
The Mythology of Gaea
The various lands of Gaea are not governed just by their history, but also by factions and faiths striving to achieve a myriad of goals, fighting for conflicting ideals, and vying for the power to come out on top. Most believe the deities of Gaea to be locked behind the Great Wall of Divinity and thus prevented from walking upon the land in material form, but they still have ways of putting their thumbs on the scales of history through their mortal followers. Such followers include clerics with the power to cast mighty spells, paladins who wield blades alight with idealistic verve, warlocks with a hunger for the power they can only get from their patron, and untold thousands of common folk whose voices can affect the decisions of even the most powerful leaders of the land.

Pantheons
of
Gaea
Pantheons of Gaea
Forged in Myth, Bound by Divinity, Awakened by Faith.
The Great Wall of Divinity
At the conclusion of the War of the Tuatha Dé Danann, the cosmos itself trembled with the threat of uncontained divinity. To preserve creation, a monumental metaphysical bulwark was raised—the Great Wall of Divinity. This barrier sealed the Material Plane away from the gods and near-gods of the Outer Planes, locking all pantheons within their respective celestial domains.
This wall does not simply keep gods separate—it maintains the world's future. If the Wall were to crumble by the unanimous will of any major pantheon, including the Tuatha Dé Danann, the resulting surge of unchecked power would tear through creation like an unfurling star—an Armageddon-level mythic apocalypse. Entire oceans would vaporize to mist, innovation would become wild magic, and the echoes of elder civilizations would howl back through time. For this reason, no god wishes to be the first to blink.
So, the gods wait. They watch their children, their monsters, their kingdoms, and their wars through tiny fractures in the wall—cracks through which only faint threads of aid can be sent, a trickle of divine attention, not a flood. These threads take the form of omens, miracles, inspiration, instinct, or ash carried by sacred wind.
The Cracks and Aspects
Though the Great Wall stands firm and celestial, impervious at a distance, its surface is not seamless.
Across the ages, inevitable pressures of belief, sacrifice, hubris, mourning, art, and invention have worn at the boundary. In places where ley-lines intersect violently or worship reaches cataclysmic fervor, the Wall thins like heated metal.
Through these rarefied fractures, gods may send Aspects of themselves to the Material Plane—semi-autonomous manifestations of divine identity, power, or intent. These Aspects reshape ecosystems, spark legendary interference, create demigod offspring, or whisper to mortals before fading like frost on dawn’s glass. A god cannot cross the wall—but a fraction of a god can fall through it.
These Aspects are how:
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Storms travel farther than weather should allow
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Demigods are born without explanation
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Animals act as divine messengers
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Inventions suddenly work better than they were ever designed to
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Villains encounter uncanny prophecy-level luck or pressure
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Heroes manifest mythic destiny rather than simply mortal skill
Aspects are never the god, but a fragment dreaming itself awake, influenced by belief poured into the world by mortals.
The Near-Divine and Unbound Powers
Below the divine threshold but above mortal limitation dwell the Lesser Powers: archdevils, demon lords, fiend-princes, high celestials, ancient demigods, and entities whose stories have been misfiled by time rather than written into history.
They are affected by the Great Wall—prevented from crossing under their own power—yet they are not bound with the same absolute lock as true gods. These beings may be summoned, bargained with, or bound temporarily by mortal magic. Their strength shakes the Wall slightly when called, making them prime antagonists, patrons, or accident-prone mythic parents in campaigns.
These forces include:
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Fiends of hell and demon sovereigns
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Celestials powerful enough to be confused for gods
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Forgotten demigods drifting between pantheons
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Outer idols tied to singular concepts (Entropy, Fire, Luck, War, Death, Dreams, Innovation, Ash, etc.)
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Summoned dragon-spirits born from elder bones
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Living fragments of divine residue lingering on Gaea’s surface
They are the unclaimed magic between the chapters. They are available to adventures, summonings, villains, and bargains in ways proper gods are not.
Pantheons First Revealed: Greeks and Celts
Gaea’s divine ecosystem is bigger than any one mythology. Many pantheons are worshiped across the continents, but the first sourcebooks focus on two foundational myth-ancestries:
The Olympian Gods (Ancient Greek Pantheon)
Rulers of Krioslos, minds of thunder and marble, parents of hubris, law, storm, valor, wrath, beauty, craft, harvest, sun, moon, and ocean prophecy.
Their mythology is living history here, not distant scripture. Their temple columns conduct electricity in storms, their priests debate philosophy with powers older than libraries, and their demigods rise like sparks flung from a storm-forge. Their influence is dramatic, heroic, tragic, regal, and cosmically political.
The Tuatha Dé Danann (Ancient Celtic Pantheon)
Sovereigns of Haeslios, children of mist, wilderness, sovereignty, moon, innovation, sea, poetry, flame, forge, and shadow-war diplomacy.
Their magic is root-myth druidcraft blended with aristocratic prophecy. Their pantheon communicates through wind, stone, beasts, and song, believing technology is simply magic remembering itself differently. They erected the Great Wall after victory but now guard its surface through diplomacy rather than war.
These pantheons serve as:
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The first divine templates for clerics, paladins, and warlocks
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The first mythic antagonism and diplomacy structures
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The first demigod ancestry lineages
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The first continent-level adventure implications
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The first cultural magic systems supporting your world
Future Pantheons to Be Whispered into Looming Light
As future books unfurl, the Myths of Gaea will also include pantheons inspired by Earth’s true mythic memory:
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Kemetic Gods (Ancient Egypt) – elemental divinity of river, sun, death, embalmed stars, jackal-headed memory, judgement, maat-truth-law, and sand-etched libraries of fate.
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Norse Aesir and Vanir – sky-shattering war politics, frost, storm, harvest, wild sea-belief, brutality, omen kinetics, rune-currency, and whales mythified beyond kenning.
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Slavic Gods – winter, hearth, war, fire poetics, storm craft, the morality of soil, fate carved in bone, and spindle-woven destinies bound to seasons.
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Shinto Spirits (Ancient Japan) – ancestral kami, forest-shrine networks alive with spirit technology, believing divinity is inherent in place, path, shrine, and craft.
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Indigenous Songline Sovereigns – continent-memory pantheons bound to Uatora and Jaiphora, whose geographies are spoken of as gods humming beneath stone.
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Old Mesopotamian – first scriber-gods of star mathematics, clay cosmology, sacred invention rights, and conflicts older than cartographic memory.
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Aztec and Mayan – cosmic reptile divinities bound to sacrifice economics, sun-jaguar exaltation, obsidian aether banks, pyramids older than empire, and serpent-born demigod lineages.
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Yoruba Orisha – rhythm, river, justice, iron, storm, crossroads, drummed prophecy, ancestors alive in transition, and spirits powerful enough to be mistakenly masked as gods themselves.
Each of these pantheons will in time gain:
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Full Domain integration
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Demigod offspring systems
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Regional dynamic lore pages
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Moral sociology systems tied to divinity
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Adventure implications tied to the Wall
Divine Domains and Mortal Agreements
How Champions gain divine magic (Beginner-friendly explanation)
Champions may gain spellcasting power through:
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A single god (traditional for clerics/paladins/warlocks)
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Multiple gods sharing a domain (syncretic worship, common in Gaea)
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Near-divine patrons such as celestials/fiends (via summoning magic)
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Divine residue / orichalcum ash without lineage if your Myth Keeper agrees
Rules of Domains
The Domains listed for each god are recommendations, not restrictions.
Most divine spellcasters attune to only one, but Gaean cosmology embraces shared sovereignty.
You may choose alternate domains if:
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Your Myth Keeper agrees
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The players agree
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The story supports it
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Your destiny thread binds it
Your Myth Keeper may even:
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Add gods from omitted pantheons
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Combine religions or faith provinces
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Create entirely new gods
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Alter the domains as needed
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Swap divine ancestry lines
The core rule of Gaean divine play is collaboration:
“If all players agree, then the gods remember it that way.”


Tuatha Dé Dannan
The ancient Celtic pantheon serves as the primary pantheon for the continent of Haeslios (British Isles). While primarily confined to the lands of Haeslios, the influence of the Tuatha Dé Dannan can be found throughout the northern and western regions of Krioslos.





