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Characters / Goblin Slayer: The Gods

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Traveling Companions and Loved Ones: (Goblin Slayer | Priestess)
Adventurers Guild: (Guild Members | Staff)
Other Characters: Other Significant Players | Villagers | The Gods | Antagonists
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    Tropes that apply as a whole 

  • Divine Assistance: The gods value human agency above all things, but they recognize that at least some of their adventure setups can't be fairly or realistically beaten with no outside support, so they allow each other to make occasional small intercessions to impart information on upcoming threats to the forces of Order or bolster the flagging strength of a favored champion fighting an endgame monster.
  • Divine Conflict: Had a major war on the Material Plane — High Elf Archer has a grandfather that was a veteran of it. An earlier one of these lead them to create the world in the first place, and nearly destroying it made them decide to only influence events in it from outside.
  • Divine Delegation: The Old Gods (Truth and Illusion and the rest) created the New Gods, who were and are much more directly involved with the mortal world.
  • Divine Intervention: Both the good and evil gods regularly give "handouts" to their followers, ranging from information on enemy movements to powerful magic artifacts. These are typically interpreted by the recipients as incentives for a quest from on high involving the handouts.
  • Divine Ranks: Above and separate from everything else are the primordial gods like Truth and Illusion. Then comes the primary pantheon of the Prayer Races consisting of the Supreme God, Earth Mother, God of Knowledge, Trade God, and Valkyrie. The Chaos Gods are their equals and opposites. Lastly come all the sundry minor gods that hold domain over one tiny facet or product of society.
  • God's Hands Are Tied: They certainly didn't want to do nothing when the wizards of the Age of Magic nearly destroyed the world almost as soon as they rebuilt it and made a pact to not ruin it with their wars again. But part of said pact was to respect the free will of mortals, so if the wizards were fighting solely for their own reasons there was little they could do to intervene.
  • Götterdämmerung: During the Age of the Gods, they freely walked the earth of their creation. Then they had a great war, and the gods separated from the material world afterwards to prevent such destruction from happening again.
  • The Maker: All the gods had a hand in creating the world and the living beings upon it.
  • Mission from God: If a spectacularly urgent disaster is about to strike and more circumspect means will not alert the mortals in time, the gods are allowed to straight up tell their worshippers to take up quests and crusades on their behalf. In Volume 3, Earth Mother imparts instruction, complete with momentary incasement in a pillar of light, on Priestess to help Goblin Slayer battle Dark Elf and his goblins while she was chatting with her fellow nuns. In Volume 9, the greater plot is kicked off by Apprentice Cleric being personally told by the Supreme God to save the Harefolk village from Ice Witch’s curse.
  • Our Gods Are Different: There is a definite distinction between Truth & Illusion, and gods like the Earth Mother or the Supreme God. Truth & Illusion (and their equals mentioned in Volume 5 and 12: Chaos and Order, Fear and Time, Life and Death, Abundance and Void) are tacitly described as Protogenoi-like personified forces, are not worshiped or directly contacted by mortals, and influence the world by subtly shaping it through their board games. Gods like Earth Mother and the Supreme God are more traditionally Olympian-like, having once walked among humans, holding domain over their aspects but not being directly identified with them, bestowing cleric spells and speaking to mortals, and having temples and icons.
  • Physical God: Used to be this, but took themselves out of the world when a war between them nearly destroyed it.
  • Stock Gods: Like the rest of the cast, they are intentionally designed as a generic fantasy pantheon. Their names are even just descriptions of their roles.

    Truth and Illusion 

Two mysterious entities presiding over the fates of adventurers and monsters alike. They are tabletop players who play games with each other, using their world's denizens as pieces to enact grand adventures and determine the future of the world.


  • Adapted Out: The two's existence, relationship, and impact on the world are thoroughly detailed quite early on in an intermission in the first light novel, but it takes all the way to Chapter 15 of the manga, the very end of the first story arc, for them to make an appearance there, by way of a short and indirect look at their game board at that, and all of their regular asides in later arcs are cut. Meanwhile, the anime leaves them out entirely.
  • Born Unlucky: Illusion. Sweet, merciful Her, Illusion! Literally every single time she takes command of the fate of a prospective adventurer and has to roll the dice of chance, she causes a critical fail and grisly demise on their first outing. The only reason Priestess is still alive is because Goblin Slayer entered the board at the very last second and cut off her mess before it had completely run its course.
  • Breaking the Fourth Wall: In Memoria Freese, Illusion periodically asks if the player is enjoying the drama of the crossover campaign, and invites them to take a break after cutscene stages as well as to help themselves to the snacks she made for the game session.
  • The Corruptor: Truth is said to sometimes whisper into adventurers' ears and plant ideas of squirreling away an extra-portion of loot or backstabbing out of paranoia into their hearts. Largely an Informed Attribute, Rhea Scout notwithstanding, and dropping an overpowered encounter on their heads seems to be a more consistent success and satisfying spectacle for him.
  • Cosmic Chess Game: The world that Goblin Slayer takes place in is a Tabletop Game backdrop crafted by the gods, and the campaigns of these two in particular happen to have produced Goblin Slayer, his party, and a number of their enemies and quests, though due to Goblin Slayer's Immune to Fate status they have no direct control over any of them anymore.
  • Create Your Own Hero: Truth unknowingly created the Goblin Slayer he loathes because of the scenario he created that directly involved him and lived through it all.
  • Diabolus ex Machina: Truth can and does drop extra monsters into the middle of an ongoing dungeon crawl, something he demonstrates with relish in Volume 2. Makes one look back on Greenhorn Team's expedition and wonder if that hob more than just seemingly stepped out of nowhere to gank Fighter.
  • The Dividual: Are effectively never apart, even when one is apparently playing by themselves the other is always watching the board and can enter the session at any point, and their names hint at diametrically-linked aspects.
  • Divine Intervention: They tinker with the environments, treasures, and circumstances to suit their gaming needs, which manifests in the real world as this trope. Truth is implied to be indirectly responsible for the constant revivals of the Demon Lord, and increasing the number of goblins swarming the frontier to beyond-manageable levels we see in the present.
  • Even More Omnipotent: Downplayed and subtle but it appears that both Truth and Illusion are above everything, even the other gods, while seeming to shape everything in the universe. Unlike most examples, they don't make their presence known and they don't interfere too much, preferring to let events they set in motion reach a natural conclusion. What is clear is that nothing that occurs can occur without their consent and that they can affect anything if they truly desired to.
  • For the Evulz: How does Truth justify planting a troll in a goblin nest to kill off an entire party of mid-ranks who did nothing to warrant or invite a wipe? "I just felt like taking out a team today."
  • Friendly Enemy: The two have fought deadly, cataclysmic battles in the past, and even today remain on opposing sides. That's kind of hard to tell because they are now perfectly content to huddle over a game board like a pair of nerds, even giving each other high-fives after successful completion of a campaign.
  • Jerkass Gods: Truth certainly seems so. In addition, he is responsible for whispering into adventurers' ears with temptations of betrayal and distrust.
  • Killer Game Master: Truth is more than likely to be one; he enjoys seeing the plight of adventurers, makes games more difficult than they need to be just for kicks, and is fond of taunting Illusion whenever her campaigns go south. In Volume 2, Truth's idea of making Illusion's board (the labyrinth Goblin Slayer's team explores) more interesting is to pile on even more goblins, powerful monsters, and deadly traps, as well as nudging Evil Sect into attempting a comeback.
  • Little Miss Almighty: Illusion is described as a sweet-looking little girl, and certainly has the mannerisms to match.
  • The Man Behind the Man: Truth is always looking for a chance to screw with adventurers, so anything that can't be simply a matter of bad luck, like an explosion in monster numbers or evil factions suddenly obtaining powerful items, can be laid directly at his feet.
  • Meaningful Name: While not as straightforward as other characters, both of them are aptly named: Illusion creates scenarios of fun and exciting adventures to give adventurers the "illusion" of an enjoyably happy and prosperous life, before Truth comes along and forces those adventurers to experience the harsh "truths" of reality like traumatic abuse, brutally gory deaths, and that sometimes life will just screw them over no matter how skilled or experienced they are.
  • Nice Girl: Illusion is sympathetic to and cheers for her subjects, if quick to move on, and believes that a properly-arranged adventure with an appropriate threat level is key for her adventurers to grow and have fun. Additionally, in contrast to Truth's irritated responses, she always reacts towards Goblin Slayer with pleased surprise.
  • Odd Couple: With Illusion being a playful girl and Truth being a Jerkass, it's a mystery as to how the two even tolerate each other's presence.
  • The Old Gods: Given the extreme difference in naming convention, scope of demonstrated power, and way of interacting with the world compared to, say, Earth Mother, Truth and Illusion are heavily implied to be this.
  • Once a Season: The pair has a short interlude devoted to them once in every volume, detailing how they go about their campaigns.
  • Our Gods Are Different: They are two of the (if not, the only two) gods responsible for the creation of the world and its inhabitants, and yet their approach to managing it all is by playing Tabletop Games with each other. In the distant past, they engaged in actual combat, but have since been content to just roll dice for their characters to determine victories.
  • Powers That Be: Their apparent influence on the world is subtle, they aren't explicitly worshiped like Priestess' Earth Mother or Lizard Priest's Naga (save for possible depictions on ancient murals), and yet they oversee the outcomes of every adventure.
  • Reading the Stage Directions Out Loud: During the Memoria Freese crossover event, when Illusion is playing a campaign with "Beauty"/Freya, she at times would vocally narrate her own actions and even speech patterns.
  • Reality Warper: Volume 4 of the light novels makes casual mention of how caves, ruins, and other obvious quest zones are discovered all the time on the frontier in places that scouts swear had no structures the day before.
  • Retconjuration: It's worth noting that the effect of their constant restructuring of the world is usually expressed more subtly than direct Reality Warping, more like "retroactive causality"; When Truth pulls out a Reality-Writing Book in an interlude during Volume 2 to just conjure extra monsters out of thin air for the sewer labyrinth as Goblin Slayer's party traverses it, the narration of the main story goes out of its way to exposit that the “new” monsters had been there all along and were also summoned by the Evil Sect through the Gate mirror like the goblins.
  • That One Player: How Truth feels towards Goblin Slayer due to his ability to plan things out so perfectly it leaves nothing to chance. Because Goblin Slayer is the Wild Card and can't be predicted or controlled, he often gets on Truth's nerves when the latter is in Killer Game Master mode. While Illusion always enjoys watching Goblin Slayer Screw Destiny and save the day, Truth finds it irritating because the filth-encrusted fighter is spoiling his fun.
  • Those Two Guys: There are other gods playing games, but the story would use interludes to switch focus to these two and their antics in particular. They don't fit normal examples due to being reality-warping gods, but their actual involvement with the plot is limited to the background setting.
  • Trap Master: While Truth can summon and control monsters, and relies on them as his primary instrument to kill off adventurers, the true source of them is a separate deity. His personal domain is the actual design of the dungeons the adventures and battles take place in, including traps, and Truth is noted by the narration to take a special spiteful delight in such design quirks as placing trap triggers just out of reach of ten-foot poles, or arranging hallways so that they funnel and box in adventuring parties into ambushes.
  • Unknown Rival: Truth is a downplayed version of this to Goblin Slayer. While they can never meet, as Truth is a god on another plane of existence and Slayer is just a human, Goblin Slayer's Immune to Fate status often ruins Truth's fun when he's going for a Total Party Kill. It's also implied that Truth has tried to take out Goblin Slayer on more than one occasion out of spite. So far, he has yet to succeed.
  • A Wizard Did It: In this case, they are the Wizards — the inhabitants of the world don't question why world-changing phenomena occur, such as demonic uprisings or the reveal of a new Platinum-rank, but even if victory is achieved, it never stays for long; a universe at complete peace and predictability makes for frankly boring campaigns.
  • You Can't Fight Fate: When it comes down to chance, neither of them will dispute or cheat the results of their dice rolls. In the worldly sense, it means no amount of last-minute praying will miraculously save you from a stroke of bad fortune. That is why both are quick to recognize Goblin Slayer, who wanders untouched and hardly gives them the opportunity to test his luck, making his fate unpredictable.

    Earth Mother 

The most mentioned divinity and Priestess' patron deity. Generally depicted as a winged woman, her three tenets are: "Protect, Heal, Save". Her symbol is, well, herself—a woman with outspread wings.


  • All-Loving Heroine: The light novel narration is constantly gushing about her overflowing delight and compassion for worldly creatures, and incessantly describes each of Priestess' successfully cast miracles as being granted by the personal graciousness of the goddess hearing her prayers. This gets slightly Deconstructed in Volume 7 when she cuts off Priestess' magic and condemns her for nearly killing a goblin shaman with Purify because she does not want her clerics to use her gifts to directly cause such a Cruel and Unusual Death. As Volume 14 shows however, using it to add holy power to a burning boat's explosion seems to be just fine.
  • Armor and Magic Don't Mix: Averted. Although it seems to be considered unusual for her clerics to wear armor, Earth Mother is mentioned as simply not wanting them to cover all their skin with it. She seems fine with discreet armor, like a chainmail shirt under the vestments for example.
  • Due to the Dead: She seems to dislike her clerics treating the bodies of the dead in a disrespectful manner, as Priestess was about to explain to Goblin Slayer that she couldn't help him take the gear off of dead goblins before he interrupted.
  • Earth Mother: While she lacks the usual Big Beautiful Woman image, she very much exemplifies this concept to the point of it being her name, being an earthly goddess representing food, love, fertility, and motherliness.
  • Emotion Bomb: One of her miracles allows the caster to induce peaceful feelings in intelligent beings within 100 meters of themselves. However, beings which literally cannot conceive of peace (goblins, demons) No-Sell it, people who have already been injured in the conflict have some resistance to it, and it has a time limit.
  • Food God: Her primary domain is ensuing a plentiful harvest.
  • Fertility God: In both the agricultural and reproductive senses of the word.
  • God of Good: Her domain includes compassion, and she is always stated to be loving towards the mortal world.
  • Healer God: While not the only god to provide healing miracles, it is her specialty.
  • Killing in Self-Defense: The Earth Mother discourages her followers from directly engaging in battle as anything but support, unless fighting in self-defense, and doesn't permit her followers to carry extreme weapons or to cover all their skin in armor. At one point, when Priestess was in a life-or-death situation, confronted by a goblin shaman, she allowed her to use a miracle intended to aid others to cause direct harm, but made it clear that it would only be allowed once.
  • Loophole Abuse: Priestess managing to incapacitate a goblin shaman by turning his blood into water showed that Earth Mother gave her tacit approval to the casting; to avoid breaking the rules she set out, Earth Mother reversed the miracle immediately afterwards so it didn't end with a corpse. However, the goddess was forced to make an atypically direct intervention, and she made it very clear to the girl that she will not tolerate another abuse of her miracles like this. That said, that seems to be a very exact limit as she apparently doesn't mind it being used to upgrade attacks into makeshift Holy Hand Grenades, seen when Goblin Slayer sets a boat on fire and lines it up to ram the sea monster. Priestess is allowed to Purify the boat, which adds holy power to the attack and gives the resulting explosion enough extra kick to kill the monster.
  • Love Goddess: Possibly as part of a general dominion over fertility, she is described as this.
  • Miracle Food: One of her unique miracles allows the caster to produce a simple meal of the casters choosing and/or 10 liters of water out of thin air. The food can either prevent the onset of illness or attempt to cure an ongoing illness in the consumer (temporarily alleviating any effects it can't cure). The water may be produced little by little or all at once.
  • Obstructive Code of Conduct: Downplayed — her clergy are shown to be bigger sticklers of her edicts than necessary (Priestess suffers no penalty for wearing metal armor despite her Mother Superior's warning, and is clearly more bothered about using Protection to trap and kill monsters than her goddess) but there is one line she doesn't want crossed, as she comes down to earth to directly tell Priestess to never use Purify Liquid directly as a weapon again after she casts it on a goblin shaman, or else she'll be held in disfavor for eternity.
  • Obvious Rule Patch: While she permitted the technicality of converting all the blood inside a monster into water for the one instance, she directly voices her disapproval and forbids Priestess from pulling off a similar stunt, lest she be banned from her miraclesnote . Still, Priestess's use of the miracle in Volume 14 shows that the Earth Mother may still allow it to be used to "help" kill, though that particular instance might be because death by fiery explosion is somewhat quicker and cleaner than the horrific, drawn-out suffering that comes with replacing blood with water.
  • Orphanage of Love: Naturally given her portfolio, some of her convents, monasteries, and churches operate these.
  • Stone Wall: One of her unique miracles allows the caster to grant a target a strong Healing Factor, keep them from developing fatigue, and prevent them from being moved from their position by any outside force—as long as they don't move from their position of their own volition, which will invalidate all these benefits.
  • War God: Is partly this as the opposing side to her Love Goddess shtick. Truth in Television for many ancient fertility goddesses, so not as out of the blue as it seems at first. This aspect of her may be why Priestess gets away with bending the rules concerning martial equipment so much.
  • White Mage: Her followers tend toward this archetype, with both an abundance of miracles intended to aid rather than harm, and a limited weapon and armor selection.
  • Winged Humanoid: Icons of her are always drawn or described as a woman with large feathery wings outstretched.

    Supreme God 
https://static.tvtropes.org/pmwiki/pub/images/goblinslayersupremegod.jpg
Crest of the Supreme God

The next most mentioned god, who most of the seen clerics besides Priestess actually serve. Also known as the God of Law/Justice. Generally depicted as a blindfolded female god, carrying scales in one hand and a sword in the other. She has the most disciples in the kingdom. Her scales and sword serve as her symbol.


  • Anti-Magic: One of their unique miracles allows their followers to shut down one chosen spell system (basically variety of magic) of their target. Thus if the target were a dual Shaman/Sorcerer they could shut down the spells of one of those classes.
  • Crystal Dragon Jesus: Sword Maiden is stated to cross herself when greeting Goblin Slayer's party in Volume 2, on top of him being the Top God of Good who personally established humanity's moral code and has resolved to let mortals make their own way in the material world.
  • God of Good: The god who apparently set the moral code of the setting.
  • God of Order: Is the god that laid out ethics, and many of his temples also pull double-duty as courts.
  • I Have Many Names: Apprentice Cleric recites a whole list of alternate titles for him when chanting a spell, which include; Lord of Judgement, Sword-Prince, and Scale-Bearer.
  • The Pirates Who Don't Do Anything: Played with. It's a common misconception that as the God of Law, she actually passes judgement upon criminals or dictates which laws should be passed. However, she actually encourages humans to develop their own laws and punishments so their free will isn't compromised.
  • Psychometry: One of their miracles allows the user to identify an unknown object they are touching.
  • Sliding Scale of Divine Intervention: Level 2/Watchmaker (Granting miracles/spells to his clerics notwithstanding), Inspector reveals that the Supreme God does not come down to earth to pass judgment directly or hand out divine revelation because he wants his worshipers to learn to follow his code of conduct through their own understanding.
  • Status Buff: One of their unique miracles allows them to boost the power of one spell or attack, and may also trigger a critical hit.
  • To Be Lawful or Good: Notably, this god anticipated this problem and wrote out a definitive answer already — Justice is a guideline to living well, and not a mere tool to attack evil with, so the Supreme God encourages his followers to keep the spirit of the law but never let themselves get bogged down with always minding the letter of every rule. Inspector admits with chagrin that some prelates still like to abide by dogma despite this.
  • Top God: Can be assumed to be this from his title.

    God of Knowledge 

Another mentioned god that clerics and adventurers are seen devoted to. Generally depicted as a person who covers their face with a cloak, carrying a candle on a tray. His symbol is a candle, or more generally, light.


  • Ambiguous Gender: Though generally referred to as male (with some exceptions), ironically no mortal is sure what they are or look like underneath their cloak.
  • Figure It Out Yourself: A god who believes in teaching a man to catch a fish, he encourages people to take the light of knowledge themselves, studying knowledge of their own volition and spreading it to those who would learn. Thus, while one of his unique miracles allows him to give a simple yes-or-no answer to a question from his followers, using said miracle without at least trying to find the answer first will usually get no response.
  • God's Hands Are Tied: Applies to all gods, but it's explicitly discussed with this one as the main example; on multiple occasions his followers have been killed by monsters to demonstrate how limited the gods are in direct divine intervention, particularly when the poor flock forget the precise phrasing of their prayers and miracle incantations.
  • Good Is Not Dumb: By all accounts a very nice god, very serious about his creed of pursuing science, and his temples double as schools where peasants are taught literacy and arithmetic.
  • In the Hood: Art of him is said to always depict him as completely covered in a shapeless hooded robe that hides all features of his true appearance.
  • Light Is Good: In Volume 11, one of his titles is stated to be Keeper of Candles.
  • Seers: One of his miracles allows a target the caster touches (or themselves) to look slightly into the future, granting Combat Clairvoyance and the ability to avoid traps and other dangers for a limited time—this translates into game terms as a guaranteed success on one of the 2d6 the game uses, of a magnitude based upon the level of success of the miracle roll.
  • Stock Gods: God of Knowledge is a popular portfolio in fiction, and his devotees conduct themselves as one would expect.
  • Translator Microbes: One of his miracles allows the caster to read languages they don't know.

    God of Trade 

Another of the Gods of Order. Mentioned and described in Year One, and the most prominent deity in Daikatana thanks to the nature of Fortress City. He is said to be a deity with no form, like the wind. His symbol is the windmill.


  • The Almighty Dollar: As the god of merchants, he also has domain over money.
  • Blow You Away: This god has dominion over wind (seemingly as a byproduct of his domain of travel) and most of his clerics' spells have air-manipulating aftereffects.
  • Conspicuous Consumption: The trade god firmly discourages this, but is also opposed to pointlessly hoarding money. Keeping it in a healthy cycle is what matters.
  • Common Tongue: Credited as having made it up; being god of wind gave him oversight over sound and he endeavored to come up with a language that any creature with a mouth and sapience could recreate, which led to the moniker of the intelligent races being "those who have words".
  • The Dividual: Is considered two distinct but interconnected deities in the Desert Kingdom, divided between the wind controller and trade patron. If they're onto something, it'd go a ways to justifying his overly eclectic umbrella of domains.
  • Lady Luck: Has a limited ability to bestow good fortune, at the cost of future misfortune.
  • Magically-Binding Contract: As you might expect, one of his unique miracles allows the caster to forge one, lasting for a year. Should the terms be breached, The Oathbreaker will immediately have his malfeasance known to all who participated and will also suffer a heavy malus (-4) to all rolls for what would have been the duration of the now-defunct contract.
  • Mystical Pregnancy: To explain how he is able to affect luck, many mortals claim that he is somehow the spawn of the die of Chance.
  • Odd Job Gods: His portfolio presumably centers on merchantry, judging by his name, but is stated to also include travelers, fortune, and "the ties that bind". Daikatana adds wind, but later novels call this a separate aspect.
  • Only in It for the Money: While they engage in some charity, his followers for the most part demand that they be given compensation or "donations" to perform public works, particularly the casting of healing miracles. If anyone complains, they get thrown out of the temple while loudly being declared a blasphemer.
  • Orphanage of Love: Has at least one dedicated to him, which Chosen Heroine grew up in.
  • Stock Gods: The god of commerce.
  • Super-Speed: Downplayed. One of his unique miracles allows the caster to improve the movement speed of a person or vehicle by 1.5x and gives them bonuses to overcome hazards which might keep them from reaching their destination in time. Pretty handy for his bailiwick, especially in a medieval setting.
  • Winds of Destiny, Change!: One of his unique miracles can grant his clerics and their companions temporarily boosted good luck, at the price of taking that extra fortune from their future selves and being unlucky after it ends.
  • You Cannot Grasp the True Form: Is believed to be "formless as the wind itself" in contrast to the other gods.

    Valkyrie 

Another of the main Gods of Order. She is depicted is an armed warrior carrying a spear. Her female followers are often dressed in bikini armor. Her symbol is her spear.


  • Amazon Brigade: Her clergy is made up primarily if not exclusively of women.
  • Chainmail Bikini: Is usually depicted wearing one, and most of her female clergy dress like this to emulate her.
  • Dare to Be Badass: The reason given for why she kept her gladiator-issue bikini armor as a freewoman and encourages her clergy to dress similarly is that it serves as a reminder and challenge that anyone, even the lowest and most derided of slaves, can rise to glory and even ascend to the table of the gods through nothing but strength of arms and conviction.
  • Deity of Human Origin: The only named god to have ascended from a mortal so far.
  • Gladiator Games: Was originally a mortal woman and a gladiator-slave, who became an adventurer after earning her freedom then became a god after completing a world-saving quest. It explains the Chainmail Bikini.
  • Hot God: Described in the tie-in role-playing game as taking the form of a beautiful battle-maiden dressed in bikini armor.
  • Instant Armor: One of her unique miracles allows the caster to do this for themselves. It has extra bonuses depending on how well the casting roll succeeded.
  • Interplay of Sex and Violence: She has an interest in carnal relations despite no direct domain over it because "the bedroom is its own form of battlefield".
  • Jumped at the Call: She encourages people to take arms, whatever form those arms might be, and face the world's perils. Even if their adventures fail, the gods will remember them.
  • Light 'em Up: One of her unique miracles allows the caster to propel a spear of light at a target within a hundred meters.
  • Sanity Strengthening: One of her unique miracles allows the caster and this within a radius around them immunity to fear and confusion.
  • Spell My Name with a "The": The TRPG book, at least, always refers to her as "the Valkyrie".
  • Stock Gods: Is the primary war deity of the Prayer Races.
  • War God: Has dominion over the battlefield, given her namesake, contexts when she is invoked, and the demeanor of her seen clerics.

    Smithy God 

Another mentioned god, the only one which dwarves revere. It's said that the Valkyrie started out as one of his followers, and so many of her followers worship him as well.


  • Disabled Deity: A wall engraving in chapter 14 said to depict him is stated to have just one eye and one leg.
  • Ethnic God: Probably this to the dwarves. Certainly, he's not counted as part of the main pantheon of the Human Kingdom, though the Valkyrie is said to have worshipped him when she was still a mortal woman.
  • No Name Given: One of the only entities in the entire series to Avert this so far — Dwarf Shaman says his name is "Krome".
  • Stock Gods: The Hephaestus-expy Ultimate Blacksmith frequently seen in fantasy.
  • Ultimate Blacksmith: Right there in his title, and practically a prerequisite to be taken seriously by dwarves.
  • War God: Mentioned by Dwarf Shaman to also bestow courage in battle.

    Goddess of Baths 
https://static.tvtropes.org/pmwiki/pub/images/goddessofbaths.jpg

A minor goddess brought up in Volume 2.


  • Hot Goddess: The statues that depict her are all naturally modeled after a beautiful naked woman posing as she bathes.
  • Odd Job Gods: To repeat; she's just the goddess of baths. Priestess notes that she doesn't actually have a formal temple or following, the most reverence she gets is when a sufficiently big bathhouse adds an icon of her in their facilities.
  • Spear Counterpart: An alternate image of an old man wrapped in a towel is sometimes put in place of her proper icon in places where the latter would be deemed inappropriate.

    Wine-Making God 

A minor god mentioned throughout Volume 10 in relation to the sacramental wine about to be made by the Earth Mother temple.


  • Beergasm: Not one mention of him can pass without someone bringing up how good his wine is.
  • Exactly What It Says on the Tin: In case you thought otherwise, everyone specifies that his clergy are also vintners.
  • Odd Job Gods: A god singularly devoted to the making of wine.

    Mother of Darkness 

Also called "the sadistic goddess", she is one of the Chaos Gods, but is also revered by semi-civilized peoples such as the Vikings and the Dark Elves.


  • Cold-Blooded Torture: Her domain is the exultation and study of inflicting pain.
  • Dark Is Not Evil: The Northern Barbarians insist that she is not intrinsically evil, and that in the harshness of their homeland she teaches them to persevere against and find meaning in hardship.
  • Deliberate Values Dissonance: Her being worshipped by ostensibly non-evil humans in volume 14 is perhaps the single biggest bit of culture shock Priestess experiences during the story.
  • God of Chaos: One of them, though her worshippers can make surprisingly stable and civil societies.
  • Stock Gods: "God of pain/torture" is a popular model for flagship evil gods in most modern fantasy.
  • What Is Evil?: Priestess suffers some cognitive dissonance in trying to reconcile the warm reception of the Vikings with their choice of goddess. She decide to just not rock the boat.

    God of Wisdom/Awakening 
https://static.tvtropes.org/pmwiki/pub/images/godofwisdom.jpg
Crest of the God of Wisdom

Alternately (and more precisely) called "the God of External Knowledge." A god who holds and passes out knowledge and understanding of all earthly things and whose existence is integral to the plot of Volume 5. His symbol can be either the green moon itself or a green bell.


  • Angels, Devils and Squid: Is effectively a "squid" in the eyes of both the good and evil gods due to showing up out of nowhere and not respecting the "Golden Contract" honoring free will.
  • The Anti-God: Is reviled as the "Outer God" by both the Gods of Order and Gods of Chaos because he directly interferes with the mortal races and at times subsumes the wills of his worshippers.
  • Instant Expert: If a person prays to know how to do something, and this god cares enough to listen that day, he will immediately directly implant insight on how exactly to accomplish their goal. This has become a major problem as in recent days he more and more often decides to play genie to every random Omnicidal Maniac he catches musing about how to destroy the world.
  • Insufferable Genius: Those inspired by the The God of Awakening become obsessed with the idea he gives them to the extent of refusing to acknowledge the doubts and concerns of others...until it's too late. And of course when things start going wrong they'll blame someone else.
  • It Amused Me: Why he just hands knowledge and instructions to any and every petitioner he happens to notice; he's interested in seeing what they do with the knowledge he gives them or if they can actually accomplish the requirements of their goals just through foreknowledge.
  • Jerkass Genie: He gives people a way to make their dreams come true...without telling them the downsides or weak points of the method he's given them.
  • Shadow Archetype: To the proper God of Knowledge; That god encourages the pursuit and discovery of new knowledge, preaches the constructive application of it, and is unequivocally good. This god just gives people new skills and know-how through magic Neural Implanting, doesn't care either way what is done with his gifts so long as it leads to entertaining results, and is very morally gray at least as a result.

    Gods of Chaos 
https://static.tvtropes.org/pmwiki/pub/images/goblinslayerhecatoncheir.jpg
Hecatoncheir

The Chaos Gods are a cabal of evil deities and extra-planar beings who seek to destroy the entire world.


  • Arrow Catch: Hecatoncheir was famous for snatching any and every arrow that was ever fired at him out of the air during the battles of the Age of Gods. His magic artifacts let his followers summon one of his hands to do this for them automatically.
  • Body Motifs: Hands are a major symbol of the various evil cults, to the point of their major spells and magic artifacts being shaped like them. Eyes are also a recurring prominent logo, though to a lesser extent.
  • Chaos Is Evil: From what we've seen of them, their morality is as dismal as that of Warhammer's Chaos Gods, being worshipped by malevolent groups and individuals and wanting to destroy the world.
    • Discussed in Volume 12 by the rescued dark elf cultist as she considers a Heel–Face Turn; if the good "Gods of Order" are heading a multicultural alliance kept together voluntarily and promoting values of harmony and tolerance, while the evil "Gods of Chaos" are constantly jostling to be the single top autocrat of a mob wielded for one totalitarian vision, should not their faction names be flipped to match who more truly expresses or smothers diversity and individuality? Goblin Slayer encourages her to not put much stock in labels, as the arguments over which side embodies what values could be endless.
  • Eldritch Abomination: In the manga, Hecatoncheir is a grotesque black monster with no head and a barely defined body structure, little more than a great wide trunk with fractal branches of arms upon arms, with even his fingers composed of them.
  • God of Chaos: By definition, they have to be.
  • God of Evil: All of them to some extent.
  • Greater-Scope Villain: Empower monsters and can even create more from the ether, are always urging adventurers to give in to temptation, and at times can create powerful magic artifacts and bestow them on mortal followers to get them to accomplish some great, fiendish plan.
  • Human Sacrifice: Most of their big rituals are of course fueled through the offering of the still living or freshly butchered bodies of various sapients, with the various viewpoint heroes often stumbling across their aftermath.
  • Little "No": One of the Chaos Gods speaks to the demon who infiltrated the water town, and all its dialogue is prefaced with flat nos to his statements, such as "No. Your plans were not good." and "No. You don't deserve more power."
  • Multi-Armed and Dangerous: Hecatoncheir keeps his hundred hands from myth, though no mention is made of his having fifty heads (he actually ends up being shown to have no head, and his arms are more numerous and uneven than in mythology.)
  • Non-Indicative Name: Not them but their followers; mortal monsters and cultists dedicated to the Chaos Gods are collectively refered to as "the Unpraying Ones", which is rather nonsensical, given that plenty of them do just that. They're really only called that so that the narration can call them NPCs without the P standing for "Player".
  • Our Giants Are Bigger: Hecatoncheir is part of their number, now a singular full-on god rather than a family of giants.
  • Physical God: Notably Hecatoncheir seeks to have his followers summon him back to the material plane so he can become this again.
  • Worf Had the Flu: In Volume 3, Sword Maiden teams up with Chosen Heroine's party to fight Hecatoncheir on the astral plane because his presence there was causing a magic storm in the material world. Even for a group of demon-slaying legendary heroes, their battle is short and unceremonious, which Chosen Heroine attributes to him putting all his focus and energy into attempting to breach the dimensional barrier between the planes instead of properly fighting back.

     Abundance 

A particularly high-ranked God, associated with Chaos. First mentioned in Year One.


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