
  • The Ledgerer

Domains:

  • Law
  • Retribution
  • Justice
  • Burden

Iconography & Symbols:

  • A figure carved from stone or bone holding a pair of unbalanced scales
  • Unbalanced scales, one scale always tipped downward
  • A quill and scroll
  • A cracked scale encircled by fire or iron thorns

The Judge is venerated with solemn oaths and ritual confessions. His temples are sparse and silent, built from stone quarried by the condemned.


Worship & Legacy:

The Judge's followers act as arbiters, enforcers, executioners, and chroniclers of truth. His worship evokes a solemn fear, reluctant reverence, and a respect that borders on dread. His influence weaves through the legal, moral, and metaphysical foundations of Solvar, particularly in the way society remembers wrongs--and exacts retribution.

The Judge's laws predate the fallen Empire. Even in Solvar's fractured state, most Houses uphold remnants of his doctrine. Duels, honor debts, and binding contracts often invoke the Judge as the final arbiter.


Mythic Associations:

  • The Judge is said to carry the First Ledger, a divine record etched on a scroll that holds the truth of all creation.
  • The Judge is linked to a pale, smokeless fire--a cold divine flame that burns falsehoods away but offers no comfort. Myth claims this to be the first light cast in the world--the flame by which all things are judged.

Pathfinder 2nd Edition

Category: Five Old Gods of Solvar

Edicts: Uphold and enforce laws that serve the balance and good order of society; Deliver judgment without fear, favor, hatred, or passion; Accept rightful punishment, even for yourself, if you are guilty; Bear witness to oaths, contracts, and covenants, and ensure they are honored

Anathema: Pervert justice for personal gain, vengeance, or hatred; Allow corruption or deceit to fester unchallenged when you have the means to act; Punish the innocent knowingly, or protect the guilty knowingly; Ignore oaths, contracts, or solemn agreements once freely entered into

Areas of Concern: Law, Retribution, Justice, Burden

Religious Symbol: Unbalanced Scales

Sacred Animal: Xiezhi

Sacred Color(s): Red, Black

Pantheons/Covenants: The Faith


Devotee Benefits

Divine Attribute: Strength or Wisdom

Divine Font: Heal or Harm

Divine Sanctification: Can choose Holy or Unholy

Divine Skill: Intimidation

Favored Weapon: Heavy Mace, Warhammer

Domains: Truth, Duty, Protection, Destruction

Cleric Spells 1st: Command or Force Obedience? 3rd: Zone of Truth? 6th: Blade Barrier?


Divine Intercession (WIP)

Minor Boon: Your presence carries the heavy weight of inevitability.

  • Once per day, you gain a +1 status bonus to Intimidation checks against anyone guilty of wrongdoing (even minor sins like lying).
  • If you Critically Succeed to Demoralize someone guilty of a crime, they become Frightened 2 instead of 1.

Moderate Boon: You embody the certainty of law.

  • You are always under the effects of Know Alignment regarding creatures you speak to (no action required; you instinctively sense evil or good in them unless magically hidden).
  • Once per day, you can cast Zone of Truth without spending a spell slot.

Major Boon:

You are an unstoppable instrument of judgment.

  • Once per day, when delivering a verdict or pronouncing punishment (even verbally), you can manifest divine force:
  • One guilty target must succeed at a DC 35 Will save or be Paralyzed by the crushing weight of their guilt for 1 round and Slowed 1 for 1 minute after.
  • On a success, they are only Slowed 1 for 2 rounds.

Minor Curse: You lose the ability to easily show mercy or flexibility.

  • You suffer a –1 penalty to Diplomacy checks involving negotiation, compromise, or forgiveness.

Moderate Curse: The scales weigh heavily upon you.

  • Every time you witness injustice or crime and do not take action within a day, you gain Doomed 1.
  • This Doom does not fade unless you address the injustice or make serious atonement.

Major Curse: You are stripped of nuance — you see only guilt or innocence, no in-between.

  • You become permanently affected by a curse similar to True Seeing — you can sense guilt or innocence perfectly — but you can no longer understand or perceive motives, circumstances, or emotional complexity.
  • You suffer a permanent –4 penalty to Perception checks to Sense Motive, and your Diplomacy DCs increase by 5.


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