Vitaeoth, the Wounded
Forces and Natures:
The Gods of Vitaeoth
The divine are much closer than most Vitaens know.
Every rock on a trail, every blade of grass, and every breath of fresh air has once touched the divine spark. All things were one in time immemorial, condensed into a small object that could fit in a human hand. This Forge was lovingly crafted by powerful beings and given the divine spark, so that their creations that walk from the Forge would be able to continue this work of creation and destruction.
Exactly who these "powerful beings" were is up to intense debate, and you'll inevitably get input from a priest or champion of the divine.
After the Forge burst into a roiling sea of chaotic energies, eons and eons passed. The oceans of unfettered power rolled and boiled endlessly. Forms would shape only to be broken down and rebuilt a thousand times. After countless millenniums of entropy, the energies began to separate into their base parts: burning fire, flowing water, swift lightning, immovable stone, unstoppable wind, unbreakable metal, growing wood, impenetrable darkness, and blinding light. The strange and complex energy of aether, the intelligent spark that helped build the Forge, brought about consciousness. This consciousness used the energies as a shell to act upon the cosmos. These were the first elementals, pure power and energy given thought, the building blocks of the universe given purpose.
Nearly right away, these creatures would collide with each other. It was then that their individual physical natures and philosophies saw conflict. Some could bring about great harm to specific elementals, and this caused much strife as they began to feel that they were better than others. The elementals began to segregate themselves from those who hurt them as well as those they felt superior to. Lightning elementals could not harm earth ones, and metal sprites cut the wood sprites. Why would wind wish to mingle with boring and erodible stone? This led to wars of simple hate, and gave rise to death as a palpable force that hungered for the expiration of others. Those who wished to see the fighting stop became life, and they made a proposition: make the world as you see fit. Only by having our own homes and boundaries could we come together to build. If we must war or make peace, we must have homes to go to. These places of pure elemental expression would become the planes, or the "Prismatic Beyond" as scholars call it.
This peace has been tenuous, for how could water befriend a lightning strike? Most agree that these creatures are too different to ever come together as life wished them to.
The first of the elementals, those who tasted the powers of creation first and grew powerful on it, became the first gods. The first defined what their respective sources of power stood for, and gathered their kin to them to create empires of elemental might. The pantheons of the individual elements contain members who are devoted to a specific element and, more recently, individuals who represent more than one element. No deity has been able to represent more than two elements at a time to date, but these hybrid deities have begun to blur the lines between elemental kingdoms.
The following is the list of deities for each elemental court.
The Infernium – Deities of Fire
Brakki the Warpath (Chaos, Fire, War)
Brakki brings change, whether by sword or by word. They represent the change that fire brings, for good or for ill. Battles are begun in their name for no other reason than stagnation of borders or ideals. Their name is invoked by soldiers before battle, by citizens before protests, and by those who desire some anarchy in their lives. Because of these tendencies to unsettle the status quo, Brakki is rarely openly worshiped anywhere save for places at war or in particularly bloodthirsty cultures and tribes. For Brakki, the world can only live if they light a fire under its ass.
Ko-Jun the Warm Hearth (Craft, Fire, Life)
Ko-Jun, a former hero-god, seeks to ensure that fire is used responsibly for the growth of living things. Although fire is usually seen as a destructive force, Ko-Jun reminds us that even destruction can be turned to creation. He shares tales around warm fireplaces with hot meals, cooked on tools that Ko-jun smelts himself, armed with weapons he crafted as well, and uses fire to burn away corruptions of the body and burns incense clear the mind. His name is most often called before crafting something involving fire, making him popular for cooks, blacksmiths, and more recently for factories.
Prijit, the Power of Passion (Fire, Love, Magic)
Although Prijit is often called upon by passionate lovers, they are more accurately represented as teaching that the raw power of flame is something to be mimicked. Flame is passion, burning as hard as it can when given enough fuel, or purpose. Passion can be seen in a lover's eyes and in the powerful words of a public speaker. The power of passion is intimate and contagious, spreading its flames to all it touches. Prijit's faithful are often called upon to find ways to keep love strong in struggling couples, or as inspiration for those who feel they have no purpose in life.
The Flowing Wisdoms – Deities of Water
Saturnial the All-Seeing (Fate, Knowledge, Water)
It is said that anywhere water pools, from the greatest ocean to the smallest puddle under a leaky roof, Saturnial can see all. Saturnial teaches that water moves within the container it is given. It is malleable and only moves with the speed it is commanded to have. Fate and thought are not so different. Only by holding a bowl of water still can you see your reflection, and only by throwing the water can you put out fires. Saturnial hopes her worshippers find mastery of not only themselves, but the future, by knowing the currents not only in the streams, but in the soul.
Ao Cion, the Storm Beneath (Law, Nature, Water)
Ao Cion is a powerful creature, and one of the oldest of the current pantheon. Generally uninterested with anything that does not involve the sea, Ao Cion is a simple but determined sea serpent. His colonies of sea wyrms see that the ocean is cared for and kept in balance. Ao Cion knows that every ripple eventually touches all corners of the oceans he keeps, and seeks to keep the worlds beneath the waves safe from those above them and even those below. It is said he rewards those who pay proper respects with safe travel, bountiful fishing trips, and protection from storms.
The Quiet Core – Deities of Earth
Rindmagun, the Bulwark (Craft, Earth, Protection)
Rindmagun is a former hero-god of the dwarves, one who proved herself long ago. A hero of several campaigns where she held underground passes with inadequate resources, she and her warrior siblings saved the dwarven kingdoms in more ways than one.
The Boundless Breath – Deities of Wind
Flindi, Dancing Serendipity (Air, Fate, Theft)
The Ozone Overlords – Deities of Lightning
Szerfinigan, the Second Strike (Craft, Magic, Lightning)
The World Tree – Deities of Wood
The Old Growth, the Roots of the World (Love, Nature, Wood)
The Unbreakable – Deities of Metal
Braegus, the Guardian (Law, Metal, Protection)
The Immaculate Revelation – Deities of Light
Xelemedrien, the Lesson of Mercy (Knowledge, Love, Light)
The Shrouded Secrets – Deities of Shadow
Vakrus, the Dark Brother (Law, Shadow, Trickery)
The Cradle – Deities of Life
Yula, the Mother of All (Life)
The Headstone Cabal – Deities of Death
Nem, the Expectant (Death)
Vitaeoth campaign characters may take the Divien Gift Talent from the AGE Explorations: Gifts of the Gods PDF. The Dominions granted in the PDF all function as written with a few exceptions:
- If a power references Cunning as an ability, replace it with Intelligence
- The Healing Dominion is called the Life Dominion
- Level 1 characters may select Divine Gift in place of one of their starting talents, even if they do not have the Willpower (Faith) focus. They may not take later degrees of the talent, or new dominions from the talent, until they have the Willpower (Faith) focus.
- Vitaeoth campaigns do not use the Crisis of Faith mechanic.
In addition to the Dominions granted in the PDF, the gods also grant access to elemental Dominions. These are listed below.
Your patron grants you the chance to ask the wind to follow your lead.
Novice: You gain the Elemental Touch ability of the Nymph. Your touch does 1d6+2+Willpower air damage. You roll Accuracy for the attack, and may take Elemental Touch as a focus. This attack is considered magical.
Journeyman: Your touch now does 2d6+2+Willpower air damage. Additionally, you gain a +4 bonus to your Armor Rating against air damage.
Master: The wind follows wherever you go. You can, as a minor action, surround yourself with a field of swirling winds that create a comfortable atmosphere inside the field, giving you replenishing breathable air. This gives you air to breath underwater or even in a vacuum. This field also protects you from harmful gases or other particles. You can, as a major action, grant this benefit to yourself and a number of allies equal to your Willpower. The field lasts until you will it to stop.
Your patron grants you the silent solidity of earth.
Novice: You gain the Elemental Touch ability of the Nymph. Your touch does 1d6+2+Willpower earth damage. You roll Accuracy for the attack, and may take Elemental Touch as a focus. This attack is considered magical.
Journeyman: Your touch now does 2d6+2+Willpower earth damage. Additionally, you gain a +4 bonus to your Armor Rating against earth damage.
Master: The earth moves at your command. As a major action you can shape a number of spaces of earth and stone equal to twice your willpower into a shape you desire. Simple shapes can form within the same round you command them to, while more complex shapes may take multiple rounds to create. You can simply create pits with this power, or pull the earth up as a barrier, both within the number of spaces you are able to affect. Shapes with moving parts may or may not be possible, depending on the materials you have available to you.
Your patron gives you the furious power of fire.
Novice: You gain the Elemental Touch ability of the Nymph. Your touch does 1d6+2+Willpower fire damage. You roll Accuracy for the attack, and may take Elemental Touch as a focus. This attack is considered magical.
Journeyman: Your touch now does 2d6+2+Willpower fire damage. Additionally, you gain a +4 bonus to your Armor Rating against fire damage.
Your patron has bestowed you with the storm.
Novice: You gain the Elemental Touch ability of the Nymph. Your touch does 1d6+2+Willpower lightning damage. You roll Accuracy for the attack, and may take Elemental Touch as a focus. This attack is considered magical.
Journeyman: Your touch now does 2d6+2+Willpower lighting damage. Additionally, you gain a +4 bonus to your Armor Rating against lightning damage.
Master: Lightning carries you forth in a moment's notice. As a major action, you can turn yourself, and a number of allies equal to your Willpower, into a bolt of lightning. You catapult yourself and allies a number of yards equal to 4 times your Willpower. Anything in your way takes damage as if they were hit by your Elemental Touch ability, with a Dexterity (Acrobatics) test equal to your Zeal for half damage. If you are standing under a thunderstorm, you may instead take yourself and your allies into the storm, and exit anywhere that the storm currently reaches.