Gods

[Pishe]  [Gapp]  [Gufnork]  [Sandelfon]  [Fish]  [Hat]  [Sek]  [General info]

 

This page contains an overview of all the joinable deities on Discworld. Each God has a short description stating his or her strong and weak point and which alignment they require. We will NOT give a rating to the different Gods. This is always subjective and we think you should make up you own mind, based on the alignment, the rituals granted or role-playing possibilities.

General info

How to join a Priests Guild, can be found at the main page. But first you should carefully consider which God you want to serve. Do you feel like fighting? Maybe you want to help people? Fond of fine clothes? All these things might influence your choice.

To make the decision a little easier we've marked the rituals in different colors: RED for offensive rituals, GREEN for defensive rituals and BLUE for miscellaneous rituals. (This does not necessarily mean that they only use those respectively sub skills)

God related bonuses

Each God provides the opportunity to get an bonus in performing rituals, under special circumstances. These are:

Guild point usage, and modifiers

Quiet recently, some priests have noticed a fluctuation in guild points used by rituals. Apparently some negative modifiers can increase the amount of guild points needed to perform a ritual. These modifiers are

Pishe, the Goddess of Slight Showers.

The goddess Pishe is focused upon growth and regeneration. Her slight showers are ideal for the proliferation of plants, which in turn nurture animals and people. Her priestesses often live peaceful lives, devoted to the protection of the living things which Pishe loves so dearly. She is generally viewed as the matron of healers, herbalists, and anyone else that shares Her love of growth.

The commandments of Pishe include: Be the vessel through which My showers of mercy rain down upon all of those in need, whether they ask it or not, for in bringing My mercy unto them, thou bringest thyself unto Me.

She only wants worshippers who are between as good as you can get and barely good.
She doesn't want any followers.

Rituals granted:

chant divine hand parch soothe
cool dust devil raise dead soothing rain
cure drunkenness far sight raise dead pet sotto voce
cure knurdness great stasis relief splash
cure light wounds heal remember place stasis
cure medium wounds bless restore turn undead
cure serious wounds holy sanctuary resurrect warm
detect alignment light see alignment clarify
divine guard minor shield see consecration totem
find corpse devout inquisition major shield  

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Gapp, the God of Fine Clothing.

Often considered an elitist, Gapp and His priests make a point of being the best-dressed at any public function. The sense of style of His worshippers is as unquestionable as it is changeable, with new fashions tearing through His temples on a weekly basis. Gapp is a god who believes He is the best, and He knows how to dress properly for the position.

The most important of Gapp's commandments include: Thou shalt not go forth unclothed like the lesser beasts, unless My High Priest doth send you forth thus on My behalf, for infractions against My church such as over-dressing when in the presence of one holier than thou.

He only wants worshippers who are between quite good and neutral.

Rituals granted:

bless cure serious wounds holy insight remember place
calm divine guard holy sanctuary see consecration
chant divine hand light sotto voce
cool dust devil longsight stasis
cure drunkenness far sight major shield tongues
cure knurdness fumble mend warm
cure light wounds great stasis minor shield weft warping
cure medium wounds holy couturequisition relief totem
devout inquisition      

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Gufnork, the God of Fluff.

As the God of Fluff, Gufnork and His priests enjoy an insulated life spent in meditation upon the softer aspects of life. Usually stereotyped as intellectuals with little care for worldly matters, followers of Gufnork have developed a reputation for standoffishness. Worshippers of Him often seek to improve the lives of others, so that more people will have the leisure and inclination to contemplate the glory of Gufnork.

Gufnork's most important commandment is: Take My fluff throughout the world, and wherever the fluff be lacking, there spread My fluff thickest so that all may experience My fluff and sleep more comfortably upon it.

He only wants worshippers who are between quite good and neutral.

Rituals granted:

bless cure serious wounds holy insight see consecration
calm detect magic holy sanctuary soothe
chant divine guard light stasis
cool divine hand major shield summon fluff
cure drunkenness divine sentinel minor shield turn undead
cure knurdness dust devil raise dead warm
cure light wounds far sight relief weft warping
cure medium wounds holy aegis remember place clarify
totem devout inquisition    

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Sandelfon, the God of Corridors.

As the God of Corridors, Sandelfon and His followers are most at home in the large buildings where the powerful gather to orchestrate the lives of others.
Dedicated to the careful balancing of things (often in their own favour), they frequently engage in complicated political manueverings to achieve their view of acceptable balance. Sandelfon is often worshipped by politicians, lawyers, bureaucrats, and administrators, whether their intentions be selfless or not.

Sandelfon's primary commandment is: If, in the greater or lesser scheme of things, thou or someone else doth see, or hear of, or think of a way in which a government, restaurant, organisation, or other undefined entity might be better managed and organized, thou, and whoever else is a worshipper unto Me, shall do their best to seek to improve the aforesaid government, restaurant, organisation, or other undefined entity, or petition to seek to improve the aforementioned if direct improvement is not possible or practical, and then thou
shalt be among the most beloved of My children, unless sufficient other parties have completed such a task in a superior manner.

He only wants worshippers who are between barely good and barely evil.

Rituals granted:

agoraphobia detect alignment feedback parch
calm detect magic fumble remember place
cool divine guard haunting see consecration
cure drunkenness divine hand light sparkling shelter
cure light wounds divine sentinel longsight tongues
cure medium wounds dust devil lost highways warm
cure serious wounds endless halls major shield totem
(demoralise) far sight minor shield devout inquisition

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Fish, the God of Fishermen.

Fish, God of Sea Creatures, is primarily concerned with the propagation of sea life. Avid hunters, His priests are often a salty lot, and rough around the edges to say the least. Worshippers of Fish generally share a love of seafood as well as a practical interest in conservation so that hunting will always be a possibility.

Fish's primary commandment is: Thou shalt not covet thy neighbor's haddock, unless he covets thy haddock, in which case thou shalt take his haddock and smite him mightily with it, and then thou shalt eat both the haddocks to dispose of all evidence.

He only wants worshippers who are between neutral and evil.

Rituals granted:

bless
divine guard
odiferous wrath
sparkling shelter
blight
dust devil
parch
splash
breathe underwater
far sight
piscatorial patulous
terror
calm
fear
remember place
unquiet spirit
cure light wounds
find
sacred fins
withering touch
cure medium wounds
holy weapon
see consecration
wrath
dark sight
major shield
silence
divine hand
minor shield
sotto voce

totem

devout inquisition
 
 

 

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Hat, the Vulture-Headed God of Unexpected Guests.

As the God of Unexpected Guests, Hat and His priests are renowned for their erratic behaviour and unpredictability. His worshippers have a penchant for parties, especially if they involve hiding behind furniture then leaping out to shout 'Surprise!' Generally free spirited, the followers of Hat frequently express their piety by travelling to new places, meeting new people, and engaging in new experiences. In keeping with his vulture-like nature, Hat can
spot a good party, opportunity for mischief, or tasty corpse from miles away.

Among Hat's most valued commandments is: Surprise them, before they surprise thee, lest I visit upon thee a bigger surprise that thou shalt not like in the least for failing in thy duty to Me.

He only wants worshippers who are between neutral and quite evil.

Rituals granted:

agoraphobia divine sentinel life of the party tongues
holy insight dust devil major shield unquiet spirit
calm far sight minor shield unwilling host
cool feedback parasitic vision visions
cure light wounds food of life parch visit
cure medium wounds fumble remember place warm
dark sight haunting searing touch withering touch
divine guard holy sacrifice see consecration wrath
divine hand horror sparkling shelter totem
devout inquisition      

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Sek, the Seven-Handed God.

Sek is a God who knows what He wants and His seven hands are ideal for getting ahold of it. His followers usually share His drive for self-gratification and tend to enjoy doing whatever is necessary to take what they desire from someone else. Imbued with a natural sense of cruelty, Sek's worshippers frequently inflict misery upon others as a preferred method of showing their committment to Him.

The primary commandment of Sek is: Increase My glory by taking power for thyself from those who are less deserving of it, for the more power thou bringest unto Me, the more power I shall bestow unto thee, and thou shalt remain forever My most prized of servants.

He only wants worshippers who are between barely evil and as evil as you can get.

Rituals granted:

blight far sight minor shield silence
cool fear paralysis sotto voce
creeping doom find parch terror
cure light wounds food of life rage visions
cure medium wounds haunting raise dead warm
detect alignment holy sacrifice remember place wrath
divine guard holy weapon searing touch profound darkness
divine hand horror see alignment clarify
dust devil light see consecration totem
devout inquisition major shield    

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