Some more deities from my homebrew dnd setting. These are known as the elemental elder gods and have been involved in some big lore drops recently.
In my setting, there are 20 triangular artifacts like the faces of a d20 bound to 20 planes: 16 outer planes and 4 elemental planes. These deities are the first stewards of the elemental planes' faces.
Ontogwi was given stewardship of the face of water. They decided not to touch or use the domain, and because he is its first steward, no one else can claim it without him touching it first. Despite this, he still grants divine magic to her followers, powers of healing, moonlight, and water bending. Ontogwites also don't believe in death as a concept.
Karadris was given stewardship of the face of air. Then she fucking ate it >:)
Doshaera was given stewardship of the face of earth. To prevent others from claiming the domain, she broke it into many pieces and scattered it across the world, hidden deep underground. Eventually, its shards started making their way into dwarven vaults and dragon lairs.
Thalaar was given stewardship of the face of fire. Being prideful, he displayed his artifact in the light of the sun, where it was sealed for millennia before a group of adventurers in the fire plane managed to bring it down, immediately leading to a fight over who should have it. It was claimed by the vampire Nauron.
Om nom
my players are probably wondering how the Crimson Coven acquired this tasty triangle ^
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D&D Deity Redesigns
Based off headcanons and I treat them more like my own personal OCs cause their lore is all over the place so I have created my own version but it’s not written out
Lolth
Goddess of drow, spiders, chaos, and assassins
Formerly Araushnee, goddess of dark elves, destiny, and artisans | Was also married to Corellon
Corellon
God of elves, magic, music, arts, crafts, and warfare | Was married to Araushnee
Corellon technically has nothing to do with butterflies according to canon but I thought it would be fun to associate him with some sort of insect since Lolth is associated with spiders. I don’t plan on making my own design for Sehanine but I associate her with lunar moths since she’s the goddess of the moon.
Sorry for disappearing for what- a year now? Idk how long it’s been lol BUT I hope you all enjoy the art
Anyway, if you’re interested in my headcanon version of their lore, don’t be afraid to ask any questions about it! Also I hope to make these kinds of redesign refs for Vhaeraun and Shevarash cause I’m kinda hyperfixated on them at the moment as well as these two but idk if I’ll ever get around to that
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Goddess Eldath
Violence serves no end but to create more violence. There is a better way - let me show you.
Eldath is the guardian of groves, and her presence is felt wherever there is calm. She is also regard ed as a goddess of serenity, comfort, and healing. Any waters blessed by her are known to cure sickness and madness. They can also calm the dying, giving them peace and a natural passing.
Eldath is a pacifist who avoids hostile action, even if threatened. Although she, quiet, and enigmatic, Eldath is possessed of unknown depths of character and unexpressed resolve that cannot be broken. She meets challenges by strategically withdrawing, a course of action that in time always leads opponents to overextend into an untenable position in which their reinforcements have been converted to her side. Recently she has been suffering many attacks from Malar and his followers, with the People of the Black Blood despoiling several of her sacred pools.
Worshippers
In a world brimming with evil deities and their servants, ogres, goblins, warring nations, and other hostile forces, it is not surprising that Eldath's philosophy of peace and calm has failed to catch on. Still, legends speak of heroes who embraced the cause of Eldath and abandoned warfare forever. One race of beings who travel against the tide of war with Eldath are the ondonti, a pacifistic orcish race.
Eldathyns were organized into a simplistic hierarchy, where priests reported to a local high priest responsible for a realm or larger region. Most followers dwelt in quiet forest communities with open-air sacred places of worship or in woodside cottages, far from the baseness of city life; both often containing pools of placid water in unspoiled areas. They rarely ever engaged in open confrontation and always acted subtly and peacefully.
Her clergy often followed migratory patterns traveling from holy site to holy site in a local area. They took care of the holy sites and allied with the local druids who followed the First Circle, of which Eldath was considered a member. Violence of any kind against an Eldathan priest was considered taboo, and murdering one was said to bring extremely bad luck. Even so, most servants of Eldath preferred to avoid conflict rather than trying to pacify it because they understood that peace cannot be forced. They would happily preside over peaceful meetings and witness political treaties.
Many people came to Eldath for help in overcoming memories of a violent past. Sometimes this was a single event, and in other cases it was the accumulation of conflicts they had fought.
Eldathyn usually spend their lives tending unspoiled places to ensure that they survive and even flourish in the face of human and other depredations. Priests of Eldath replant burned areas, purge areas of plant diseases, construct boulder firebreaks, irrigate wooded areas, and clear streambeds to make rivulets flow more swiftly or create dams to slow runoff and encourage the life created by small pools. They even make bargains with nearby foresters to cut only in certain areas and leave other woodlands alone.
Clergy of Eldath are all taught to swim, and often teach this skill to nonbelievers in return for small offerings of food and coins.
Tenets of Faith
Eldath's dogma was pacifistic, and her followers only resorted to violence in defence of themselves, of their friends and loved ones, and of pools and groves. Worshipers of Eldath could be of any alignment, but priests were always non-evil. Druids that followed the Mother of the Waters remained neutral, while her specialty priests sometimes leaned toward good.
Devotion. My devotion to my god is more important to me than what they stand for.
Purity. Violence would stain my soul. I will not engage in it.
Protection. I will use my gifts to shield and heal those who cannot defend themselves.
Tutelage. No-one is beyond redemption. All can be shown the true way.
Mystery. There are secrets to be found in the deep silence of the Goddess. I crave them, and fear them.
Kinship. Truly, all living creatures are one. We should treat one another with respect and dignity.
Temples
Priests tend to worship and make pilgrimages to one of Eldath's nine sacred temple groves (also called fastnesses). However, small temples exist in or near great forests, and clerics tend to the surrounding community and woodlands.
Rituals
Clerics and druids of Eldath pray for their spells once per day at a time selected after great personal reflection. Prayers are usually made when bathing or floating in ponds or streams, when standing under waterfalls, and in small chambers, caves, or forest bowers given over to regular meditation.
Prayers must he performed upon awakening, at sunset, and at least once during the dark hours, and may be performed at any other rime as personally desired. In woodlands and remote wilderness areas, worship of the Green Goddess should be done unclad or as close to it as is possible in a given circumstance.
The only calendar-related ritual of Eldath, the Greening (Greengrass) is also the only regular gathering and festival of the priesthood. It is preceded by Firstflow, a festival held at different times in different locales as the ice-breaks up and the waters begin to flow.
Orders
The church of Eldath has a circle of a few peacewomen and peacemen who have formed a group known as the Arbitrators of the Quiet One. They freely go to areas of conflict and attempt to serve as mediators in longstanding disagreements that have led lo violent acts. They listen to both sides and try to find a middle ground without polarizing the issues through overt statements of moral judgment. They prefer to find resolutions that get at the heart of a problem so that once dealt with it does not flare up again in months or years.
The monastic order of Eldath is the Disciples of the Yielding Way, sometimes known as the Brothers and Sisters of the Open Palm. These monks guard sacred sites where many peacemen and peacewomen dwell and travel the countryside gathering information for isolated groves and fastnesses. They do not ever seek to provoke violence, hut arc quite deceptively deadly when defending themselves, their charges, and their holy sites.
The paladin knights order of the Forest Heart are rare and widespread and are generally found traveling as intermediaries between faithful within civilizations and those in deep forests. Despite following compassionate deities of protection, these members are not opposed to violence in the face of aggression and will actively seek out peaceful wilderness locations which have been spoiled, diseased, blighted, or otherwise damaged. Slaying anyone or anything would be avoided except in the direst of situations - though aberrations, Malarites, Talonites, and other great evils may find themselves facing the point of a sword more swiftly. When not protecting the forest’s peace, members preach of the benefits of nature and the peaceful relaxation of finding the perfect place to unwind and reflect. Paladins of this order may freely multiclass as rangers and scouts.
Eldaths's Favor
Eldath’s favour falls on those who have made exceptional provision for peace and mercy. Her gaze alights on mortals who hold life itself in the greatest esteem, and who consider violence to be the tool of a lost soul.
Eldath’s scions are often those who have the privilege of living away from situations in which violence is a hard necessity. Hermits in the deep wood and monks secluded in monasteries are common examples.
Why did Eldath choose you as their champion?
You displayed pacifist principles at great cost to yourself.
You spend a great deal of time in the deep of the woods and the goddess came to you in a dream.
You were gravely injured by the cruelty of another, and healed in a sacred spring.
You were once a violent and evil person, but you were changed by the kindness of another and Eldath took pity on you.
You have pondered all your life on the silent mysteries of creation.
You don’t know why the goddess chose you, and you don’t even WANT her judgmental brand of help.
EARNING PIETY
Solving a crisis through nonviolence
Healing or caring for the sick
Taking time alone to observe silence and meditation
LOSING PIETY
Violence except as a last resort (and even that requires absolution)
Causing chaos or a loud disturbance in the calm
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