New Gods’ View of the Elder Gods and History
(30 Years after the Frinthian Wars)
Humanity is only 600 years old.
The elemental elder species have histories going back thousands of years.
Humanity is the world’s first invasive species coming to Naalrinnon several thousand years ago.
Humanity on Naalrinnon is a mixture of what humans should look like from ideas and the flesh and blood of Undines. Plthunlos recreated man over 600 years ago.
Some new gods are spontaneously born through the worship of a family group or a village. Others were once members of a tribe who continue to take care of their kin even after death. In some cases, a wayward demon—a soul without the taste of mortality—finds followers and begins the path towards godhood.
However the gods arrive at their current status, the moment they walk into the Celestial Gardens they know they are not alone. Fate, the cloaked figure that aided the journey, provides the first key information:
- The mortal realm is called Naalrinnon and it has been around longer than the new gods can imagine.
- There are elder races, elder gods, demons, minor races, leviathans, and a myriad more entities and beings they can only guess at.
- Most of these other beings are hostile toward the new gods. The elder races see humanity as a newer, younger, and not necessarily welcome race. Many of their gods view the new gods as usurpers of their resources and territory.
The new gods will meet many of these entities in the Celestial Gardens of Fate. Those who are welcoming readily pass on gossip and knowledge of “how things work.”
Read more about the origins of humanity on Naalrinnon here.
Here is what the new gods first learn in their existence:
- The Creator arranged the universe and created the Well of Souls and the Known World; there is much more out there beyond the Abyss.
- Mankind has only been around for centuries; there are elder race cities older than the existence of the whole of Mankind. The gods of the elder races have no problems reminding you of this fact.
- Some of the older human gods participated in a battle against the leviathans and were key players in defeating the menace. That’s why the elder gods begrudgingly allow the new gods to sit in at some meetings and don’t seek to immediately wipe them from the face of existence.
- Amongst the elder gods, there are feuds going back thousands of years.
- Each of the elder races will claim they came first, or not say anything at all.
- You know that there have been many human gods before you that have disappeared after a season or two.
- To the other human gods you are considered an ally or competition.
Elder Gods You Should Know
Celestial Domain: Rhok-Etheril
Disposition: All the gnome gods seem dour and stern.
Relationship to humankind: Most are allies of humankind, but there is one who would rather humans disappear off the face of the earth.
Gnorr, God of Mountain and Stone: “Father” of the Gnomes. Does not leave his celestial domain except at the request of Fate. Not approachable and not friendly.
Methussa, Goddess of Diamonds: Wife of Gnorr. Will participate in discussions in the Celestial Gardens more often than not. Approachable, although enigmatic. Will not answer questions readily. Directly responsible for most trade agreements and is cunning in getting the upper hands of a pact. Friendly to Celundynn. Enemy of the Dragon Gods.
Bruin, God of Gold: Brother to Methussa. Approachable, and even perhaps friendly, but still likely to elude questions. Most likely to be seen outside the celestial domain of the gnome gods.
Rethan, God of Iron: Eldest son of Gnorr and Methussa. His followers are the ones the humans will most likely deal with when it comes to forging and iron weapons, but he generally leaves the trade agreements to Methussa. Unlikely to be seen outside Rhok-Etheral. Not unapproachable, but often unfindable.
Fors, God of Granite: Youngest son of Gnorr and Methussa. He wants nothing to do with the other races at all. Neither wants to trade or war with humans, unless the humans are in an area once claimed by the gnomes and need to be removed. Consistently comes to meetings in the Celestial Gardens, if only to argue against any association with the other races.
The Salamander Pantheon – The Dragon Gods
Celestial Domain: Jaa-Naareth
Disposition: Harsh and cruel. Love debate and fighting.
Relationship to humankind: They think humans are good for nothing more than animal labor or food. If they want something, the dragons will be a bit more amenable to work with but will break any deal instantly should they find an advantage to it. No Dragon God can be trusted for long.
Kanos, God of Fires Above: Eldest Dragon God. She does not participate in meetings in the Celestial Garden unless forced. Not friendly, but not actively trying to rid the world of humanity.
Xtheni, God of the Flaming Sky: Male Dragon God, one of two. Fierce, bloodthirsty, and power-hungry, Xtheni will aggressively ignore new gods and belittle any ideas they try to bring into the discussion. He loves skirmishing and will actively push his followers to attack humans. He fights with the other Dragon Gods constantly.
Draax, God of Boiling Sea: Draax is more willing to use ploys and sweet-talk to get new gods to agree with her trading propositions, and would rather take human wealth than human lives. She won’t hesitate to take slaves of humans her merchants come across while at sea, but if the tribal community has a monopoly on a product her people could use she will barter for them until she can learn of a way to take the entire community.
Xethalchoate, God of the Fires Below: The other male of the pantheon and the largest of Dragon God. Does not get involved with trade, trickery, or skirmishes, preferring to focus on the salamanders as a people. Has no animosity towards humans, but won’t help them either.
Moorhanos, God of Melting Ore: Heavily involved in the human slave trade for her mines and forges. Sees humans as a tool and therefore too useful to eliminate.
Tukonos, God of Searing Thought: Rarely seen in the Celestial Gardens, preferring to remain in her library in Jaa-Naareth. Possibly the most likely to speak to a new god should one visit her library, but still as unlikely as any other Dragon God to listen. Tukanos does not like change and wishes her people to return to the old ways, traditions from before humans ever set foot on the Known World. She will not help humans or interfere with the other dragons’ doings.
Thaminx, God of Burning Earth: Least likely to be seen in the Celestial Gardens as a dragon, preferring the form of a salamander warrior. Consistently argues with Xtheni. Commands respect. She controls the wars and is highly skilled at strategy and battle tactics.
Maathenos, God of Burning Moon: Of all the Dragon Gods, Maathenos is not to be trusted; she has long-ranging plans and traps slowly playing out between herself and other races, even other Dragon Gods. She is, however, willing to deal with humanity and the new gods, making trade arrangements and bartering for land, goods, and anything she feels she can get away with. Any promises made should be taken with a grain of salt, and any dealings with her people had better not have any loopholes for her to find.
Kalamandi, God of the Burning Spirit: Feral and ferocious, Kalamandi has thrown away the trappings of civilization, although she still maintains a keen interest in politics. Although she is rarely at meetings in the Celestial Gardens, others rely on her and her worshippers’ skills and knowledge of the desert. In return, she depends on them to keep her informed of political happenings and the necessities her people cannot find in the desert. She is only dangerous to humans and their new gods bordering or within the deserts themselves.
The Sylph God, Lugos
Celestial Domain: Arablis, the Mountain of Knowledge
Disposition: A natural trickster and hoarder, curious and inquisitive.
Relationship to humankind: The sylphs and their god regard the humans with interest, a curiosity.
Lugos: Although not precisely an ally, Lugos is not biased against humanity. He believes they are as useful as any other race. He does not often sit in meetings, preferring to pour over scrolls and other papers on Arablis. The new gods are welcome to search the Mountain of Knowledge but Lugos takes great pleasure in trading this knowledge for any items or baubles that interest him. When new gods do meet him face-to-face, he regards them with a questioning look on his face, as though trying to place where he has seen them before.
The Undine Pantheon
Celestial Domain: Ansyllar
Disposition: Celundynn is welcoming and friendly to most other races. Plthunlos is remote and unwelcoming.
Relationship to humankind: Celundynn treats the new gods like babes, somewhat like a stern mother. Plthunlos avoids the new gods and humanity all together.
Celundynn: The Sea Goddess can be counted on to listen to the new gods, and she may even agree with any ideas that the new gods have, but she wants to do things her way. She will protect the new gods from other elder gods’ criticisms and often times she looks on the new gods with a hint of sadness or concern.
Plthunlos: Although the followers of the new gods may meet with the faithful of Plthunlos, the new gods never see or hear from the Sea God himself. He is unapproachable and unwelcoming.
Find out more about Plthunlos in Mad God’s Gambit for free here.
The Jurelian Giants
Celestial Domain: Arablis, the Mountain of Knowledge
Disposition: Bloodthirsty warriors, destructive, violent.
Relationship to humankind: The giants do not treat humanity or their gods any differently than any other race—all are thought to be sacrifices.
Thuun, Lord of Destruction: If the new gods are lucky, they will never meet the god of the giants or the many ancestral gods that rule below him.
Celestial Domains: Everywhere
Disposition: Some are allies, most are competition.
Hracian Pantheon: These human gods have most of their followers in Naalgrom, and consider the rich city of Hrace theirs. They are the oldest surviving human gods of Naalgrom, but not the most powerful in the Known World.
- Baesop, God of Storms and the Sea: Considered the “hero” of the War of the Leviathans and therefore has a higher standing among the elder gods. Main god of sailors coming out of Hrace and the most likely to gain followers elsewhere. He is dedicated to his followers first, and humanity as a whole second. He is willing to negotiate with anyone to continually put the human tribes in the forefront of trade and power but is very businesslike.
- Andelmar, God of the Sun and the Hunt: A vain god and one who loves to play games; he is the source of gossip about what is currently happening in the celestial realms. He is friendly toward anyone who offers to compete against him and most of his negotiations are settled this way.
- Shenna, Goddess of Home and Hearth: Beautiful, maternal and protective, she will agree to negotiations and trade that keep her people safe. She helps maintain the food resources for her people and hates war and battle, but will comply with the rulings of her fellow Hracian gods. Once she makes up her mind, she is unswayable.
The Pantheon of Honox: There is one major god worshipped above all others; the rest are numerous minor gods of various domains.
- Morgis, the Lion-Headed God of the Sun and Warriors: The most powerful human god of the Known World. His warlike nature and highly competitive spirit makes him unavailable to negotiations. He believes his people should rule the Known World and he the celestial realm. He already started this campaign, taking his Amaran armies to the east to conquer the city of Calaba in Yannawy. He tolerates the gods of Hrace and negotiates trade agreements with them. New gods of Raanon are considered competition to be destroyed.