The Nine Powers



Most civilized Thuleans recognize a distinct pantheon of greater powers with wide influence and temples in the more important city-states known as the Nine Powers.

Not all of the Nine are known in all cities; different priesthoods wield different amounts of influence from city to city. In fact, many Thuleans would argue about which deities are properly numbered among the Nine Powers, usually substituting a civic patron, a legendary hero, or (in some cases) an anthropomorphized version of one of the Great Old Ones.

Deity AL Portfolio Domains
Asura NG Goddess of dawn, fire Knowledge, Light
Herum CE God of beasts, rage Fury, Nature, War
Ishtar CN Goddess of love. luck Knowledge, Trickery
Kishar LN Goddess of the earth, agriculture Life, Nature
Mithra LG God of sun, sky, lordship Life, Light
Nergal NE God of war, the underworld Death, Fury, War
Set LE God of night, secrets, snakes Knowledge, Ophidian, Trickery
Tarhun CG God of storms and battle Cold, Tempest, War
Tiamat CE Goddess of the sea, chaos Cold, Death, Tempest

Clerics don’t pray for spells. Instead, they gain their magical powers when they are initiated into the deeper mysteries of their chosen deity’s worship. To put it another way, once a priestess of Ishtar is initiated into the secrets of Ishtar’s priesthood and invested with power, she gains the ability to use spells. What she does with those powers after that point is up to her.

Because priests can only be judged by the observable actions they take, it is far from certain that any given cleric is serving his or her deity faithfully. Priests, like all other mortals, are fallible and corruptible, and their magic has no special divine imprimatur that makes it holy or good. Magic in Thule is mysterious and not well understood, and Thule’s priesthoods are nothing if not mysterious.

  • The Ophidian Domain is found in Primeval Thule Campaign Setting.
  • The Cold and Fury Domains are found in Primeval Thule Player’s Companion.

The Nine Powers

Tales from the Fallen Gate Maded Maded