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Suel Pantheon

The Suloise once served a wide, learned pantheon ruled (in myth and rite) by Lendor, god of Time and patient Order. Their temples blended law, magic, and craft—geometric halls, brass fittings, and glyph-wards. After the Twin Cataclysms, faith fragmented: some deities withered, others shifted, and a few were recast by exile and necessity. Suel ruins still bear their marks—hourglasses, strict star-geometry, sea-scrolls, feather motifs, and rune tiles.

Creation Myth (table-use summary)

  • Primordial Ocean / Chaos births the Demiurge (Lendor), who shapes ordered time.
  • Chaos fights back through the Serpent of Unmaking, Tharizdun—the ever-threat of dissolution.
  • Early triads and courts arise around Lendor (sky, earth, waters), then sons and grand-children embody arts, strength, beauty, and cunning. The pantheon rarely intervenes directly; law and study are the Suel answer to chaos.

The Elder Order (core Suel powers)

  • Lendor (LN) — Time, origins, study. Symbol: hourglass within an eight-pointed star. Rarely intervenes; keeps the cosmic ledger.
  • Wee Jas (LN→LM) — Law, magic; later death & funerary order. Icon: ruby skull or glyph-star. Magistrate of spells and tombs.
  • Norebo (CN) — Luck, risk, travel, roguery. Coin and dice. Cunning “fixer” among the gods.
  • Phaulkon (CG) — Sky, wind, archery, war. Feather & bow. Father of Kord; patron of swift victory and free air.
  • Kord (CG) — Strength, battle, daring. Four-tressed brawn-knot or thunderbolt. Folk favorite and heroic ideal.
  • Osprem (NG) — Calm seas, safe travel, mercy. Conch & trident at rest.
  • Xerbo (CN) — Trade, deep sea, wealth. Dark trident & coin. Often estranged from Osprem.
  • Lydia (NG) — Music, lore, illumination. Open book with harp.
  • Dalt (N) — Portals, locks, thresholds. Key over doorway rune.
  • Jascar (LG) — Mountains, guardianship. Gray anvil on peak.
  • Fortubo (LG) — Stone, metals, craft; allied to dwarves after Suel crimes. Hammer “Golbi.”
  • Phyton (CG) — Beauty, cultivation, man’s shaping of nature. Green blade & blossom.
  • Othertimes figures: Osprem/Xerbo sea-pair; Norebo/Wee Jas lovers in later tales.

The Wild & Dark Edges

  • Llerg (CN) — Raw strength, beasts (bear/snake/gator). Bear-claw spiral. A frontier favorite; omens through stones and fangs.
  • Bralm (LN) — Industry, hives, insects; patron of builders. Hex-comb with wasp.
  • Syrul (NE) — Lies, treachery. Forked tongue sigil.
  • Pyremius (NE) — Assassins, poison, destructive flame; murderer of Ranet (life-fire). Red blade & lash.
  • Beltar (CE) — Hate, pits, monstrous births; a fallen earth goddess turned spite. Glaring eye over chasm.

Forgotten/Scholarly (rare in play, good for glyphs)

  • Ea (LN) — Waters, arts, wisdom; crafts and lore.
  • Kia (N) — Earth and waters, consort of Phaulkon; mother to Kord and sisters Ishtar (love/war) and Ereshkigal (underworld).
  • Nabû (N) — Writing, destiny tablets.
  • Utu (LG) — Sun and just judgment.
  • Sîn (CG) — Moon and fecundity.
  • Girru (LG) — Hearth fire, forging.
  • Nergal (NE) — Violent death, plagues (later bound to Ereshkigal).
    (These appear mostly as mosaic scenes, lintel cartouches, or funerary verses.)

Cosmic Antagonist

  • Tharizdun — The Unmaking Serpent; primordial chaos pressing back against creation. His erased spirals and black-star sigils are forbidden and often chiseled out in temples.

Using the Pantheon at the Table

  • Identifying marks: Religion/History DC 11–15 quickly places patronage and gives advantage on one related navigation/interaction in that site.
  • Symbolic hazards: Breaking order (shouting, chaotic noise) can “anger” old wards; completing a measured chant can pacify them.
  • Faction hooks: Scarlet Brotherhood favors Pyremius/Syrul; dwarves respect Fortubo traces; frontier folk still honor Llerg/Kord; scholars seek Wee Jas/Lydia archives.

One-Line Lore Beats

(handy box text)

  • “Suel faith is law carved in stone—then tested by the wild.”
  • “Where the hourglass stands, time is kept; where the spiral creeps, time frays.”
  • “Bear-fanged markers point the strong road; feather runes point the swift one.”

Type
Religious, Pantheon
Controlled Territories
Notable Members
How to Read Suel Ruins (quick keys)
  • Geometry first. Right angles, brass & iron fittings, red or white tiles with every 6th bearing a faint rune (often Wee Jas order-wards).
  • Lintels tell the patron. Hourglass-star (Lendor), feather-bow (Phaulkon), bear-angle (Llerg), sea-scrolls (Osprem/Xerbo), ruby glyph (Wee Jas).
  • Iconoclasm is a clue. Scraped spirals or tar-smeared faces = later cult defacement (Tharizdun influence or occupiers’ contempt).
  • Sound discipline. Many Suel halls amplify or quench echoes as ritual control; chanting ordered verses can sometimes “complete” wards.

Priests & Rites (for NPC color)
  • Wee Jas clergy: black/red, glyph-law, immaculate record-keepers; funerary engineers.
  • Kord/Llerg votaries: trophies, trials of strength, oath-feasts; omen-stones and fang markers in the wild.
  • Lydia singers: traveling archivists; keep hymn-maps and oral histories.
  • Fortubo/Jascar keepers: masons’ guild ties; oath-anvils and seal-rings.

Holy habits in stone: Hour candles, measured footsteps, call-and-response recitations; sea libations in coastal shrines.


Articles under Suel Pantheon



Cover image: by 3orcs

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