Magic and Divinity

Story by Pierce on SoFurry

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#3 of Golden Sun Campaign Setting


Magic and Divinity

Magic

(Note; by spellcasters I mean; Wizards Warlocks Witches and Sorcerers, not Clerics or Druids)

By now I should have made it thoroughly clear that in Golden Sun Magic should be three things; Rare, Almost absent from the campaign altogether. It should have a sense of foreboding attached to it, a thing taught in black pits and lonely ruins. And third it should not be easy to accesses, it requires foul rituals and grisly sacrifices, it should be time consuming, and should have dire consequences.

The world of Golden Sun is Low-Magic, meaning that magic is almost impossible to find.

A wizard should not be placed every two towers to make a quick adventure, in all truth there should be only a thousand Living' spell casters in the world, they should be isolated away from society and ominous in every way.

Magic items should be almost like relics; antiquities that can only be found in the darkest of dungeons, in the treasuries of witch kings and in the statues of the dead. Entire campaigns should be set around uncovering just one of these items.

Monsters should not be thrown in to keep the PCs busy while you get to the dungeon. They should be hulking monstrosities that are the guardians of the great treasures, the foul gods of cultists and madmen, the terror that destroys entire cities and nation. Not a quick time killer.

Put special requirements on different spells; say to cast (Fireball) you must be near a source of open flame. To raise a companion from the dead, make it difficult; say only when the worlds of the living and dead are parallel, or for him to be risen another must die.

Don't make access to magical lore easy. Hide it in cryptic riddles written on the walls of tombs. Hide it in dusty scrolls clutched in the hands of the undead. Inscribe it on the Cairns of the northern tribesmen. The only way a wizard will part with his knowledge is by slow and painful death.

Give magic consequences, don't let PC's use magic frivolously; a outsider shouldn't be summoned to fight a bandit, and fireballs shouldn't be wasted on tavern fly's.

The peoples of Golden Sun are superstitious and fearful of magic, it is a thing to be despised, no good has ever come of it and none ever will. Mages are often left unmolested only for the fact that so many fear them, if the people were sure that he could not hurt them they would kill him burn his body and smash his heart to pulp in order to prevent him rising again.

Spellcasters should find it harder to associate with peoples; they are feared, despised and shunned. Characters should not play Spellcasters if they are inexperienced with the class.

In short; TAKE MAGIC SERIOUSLY

Dangers of Magic

Magic is dangerous, not only to the intended target but the caster himself; misreading from a scroll can cause horrid accidents. Mispronouncing a name in a ritual might summon a powerful demon lord, not just a meek imp. Overexposure to magic can cause mutations to occur

Each School of Magic has its degrees of danger and different risks

Abjuration

By far the least destructive of the eight schools, Abjuration is the art of blocking and Banishing, while the risk exists in all schools, it is good to have the power to protect you from magic that has gone awry.

Conjuration

A mans lust for power will lead him along dark paths... To summon and bind creators of the other realms is a dangerous and foolhardy idea. Countless tales exist of the power hungry summoning otherworldly monsters to gain power; it is a rare tale however of it ever ending well.

For example, a wizard prepares to summon a minor demon named Jorax, he miss translate an ancient scroll and summons a demon named Jorack who unlike the imp Jorax, is a powerful lord of hell, the wizards magic is not close to powerful enough to stop the demon and dies a molten death, while the demon lord is free in the world.

Summoning a minor demon to fight fiendish rats is the work of a fool; aside from the reason mentioned above, the more summoning a spellcaster does the more likely it is he will draw the attention of a more powerful entity, it is also not unheard of for a summoner to forget to seal the link he made with the summoneds dimension, and it is likely that something else may try to worm through.

Divination

The diviners uses magic to gain information and to spy upon the unsuspecting. Divination has its full share of dangers. Shamans and fortune tellers are careful to keep their tools out of the hands of the reckless, they never allow children to play with such thing knowing full well that in death, spirits are just as capable of lying or causing harm, if it is a spirit at all.

It is also known that when you uses a tool such as a crystal ball or some other divining object that you throw out a psychic catch line, and that there is a vary real risk of something catching on.

Enchantment

Perhaps the most insidious form of magic is enchantment; to use magic to enslave the hearts and minds of others is a powerful yet unimaginable dangerous practice. Many cultures hold tales of such; a man wishes to win the heart of a maiden, he cannot win her by conventional methods, and in desperation turns to a spell caster for a love potion, he uses it on the maiden and she falls in love with him... but she becomes obsessive and jealous, eventually killing any who would come between her and her love' finally she decides that if she cannot have him no one can and she takes the life of the love struck fool...

Enchantment is rightfully feared. While the love struck use it to gain love, evil men use it to build dark army's, cults and groups of mindless servants. The Cult of Saal is known to kidnap and brainwash captives into mindless servants and sacrifices. The members of the black veil are master enchanters. And many evil wizards have been known to use such horrid measures to attract followers and slaves.

Evocation

Evocation is the practice of manipulating energy to create things from nothingness... the risks of Evocation are less evil then those in other schools but twice as deadly, Many a wizard have died in fire infernos of their own creation. Mishaps occurring from a mispronunciation of a single syllable have sent nations crashing beneath the waves. Evokers take the risk of such raw power, and for the careful, rewards are common... But for the foolish the consequences can be deadly...

Illusion

False images and phantom feelings... Illusion is detested and feared; A mans ability to control what others see and feel is rightfully feared by people of the world. Kings fear assassins who masquerade as trusted advisers; priests fear demons in the cloak of men, and adventurers fear what may be hidden in plain sight. In the simplest terms an illusionist is a wolf in sheep clothing.

Necromancy

Life and death are intertwined at every turn, Ulran mystics believe for every life that comes into existence, another dies, the faiths of the world teach that in death a person is rewarded or punished upon his actions... Necromancy is the vilest of the Black Magic's; it interlopes upon the natural order and creates mockeries of life.

Even the act of raising a slain companion can lead to terrible consequences. A Person that has been resurrected is never quite the same; fear of death grips the mind, fixations on death occurs and melancholy of dieing never quit goes away. Sometimes the body lives but the soul remains in limbo, creating little more then a husk. Sometimes the wrong soul is summoned back into the body; sometimes it is not even a deceased soul that has been summoned back into the body.

The gods take deep offence to meddling with life and death; gods of death send their servants to put an end to such meddling. The spirits of the dammed are kept prisoner in hell, and when one goes missing the watchmen and demons take notice.

Necromancy is the power of life and death. Overuse of it leads to unnatural deformities and decay in the body, it taints the area around with evil and the more powerful the taint becomes the more likely that something foul will crawl out of the woodwork.

The more and more necromancy is used the more likely that the eyes of something bad will turn to the source and attempt to rectify the situation.

Transmutation

Spellcasters are feared for a great many reasons, one of them is the fear of being turned into an insect for a dirty look... Transmutation is the second safest form of magic, while risks of mishap are still a great danger; Transmutation is relatively safe in comparison of other schools.

Magic Items

As I have vary clearly mentioned above, Magic items should be rare and powerful. True magic items are rare I should say; every village hag has a herbal formula for love or to make your dick grow or whatever, But the Scrolls of Zan, or the Axe of Dagoth are true magical items, powerful ones at that. It would be better to treat magic items as artifacts.

I have listed here a few magic items, feel free to create items to but remember what I have said.

Books of Gur'Atoth

The Books of Gur'Atoth is the most comprehensive guide in the world to the afterlife and death. It is kept in the great temple of Utan in Theb under heavy guard. The book is written in archaic Currash and for a character to read it he needs to know Currash and make a d20 to understand it.

The book give the reader +4 Knowledge (The Planes) +2 Knowledge (Religion)

Books of Kururma

The dread mage Kururma terrorized the lands of Curra two thousand years ago; before being defeat by the Pharaoh Seraset penned the terrible books. It tells in great detail the names of horrid demons and spirits, the rituals to summon and bind them.

It also tells of the horrid rituals and sacrifices fueled by Shan slaves and Currash captives. A character searching through the book is advised to take great caution; to keep his secrets from the hands of his enemies put the contents of the book into riddles and metaphors, misquotation from the book can lead to terrible results. Reading through the blasphemes pages and gazing too long at the wretched illustrations can lead the reader to begin hearing dark voices and seeing shadows where they should not be.

Any one who takes the month to decode and translate the ancient tome can make d20 to uncover one of its secrets (a spell chosen at random, an arcane secret or the name of a demon or similar entity)

Strong Evocation; CL 19th

Eye of Kuhur

In Kledish lore Kuhur was a queen of ancient times, she is said to have enslaved the hearts of men with a single glance. It is said that her harem rivaled that of the emperors! The Topaz pendant is said to be the queens own eye, plucked from her on the deathbed...

The Eye of Kuhur gives it user the following spells;

Sleep (once per day)

Charm (once every two days)

Suggestion (once every two days)

Suggestion Mass (once a week)

Strong Enchantment; CL 15th; all appropriate spells

Staff of Byssis

While the Staff of Byssis is a magic item it is by no means unique; the high priests of the god know the secrets of its construction and each wields one.

Treat as Staff of Enchantment

Scrolls of Zan

The mysterious author known only as Zan, penned the six scrolls, which tell the tales of long dead kings and empires, hidden treasures and terrible monsters. The Scrolls are difficult to read, written almost entirely in allegory, metaphors and parables; it is filled with riddles and cryptic warnings.

Anyone who read the Scrolls (Which will take a week at best, remember all the translations and riddles) Gaines a bonus of +2 Knowledge (History) +2 Knowledge (Arcana) +2 Knowledge (Geography)

Medium evocation; CL 9th

Sword of Xala

Xala, the god of the Seventeen Jackal tribes and king of the wastes, he was said to be a mere mortal before becoming a demi-god then a god in his own right. He was said to carry a sword given to him by his father. The simple looking blade is held as a great artifact by the Seventeen Tribes, and they would go to great lengths to retrieve it.

It deals an extra 1d6 of damage, and if the user is a barbarian it allows him to make an extra Cleave attempt in a round.

Moderate evocation; CL 8th; Craft magic arms and armor; Divine power, +1 bonus

Drugs, Poisons and Elixirs

Across the world there are plants and flowers of amazing quality; plants in Kuth that are perpetually aflame, man eating flowers of Sei'Tan. In darkened dens of Kuran men drink wine laced with the juice of the blue rose. In the wastes oracles eat the Devils root to commune with their gods and even in royal courts the leaves of Byssis are enjoyed.

There is a darker side however; The Black Sands scorpion Venom is used to plot the death of kings, the blood of Catas is used in foul rituals and even the sap of the Golden Rose can be deadly in large quantities.

Black Sands Scorpion Venom

In the Black Wastes there exists a certain scorpion, whose venom causes all the nerves of the body to cry aloud before death over takes him. Black Sands Scorpion Venom is a lethal poison, Cultists of Hatua smear it upon their blades, the priests of Asteras use it a potent spell component.

Injury DC17; 3d6 Con, 2d6 Str. Price; 2,000 GP

Blood of Catas

This deep glowing elixir is said to have fallen from the Nmarian god in battle, sorcerers covet such a powerful component in foul rituals

Devils Root

The Devils root is a rare plant cultivated by witches and used by elders in the jackal tribes to gain advice from their ancestors, it is said that the king of the tribes Sibuna used the root to speak to the members of his dead tribe and then with the god Xala, he was told to unite them and form their long awaited promised land.

The Devils root is a potent hallucinogen; it has the full capability to kill long-term users and the weak.

Golden Rose

In the Melotep subcontinent, there is a certain flower that causes euphoria and joy, it is the Golden rose and it is one of the most widely cultivated flowers in Cudea. It is enjoyed for its painkiller qualities and its joy that it causes. It is deadly however if used in too high of a dose.

Blue Rose

In Kuran there grows a milder version of the Golden rose, the Kuranese lace its sap into wine and liquors. It is a widely growing crop, and its sales have began to pick up in Rashan and Nmar.

Leaves of Byssis

The leaves of this plant can be attributed to better god the Rashanian pleasure deity Byssis. It is eaten in food or smoked and it provides its users a sense of euphoria. A human to use the drug would immediately recognize it as cannabis.

The leaves of Byssis are the mostly widely used substance in the world; in Thran it is an open secret that the Prince and the nobles use it in healthy quantities, in any Bathhouse in Rashan it is rare not to smell the leaves burning, in Zikh it is used as incense. It is even found in Gaillen and Norr.

The leaves are officially cultivated only by the Priests of Byssis, but any fool who would believe this is obviously touched in the head.

Magic feats

Feat of magic Bring power to a Spellcaster, often a cost. But to those willing to take them, they are well worth the risk.

Blood Letter

With this ghastly feat a spell caster learns the best way to drain a corpse of blood and how to cut it up into an appropriate sacrifice.

Prerequisite

Any Evil; Knowledge (Nature) 2 Ranks, Knowledge (Arcana) 6 Ranks, Feat (Ritual)

Benefit

With this feat a character using a ritual, which requires sacrifices, gains an extra d20 role and a +5 circumstance bonus

Cannibal

Self-explanatory

Prerequisite

Must be (NE or CE), must commit cannibalism

Benefit

With this loathsome act the user becomes dammed beyond hope of redemption, he becomes favored by the horrid demons and terrible gods and gain +6 to intimidation and +6 diplomacy when dealing with evil beings

Child of Asteras

In the dark catacombs of Rashan and Zok you have undergone the horrid rite of Asteras and in a single moment become a slave to the Witch-Queen

Prerequisite

Must be female, Must be Rashanian, Any Evil, Follower of the Asteras, 10 ranks Knowledge (Religion), Must have Evil Eye feat, Must undergo the Rite of Asteras; The rite of Asteras is horrific and brutal, ten priestesses of Asteras are chosen by the High Priestesses of Asteras and undergo a series of tests that whittle them down to one, and when the victor is chosen the other nine candidates are sacrificed and the victor become a Child of Asteras, a High Priest

Benefit

You gain accesses to all of Asteras's domains, and two advanced Spells

Child of Byssis

The Decadence of the Rashanians are nothing compared to their priests. The High Priests of Byssis are debauched beyond what most could ever dream, when you become a Child of Byssis you become his slave for all eternity

Prerequisite

Must be Male, Must be Rashanian, Any Evil, Follower of the Byssis, 10 ranks Knowledge (Religion), Must have Hedonist feat, Must undergo the Rite of Byssis; To impress a High priest of Byssis is no easy task, to come to the attention of one requires incredible vice, to impress one requires that the candidate perform the most shocking of carnal act (Bestiality, Masochism, the like) then they must undergo depraved tests and challenges, and if they fail they face the terrible punishment.

Benefit

You gain accesses to all of Byssis's domains, and two advanced Spells

Serpents Tongue

The sands hide terrible secrets, from the lips of the great serpent these come to your ear, and in exchange you pay the grisly fee...

Prerequisite

Follower of Saal, Any Evil, Feat (Ritual), Feat (Cannibal) Serpents rite; The serpents rite is a ghastly ritual in which the user sacrifices and devours a blood relative and gains the blessing of Saal.

Benefit

+1 Charisma +3 Diplomacy +2 Knowledge (Arcana) +2 Knowledge (Religion) +2 Knowledge (The Planes)

Evil Eye

Also called the Witches Gaze, this feat gives PCs the sight to see what is hidden

Prerequisite

Wisdom 13, Charisma 15

Benefit

+4 search, Immune from bluff

Hedonist

You are skilled in manor of carnal pleasure

Prerequisite

Charisma 15, Constitution 13, Any non-good, must actively engage in pleasure seeking at any opportunity

Benefit

+6 Diplomacy, extra will and fortitude saves

Ritual

You have become skilled in performing magical rituals

Prerequisite

Knowledge (Arcana) 2 ranks, Perform (Any)

Benefit

Extra saving throw while performing Ritual and may reroll d20 once per ritual

Divinity

To the People of Golden Sun the gods are not just a concept but a fact proven beyond a shadow of a doubt. Priests command the powers of the gods, cultists summon dark deities to the world.

If one assumes that there are no gods in the world it is painfully obvious that he is touched in the head. The gods of Golden sun are divided into pantheons, not acknowledging each other's existence, and attempting to usurp each other. The average person in Golden Sun will often prey to three or more gods; for example, a Sei'Tanese sailor would prey to both Boa the water god and Se'Loh the wind god for a good voyage.

The faithful come in all types; reneging from those who only prey when it is the last option, to zealots who cut out tongues for slights against their faith to mages who try to usurp the power of the gods themselves.

The gods come in all types; good and evil, powerful and weak, creators of the universe and demigods. They are panicles of existence and others fall to all too human vices

Worship

The Average person in golden sun preys at least once a day to their god. Some spend entire lives in meditation others are irreligious. Some believe that the gods are immune to the mistakes of mortals, while others see the gods as no more the extremely powerful mortals; just as capable of anger and mistakes.

It is not uncommon to see sacrifices of food and livestock given to the gods, and in some pantheons citizens themselves offered to the gods.

Pantheons

Rashanian Pantheon

Worshippers of the Rashanian Pantheon believe in a heaven and hell, they also hold close that they only need believe in the gods to reach the heaven and that only pagans enter hell. All Rashanian Gods are worshiped in the forms of idols; Brass statues hold the essence of their cruel gods, and a custom has arisen from the belief that a statue holds divine energy and the larger a statue becomes the more powerful the man who the statue was made for becomes.

The Rashanian Pantheon is just as decadent and perverse as the Rashanians themselves; The Goddess of sorcery is said to have an incestuous relationship with her son, the god of war is said to keep thousands of harem girls whom he subjects to revolting acts, one of the most worshipped gods in Rashan is the god of pleasure and drunkenness. It is said that playwrights and dramatists need only look too the gods for inspiration.

The Rashanian Pantheon is also worshiped in Zok, all though the gods have different but similar names.

Skemset Time and fate (LN)

Skemset, the Tiger headed king of the gods. He is the patriarch of the Rashanian gods and the ruler of the Time and space. His titles include the ruler of the heavens, The great watcher and the all-father.. His Priest's are made only of the nobility and his Priest-kings rule Rashan with an iron fist. He is associated with time and fate as playthings subjected to his whims. His domains are; Law, Protection and Magic

Temples to Skemset are vary organized; bronze statue of the tiger in a main hall and a ritual step well for bathing in back. His worshipers are on all levels of society who pray for better fortune. His priesthood is made mainly of nobles who failed to inherit anything.

History/Relationships

In Rashanian mythology Skemset was the first god to crawl from the swirling mass of chaos, next came Aymazar who became the bride of Skemset, and from their he created the world and all its people. His favorite son is the war god Hestas and favorite daughter is the moon.

Dogma

Skemset hold time and fate in his hands, to anger him is foolish and to be in his favor is greatness, he created Rashan and gave it the right to rule the sub races of the world.

Requirements for worship

Obey the Priests of Skemset and to perform his rites at least twice a month

Benefits of Worship

+2 to knowledge (Religion)

Punishments

By his priests; burnt on a pyre. By Skemset; painful death

Ashter Night and Protection (N)

Ashter, the Panther headed lord of the dark and ruler of dusk and brother to Hestus. His is a small priesthood but a powerful one. Rashanian's prey to Ashter to ward off evils in the night and to keep guard against thieves. He is known as the dusk god and as the lord of the dark. His worshipers are small in number but few Rashanian's tempt fate and often imprint his symbol upon there doorways. His domains are Darkness, Protection and Travel

Temples to Ashter are dim and filled with reliefs of the night god and hieroglyphs, his statue is placed in shallow alcoves and incense burns round the clock. His Priesthood is made mainly from minor nobles and wealthy peasants. His worshippers pray for protection in the night and from evil.

History/Relationships

Rashanian mythology holds that Ashter was Skemsets second born and second favorite, a fact he holds bitterly close. He is said to have an incestuous relationship with his sister the moon. And is said to be the father of the night demon Juur.

It is said that Ashter would gleefully steal the wife of Hestas to make his concubine and that the god of Pleasure may be of his seed.

Dogma

Ashter is the clock of night, he knows all dirty secrets and lies, he guards houses that honor him, and despises houses with the mark of Hestas.

Requirements for worship

At the full moon a priest must make a small sacrifices to Ashter, must never pray to Hestas

Benefits of worship

Can make an extra saving throws at night

Punishments

By priest; throat slit. By Ashter; sending night demons after them

Hestas Sun and War (CN)

The brother of Ashter and favorite son of Skemset, Hestus is the tiger god of the sun and war as well as the father of the hedonistic Byssis. The Rashanians often say that with the sun upon them no battle shall be lost, while the validity of this is in question, Rashanians worship Hestus in numbers that pail only in comparison to Skemset. And his flaming Symbol is rarely missing from anything that accompanies a Rashanian to war. His domains are Fire, Sun and War

Temples to Hestas are filled with barracks and almost always have a small fighting ring as well as a large statue where solders place spoils of war to him upon his naked statue. His priesthood is made of officers and strong solders, warriors pray to him before battle.

History/Relationships

Hestas is the firstborn of Skemset and his favorite son, he is said to bully his younger brother to sway battles and to see burning pyres. He is also said to have captured Asteras and dragged her back to his flaming hall and made her his slave. After she gave birth to his son he made her his wife, which basically meant he called her his wife but still keeps her as his toy chained to his throne, he gives conjurers slaves to sacrifice on alters and fill the harems of his son.

Hestas is rather indifferent towards his son, often only acknowledging him when he wish to reward his followers. He seems unaware of the possibility that Byssis may be his brothers and his neglected wife maybe unfaithful

Dogma

Battle and destruction pleases Hestas, the sun is his one eye which stares down in search of violence, he is vengeful and despises his brother who shadows his flaming breastplate in night.

Requirements for worship

Must seek battle and fighting as well as making sacrifices to him after major battles

Benefits of worship

+1 to strength

Punishment

By priests; Drawn and quartered. By Hestas; roasted alive by fire demons

Byssis Lust and Fortune (LE)

The Son of Hestas and panther headed god with Golden Black fur, Byssis is a minor god who is ironically the widest known of Rashanian deities. His worship is extremely popular among young nobles and wealthy merchants mostly for the reason that he is the god of pleasure and luck. Many of his priests are known for their drunkenness and hedonistic orgies, each year upon the night between summer and fall Rashans cities erupt into decadent feastings and indulgence into every vice the heart could desire. His temples resemble bathhouses and his rituals involve huge amounts of sex and wine... it is also not surprising that many young jaded aristocrats can be found being pious among his temples. His domains are Charm, Luck and Pleasure

His temples are usually built like bathhouses, or to be more precise bathhouses are built like temples, all temples to him have a large statue covered in gold leaf standing naked and a symbol of virility. His worshipers are usually jaded aristocrats and wealthy merchants, his clerics are bored young nobles.

History/Relationships

He is the son of Hestas the lion god of War and the witch goddess Asteras. He is depicted as a panther with a perpetual erection, always naked and always involved in some lewd act. He is said to keep beautiful exotic woman in his vast harems and handsome young men in his court. He is said to be sexually indiscriminant and delights in drunkenness and debauchery.

He is said to be the son of Ashter (unbeknownst to Hestas) and is fiercely protective of his mother in an almost incestuous way. It is also said that he is the father of twenty thousand demons via his relationships with countless temptresses.

Dogma

All pleasure is his doing; he delights in young lovers and the arts. He hates dullness and loves wine. He keeps his cousin the goddess of the stars as a pleasure slave and takes no issue with libertinism.

Requirements for worship

Must participate in an orgy once a year and must consume wine on a nightly basis

Benefits of worship

+2 to diplomacy

Punishments

By priests; Castration. By Byssis; Dragged to hell by succubus

Aymazar Fertility and Motherhood (NG)

The wife of Skemset and mother of the world Aymazar is depicted as a lioness whose belly is perpetually swollen and whose breasts are of perpetually dripping with life. Her Priesthood is made solely of women and are the midwives and nurses of Rashan. She is said to have given birth to the world by Skemsets seed and the brothers Ashter and Hestus. Her Domains are Earth, Healing and Protection

Her temples are small and her worshippers are expecting mother, her priestesses serve as midwives.

History/Relationships

Aymazar is the mother of the world and the wife of Skemset, she loves her four children greatly and it brings her great sorrow seeing them feud.

Dogma

Aymazar is perpetually swollen with child and watches out for newborns, she gave birth to the world and the gods of night and war and goddesses of the moon and wind.

Requirements for worship

Must be woman, and have at least one child

Benefits of worship

Safe pregnancy

Punishments

Expulsion from priesthood

Asteras Sorcery and death (NE)

The dark goddess, the witch queen and the keeper of the underworld, this panther headed goddess is said to be the wife of Hestas and mother of Byssis, she is feared by the people of Rashan who hesitate to speak her name lest her evil eyes fall upon them. It is said that while the god Byssis inherited his father's power he inherited his mothers taste for decadence. She surpasses him in both perversity and debauchery. She is the keeper of sorceries and is the queen of the underworld. Her followers are mages and necromancers, which leave the populace fearful of her name, they act as wardens of graveyards and necropolises. Her domains are Magic, Knowledge and evil.

Her temples are set in crypts and ruins; her worshippers go to the priest for funerary rights and to offer a sacrifice. Her priesthood is made of sorcerers and dark cultists.

History/Relationships

Asteras was born of an outside realm into a stunning body, so much so that the war-god Hestas took her as a concubine. When his seed produced the pleasure god Byssis he made her his wife. She secretly loves his brother Ashter whose sorcery dwarfs hers. She would present herself as a lover to him if given the chance. She loves her son greatly and takes any jeer at him with a savage vengeance.

It is also a superstition among Rashanians that she is the cause of nocturnal emissions, she enters the dwelling of the sleeping and presents men with their greatest fantasy, and from the union a demon will be born.

Dogma

Asteras is the queen of witches and the mistress of sorcerers, dark magic is woven by her, and she was the guardian of the dead. She gave birth to the pleasure god Byssis and a host of demons, she will answer any threat and give her dark gifts to those who worship her.

Requirements for worship

2 ranks of knowledge (Arcana) must make a blood sacrifice at each moonless night, and must be any evil

Benefits of worship

Wizards/Sorcerers have access to her domains, Clerics may take two domains

Punishments

By Priests; Next on the alter. By Asteras; Demons devour their flesh.

Currash Pantheon

The Currash Pantheon is made of a collection of fatalistic gods, they are centered around the Currash way of life, Farming and Fishing

Sek Weather and justice (LG)

The Lion headed god of the Rains and justice is at the head of the Currash Pantheon. Sek is depicted as a Kindly almost grandfatherly deity, but likewise he is a god widely sworn by even in other lands as a god of justice. When pleased crops flourish and the lands are safe, but when angered he whips his sons Otep and Atep into a fury and punishes his displeasures. He is called the great judge, the sky father and rain king. His domains are Law, Knowledge and Air

His temples are fairly Simple, often only a main chamber, and a few priest cells. His priests mainly come from middle and upper class worshippers.

History/Relationships

Sek is the first son of creation and the father of the gods, He watchs the world and acts as the judge of everything

Dogma

From Sek's mouth comes all the commands of the Universe, he watches he subjects with fatherly love and stern discipline

Requirements for worship

Act well in life

Benefits of worship

Better luck

Punishments

Death

Anum Fertility and Motherhood (CG)

Anum is the Cat headed earth mother and the wife of Sek. Followers of the Currash Pantheon prey for healthy children from Anum and for protection over their newborn. She is the most loving of the Currash pantheon, she loves the elderly and the mewling newborns alike she despises evil and is a terrified force against child murderers and robbers of the innocent. Her domains are Good, Healing and Protection

Her temples act both as a place of worship and as small hospitals, often midwives and doctors make the majority of her priesthood.

History/Relationships

The mother of the gods and the protector of children

Dogma

The touch of the great mother is a blessing, her favor comes in the form of children

Requirements for worship

Must assist in childbirth and protect children

Benefits of worship

Virility

Punishments

Sterility

Atep Sea (CN) Otep Sky (CN)

Atep is the twin brother to Otep and Gator headed king of all water. He is renowned for his restlessness and anger at fishermen who take to much of his realm. His domains are Water and Luck

Otep is the twin Brother of Atep and the Gator headed king of the Sky. He is renowned for being talkative and when he yells all hear him. His domains are Air and Trickery

They are never worshiped separately, always as a pair, So much so that they do not even have separate temples. Atep and Otep's temples are usually built near a source of water and include a breezeway. Their worshipers are often sailors and farmers who pray that the winds do not tear up their crops or blow ships away and that the waters do not churn and visit their crops.

History/Relationships

Atep and Otep are the sons of Sek and Enum. They hold no relationships and often have to bring their case to punish crimes before Sek and Utan.

Dogma

Atep and Otep are the sky and sea; they reward wisdom and practicality and punish greed and arrogance

Requirements for worship

Know the liturgy of Atep and Otep

Benefits of worship

Access to both Air and Water domain, may make an extra saving roll while on sea

Punishments

By Priests; Expulsion. By Atep, sending water elementals. By Otep; Sending Air elementals

Utan Death and the Underworld (LN)

Utan is the Jackal-headed god of death and the ferrymen to the underworld. He is a gentle god who leads lost souls to rest and a just god who drags the dammed into hell. In the afterlife he is a judge of souls and keeper of history. The peoples who follow the Currash Pantheon do not hate death; often a hymn is read at the bed of a sick person to hope Utan will have mercy. Tombs are dedicated to him and at an annual festival thanks given to him for his endless work. His domains are Death, Knowledge and protection.

Utans temples are simple and small often no more then a shrine, his priesthood is small but important and made often of local farmers and workers, his worshipers are often watchmen of tombs and necropolis, almost all Currash worshipers prey to him at least once in their life

History/Relationships

Utan is the first son of Sek and Anum, his wife is Autumn and his daughter is Winter, he protects innocents from the wraith of his overzealous brothers and keeps his sisters safe.

Dogma

Death is a natural part of life and while one should not seek it you should know that evading death is impossible. Utan is death and ferryman to the underworld; he punishes defilers of the dead and is the enemy of thieves.

Requirements for worship

Must hold the dead as sacred and must protect them for defilers, must also assist in funerary rites anywhere, must never raise dead.

Benefits of worship

Can cast Protection from Evil twice a day at no cost. Can also consecrate tombs making them immune to necromantic spells and placing them under Utans protection

Punishments

For Using creating undead, Priests; Death on the spot. By Utan; sending his warriors to collect them and bring them before him for trial.

For blasphemy, Priests; Expulsion from priesthood. By Utan; none.

Utan despises Thieves and if they rob a tomb or site consecrated to him there is a 5% chance they will attract his anger and he will come to punish them.

Akop Fire and the Sun (CG)

Akop is the keeper of the sun and it is his duty to drive it across the world, he is depicted as a great warrior with the head of a hawk, he is always depicted as a great champion and merciful conqueror, he gives his aid to the weak and punishes evil. His domains are Good, Fire and Sun.

His temples are usually in great cities and his symbol in the homes of peasants and nobles. His worshipers are common and often from all walks of life.

History/Relationships

Akop is the second son of Sek and older brother of Utan; while the two often feud they are often cordial. He often keeps Atep and Otep in line.

Dogma

Akop is the keeper of the sun and protector of the innocent, he love valor and despises cruelty. He will assist any in battle on the side of good.

Requirements for worship

Any good, must take code of Honor (Civilized)

Benefits of worship

+2 to strength after prayer two rounds

Punishments

By Priests; Expulsion from priesthood. By Akop; depending upon severity, for minor things his displeasure, for serious matters fire elementals come to punish.

Eken War and hunting (CN)

Eken is the boar headed god of hunting and game, he gives forth animals for food and fish for meals, he despises the wasteful and defilers of his mother. His Domains are Animal, Chaos and War

He has no temples, but does consider the wilderness his shrine, his worshippers are usually poor farmers who subsist on game.

History/Relationships

He was born of the earth and stars, he shaped the first animals from clay and holds them as his subjects

Dogma

To eat game and fish is to appeal to Eken, proper respect and care for nature is rewarded with plenty, to be wasteful means famine

Requirements for worship

Participate in hunt once a month, must use all the animal

Benefits of worship

Good hunting and fishing

Punishments

Eaten alive by animals

Nmarian Pantheon

The Nmarian gods are based on the ideals of the Nmarian people, they exhibit the virtues and vices of the mortals and the wisdom of the gods, unlike many races Nmarians hold no god as king or leader

Catas Fire and justice (LN)

Catas is the tiger headed god of justice and punishment, he judges souls in the afterlife and burns the fires of hell, he despises arrogance and sloth, his domains are Fire, Justice and Law

Temples to Catas are fairly simple, a statue, a few priest cells and a courtyard for students. His worshippers often are government officials and merchants.

History/Relationships

Catas was born of Casuhep, he is brother to Bajana and Imac, and father to Nabab

Dogma

None can escape inevitable justice, and the god Catas will ensure that the fires of hell will warm the righteous and burn the guilty.

Requirements for worship

Must pray to him twice a week

Benefits of worship

+1 extra saving throw per day when betrayed or threatened by Humanoid

Punishments

By Priests; burnt at stake. By God; none, he'll get them in death

Imac Fortune and Commerce (LN)

Good fortune comes from hard work and a bit of cleverness, Imac smiles on the thrifty and honest and punishes greed and liars. His domains are Good and Luck

Imac's temples are nothing more then a shrine built onto a market or Bazaar, inns and caravans also keep his symbol. His priesthood comes almost exclusively from merchants.

History/Relationships

Born of Casuhep, he is the brother to Catas and Bajana, he is father to the stars

Dogma

Fortune comes from good and flees from evil, his gaze will ensure good harvests and trade, while his scowl will bring famine and poverty

Requirements for worship

Give to the poor and avoid miserliness

Benefits of worship

Good fortune

Punishments

Poverty and starvation

Casuhep Fertility/Motherhood and Earth (N)

Casuhep is the Goddess of fertility and motherhood; she is depicted as a lean cat with great swollen breasts. Her domains are Animal and Healing

Temples to Casuhep are modest and clean, they serve as both hospitals and places of worship. Her worshippers are midwives and nurses, almost every mother says a prayer to her for her children though,

History/Relationships

Casuhep is said to have given birth to the mortal races by the seed of Catas. She is said to hold each of her children in great love and is a fury to those who threaten the young

Dogma

Casuhep hold all life in her womb, her milk is food of spirits and her caress is heaven. She hates any who takes the lives of children and punishes them.

Requirements for worship

None

Benefits of worship

Healthy Children

Punishments

Damnation in the afterlife

Bajana War and Destruction (LE)

Bajana is the destroyer of worlds and the father of all mortals, he hates almost all life and takes glee in his role in causing war and anger

No temples are consecrated to Bajana, he is more a devil figure then anything else. He does have a small number of cultists.

History/Relationships

Bajana is the father of mortals and the brother of Casuhep, he causes war and strife he serves of the reaper of souls and the judge of the dead, he is only kept in line by his brothers Nabab and Catas. His domains are Chaos, Destruction and War

Dogma

All anger is his delight, all war is his garden and death is his toil

Requirements for worship

Sow seeds of war

Benefits of worship

None

Punishments

Painful Death

Nabab Health (LG)

Nabab is a gentle Falcon headed god of healing, he is said only to raise a fist against his brother Bajana, every Nmarian city keeps a statue of Nabab next to a well or temple, a Sick Nmarian will engrave the part of their body that is stricken on a medallion and hang it from the Neck of the Statue. His domains are Good, healing and Protection

Temples too Nabab are hospitals and the homes for the poor. His worshipers are doctors and healers of all sorts.

History/Relationships

Nabab is the last son of Casuhep, he is the healer of the angles and the dispeller of demons, he raises his hand in violence only against his brother Bajana

Dogma

His touch is purity embodied, his touch heals all, and his word sooth war

Requirements for worship

Must work hard to heal all ill and wounded

Benefits of worship

Immunities from diseases

Punishments

Boils and sores

Kuranese Pantheon

The Kuranese pantheon is ancient and robust; While there are twenty general gods I have only mentioned the three major gods who can be found in every shrine. The Kuranese worship idols, holding the same theory as the Rashanians about statues and images; in the city of Gharar the temple to Hadu is an impressive display of this belief, a great statue, Clay within and brass covered, standing thirty feet tall.

The Kuranese are not particularly religious, and as a result gain few benefits from worship. In more recent times the Rashanian Pantheon has gained a considerable foothold in Kuran, and as time goes on more and more Kuranese convert.

Sul Fertility, Healing and Agriculture (NG)

Sul is the mother goddess and the birther of all life; she is depicted as a great mare, whose breast and sexual features greatly enhanced. Her temples are found in every village lest they risk famine, at each solstice a great fertility festival is held where many livestock are sacrificed to her. Her domains are Healing, Luck and Plant.

Her temples tend to be large and drafty, her priests are usealy second sons of nobles.

Hada Strength and Sun (CN)

Hada is the creator god of the Kuranese, he is depicted as a great bull, who like Sul's, sexual features are greatly enhanced. He is said to stir up war and violence when he is bored, and to create demons only for the purpose of creating them, His domains are Strength and Sun

Temples to Hada are grandiose and large, in front of a statue to him is an alter where daily sacrifices of animal (and on darker occasions, Criminals) are committed. His worshippers like Sul are drawn from the second sons of nobles

Shuw Death and the Underworld (LE)

Shuw is the god of death and the underworld, he is depicted as a large ram. His worshippers are few. His domains are Death and Evil

Shuw is a devil figure in Kuranese mythology, he has no organized temples and only a handful of cultists

Zikhish Pantheon

Zikh is a bizarre land; when a man is murdered, his home is sealed off by brick and mortar, to prevent demons from rousting in the horrid new shrine. When a new child is born the other brothers and sisters are required to fast for a week, regardless of what health they're in.

The way they worship is as equally strange; Pilgrims to the temple of Shrish pray fervently, with their arms outstretched and allow candles to burn into their skin. Priests and scholars have been known to spend years sitting cross-legged atop pillars. And worshipers of various gods mark themselves dyeing their fur with pigments.

The view of gods in the Zikhish pantheon varies from temple to temple, in one Shrine of Surma it is said that all virgins must dock their tails, in another only a few villages away virgins are deflowered in a massive orgy.

The polytheistic nature of Zikh is all encompassing; one traveler said there may be as many as twenty thousand gods worshiped across Zikh, some world creating deities, some no more then a particularly venerated elder.

The people of Zikh believe deeply in reincarnation, even after the destruction of this universe they will find new life in the next. The belief in Karma is also widely followed in Zikh.

Temples in Zikh

Temples and shrines in the land of Zikh come in all shapes and sizes, there are great temples many stories tall, and tiny shrines that honor all the gods. The most common aspect of them all it the Zikhish peoples love of ornate decoration

Shrish Creation, Life/death and Time and Fate (LN)

The most powerful god in Zikhish mythology is by far Shrish; the four armed tiger god of Time and Fate. He is the king of the gods and the father of the universe, he is completely omnipotent. It is a poor village indeed that does not hold at least one shrine to Shrish.

The Emperor of Zikh is said to be the living avatar of Shrish, and as such no Zikhish assassin would dare cross the God-Emperor. The Royals of Zikh are all devoted clerics of the time god.

His worshippers mark themselves with twin stripes across their foreheads, the more pious worshippers are known to pray for hours standing neck deep in rushing waters, hang by their feet high in trees and to allow candles to burn into their skin. His domains are Destruction, Earth and Knowledge

History/Relationships

Shrish is the first and last, he created the universe from the soil of the last, and when time comes for the great destruction he will again build a new universe, his wives number one hundred, and his concubines number one-thousand. All gods pay homage to him as the supreme ruler.

Dogma

Shrish is the ruler of the universe and time, he is all powerful, and all knowing.

Requirements for worship

Varies from village to village

Benefits of worship

+2 Diplomacy in Zikh and with Zikhish & Sar'Har worshippers

Punishments

By Priests; multitude of punishments by degree of severity, ranging from croppings to torture to death. By Shrish; Reincarnation into lower form

Surma fertility and agriculture (N)

In all cultures fertility and the harvest are among the most important priorities, in Zikhish culture Surma is one of the most important gods. All the rivers are her sons and all the clouds are her daughters

Her worshippers mark themselves with a oval upon their forehead; another common practices is to maintain exotic plants and animals. Her domains are Animal, Nature and Plant

History/Relationships

Surma was the second thing to come into existence, she has given birth to all the gods. Her consort is the god Freh

Dogma

All life flows from one spring into a million rivers, Surma is that well spring, she is opposed to the god Iandra and mother of the gods.

Requirements for worship

Varies in customs but almost all followers are required to meditate to her for an hour a day

Benefits of worship

+2 Handle animal

Punishments

Reincarnated into lower form of life

Rashi Sea and river (LG)

Rashi is the Orca god of water and rivers. He is prayed to for good seas and fish, he is said to be a temperamental god who does not hesitate to punish those who trespass in his domain.

His priesthood is made almost entirely of aquatic animals. His worshippers mark themselves with a wave pattern across their arms. His temples are always located on or even under water! His domains are Animal, Water and Good

History/Relationships

Prothi is the first son of Shrish, he takes the twin island goddesses as his consorts, he is often stirred to anger by Prothi.

Dogma

Rashi is the king of the seas and rivers, his subjects are the fish, and Prothi stirs his anger.

Requirements for worship

Respect the sea

Benefits of worship

+2 Use Rope

Punishments

By Priests; Drowned or dragged to bottom of sea. By Rashi; Eaten by water demons

Prothi Sky and Weather (LG)

Prothi is the eagle god of the skies, when he is displeased he storms up and gives no rain. He quarrels often with the God Rashi over water and often stirs him to anger. He is prayed to for rain and gentle breeze.

His priesthood is made of farmers and nomads; his worshippers mark themselves with a circle on the chest. His domains are Good, Travel and Water

History/Relationships

Prothi is the younger brother of Rashi, with whom he fights with over water. His consort is the mountain goddess.

Dogma

Prothi is a clattery god who speaks to anyone who will listen, when angry he yells louder then any other, and when pleased his speaks gently.

Requirements for worship

Prey in the directions of the four winds each day

Benefits of worship

+10 feet to movement

Punishments

By Priest; Expulsion from priesthood. By Prothi; flesh rended by wind spirits

Varue Love and health (CG)

Varue, The Lion goddess of love is worshiped across Zikh by young maidens and healers. Her duty is to make youths fall in love and to heal the sicknesses of the world.

Her temples are hospitals and schools. Her worshippers mark themselves with three dots on each cheek. Her domains are Good, Healing and Protection

History/Relationships

Varue is the daughter of the stars, she is fickle and whimsical, she holds all spirits in her love, and detests none. She is said to have taught man the art of healing.

Dogma

The healing bone is the touch of Varue, and the beating heart is her kiss, her love embraces all and warms the coldest of hearts.

Requirements for worship

Must assist the sick, and never stand in loves way

Benefits of worship

Extra Saving throw when contacting diseases

Punishments

Sickness

Iandra Death and the Underworld (CN)

Iandra, the wolf headed god of the underworld is invoked when the funeral pyres of the deceased are lit, when great battles end and as a mothers lament.

His temples are gloomy places where the priests and kings goes to ask the dead for guidance, they all contain an area for funeral pyres which has given rise to a morbid expression in times of war, That Iandra's temple glows bright tonight... his domains are Death, Evil and Chaos

History/Relationships

Iandra is the perpetual servant of Shrish, when the old pass he guilds them, when a war burns he takes the tally, and when the universe comes to the end he makes the farry. His daughters are the muses of poets and bards.

Dogma

All things spring to life and die in their own time, by the hand of Iandra the cycle continues for all time

Requirements for worship

Obey the Priests of Iandra and to perform his rites at least twice a month

Benefits of worship

+3 to attack when dealing with undead or necromancers

Punishments

By Priests; Cremated alive. By Iandra; reincarnated into carrion

Freh Sun (LG)

The Horse headed god of the sun is none other then Freh. Upon his back is the burden of carrying the sun, his respite is night when the god Jaga carries his burden.

His temples are small but elaborately decorated with base reliefs and carvings. His worshippers come from all walks of life and mark themselves with the mark of the sun upon their shoulders... His domains are Fire, Sun and Strength

History/Relationships

Freh is a temperamental god who makes his rounds continually across the sky, his only friend is the god Jaga

Dogma

Sun rise... Sun set... all is done by the hard work of the god Freh

Requirements for worship

Prey to the sun

Benefits of worship

+3 Strength

Punishments

By Priests; Burnt at stake. By Freh; Burnt by fire spirits

Jaga Moon (LE)

The Elephant god of the moon and ruler of the night. Jaga is the moon itself; he relives Freh of his burden at night, and watches the world in its sleep. No secrets are hidden from Jaga, and during the full moon sacrifices are left at his alter.

His temples are modest and lonely, his worshippers meet in the dead of night, they mark themselves with a crescent upon their breast all of his worshippers are mages. Jaga's domains are Knowledge, Magic and Darkness

History/Relationships

Jaga is a lonely god who only speaks for a brief moment to the sun god Freh at morning and dusk. All the secrets of the world are his and no evil or vile act is hidden from his gaze

Dogma

In the light of the moon Jaga sees all evils and all acts, the sorcery of the world is his to command

Requirements for worship

Must have one level as Wizard/Sorcerer, and must make sacrifices at the full moon of food

Benefits of worship

+1 Intelligence, +2 Knowledge (Arcane)

Punishments

By Priests; Eviscerated. By Jaga; slow and painful death

Seranese Pantheon

Perhaps the biggest misconception is that the Seranese have a pantheon in the first place, in all reality the Seranese gods are dualistic; the bountiful and kind Hu, and the cruel and evil Yuen.

Like the Zikhish, the Seranese believe in reincarnation, but unlike the Zikhish the Seranese believe that you are either reincarnated into angles or demons. The only other god accepted by the Seranese comes from the Barbaric Jackal Tribes.

Most gods people assign to the Seranese pantheon are actually demons and angles.

Hu Good (LG)

Hu is the duel creator of the universe; he is a wise benevolent almost grandfatherly god. His temples are simple and comfortable; his worshippers are the majority of Seranese society. His domains are Knowledge, Good and sun

History/Relationships

Hu is the ruler of light and good

Dogma

Hu is a god who protects all, a life devoted to him will lead to good, while a life devoted to Yuen will lead to pain and misfortune

Requirements for worship

Prey to Hu

Benefits of worship

+2 Strength in fighting against Evil beings

Punishments

Death

Yuen Evil (LE)

Yuen is a cruel god who cares little for his followers and is the king of darkness, he is the duel creator of the universe, he is seen as a devil figure. His domains are Evil, Chaos and Destruction

History/Relationships

Yuen is cruel and greedy as well as king of Darkness

Dogma

A life devoted to Yuen is lost to misery and unhappiness

Requirements for worship

Make monthly sacrifices to Yuen

Benefits of worship

None

Punishments

Death

Sei'Tanese Pantheon

The title of this section is somewhat misleading; the beliefs and philosophies of the Sei'Tanese people are so vast and varied that it is impossible to cover in full detail. I have included what I believe is most important though.

The Sei'Tanese pantheon is composed of ancestor worship and traditional beliefs. The gods are rigidly divided into rank and positions, as are the spirits and demons. Ghosts, monsters and demons are common as day in Sei'Tanese belief.

The afterlife is viewed as a vast bureaucracy in Sei'Tan, and each of the thousands of gods and spirits are given a specific sector to manage and report to a superior, who in turn reports to another superior and so on and so forth until the words are given to the King of the universe himself.

The Sei'Tanese are a highly superstitious people; if a man is buried away from his ancestors he will wander the earth as a ghost until reburied. If offerings are not left out during the ghost season the angry dead will rise to take their revenge. If a man crosses a bridge not built by his tribe he is at the mercy of water demons. And a host of other odd folk beliefs.

Cung Justice, Ruler of Heaven (LN)

As the emperor is the top of Sei'Tan society, Cung is to the host of gods. Cung is the Tiger headed emperor of the gods and supreme ruler of the universe. He is said to be the wisest of all beings and the humblest. It is said that Cung from time to time travels in the rags of a beggar among mortal men, and through all the lands of the earth. His domains are Justice, Law and Knowledge

His temples are modest and vary clean, often no more then an area for meditation and a few priests' cells. His worshippers are all people of Sei'Tan, Officials and nobles more then others.

History/Relationships

Cung the ruler of the gods and creator of the universe, all the gods great and minor, good and evil pay homage to him as the king of heaven. His consort is the goddess Sui

Dogma

A man who is good and wise has nothing to fear from Cung, but a man of evil should fear the day he is before Cung

Requirements for worship

Pray to Cung

Benefits of worship

+2 Wisdom, +2 Intelligence

Punishments

Assigned to a level of Hell

Sui Fertility and motherhood (NG)

Sui is the cat headed goddess of life and rain and queen of fertility, two things that are all important to the Sei'Tanese. She is said to embrace the souls of the dead and to help them find a new entrance into the world and be reincarnated.

Her temples are simple and comfortable; her worshippers are mothers who pray that the soul that will be reborn to them will be a good one. Her Domains are Plant, Nature and good

History/Relationships

Sui is the consort of Cung and the mother of all the spirits; she reincarnates the souls of the dead into their appropriate new form.

Dogma

Sui is the goddess of mothers and the guide in the afterlife, she helps the dead to become reincarnated into their next form.

Requirements for worship

Help in childbirth

Benefits of worship

Healthy Children

Punishments

Reincarnated into lower form of life

Hih Thunder and War (CN)

The Boar headed god of thunder and war and the prince of conflict is none other then Hih. It is said that when thunderstorms come Hih is stirring up war somewhere across the world, and that when battles rages his laughter can be heard.

His shrines are built as war carts and his worshipers are solders and generals. His domains are War, Chaos and Destruction

History/Relationships

Hih was born of lightning and stirs up war, he has no Consort and only bows before Cung himself.

Dogma

Hih stirs war and conflict for his own entertainment, his anger is show by lightning and thunder and his is the way to victory

Requirements for worship

Fight once a week

Benefits of worship

+2 Strength

Punishments

Lose the fight

Bao Water (CN)

Rivers, rains and oceans are in great abundance in Sei'Tan, so it comes as no shock that the otter God Bao is widely worshipped not only for life-giving water, but for protection from its destructive powers.

Bao is the lord of water and a temperamental god whose temples are rare and always set on water; his worshipers are fishermen and sailors. His domains are Water and Chaos

History/Relationships

Bao is a moody god with few friends; he does have a reputation of grabbing pretty girls he likes and sending them back with his child, if he sends them back at all

Dogma

Bao is the watcher in the water, the king of the seas and the ruler of the river

Requirements for worship

Make the proper honors and prayers to the river

Benefits of worship

Unable to drown

Punishments

Water and liquid turns to ash is attempted to be ingested

Se'Loh Wind and sky (LG)

Se'Loh is the count of the four winds and the Bat god of the sky. He carefully blows the wind and distributes rain at the request of Bao.

Se'Loh is a stern god who has little time for nonsense. His temples always contain breezeways in the four directions. His worshippers are farmers hoping for rain and sailor who hope not to be blown off course. His domains are Law and Air

History/Relationships

Se'Loh is always busy charting and coordinating the four winds, his consort is the minor goddess of cloads.

Dogma

North, South, East, west, all wards of Se'Loh the wind god

Requirements for worship

Prey in the directions of each of the four winds

Benefits of worship

+2 Navigation

Punishments

Rended by wind

Gaile Pantheon

The first thing one should note about the Gaile Pantheon is that there are no clerics or priests. They clergy is made almost exclusively of druids and shamans. The second is that all Gaile gods are nature oriented. The third is that the Gaile are not dogmatic like other races.

Temples in Gaile are nonexistent as most Gaile feel that temples are unnecessary, most are content to use a grove or spring to designate to a god. Like the Norr they believe in three afterlife's; hell for the evil, peaceful heaven for the dead and a Warriors Heaven.

Taran Creation and Justice (CG)

Taran is the ruler of the loose pantheon of Gaile gods; he is depicted as an elderly wolf. He is said to travel among mortals and sire children much to the chagrin of his wife Sowin. He takes great pride in hard work and honesty and punishes laziness and lies.

Often a standard in the middle of camp serves as his temple, all Gaile worship him. His domains are Law, Strength and Good.

History/Relationships

Taran is the father of all gods, his wife is the Goddess Sowin (although he has sired children across the world) he is a vary reasonable god, though he has a temper

Requirements for worship

Must protect tribe

Benefits of worship

+2 Dexterity

Punishments

Death

Sowin Fertility and Love (CG)

Also called mother by almost all the Gaile, Sowin is the fox goddess of life and fertility. She is depicted as a vary loving but nagging goddess. She is said to be fierce when angered and protective of her son Ayner. She is often frustrated by her husbands philandering, and is said to punish him by recastrating him each time he returns to heaven.

Her areas of worship are often a grove or spring, and her worshippers are mothers and druids. Her domains are Nature, Plant and Good

History/Relationships

Sowin is the wife of Taran, and the mother of Ayner. She is loving to both and protective.

Requirements for worship

Must assist in child birth

Benefits of worship

Healthy children and love life

Punishments

Sterility

Gruni War and Hunting, Thunder (CN)

See Gruni in the Norr section

History/Relationships

See Gruni in the Norr section

Dogma

See Gruni in the Norr section

Requirements for worship

See Gruni in the Norr section

Benefits of worship

See Gruni in the Norr section

Punishments

See Gruni in the Norr section

Vrael Death and the Underworld (NE)

Vreal is the perpetually gloomy wolf god of the underworld. He shuns the sun and collects the souls of the dead with glee. He is said to walk through the villages on the deads night on the winter solstice and take whoever is outside.

He has no worshippers; no temples and his Domains are Death, Evil and Magic

History/Relationships

Vreal has an uneasy relationship with the other gods, most of them tolerate him for he takes the wicked and drags them to hell. Most however dislike him greatly.

Requirements for worship

None

Benefits of worship

None

Punishments

Death and Damnation

Aynar Trickery and Fortune (N)

Ayner the fox trickster god is regarded with humor across Gaillen; mothers often scold children for raising Ayner' and fathers often tell that when they were late to be home that Ayner waylaid them.

He has no temples but does attract a small number of followers who act as guides and scouts. His domains are Trickery and Luck

History/Relationships

Ayner is the son of Sowin and Taran, he is known to seduce maidens he has a fondness for

Requirements for worship

Leave a gift of cream or wine for him

Benefits of worship

+2 bluff, +2 Disguise

Punishments

Bad luck

Suor Sky and Weather (CN)

Suor is the chatter god of the sky, he is vary competitive with Taran and often bellows when angry.

His worshippers come from all walks of life. His domains are Water and Air

History/Relationships

Suor's rivalry with Taran first began when Taran challenged him to a race and tricked him into running in the wrong direction, since then he has been obsessed with besting Taran in at least one thing.

Requirements for worship

None

Benefits of worship

None

Punishments

None

Norr Pantheon

The Norr gods are as grim and savage as the people themselves! It is held as an inevitable truth that everything even the gods will die and fall into darkness, the only thing accepted as forever is the earth.

Because of their crude nature there is no organized priesthood of the Norr Pantheon, a priest to Thrar in one village would attack and kill another from another village for nothing more then a bad look.

The Gods themselves are a perfect representation of the Norr people; The god Thrar is gluttonous and violent, the god Morg will kill simply out of boredom and the god Gruni creates war simply for the sake of doing it.

They do have however, redeeming qualities; Morg will often spare young children and drunks for the fact that they don't make as satisfying targets, Thrar still loves his wife and even Gruni is willing to offer safe passage.

The Norr pantheon in Gaile is growing; Norr raiders have long found the Gaile as their only prey and over years of raiding and conquests have left many Norr settlers and Norr/Gaile mixes. It was only after the first Rashanian slavers were captured in the countryside that the Norr realized that there was a world beyond Gaile and Griton.

Thrar War and Vengeance (CN)

Thrar is the king of the gods by his own power. The wolf god sits upon his throne and watches the world with a keen eye, he grants men strength and makes civilizations fall. He is said to be the last god who will die on doomsday and from him the new world will arise just as he was born of the flesh of a ancient god.

His temples are little more then a standard on the wall of a chieftains. His worshippers are the Fearsome Norr warriors And his domains are War Destruction and Chaos

History/Relationships

Thrar was born of the last universe from the flesh of a dead god. From the ash he created the entire world and all its beings. His wife is the goddess Frej.

Requirements for worship

Make his battle cry before combat

Benefits of worship

+2 Strength

Punishments

Slow and painful death

Morg Death and destruction (NE)

Morg is the guard of the underworld and the grim god of death. It is his perpetual duty to collect the dead and drag them to the afterlife, a job he relishes.

Morg has no sane followers and only a standard on the graves. His domains are Death and Evil.

History/Relationships

Morg was formed of black coals and coarse ash. He despises life and acts as the grim reaper.

Requirements for worship

None

Benefits of worship

None

Punishments

Painful death

Fraj Fertility and health (N)

Frej is the white wolf of the forest and the mother of beasts. She is the patron of mothers and is said to be fiercer the all the gods when defending her young. A Warrior does well to leave a house with her mark unmolested.

Her worshippers are the women of Norr; her standard is placed above the doorway. Her domains are Healing, Good and Nature

History/Relationships

Frej was formed of soft white ash, and when her lovely form became alive Thrar was overjoyed and took her as his wife.

Requirements for worship

Leave houses with her mark well enough alone, ad leave the deep forest unmolested

Benefits of worship

+2 Constitution

Punishments

Torn to pieces by feral wolves

Merr Hunting and Nature (NG)

Merr is the handsome lynx god of hunting. Thanks are given to him with a good hunt and curses with a poor one, he is said only to fear Frej and does well not to anger her. He gives bravery during the hunt.

He has no temples and all prey to him for game. His domains are Animal, Nature and Luck.

History/Relationships

Merr was formed of both dirt and ash scooped up by Thrar, he holds the goddess of love as his wife.

Requirements for worship

Leave either the heart or liver of a fresh hunt kill in the animal for him

Benefits of worship

+2 Track +2 Survival

Punishments

Torn apart by animals

Saulk Oracular and Wisdom (N)

Saulk is the blind bear god of Norr. Any who say though that he is without sight is foolish as he sees all that was and all that ever will be. He is the god of Oracles and Elders; he is the wisest of the gods and the grimmest.

His symbol is kept in the dwellings of elders and wise men. His Domains are Knowledge and Magic

History/Relationships

Saulk was formed of the charred earth. When he lost his eyes in a fight with Gruni he gained the ability to see all.

Requirements for worship

None save must never associate with followers of Gruni

Benefits of worship

+3 Wisdom

Punishments

Death

Gruni War an hunting, Thunder

Gruni is the snarling wolf headed god of war worshipped in both Gaillen and Norrgot. His worship in Norr is as a traditional god of storms and warfare, in Gaile he is a relatively new god brought by Norr settlers. He is said to be in a perpetual foul mood and is supposed to be the one who taught the art of war to the peoples of the world.

His worshippers are almost exclusively warriors. His Domains are Nature, War and Destruction.

History/Relationships

In Gaile he is said to be a solo god who favors solders and despises weaklings. In Norrgot the same is true only here he has and origin story as being formed from smoldering coals

Requirements for worship

Fight

Benefits of worship

+2 Strength

Punishments

-6 Strength

Krincian Pantheon

The Krincian pantheon is in aspects a watered down version of the Gaile Pantheon

Saalow

The lead god, modeled after Taran

Moor

Modeled after Ayner

Druun

Modeled after Sowin

Waste Gods

The wastes are a loose term for the various lands that act as the massive buffer between east and west. The number of barbarian warbands and tribes are staggering, each with different customs and beliefs.

The wastes are a forbidding land that is almost impossible to conquer. As such small settlements and outposts exist to service caravans and harbor outlaws and others who wish to disappear for a while. The flipside to this is that cults and terrible sects exist freely in this harsh land.

Xala Patron and creator of the 17 jackal tribes, Fatherhood and Strength (CN)

The seventeen jackal tribes are peculiar in their worship; no real priests, they see it as pointless. No temples, why do you need them? And what strikes most as odd; Xala seems not to have been born of divinity but rather became divine.

Xala was said to be the father of seventeen sons, each of whom the forbearer of the Seventeen tribes, he was said to be the greatest warrior of ancient times, who even the gods trembled before. He is said to have torn the power from the hands of a dead god and ascended into heaven.

Xala is generally non responsive to non-tribe members but has been known to give his blessings to those who aid or have relations to his children. Xala despises cowardice and betrayal and will punish them severely.

The members of the Seventeen jackals tribes mark themselves by docking their tails as a covenant. His domains are Strength, Protection and War

History/Relationships

Xala is said to have had Seventeen wives each of whom bore him a son, these sons formed the seventeen tribes. Each of his sons is said to sit at his table in the heavens. Xala cares greatly for his children, all the tribes are under his fatherly care.

Xala hates his enemy Saal with a passion and fights him each day.

Requirements for worship

Must be a member of the Seventeen tribes

Benefits of worship

+4 Strength +2 Dexterity +2 Constitution

Punishments

-4 strength 4 Dexterity

Saal Serpent god, Trickery and Chaos (LE)

Saal is called many things; the Hiss in the Darkness, The black snake and the lord of the sand. Saal is the snake god of secrets and dark magic, his acolytes hide in the caves and ruins that littler the wastes.

He whispers into the ears of the evil and greedy, of treasures and power all for a minor yet terrible price... your soul.

Saals worshippers are few but powerful, they are sorcerers who hide in dark catacombs of forgotten empires, the men who sit in black circles and whisper horrid incantations and men who make dark pacts.

Saal despises the Seventeen jackal tribes and gives his most powerful magic to those who offer him the children of his hated enemy as sacrifice. The dark wizard Arl gained near godhood when he captured near all but a single member of the tribe of Ur and sacrificed them in exchange for power.

Saals domains are Knowledge, Evil and Death, there is but one true temple to him in the Black wastes.

History/Relationships

Saal was born of the whips of darkness that formed the universe, he is an impossible long serpent whose tail stretches into the space beyond reality, and horrifying entities crawl along him to enter the world.

Saal hates the god Xala with a passion; he goes to any length to strike at his children.

Dogma

Saal is the time worm; he stretches across the universe and whispers its dark secrets to his worshippers, he hates Xala with a passion and will go to any level to hurt him.

Requirements for worship

Make sacrifices to him (Preferable members of the Jackal tribes)

Benefits of worship

+3 Intelligence, +4 Knowledge (Arcana) +2 Knowledge (Divine)

Punishments

Since his priests are few and far between he often takes his punishments into his own hands, his favorite method is to make the heretic vomit up serpents who attack him.

Ruug Cannibal god of Kuth (CE)

While technically not a god of the wastes Ruug is savage enough to be counted. Ruug is a savage god who delights in creeping into the minds of sane men and driving them to commit evil.

His worshippers are just as ghastly; committing cannibalism, rape and any other perverse act imaginable. His domains are Evil, Chaos and destruction.

Requirements for worship

Commit cannibalism once a month

Benefits of worship

+4 Strength

Punishments

Next on the fire

Other Faiths

Sar'Har

The Sar'Har are a Zikhish variation on the Rashanian faith, only far more theocratic and oppressive. If the Rashanian gods are perverse the Sar'Har gods are pure evil.

The Sar'Har rule a small fiefdom in northern Zikh with an iron fist. They were first formed by Shan slaves who mixed with the local populace.

Thranese Orthodox Church

The rest of the world regards the Thranese worship of "the Nailed God" with suspicion and curiosity. A human would recognize this as a form of Coptic Orthodox Christianity; a man of this world would be baffled by the strange liturgy of the Church and images of "the Nailed God"

It was first formed by a small group of humans who centuries ago stumbled from our world to theirs.

(I will supplement Magic and Divinity later in other sections of the book, feel free to use anything I have here. Comments and constructive criticism would be greatly appreciated)