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.”
- L1-10. Ogre Den of the Broken Market
- L1-11. Red-Sack Cell 'Elite’s Quarters'
- L1-12. Burnt-Icon Cell 'Elite’s Quarters'
- L1-13. Stag-Chair Cell 'Elite’s Quarters'
- L1-14. The Audience of Measures 'North Court'
- L1-15. The High Priest’s Fallen Chamber
- L1-16. The Ruby Stacks 'Library & Cell'
- L1-17. Ruby-Skull Cell 'Bodyguard Quarters'
- L1-18. Elite Bodyguard Bedchamber 'The Hag & the Owl-Bear'
- L1-19. Urzhag’s Court 'Warband Chief’s Chamber'
- L1-20. Suel Temple
- L1-21. The Ruby Balance Vault 'Treasure Room'
- L1-22. Red-Tiled Main Way Skull’s Spine
- L1-2A. Guard-Den of the Broken Secret
- L1-2B. The Murder Walk
- L1-2C. Refuge
- L1-3A. Scorched Barracks
- L1-3B. Scorched Barracks
- L1-3C. Scorched Barracks
- L1-4.Bray-Horn Guard Station
- L1-5A. Wolf-Pallet Barracks
- L1-5B. Stew-Hearth Barracks
- L1-5C. Hive-Queen Office
- L1-5D. Book-Light Barracks
- L1-5E. Mud-Glove Barracks
- L1-6. Doors of Wee Jas 'The Ruby Gate
- L1-7. The Gauntlet Walk 'Murder-Gallery Corridor'
- L1-8. Store-Prep 'Hive Pantry'
- L1-9. Kitchen-Forge of the Ruby Order
- L2-01. Great Crypt Hall of the Six
- L2-02. Ruby Jet Gallery - Measure Sweep
- L2-03. Mortuary of Ruby Law - First Ceremonial Hall
- L2-04. Processional Corridor — The Sixfold Way
- L2-05. Ossuary Stacks - The Bone-Chain
- L2-08. Beltar Pit — The Sealed Maw
- L2-09. Flame Transept — Under-Ash Service
- L2-10. Antechapel of the Ruby Mortarch
- L2-11-Entry. Hall of Pillars - The Truss Gate
- L2-11. Wing of Stone — Maze of Ancestors
- L2-11a. Oath of the First Stones
- L2-11b. Knot of Names — Reliquary of Balance
- L2-11c. Pillar Truss - Broken Span
- L2-11d-V. Relic Vault — “Ruby Witness Room”
- L2-11d. The Quiet Draft — Vent Hub of Measure
- L2-11e. Conscription Bench — Mortarch Work-Altar
- L2-11f. Tomb of the Square & Flame - Lower Line Seal
- L2-14. Court of Witness - Ruby Audit Office
- L2-15. Crossroads of Witness — Measure Before Might
- L2-16. Great Crypt Hall of the Six
- L2-16a. Ruby Processional Anteroom
- L2-16b. Mirror Anteroom — Measure & Passage
- L2-17. Proving Run — Roll of the Measure
- L2-17a. Ruby Praxis Ring — Spar Hall
- L2-18. Great Funerary Temple of the Ruby Law
- L2-19. Remand Well of Beltar - Trap Gaol
- L2-20. The Under-Store Collapse
- L2-26. Humming Ley-Node Vault - Isle of the Obelisk
- L2-28. Shrine of Beltar — Maw of the Deep Mistress
- NAT-12: Level 1 - Suel Temple of the Skull
- NAT-13. Level 2 - Suel Temple Crypts
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.

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