Atlantean Pantheon Organization in Torar | World Anvil

Atlantean Pantheon

The Atlantean pantheon is a homebrew version of the Nine Powers in the Primeval Thule setting, which is (c) Sasquatch Game Studios.
The pantheon of the ancient Atlanteans suffered a tremendous blow when the continent of Atlantis sank. However, thanks to the exploration and colonization efforts of the Atlantean empire, their gods did not die out. In fact, they had taken deep root in the lands of Amuan where much of their power base remains. There they lay besieged by entities far older than even those venerable deities: Great Old Ones exerting their influence once more on Torar, beings of such antiquarian, unknowable, alien power and motives that it is all the Atlantean gods can do to survive. Perhaps one day not too far in the future Amuan will be a place wholly of madness, devoid of true gods.   Worship of the Atlantean pantheon can also be found in small areas scattered throughout the rest of the world. Anywhere the conquerors from Atlantis of old went, so too did the reach of their gods.  

Asura

Goddess of Dawn; Messenger of the Gods; Flame of Atlantis

Status: Lesser God
Alignment: Neutral good
Domains: Forge, Light
Prime Deity: Fatima
Symbol: A crown or tiara with rays of sunlight
Favored Weapon: Spear.
Comparable To: Solanus in Lados; Baal in the Dragon Empire of Elaysm; Amaterasu/Yakamo/Jade Dragon in the Emerald Empire.
The goddess of dawn, Asura is said to begin each new day by kindling the sun with divine fire. She is a figure of glory and hope, dispelling darkness and driving away evil things with her coming. Her holy texts teach that people are meant to live free of oppression and realize their potential, doing good works and aiding those less fortunate than they. She was once considered the special patron of Atlantis, and her radiant glory symbolized the progress and enlightenment of Atlantean civilization.   Temples of Asura commonly greet each sunrise with ringing gongs, and keep a sacred fire burning at the altar all year round. The priests of Asura lost a great deal of wealth and influence when Atlantis was destroyed, but after centuries of decline, Asura’s faith is now gaining strength again as her priests champion the cause of Amuan's lower classes. The priests of Asura oppose the worst excesses of the slave trade, calling for laws to ensure that slaves are treated well, and a few of the most radical even go so far as to call for the abolition of slavery altogether—a position that puts them at odds with the elites of Amuan's cities.  

Herum

Lord of Beasts; the Ape God

Status: Lesser God
Alignment: Chaotic evil
Domains: Nature, Death
Prime Deity: Gaia
Symbol: Broken bones
Favored Weapon: Greatclub
Comparable To: Mavros of the Seven Cities region of Elaysm.
An old and brutal god, Herum represents the violence and bloodthirstiness that lurks inside the human heart. He was one of the first gods of humankind, a suitable deity for naked savages who were barely more advanced than apes themselves. Herum teaches that humans are no more than beasts that can think, and that the true man is one who rids himself of his delusions and false morals, giving himself over to the beast that lurks within.   Few civilized folk still worship Herum. His message of primitive rage and brutal impulse repels the more advanced cultures of Amuan, and his temples sit forgotten (or shunned) in the older quarters of Amuan's ancient cities. But here and there Herum’s crude altars stand in the wild places of the world in jungle clearings or on windswept hilltops, stained with the blood of the sacrifices the ape-god demands from his worshipers. His worshipers include the most savage warriors, murderers, and lycanthropes.  

Ishtar

Goddess of Love, Luck, and War

Status: Lesser God
Alignment: Chaotic neutral
Domains: Trickery, War
Prime Deity: Fatima
Symbol: Eight-pointed star
Favored Weapon: Scimitar
Comparable To: Freya in Lados; Lada in the Endhavian pantheon; Baldur among the Northlanders' pantheon; Lachesis in the High Houses.
Ishtar is the goddess of love and beauty. She is legendary for fickleness and fits of jealous rage, but this same passionate nature also drives her to fight fearlessly to protect those she loves and boldly confront foes. Ishtar therefore possesses an important aspect as a goddess of war. While Nergal is the god of warmaking and conquest and Tarhun is the god of battle, Ishtar represents war as the ultimate expression of unchecked emotion. Her dogma can be reduced to one simple idea: Live passionately, in all senses of the expression.   Ishtar is one of the most widely worshiped of the Nine, and her temples can be found in almost every city. Consequently her priestesses tend to be rich, powerful, and influential. Many of the rites and festivals associated with Ishtar’s temple are orgies of one kind or another, which goes a long way toward explaining Ishtar’s popularity with the masses. Clerics of Ishtar are also seekers of beauty, defenders of art, and protectors of their cities.  

Kishar

Goddess of Grain; Mother of Rivers; Queen of the Gods

Status: Lesser God
Alignment: Lawful neutral
Domains: Nature, Seasons
Prime Deity: Gaia
Symbol: A sheaf of grain
Favored Weapon: Light flail
Comparable To: Ceres(Foerdewaith) in Lados; Sif in the Northlands pantheon; Holda in the elven pantheon; known by the same name but different titles in the Seven Cities region of Elaysm; Benten in the Emerald Empire; Lenore in the High Houses.
Goddess of agriculture and growing things, Kishar is the consort of Mithra and the mother figure among the Nine of the Atlantean pantheon. She is the mother of Tarhun, and held in some reverence by followers of that faith as well as her own. Kishar teaches that all things come in their own season, and that people should give thanks for the bounty of the earth.   Few temples are dedicated specifically to Kishar. She is more commonly worshiped in conjunction with Mithra, and in many places the highest-ranking priestess in a temple of Mithra also serves as the city’s high priestess of Kishar. Kishar’s clerics observe the seasons of the year, declaring the times for planting and harvest and seeking Kishar’s blessings of rain and sunshine in good measure.  

Mithra

God of the Sun; Lord of the Sky; King of the Gods

Status: Lesser God
Alignment: Lawful good
Domains: Knowledge, Law
Prime Deity: Oros
Symbol: A sunburst and eagle
Favored Weapon: Heavy mace
Comparable To: Mitra in Lados; Khors in the Endhavian pantheon; Valeresh in the elven pantheon; Aten in Elaysm's Scorched Lands.
The ruler of the Nine, Mithra is the god of the sun and sky. Kishar is his consort, and headstrong Tarhun is his son. He is a just and benevolent king, ordering all things so that his followers can enjoy justice and prosperity in their lives. Mithra is also a stern and vigilant judge who checks the wicked ambitions of gods such as Set, Nergal, and Tiamat, ensuring that they fulfill their role in the scheme of things without exceeding their lawful authority. He teaches that order and justice are the instruments by which the most good can be done for the most people.   Mithra’s temples are often the grandest and most powerful in a city, and his priesthood is rich and influential. They are usually strongly aligned with the city’s monarch, and the support of Mithra’s priests is often one of the chief pillars on which a city’s king or queen bases his or her rule. Few rulers can keep their thrones for long if Mithra’s priests determine that Mithra no longer blesses the monarch’s reign.  

Nergal

God of the Underworld; Lord of War; King of the Dead

Status: Lesser God
Alignment: Neutral evil
Domains: Grave, Travel
Prime Deity: Oros
Symbol: A black lion with a mane of flame
Favored Weapon: Longsword
Comparable To: Jamboor in Lados; Anubis in Elaysm's Scorched Lands.
A grim and implacable figure, Nergal is the god of the underworld, war, and death. He represents war as the drive for power, dominion, and triumph, the desire to subjugate enemies and claim what is theirs. Nergal is also the stern and final judge of the dead, sentencing souls deserving of punishment to ages of penance in his hell of black flames. Nergal’s philosophy teaches that the strong rule over the weak, and people are meant to seize the things they want in life—a creed that often casts the lord of the underworld as a sullen and resentful being who believes Mithra’s place as the ruler of the pantheon belongs to him.   While Nergal is a dark and demanding deity, his temples are found in many cities and are firmly established in Amuan's civic life. War comes to all lands sooner or later, and warriors seek Nergal’s favor in the struggles they face. His priesthood urges a strong hand in dealing with the wretched masses and rival cities, and they also sponsor spectacular (and bloody) games to celebrate the anniversaries of triumphs and conquests from past wars.  

Set

God of Night; the Great Serpent

Status: Lesser God
Alignment: Lawful evil
Domains: Arcana, Trickery
Prime Deity: None/Unknown.
Symbol: Twin serpents
Favored Weapon: Short sword
Comparable To: Marena in the Endhavian pantheon; Loki among the Northlanders; Nethus in the Seven Cities region of Elaysm; Ludz in the High Houses.
Set is ancient beyond measure. According to some stories, the lord of snakes actually arose during the long ages when serpentmen ruled over Amuan and was first worshiped as a god by that ancient and wicked race. He is the eternal enemy of Mithra, and a bitter rival to Nergal and Tiamat. Set teaches that free will is illusion, and that the only path to understanding is to surrender oneself to him in body, soul, and mind.   While the worship of Set is unwelcome in many cities, none can deny the power and influence of his temples. As much as the priests of Mithra and Asura rail against the sinister machinations of Set’s priests, few would dare to move openly to ban Set’s worship or desecrate his altars. Over the years, zealous crusaders have tried to do just that in cities such as Katagia and Quodeth, but sudden mysterious deaths and various other disasters invariably ensue, bringing these ill-considered campaigns to an end. Set’s worshipers consist largely of the downtrodden and the defeated, people who think so little of themselves that they surrender their all to the Lord of Night in the hope that he will reward faithful devotion with the comforts and power that have eluded them. Many other people simply hope to propitiate the Lord of Serpents and avert the misfortunes and catastrophes at his command.  

Tarhun

God of Storms; Lord of Battle

Status: Lesser God
Alignment: Chaotic good
Domains: Tempest, War
Prime Deity: Fatima
Symbol: A three-forked lightning bolt
Favored Weapon: Battleaxe
Comparable To: Telophus in Lados; Freyr & Freyja in the pantheon of the Northlands; Porevit & Yarila in the elvish pantheon; Masaru in the High Houses.
Brash and headstrong, Tarhun is a god who confronts his foes and tries his strength against them without hesitation. The son of Mithra and Kishar, Tarhun is a warrior-hero, a figure that battles scores of dreadful monsters in various myths and tales. He celebrates battle as the true test of manhood (or womanhood), the strife in which a warrior can show his or her true merit, and teaches that people with courage and honor can make the world a better place by challenging wickedness and crushing it underfoot.   Tarhun’s temples are common in the more martial cities of Amuan, especially Lomar, Katagia, and Nim. He is increasingly seen as a god of strength and valor, a war deity who rewards courage (unlike Nergal, who rewards only triumph). Many warriors take Tarhun as their patron and seek his favor before battle. Tarhun’s priests frequently sponsor athletic games, tournaments, and gladiatorial contests to celebrate the virtues of physical hardiness and valor.  

Tiamat

Mother of Dragons; Goddess of the Sea; Queen of Chaos

Status: Lesser God
Alignment: Chaotic evil
Domains: Death, Tempest
Prime Deity: Alizaxis
Symbol: A dragon skull with five horns
Favored Weapon: Morningstar
Comparable To: Kamien in Lados; Jormungandr in the Northlands; Seggotan among the Dragon Kingdoms of Elaysm.
Goddess of the sea, Tiamat is a capricious and wrathful deity that supposedly gave birth to many of the more terrible monsters plaguing the world today. Long ago she warred against the other gods and was subdued only with the greatest of difficulty, and she still hates all the others to this day. Tiamat teaches that the world is without order, and that those who serve chaos and beseech her favor will be rewarded with power and riches.   While temples dedicated to Set and Nergal can be found in many Amuanian cities, Tiamat’s worship is not quite as common. At best, those who have to hazard life and livelihood on the seas—fishermen, sailors, and merchants—are careful to pay their respects to the dragon goddess, hoping to avert her wrath with suitable offerings. People who feel they have been wronged also have been known to seek out Tiamat’s shrines and pray for disaster to befall their enemies. Tiamat’s priests often seek out monsters wherever they lurk, providing them with treasures and sacrifice to honor the “children of the Queen.”

Structure

Mithra rules the Atlantean pantheon with his queen Kishar at his side.
Founding Date
26451 A.E.
Type
Religious, Pantheon
Location

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