Veneration
and Deification
Sometimes mortals who become especially revered figures can
actually become deified. This happens gradually, after the
individuals' deaths, when others begin to invoke their names in
the hope that they can somehow intervene in the problems of this
world. Such has been the case with Imhotep the Traveler, a leader
of the Church of Ptah who set out to explore the Void in one of
the first aetherships; Khan the Conqueror, who led a horde from
the barbarian lands to victory and glory; and the Bear Spirit, an
ancestors believed by the Ursine people of the far north to watch
over them.
Because the Pathfinder roleplaying game doesn't provide
stats for deities, the rise of such a historic figure to becoming
a deity is more of a narrative event. It starts with the
occasional, whispered invocation, and perhaps the creation of
small shrines to honor that individual. As time passes, though,
and more and more people add their voices to this praise, the
faithful actually begin to have their prayers answered. This
usually requires the rise of a noted cleric, along with the
establishment of a place for worship and some kind or regular
ritual practice.
In game terms, this is left pretty vague
mechanically. A GM can, however, use the overall number of
followers and level of the deity's most powerful cleric to reflect
that deity's power and influence relative to others.
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Xaphanus
This archdevil is an up-and-coming power in the Universe. He has been
masquerading as an avatar of Sol, claiming to embody the purifying
quality of the sun's fire. In truth, however, he is a power who
delights in promising power, riches and other such desires in the
short term, at the cost of the recipient's immortal soul in the long
term. With a trio of erinyes posing as his angels, he has fostered
the belief a new church, and it is only a matter of time before his
true nature is revealed to all.
Common followers: Clerics, fallen paladins and some monks and
wizards; greedy merchants and government officials.
Important times: None.
Sacred locations: None.
Forms of worship: In general, those who wish to cull favor from
Xaphanus have either been visited by one of his diabolical
emissaries, or have learned of his potential promises and thus have
sought to commune and establish a contract with him. In either case,
this usually involves signing an agreement in the petitioner's own
blood.
Imhotep
the Traveler
The seventh person to hold the title of Imhotep—that is, high priest of
the Church of Ptah—this cleric distinguished himself by being among
the first people from Homeworld to use an aethership and explore
beyond the heavens. Although he never returned from that voyage,
like-minded individuals began to invoke his name when they prepared
for their own aetherial expeditions, and his cult grew from there.
Now he has followers of his own, as an offshoot of Ptah's church.
Common followers: Clerics, rangers and bards; humans; ship captains,
navigators and other explorers.
Important times: The start and end of a voyage or expedition.
Sacred locations: Usually a small shrine in a port city or town, or
aboard a vessel.
Forms of worship: Prayers or invocations written on paper and then
burned; symposia about recent discoveries in the same manner as
followers of Ptah.
Khan
the Conqueror
Once a leader among the barbarians who live east of the Middle Sea on
Homeworld, Khan led his horde to tremendous conquest and sired many
children, all of whom encouraged honoring his spirit among their own
descendants. In time this reverence became an actual cult, and then
those who called upon him for aid began experiencing real
intercession as a result.
Common followers: Clerics and barbarians; humans and half-orcs;
warriors and their families.
Important times: The anniversaries of Khan's birth and death.
Sacred locations: Khan's tomb, in the heart of the Barbarian Lands.
Forms of worship: Displays of trophies from defeated foes;
pilgrimage to Khan's tomb.
The
Bear Spirit
Tales told among the Ursine people of the far north describe an
ancestor who was recruited by the Moon herself to aid in a war fought
beyond the heavens. While that story is believed by scholars to be
little more than fancy, there's no arguing the fact that the Spirit
seems to answer followers' prayers.
Common followers: Fighters; Ursine people (werebears); people of the
Far North.
Important times: Night, especially during the Long Night of winter
(the solstice).
Sacred locations: Burial mounds believed to hold the remains of the
Bear Spirit's companions.
Forms of worship: Endurance of great heat followed by
exposure to tremendous cold.
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