Gods of Chaos
“For Chaos is not destined to destruction, neither is it organized in any way. It is entropy, the slow dissolution of everything that Order actively creates.” The Book of Order, Origin, chapter 2 verse 16.
These are the gods of Chaos, but there is no pantheon of Chaos. They were never organized, and it was only after the gods of Order assembled that they even recognized themselves as gods at all. Where the neutral deities are simply unaffiliated, the chaotic deities actually strive to differentiate themselves, first from one another, and then from every other deity. Their philosophies, principles, tenets, methods, worshippers, concerns, domains, and virtually every other facet of their existences are therefore distinct from one another. Only a deity that is purely original garners their notice, let alone respect, and only a deity who generally alignes with the essence of Chaos (if such a nebulous thing actually exists) is counted in their number. Their motives, portfolios, and philosophies range from freedom to nature, to the status quo, to the “unmeddled” tendencies of the world, to the practical annihilation of everything, or at least Order. The gods of Chaos use the least humanoid forms and appearances, though they may retain at least some semblance.
Leoric, The Feywilde
Leoric appears humanoid more often than most of the chaotic gods. He is usually depicted as an elf or fey. Leoric believes that creation is not entirely part of the power of Order, rather he believes that Order is the antithesis of creation; that creativity must be free and inspired, unrestricted. Leoric is more focused on the purely creative aspects of chaos, and therefore the other chaotic deities consider him to be less true to the spirit of chaos than they are. Some apocryphal tales have him as Alessa’s lover.
Aspects of Leoric:
The Sylph (Chaotic Good)
While Leoric is often depicted in this aspect with wings, no record exists of anyone ever seeing Leoric with actual wings, in this aspect or any other. The wings are therefore thought to simply represent his flighty nature, never wanting to be tied down to any sort of commitment or constrained by overly legalistic people and their rules. The Sylph’s holy stories (for his traditions are mostly oratory) often have him simply leaving a discussion amongst such people, only to do the task however he wanted, to the praise or envious contempt of those present. The Sylph is one who always enjoys something new, say his followers, and therefore moves from one thing to the next quite readily. This light hearted understanding of the god leads people to worship him in like manner, trying earnestly never to sing the same song twice, or perform the same act or dance more than once, at least, in a very long time. Similarly, those who worship in his groves, gardens, and glades try to be distinct, even to the type of forest they choose to worship in, and in their habit of moving about, to spread The Sylph’s mirth and blessing throughout the land. Scoffers say they are merely trying to chase after the flighty deity, as dogs trying to catch scraps from their master; but The Sylph is Leoric’s more artistic and creative aspect whomever looks at him. The Sylph counts azatas as his emmissaries, and his followers include all sorts of artists, elves, fey, bards, rangers, druids, woodland creatures of all kinds, and all those who are good of disposition, light of heart, and lovers of freedom. The Sylph’s domains include Chaos (Azata), Charm, Good (Azata), Liberation (Freedom), and Travel (Exploration); his symbol is _, and his favored weapon is the longbow.
The Trickster (Chaotic Neutral)
Leoric is known for his fantastic banquets, feasts, festivals, and parties, as well as his witty jokes, lavish entertainment, and elaborate pranks. The Trickster’s followers take these things to new levels all the time, in emulation of their deity … childlike emulation as their detractors would say. Not all of his tricks are light hearted however, and some have proven to be downright deadly. The Trickster is even less formal and less concerned with worship than The Sylph; it is said that wherever there’s a good pary, The Trickster is sure to be there. The Trickster counts amongst his followers rogues, bards, performers, actors, entertainers, wanderers, and all those who could “use a good laugh.” The Trickster’s domains include Chaos, Liberation, Luck, Travel, and Trickery (Deception, Thievery); his symbol is a jester’s mask, and his favored weapon is the dagger.
Farlenir, The Beast Warden
Falenir is depicted as virtually non-humanoid, but at least he has a form. Farlenir is said to appear most often as a bear or a wolf, and the size of an elephant; but his followers maintain that he has the ability to appear as any beast, and even any size. They maintian that in his most sympathetic forms he appears as a hybrid creature, half-man and half-beast, and that he is the father of all manner of beast hybrids and other strange creatures; he utterly loathes abominations, aberrations, and the undead.
Aspects of Farlenir:
The Field Warden (Chaotic Good)
When the mood strikes him, Farlenir has been known to be very playful, even kind. He has guided adventurers out of bad situations and even provided game that they might eat. Those who tell the stories say that Farlenir is most humanoid as The Field Warden (or perhaps most often close to it), though that may be bias as to what exactly constitutes humanoid. Gorgolash the orc ranger would probably say that Farlenir was less humanoid as The Field Warden. The animal forms and traits The Field Warden most commonly adopts are those of lions, bears, foxes, and elephants. Many Rangers worship at his glades in this aspect; in fact, more rangers worship The Field Warden than perhaps any other aspect of any other deity. Followers: The Field Warden also counts druids, woodland beasts, and beastly creatures among his charges; his domains include Animal (Fur), Plant (growth), Protection (Defense), and Travel; his symbol is a great green oak tree, and his favored weapon is the quarterstaff.
The Shadow Beast (Chaotic Evil)
In this most bestial of his aspects, Farlenir has no remorse, and no compassion for those he appears before. The Shadow Beast’s bloodlust is legendary, and if someone is lucky enough to slake his thirst, then he might be willing to grant a boon. The animal forms and traits The Shadow Beast most commonly adopts are those of tigers, wolves, boars, and elephants. What clerics there are of this aspect are usually trained in the use of Martial Weapons (usually from taking another class that grants proficiency with martial weapons). The Shadow Beast’s tenets hold that the realm of nature is under assault, and needs to recover what is its rightful domain; all creatures must either respect the ways of nature (ie Farlenir) or perish. The Shadow Beast’s followers include evil rangers and druids, some rogues, barbarians, and many of the savage races; his domains include Animal (Fur), Darkness (Moon, Night), Luck (Curse), Madness (Nightmare), and War (Blood). The symbol of the Shadow Beast is a great and feral wolf’s head with eerily humanoid features, and his favored weapon is the dagger (tooth).
Entropy, The Anarchist
The Anarchist (Chaotic Neutral)
Entropy is the only known god without alternate aspects; or rather, its aspects are so fluid that it’s practically impossible to distinguish between them. IT, for Its form is so morphic and amorphous that no gender can be distingushed, is therefore worshipped as one being by those who do worship It, if It even is a being. IT has never spoken to any of the gods, let alone any of the creations of order. Its form has rarely been witnessed, and those that did returned as raving lunatics devoid of all sanity. The followers of Entropy seek to always uphold the tenets of Chaos . . . the dissolution of all matter, organizations, and people. While Entropy itself is proclaimed as a neutral thing, Its followers are more often evil, and the extremists are necessarily evil. Entropy differs from Halerest in that, firstly, IT cares nothing about law or morality; IT seeks the utter dissolution of all (presumably including Itself), and secondly, IT does not ‘seek’; IT simply does, Entropy does not destroy: Entropy changes, changes constantly and continuously, changes without respect to anything, changes perpetually and infinitely and eternally, and changes all. Some followers of Entropy are simply the extraordinarily free-spirited or individualistic people; the rest include rangers, druids, barbarians, sorcerers, warlords, mass murderers, anarchists, rogues, thieves, gladiators, some pirates and bandits, psychotics of all kinds, and raving madmen. Entropy’s domains include Chaos (Entropy, Protean), Destruction (Catastrophe, Rage), Fire (Arson, Ash), Madness (Insanity), Plant (Decay), Void (Dark Tapestry), and Weather (Storms). The symbol of Entropy is a swirling vortex, and its favored weapon is the morningstar.