Traveling Companions and Loved Ones: (Goblin Slayer | Priestess)
Adventurers Guild: (Guild Members | Staff)
Other Characters: Other Significant Players | The Gods | Antagonists
- 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 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.
- 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.
- 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 Witchs 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 at the end of Volume 5: Chaos and Order, Fear and Time, Death 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.
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.
- 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: Subverted — the one nice to adventurers is Illusion, while Truth is the one that makes adventures harder than they should be. Given their names and how this setting's naming conventions are all apt descriptors of what the characters are and do, this makes them more of an Odd Name Out.
- 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. And, 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, in a manner similar to Count Bleck.
- 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.
The most mentioned divinity and Priestess' patron deity.
- 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.
- Food God: Her primary domain is ensuing a plentiful harvest.
- 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.
- Love Goddess: Possibly as part of a general dominion over fertility, she is described as this.
- 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 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 .
- Orphanage of Love: Naturally given her portfolio, some of her convents, monasteries, and churches operate these.
- 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.
The next most mentioned god, who most of the seen clerics besides Priestess actually serve. Also known as the God of Law/Justice.
- 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.
- 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.
- 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.
- 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.
Another mentioned god that clerics and adventurers are seen devoted to.
- 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.
- Light Is Good: In Volume 11, one of his titles is stated to be Keeper of Candles.
- Stock Gods: God of Knowledge is a popular portfolio in fiction, and his devotees conduct themselves as one would expect.
Another mentioned god, the only one which dwarves revere.
- Ethnic God: Probably this to the dwarves. Certainly, no humans have been seen worshiping him.
- 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.
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.
Another of the Gods of Order. Mentioned and describes in Year One.
- 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".
- Orphanage of Love: Has at least one dedicated to him, which Chosen Heroine grew up in.
- Stock Gods: The god of commerce.
- 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.
Another of the Gods of Order. Mentioned in the prologue of Year One.
An occasionally mentioned goddess. Her female followers are expected to dress in bikini armor.
- 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.
- War God: Presumably has some dominion over the battlefield, given her namesake and the demeanor of her seen clerics.
A god mentioned throughout Volume 10 in relation to the sacramental wine about to be made by the Earth Mother temple.
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.
- 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.
- 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.
- 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.
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.
- 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.
- 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.
A particular high-ranked God associated with Chaos. Mentioned in Year One.
- Eldritch Abomination: Directly described as having "many tentacles squirming."
- Mother of a Thousand Young: Abundance is an Overdeity in the same vein as Truth and Illusion, going by his name and powers over the world, the one charged with creating the monsters of the setting to go along with Truth's dungeon designs and Illusion's empowered heroines.
- Obliviously Evil: Despite creating all the monsters to set against "those who have words", he harbors no malice towards the civilized races or the world, and in fact takes joy in their triumphs over his forces. This personality trait, coupled with the fact that none of them have any direct contact with the world and its inhabitants like the lesser deities, calls into question how aware the trio are that the pieces they play with are alive and suffer from their games.