Last post, I created a pantheon, but it is pretty bare-bones. To make this an interesting region on a map, here are more fluff and crunch details. This is a long post. The OSR version of all this comes in a near-future post.
Water and Animal Domains
With the water domain so strong, let's assume the people that worship these gods live on the coast and have strong ties to the sea. Since the deities are so similar and the animal domain is also prominent, I'll assign totems by alignment: Dolphin (CG), Shark (CE), Octopus (LE), Walrus (LG). The totem is part holy symbol, part animistic religion. More on that later in the post.
Male and Female Were They Made
Since there are two gods for each alignment, I will make them brother and sister. Why would there be male and female aspects of the same alignment? Why are all the domains so tightly bound together? Let's say that at first, there was only one True Neutral god of the Sea. After creating the water and all the creatures that live there, his final act of creation was to split into eight weaker, but divine pieces. These pieces are what comprise our pantheon.
Areas of Concern
In addition to the names and favored weapons, I'm going to add areas of concerns. This is mostly to match the format of the Egyptian pantheon on the Pathfinder SRD, but it can be a lot of fun for background. I didn't want to overload the pantheon with a bunch of new features, so this is a way to accentuate the Strength and Wisdom domains without adding more crunch. Here's our pantheon again:
||AREAS OF CONCERN
||Oceans, Sea Creatures, Wisdom
||Animal, Creation, Knowledge, Strength, Water
||Habitat, Fishing, Walrus
||Tides, Currents, Walrus
||Exploration, Ships, Creatures Lost at Sea, Dolphin
||Giant Sea Creatures, Social Graces, Dolphin
||Sea Shanties, Predators, Poison, Shark
||Speed, Strength, Brutality, Shark
||Obscurement, Deception, Octopus
||Aquatic Birds, Thievery, Blackmail, Octopus
A Dead God and Subdomains
Since the creator god, Samoora, is gone, we'll call this the Samoora Pantheon. One way to make the gods more distinct is to use subdomains. Since the Samoora Pantheon is tied closely with the sea, the default Water domain for these gods is really the Ocean subdomain. Just as a bit of flavor, I'll call the traditional Water domain the Current (as in a cold water current) domain.
Even with subdomains, I want to make the animal totems mean something more. Let's make something like subdomains based on the totem. For ease of reference, I'll call them Totem Subdomains.
Each totem represents one alignment. For example, Clerics of Camalanth and Clawata may take the Walrus Totem Subdomain since both gods are Lawful Good.
Since every god in the Samoora Pantheon covers either the Animal or Water domain, these totem domains are used with those domains instead of Law, Chaos, Good, or Evil. No god has both Animal and Water, so it shouldn't create an issue.
Keith gave a bit of advice to make the totem more meaningful, so all Totem subdomains also gain the following ability.
Spirit Animal (Su): You can take the shape of your totem animal once/day at 4th level, +1/day per two levels after that until 18th level, then at will. Each use is good for one hour per level or until canceled. At higher levels they can take on more varied forms (initially small and medium animals, then smaller and larger, plants, elementals, and so on, at different levels). At 12th level, you may take the shape of your totem's avatar, a half-human/half-animal form.
There are four Totem Subdomains; Walrus, Dolphin, Shark, and Octopus. Here are the stats for each one.
Associated Domains: Animal, Water
Granted Powers: As followers of the Walrus Totem, you seek to promote the welfare of your seafaring community.
Inspiring Word (Su): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
Replacement Domain Spells: 1st—remove fear, 3rd—protection from energy(cold only), 7th—repulsion
Associated Domains: Animal, Water
Granted Powers: As followers of the Dolphin Totem, you value the common good and strong family bonds through play. You seek to find what is lost to help others.
Bit of Luck (Su): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Echolocation (Ex): At 6th level, you gain the power to use once a day. Echolocation functions the same as the Locate Object spell except that this power is foiled by polymorph any object and silence. It is not foiled by nondetection.
Replacement Domain Spells: 1st—Air Bubble, 3rd—Ocean's Blessing (+10 Swim checks), 6th—mislead
Associated Domains: Animal, Water
Granted Powers: As followers of the Shark Totem, you are ruthless and efficient in all you do.
Bleed Touch (Su): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.
Replacement Domain Spells: 1st—cause fear, 3rd—rage, 6th—harm
Associated Domains: Animal, Water
Granted Powers: As followers of the Octopus Totem, you are cold, calculating, and always in control. This means you know when to press an advantage and when to regroup for a more opportune time.
Obscuring Ink (Su): This power functions as the Obscuring Mist spell except that it also functions underwater. Any objects that come in contact with the ink are stained for one minute per round of effect. The duration of this affect is 3 + Wisdom bonus rounds. The rounds do not need to be consecutive.
Whispering Evil (Su): At 8th level, as a standard action, you can whisper a hypnotizing litany of empty promises. Each enemy within a 30-foot emanation that can hear you must succeed on a Will saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mind-affecting effect
Replacement Domain Spells: 1st—disguise self, 3rd—nondetection, 6th—hold monster or modify memory
The Enemy of My Enemy Is My Friend
With our deities defined, we can now look out for other events to shape the pantheon and the implied community that reveres these gods. Since the Walrus totem focuses on protection from cold, we can place an ancient White Dragon named Vinakrah to the north as a constant threat. To make it interesting, the Cult of the Vinakrah is a unifying threat for the followers of these gods. Specifically, when Priests of the White Dragon menace the community, these gods can work together to overcome a common enemy.
One Enemy Is Not Enough
Some time ago, I wrote about a golem-making group of crabmen called the Portán. In real crabs, molting occurs twice a year for a total of three weeks. The molting times would see a dramatic increase in the number of the crabmen golems and no doubt fuel the discussion about a final solution for these menaces.
At low and medium levels, these guys could keep any group busy, especially in raid on the Portán nests. When a party arrives, though, they soon discover the secrets of the Portán and pray to return to the safety of their own civilization. The crabmen also present a number of good adventure hooks, including quests for alien technology and/or an alien metal.
The best way to put it is that Vinakrah is an obvious, ever-present threat. The Portán and the shadowy Hlong Khagee are a secret danger that will likely arise only if the crabmen are provoked.
A New Race
This is also a good entry point for a race of land-adventuring dolphins defined here not that long ago. They are setup for Swords & Wizardry in my post, so here are a few notes to serve as guidelines:
Ability Score Racial Traits: +2 CON, +2 DEX, -2 CHA
Type: Animal with Water subtype
Base Speed: 20, but speed is not affected by armor or encumbrance.
It would be easy to imagine the Howerters (dolphin race) as emissaries of the Gods. In that way, you could present them as paladins of the two Dolphin Totem gods. As originally planned, they would make excellent Rogues and if you use psionics, Psychic Knives.
With the Portán running around, it's good to know that there is a group of creatures putting technology to good use.
One last bit of world building fluff to make the setting interesting:
There is a commonly proscribed tonic in the Samoora region made up of cinnamon and vinegar. It is believed to be an effective bracer against the cold air blowing off the water and a curative for minor ills. All taverns in the area feature a mulled dry wine with a strong flavor of cinnamon. A yearly festival prominently featuring the Dolphin totem culminates in a grand contest of the best mulled wine. Outsiders and visitors are usually identified quickly by the local tavern-goers by their preference for ale, beer, or mead.
This entire post is declared Open Game Content under the OGL. Section 15 listed below:
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Polyhedral Pantheons. Copyright 2014, Echelon Game Design; Author: Keith Davies.
Echelon Reference Series: Clerics (3pp+PRD). Copyright 2014, Echelon Game Design; Author: Keith Davies.
The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor.
The Pathfinder Chronicles Campaign Setting Copyright 2008, Paizo Publishing; Author: Stan!, Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, David Schwartz, Leandra Christine Schneider, F. Wesley Schneider, Amber E. Scott, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, JD Wiker.