Pantheons: The Northern Gods These gods are worshipped by the humans, elves, and halflings of the northern lands, chiefly Lorania. Lore states the Northern Gods were born in a fiery cataclysm, when a burning light fell from the heavens and struck the world, destroying much and raising the seas. The Northern Gods were birthed from the earth to repair and reconstruct the world after the horrible destruction. They waged war for many years against the horrible alien consciousness of a dead god, the burning light itself. Eventually he killed their king, Rashavu, and transformed him into something evil: Virathel. The act left him drained and vulnerable, and the Northern gods exiled him, though Virathel remains as a grim reminder of their failure. Members: Sozor, Lorisa (Demigod), Norian, Rashavu (deceased), Virathel (aberrant) The Spirits of the Hills These gods are worshipped by the humans, halflings, and orcs of the eastern lands, chiefly Tazasia. Most of the Spirits of the Hills are peaceful gods, with only Darfin serving as a god of war. Remarkably, unlike most other pantheons, the Spirits of the Hills were created through mere worship rather than some universe-creating or –destroying act. Yes, the normal gods are out of place. Members: Ronmidal, Mezerothoth, Darfin, Eurula The Souls of the Land These gods are worshipped by the humans and elves of the Golden Lands, chiefly Ur-Tankesh. Lore states that the Souls of the Land were birthed from the remaining material when the world was created, and each took a section or aspect as their own. Their offspring wander the earth, the animals, mere shadows of their ancestors and incapable of thought or speech such as the sapient races. The blazing expanse of the Sands of Fire was created when Nodor swiped mindlessly at Dargeth in a fit of jealousy, spilling the Lion-God’s burning blood across the world. The sapient races were granted knowledge by Tsesserus, who planned to use them against the other gods. Members: Dargeth, Nodor, Tsesserus The Orcs of the Great Forest These gods are worshipped exclusively by the orcs and humans of the Great Forest, with one notable exception. Most of the gods are in fact ancient folk heroes risen to godhood by the worship, praise, and constant embellishment of their fellow orcs. The most notable of these is Krossar, formerly a mere trapper and hunter who helped fight off more than a few monster attacks on several villages through the forest. Over time, this was exaggerated as all such Tall Tales are, until Krossar’s spirit became infused with the power of his worshippers, resulting in a new god of war and heroics. By helping Sozor defeat Virathel and banish him to the hells, Krossar’s fame and worship grew, making him the only (or perhaps merely the first) god of the pantheon to be worshipped outside the forest. Members: Krossar The Elves of the Blue Sea These gods are worshipped by the elves and humans of the blue sea, chiefly the Isles of the Red Skies. When the earth was young, he fell in love with the universe, an all-powerful sorceress. Their young populated the earth, and were the Titans. One Titan, Maximus, pulled his mother from the sky and cast her into the sea, which is why the seas are so dark and vast beneath the blue waves. Fearing his children would repeat the task, Maximus locked them all in the depths of the earth, which would become the hells. Maximus’s wife Talisia, the goddess of the trees and grasses, gave birth to twins and hid one, who would become Rovan. Maximus locked the other child, N’daurus, in the underworld and was none the wiser. Talisia hid Rovan away where he was nursed by the sprites and given the artifact items The Might of Godliness (scimitar), The Strength of the Earth (medium armor), and The Wisdom of the Universe (tower shield) with which he destroyed his father and rescued his siblings. N’daurus refused, saying that as Rovan had founded his kingdom on the earth, so would N’daurus found his kingdom in the underworld. The gods of the Elves of the Blue Sea then went forth, breeding with mortals and creating the wonders and monsters of the world. They rule from Mount Columbia, in the Isles of the Red Skies, with the exception of N’daurus who rules from the underworld and Aqualis who rules from the city of Sapphire in the Blue Sea. Members: Rovan, N’daurus, Pha’thene, Aqualis, Maximus (Deceased), Talisia (Deceased), The Universe (Deceased), Zenora The Reman Valley Cults These gods were worshipped by the humans of the Reman Valley several hundred years ago. In this day and age, only Glycon remains. Several of the gods were monsters and abominations, crossbreeds of deity and monster, or the result of a god forcing himself on a goddess and the resulting birth being cursed. Some were experiments in artificially creating gods via concentrated worship. In the end, the most successful and only remaining god was Glycon, snake-god of magic. The exact origin behind Glycon is shrouded in mystery, with some claiming him to be the stolen “essence” (-_^) of Tsesserus given life. Others suggest he was a powerful serpent demon that was elevated to godhood by terrorized worship. No matter the case, Glycon’s influence reached both up and down the river, forcing orc and human villages in each direction to bring offerings. When the Northern Gods razed the Reman Valley, Glycon’s many underground temples largely escaped destruction. In the ages since, most if not all have fallen into disrepair, though long dead worshippers may still kneel in silent praise of the serpent-god of magic in forgotten chambers deep beneath the Reman river… Members: Glycon, many others (Deceased) The Men from the West These gods are worshipped by the humans and dwarves of the western lands, chiefly the Great Hall of Kra-Gakh and the tribes of the White Mountains. Lore states the world is, in fact, merely a fruit on the vast tree of the universe. The Men from the West are the caretakers of this fruit, which may someday seed into a new universe-tree. The Men from the West, lore states, were mortal men and women, already powerful enough to draw the attention of the caretakers of the Tree, unknowable over-gods who need no worship, only the Tree. The mortal men were granted access to the alcohol of the tree’s fruit, a powerful concoction that grants godhood to those who quaff it. The Men from the West are tasked with preventing the frost giants, creatures spawned from somewhere outside the universe, from freezing the fruit of the world and destroying it. It is prophesized by the decapitated head of Normir, god of wisdom, that the world-fruit shall fall from the tree of the universe and travel into the darkness beyond. In this time, the frost giants shall move against the Men from the West, and the resulting battle will kill all but a few. Then, when the age of darkness passes, the world-fruit will become the seed of a new universe-tree, and the surviving gods shall become the caretakers of the Tree. Members: Rurik, Njarna, Folkin, Normir The Sun-Gods These gods are worshipped by the humans, elves, and dwarves of the deserts south of the Sands of Fire. Lore states the spirit of the dry desert air fell in love with the spirit of the moist river air and bore several children, who themselves intermarried and bred, a pantheon that became known as the Sun-Gods, after Rao-Horakh, the god of the sun and stars (the worshippers of this pantheon believing the sun and stars to be the same kinds of objects, the sun merely being closer than the others). It’s from Rao-Horakh that the word “ray” comes, describing the “fingers of the sun”. The Sun-Gods often struggle with the Souls of the Land, Rao-Horakh being in chief competition with Dargeth and often making both look childish. Once, Rao-Horakh (sacrificing the Staff of the Sun in the process) kept the sun from rising for three days, until Dargeth commanded his people and servants to leave the lands south of the Sands of Fire. The Sands of Fire now serve as a “natural” barrier between the pantheons. The souls of those who die in between are claimed by neither, and are doomed to wander eternally until they reach either end of the desert (a journey longer than mere distance would lead you to believe). Members: Rao-Horakh, Vutra, Esis, Sirus The Old Ones These gods are worshipped by small cults all across the world, by demons within the hells and secretive angels in the heavens, by beggars and wizards, by humans and elves and orcs and dwarves alike. Whatever they are, they’re from before any of this began and from further away than any god has ever ventured. The Frost Giants of the Men from the West are the mutated remains of normal ice giants who ventured to close to them; the dead god that nearly destroyed the Northern Gods and spawned Virathel was an Old One. Some scholars believe Glycon was a serpent that was in the presence, however shortly, of an Old One. What is known is that merely reading their names can cause madness in mortals, spoken aloud they can kill and cause other effects (the Power Word spells are based partially on the names of the Old Ones; many, many wizards died crafting those dread spells). Speaking the Man in the Yellow Mask’s name has been known to summon him, a horrible prospect indeed. Few mortals have ever set eyes on the true forms of these beast, those who do die insane, the madness poisoning their soul and rendering it unable to be resurrected (short of a wish or miracle spell). More commonly, they wear aspects and disguises that allow them to enter this universe briefly for whatever unfathomable reasons. Some are actually trapped in their disguises, kept prisoner in this universe via the combined efforts of many gods. Members: The Madness from Beyond the Gates of Twilight, The Man in the Yellow Mask, The Night Priest, The Master of Masks, The Dread Father, The Spawner of Stars Gods: Name: Sozor, the Dawnlord Symbol: A golden sun with swirly rays, smiley face optional Appears as: Glowing bronze-skinned human Alignment: Lawful Good Portfolio: Sun, fire, dawn, martial arts Domains: Sun, Healing, Good, Fire Spell Time: Dawn Pantheon: The Northern Gods Favored Weapon: Unarmed Strike Common Temple Design: Large monastery Common Temple Services: Free lodging, morning exercise routine, spells up to level 5 Common Clergy: Monks, paladins, and clerics Misc: Currently in conflict with Mezerothoth, due to the latter’s “Embracing Angels” program. Husband of Losira. Puzzled and embarrassed by the affections of Krossar. Quest: A cleric of Sozor contacts the PCs and tells them of his lord’s interest in them. If they can perform a service for him (one that nobody can know he was involved in, or he’d send his own clerics and worshippers) they will be rewarded richly. The service? One of Mezerothoth’s “Celestial providers of intimate comfort”, an Astral Deva named Keestia, has been having second thoughts about her lord’s whole plan. Sozor would like the PCs to convince her to give up service of Mezerothoth and come over to his side. Sadly, Keestia’s one of Mezerothoth’s more popular “performers” and has a schedule it’s quite hard to get on… Name: Krossar, the Unfraggable Symbol: The letter “K” in steel. Appears as: Muscular and grizzled yet jovial orc Alignment: Chaotic Neutral Portfolio: War, destruction, chaos, glory, parties Domains: War, Luck, Chaos, Destruction Spell Time: 8:30 AM, breakfast time Pantheon: Orcs of the Great Forest Favored Weapon: Greatsword Common Temple Design: Longhouse Common Temple Services: Potluck feasts, martial training, mercenaries (Up to level 5 fighter, barbarian, swashbuckler, or ranger), spells up to level 4. Common Clergy: Clerics, barbarians, druids, fighters, and rangers. Misc: Looks unkindly on wanton pointless destruction that hurts innocents. Encourages making peace with one’s enemies after vanquishing them in honorable battle. Vast respect for Sozor, having helped him banish Virathel to the hells. Quest: Three clerics of Krossar are travelling the land, spreading revelry, chaos, and destruction (though with minimal loss of life). When the PCs encounter the clerics, they declare that the spree is one massive invitation to the party of the century, and casually gesture to the horde of adventurers, barbarians, and angry citizens trailing them. The clerics invite the PCs along, claiming that this pilgrimage is almost over, and that they will soon reach their destination, the Great Forest. There, there shall be at least three days of drunken revelry, music, contests of strength, etc, all with the intent of summoning Krossar himself. Why? Because he’d like a nice party. The PCs might go along for the party, or might decide to put an end to this spree of madness before it reaches apotheosis. Name: Norian, the Spirit of the Skies Symbol: A twig wrapped in blue fabric Appears as: Ancient woman in a blue cloak, holding the Staff of the Winds Alignment: Chaotic Good Portfolio: The skies, travel, magic, Domains: Wind, Travel, Magic, Good Spell Time: Noon Pantheon: The Northern Gods Favored Weapon: Dagger Common Temple Design: Open-air temple, usually near a major port or harbor or road. Common Temple Services: Goods for sale, ships and vehicles for rent, spells up to level 5. Common Clergy: Clerics, wizards, and favored souls Misc: Temples sometimes double as markets or places of business. Created the Staff of the Winds artifact. Sister of Sozor. Supposedly has a floating temple complex in the sky somewhere. Quest: Norian’s floating temple complex, Iskara, suddenly crashes into a small village near the border of Lorania. The PCs come across the magnificent marble-and-cobalt construction and find it was knocked out of the sky by a fiendish dragon in the service of Cronax. With such a source of unearthly power surrounding Iskara, Norian cannot repel him on her own and needs the PCs to slay the dragon’s body so she may properly banish his soul. Name: Glycon, the Snake-God Symbol: A three-fanged snake, “throwing up the sixes” works as a somatic component Appears as: Coiled black serpent Alignment: Neutral Evil Portfolio: Magic, snakes, poison, darkness Domains: Magic, Madness, Evil, Darkness Spell Time: Midnight Pantheon: The Reman Valley Cults (extinct) Favored Weapon: Dagger Common Temple Design: Ruined underground labyrinth (unique) Common Temple Services: Poisons, arcane and divine spells up to level 3, Evil spells up to level 5. Common Clergy: Clerics, wizards, and adepts Misc: Only remaining god of the many cults that used to dot the Reman Valley. How he maintains a working cult this long after the demise of his contemporaries remains a mystery. Once captured and tortured an angel. Used the angel’s ichor to craft a new poison: Hemora. Quest: Rumor tells that Glycon’s become obsessed with the flesh of fallen angels after torturing one for an extended period (the insane creature was shortly thereafter put out of his misery). The PCs might be called upon by the serpent-god to capture one, or they might be called in after an angel in the service of another god has gone missing to rescue it. Name: Ronmidal, the Law Symbol: An iron scale Appears as: Pale gray human with no eyes and holding the artifact the Scale of Justice Alignment: Lawful Neutral Portfolio: Magic, law, words, knowledge, communication Domains: Magic, Rune, Law, Knowledge, Protection Spell Time: 9 AM, which is also when Courts of Ronmidal open Pantheon: The Spirits of the Hills Favored Weapon: Unarmed Strike Common Temple Design: Elegant stone building with many offices Common Temple Services: distant communication, provides lawyers, spells up to level 6. Common Clergy: Clerics and wizards Misc: Many courthouses are temples of Ronmidal. Ronmidal’s champion is traditionally the protector of the Dronia University of Law. Owns the artifact the Scale of Justice. Quest: Folkin has stolen the Scale of Justice. Get it back whatever the cost. Name: Mezerothoth, the Giver Symbol: A heart Appears as: Various, though sometimes a young elf in a green traveler’s cloak Alignment: Chaotic Good Portfolio: Love, trickery, chaos, lust, charity Domains: Healing, Community, Trickery, Liberation Spell Time: 3:30 PM, which is about when he gets up every day Pantheon: The Spirits of the Hills Favored Weapon: Unarmed Strike Common Temple Design: A hotspring or bathhouse surrounded by gardens. Common Temple Services: Matchmaking, marriage ceremonies, spells up to level 5 Common Clergy: Favored souls, sorcerers, and bards Misc: Mezerothoth has come up with a plan to horn in on the territory of devil lords: Offer celestial providers of intimate comfort. This hugely controversial move has made him enemies in many pantheons, from gods of all alignments: Sozor and Virathel chiefly. Quest: Mezerothoth has decided to throw a surprise party for Virathel. He’d like the PCs to help collect party favors. First, we’ll need a red dragon, biggest one you can find, to serve as the piñata. The Seelie Court currently has a “Falling-Apart-Ass” that would serve great for Pin-The-Tail-On-The-Donkey. He happens to know that the Dread Father’s binds partially consist of a Black Cone of Imprisonment. Grab that, get it painted, he won’t notice it’s gone for a day or so. The King of Rotoya has recently announced the wedding date for his daughter and the Prince of Westra, that cake will do wonderfully. We’ll need guests, and for some of them the surprise might work both ways; Mezerothoth leaves it up to you what to tell Sozor. And finally, we’ll need the birthday boy himself… Name: Virathel, the Lord of Fear Symbol: A golden V on a black disk, tracing the letter “V” in the air works as a somatic component (making the peace sign will not) Appears as: Black human with short golden hair and robes of spun gold Alignment: Neutral Evil Portfolio: Fear, control, death Domains: Evil, Death, Domination, Summoning Spell Time: Noon, same as Rashavu Pantheon: The Northern Gods Favored Weapon: Whip Common Temple Design: Underground den of sin and villainy Common Temple Services: Fully stocked dungeons, incubi and succubi Common Clergy: Clerics, favored souls, bards, and sorcerers Misc: Was originally a weapon created by a long dead evil god who opposed the Northern Gods, Virathel stole the body of Rashavu, the king of the Northern Gods. The remaining gods managed to steal his power and break his soul, casting him into the hells, from which he now rules on a throne of gold. Seeks to kill Mezerothoth because of his “Embracing Angels” program. Quest: It’s quite simple, really. Virathel has summoned the PCs because they, as mortals, can cross into Mezerothoth’s realm whereas Virathel and his minions cannot. Get Mezerothoth to let the barrier down, for no more than ten minutes. When you really get down to it, you aren’t even really doing anything wrong, just asking Mezerothoth to lower his defenses. What happens after, that’s not your fault, now is it? Now please… be a dear. Name: Rurik, the Chief of the West Symbol: A silver tree, making the peace sign works as a somatic component Appears as: Ancient man in heavy armor riding the 7-legged horse Selvir Alignment: True Neutral Portfolio: Magic, war, poetry, knowledge Domains: War, Glory, Magic, Oracle Spell Time: 8 AM Pantheon: The Men from the West Favored Weapon: Greataxe Common Temple Design: Longhouse Common Temple Services: Mercenaries (Up to level 8 fighter, barbarian or ranger), spells up to level 6. Common Clergy: Clerics, barbarians, druids, and warmages Misc: Created the artifact greathammer Tordenhammer for his daughter Njarna. Sits at the head of the Table of the Endless Feast in his realm. Quest: One of the churches of Rurik, the Cult of the Broken Eye, has decreed that Rurik is dead and what sits at the head of the Table of the Endless Feast is an imposter. The most influential of the churches, the Church of the All-Father, has recruited the NPCs to investigate the cult to see what’s up. Perhaps some new leader is preaching blaspheme purposefully, but why? Or maybe someone’s misled them for unclear purposes. Or perhaps they’re right, and some imposter sits at the head of the table, but who? Folkin? The Master of Masks? Name: Lorisa, the General Symbol: A steel longsword, though any steel bladed weapon will work in a pinch Appears as: A pale human woman in blue armor, wielding Piercing Light and Breath of Angels Alignment: Lawful Good Portfolio: War, discipline, underdogs Domains: War, Glory, Law, Nobility Spell Time: Dawn, time for morning exercises (same as her hubby too) Pantheon: The Northern Gods Favored Weapon: Longsword Common Temple Design: Small shrines, usually in her husband’s temples Common Temple Services: Masterwork swords, masterwork shields, spells up to level 3 Common Clergy: Paladins and clerics Misc: The founder of the Blackwind Pass Academy. Refuses to allow large complex temples, insisting the Academy is the only such church she could ever need. Refuses to become directly involved in the wars of mortals, insisting her paladins figure out how to perform for themselves. Owner of the artifact longsword Piercing Light and the artifact tower shield Breath of Angels. Quest: The PCs are young students at Blackwind Pass Academy. They must deal with all the usual insanity of growing up, as well as the strenuous training exercises, meditation classes, spellcasting classes with the creepy elven wizard/paladin teacher, and the many assorted enemies of Lorisa’s academy. What? Harry who? Pott- no. I don’t know what you’re talking about. Name: Njarna, the Storm-Maiden Symbol: A hammer Appears as: A beautiful blonde pale woman wielding the artifact greathammer Tordenhammer Alignment: Neutral Good Portfolio: Storms, thunder, hammers Domains: Good, Air, Weather, Destruction Spell Time: Dusk Pantheon: The Men from the West Favored Weapon: Greathammer Common Temple Design: Wooden lodge built around an old oak tree Common Temple Services: Sauna, feasts, weather reports, spells up to level 4 Common Clergy: Clerics, barbarians, fighters, rangers, and druids Misc: Owner of artifact greathammer Tordenhammer, replicas of which are commonly held as talismans by worshippers of the Men from the West in general and Njarna in particular. Quest: Tordenhammer has crashed into a mountain and caused a massive avalanche, destroying the pass there. Y’know how it is, you’re drunk and waving a hammer around telling your friends, “Nah, seriously, watch me nail the moon with this sucker, it’ll be awes- whoops!” The PCs are tasked with either clearing out the pass or seeking an alternate route through the mountains, as this is a pretty important trade route. Name: N’daurus, the Hospitable Lord Symbol: A precious gem (glass in the shape of one works fine) Appears as: Pale blue drow with black hair and black robes Alignment: True Neutral Portfolio: Death, metals, gems, winter Domains: Darkness, Earth, Repose, Cold Spell Time: Noon, same as his brother Pantheon: The Elves of the Blue Sea Favored Weapon: Longsword Common Temple Design: Church with a graveyard Common Temple Services: Burial and funerals, spells up to level 4 Common Clergy: Clerics and wizards Misc: Absolutely despises the undead and resurrection. Husband of Zenora. Resides in Noth’lien, the Underworld. Also known as “The Lord of Riches” because all the precious stones and metals belong to the deep earth, and thus to him. When his wife lives at his side, winter comes. Quest: The Queen of the Seelie Court (Oberia) was tricked into believing she’d murdered her husband (Titanion) and has committed suicide. Little-known fact: Queen Oberia was a big fan of the Elves of the Blue Sea, and has been relegated to the depths of N’daurus’s realm. Titanion wants the PCs to journey past the Lost River of N’daurus, past Lasher the Hell-Hound, through the gates of the Underworld, into the depths of N’daurus’s realm, and bring her back out. In return, unimaginable riches and such. Now hop to it. Name: Rovan, the Thunder King Symbol: A brass lightning bolt Appears as: Tall muscular bearded elf wielding a lightning bolt in one hand Alignment: Lawful Good Portfolio: Thunder, lust, law Domains: Glory, Air, Weather, Destruction Spell Time: Noon, same as his brother Pantheon: The Elves of the Blue Sea Favored Weapon: Javelin Common Temple Design: Marble church Common Temple Services: Meals, free lodging, spells up to level 6 Common Clergy: Clerics and favored souls Misc: Likes the smell of cooking meat, so he encourages the sacrifice of livestock in his honor. Human sacrifice will be met with severe punishment. Engages in affairs with mortal women with startling regularity; elves preferred but has been known to go for humans and half-orcs on occasion. Has many illegitimate children as a result. Quest: One of Rovan’s children, the monstrous Kerakles, has decided he’s going to kill N’daurus and bring his head to Rovan. Now sure, they’ve had their differences in the past, but Rovan really doesn’t hate N’daurus, but Kerakles just won’t listen to reason. If only someone would distract him from this foolish quest of his long enough for him to forget, he’d go back to just being drunk and belligerent. Name: Dargeth, the Lion Symbol: A golden lion’s head, writing “>:3” on a piece of paper or in the dirt works as a somatic component Appears as: Golden-furred dire lion Alignment: Neutral Good Portfolio: Sun, lions, dawn, protection Domains: Protection, Good, Nobility, Sun Spell Time: Noon Pantheon: The Souls of the Land Favored Weapon: Bastard Sword Common Temple Design: Open-air stone structure Common Temple Services: Midwives, communication with animals, spells up to level 7 Common Clergy: Druids, clerics, and favored souls Misc: Was attacked by Nodor, and the burning blood created the Sands of Fire. When the Orcs of Tukbar laid siege to the city of Nevara in Ur-Takesh, a lion stood at the gates and prevented the general from approaching. Whether the lion was the god Dargeth or merely sent by him, his presence was felt on the battlefield, and vastly improved the morale of the Nevarans, who fought off the siege expertly. Quest: The PCs, travelling through the Golden Lands, come upon a lion with a thorn in its paw. Upon removing the thorn, the lion reveals itself to be Dargeth. Any dreams of vast rewards in exchange for such a simple act of kindness are swiftly dashed when Dargeth reveals he was just looking for those who were of kind heart to perform a task for him. Somewhere in the Sands of Fire is a lion cub, lost from its pride and doomed to die unless someone acts quick. Why all this trouble in exchange for a small cub? Apparently, it has an important role in events to come, and neither Dargeth nor his fellow Souls of the Land may act in the Sands of Fire. If the cub is allowed to die, then “The sun- probably – will still rise. And people will- most likely – continue to live their daily lives. But know that a light will have been snuffed out of this world, and that in days to come, as things grow darker, we may wish we still had that light.” Name: Darfin, the Swordsman Symbol: A rapier wreathed in silk Appears as: Elf in light armor, wielding the artifact rapier Quickstrike Alignment: Chaotic Good Portfolio: Swashbuckling, trickery, performance, speed, war Domains: War, Glory, Celerity, Good Spell Time: 11 PM Pantheon: The Spirits of the Hills Favored Weapon: Rapier Common Temple Design: Dojo made of local lumber Common Temple Services: Mercenaries (up to level 6, swashbucklers, fighters, rogues, rangers) Common Clergy: Swashbucklers, favored souls, clerics, fighters, rangers Misc: Owns the artifact rapier Quickstrike. Worshippers of Darfin are not allowed admission to the Blackwind Pass Academy, due to an unclear event sometime after Lorisa ascended to godhood but before she married Sozor. Alcohol is believed to have been involved. Quest: A cleric/swashbuckler of Darfin has been captured by an evil lord and is up for execution soon. “He was looking for a good time.” Darfin himself has no major drive to rescue his priest, but no doubt the cleric’s comrades back at the temple will be pleased as punch to have him back. Name: Tsesserus, the Snake Symbol: A coiled snake, tracing “S” in the air works as a somatic component Appears as: Emerald-scaled serpent Alignment: Neutral Evil Portfolio: Knowledge, deception, advice Domains: Trickery, Pestilence, Dream, Knowledge Spell Time: Dawn Pantheon: The Souls of the Land Favored Weapon: Dagger Common Temple Design: Quickly built and easily dismantled huts, dark caves where no sunlight is shed Common Temple Services: Poisons, hiding, spells up to level 5 (divination spells up to level 7) Common Clergy: Clerics, favored souls, druids Misc: Gave the gift of knowledge to the sapient races, in an attempt to usurp the other gods. When the entire pantheon is called on, acts as adviser to Dargeth. Quest: Tsesserus has infested one of the few safe watering holes at the edge of the Sands of Fire with deadly, venomous snakes. The PCs must destroy the vermin, or hundreds of locals will die of thirst soon. Name: Pha’thene, the Wise Symbol: A shield, medusa head optional Appears as: Silver-haired elven woman wielding the artifact longsword The Insight of the Ages and the artifact towershield The Wisdom of the Universe Alignment: Lawful Good Portfolio: Wisdom, war, discipline Domains: Knowledge, War, Good, Protection Spell Time: 10 PM, just before bed/night watch Pantheon: The Elves of the Blue Sea Favored Weapon: Longsword Common Temple Design: Marble temple, preferably on a hillside Common Temple Services: Mercenaries (up to level 7, paladins, clerics, fighters, swashbucklers, swordsages), spells up to level 4 (divination spells up to level 5) Common Clergy: Paladins, clerics, rangers Misc: Beheaded the Queen of the Medusas, and has built her skull into The Wisdom of the Universe, giving it the power to petrify her opponents. Pha’thene briefly quarreled with Aqualis over who would be patron of the city of Pathres. Aqualis took all the fish from the sea around the city in an attempt to starve the people out, but Pa’thene gave them fruits and freshly killed animals, feeding the city and winning their worship. Quest: The Wise Queen comes to the PCs in their dreams, telling them to travel to the Oracle at Pathres. There, they discover the priests and the oracle herself murdered. Who would do such a thing? And why were they called here? These questions become more complicated when the townspeople arrive, discovering that a force of adventurers has broken into the temple and are now standing over the corpses of the oracle and her priests… Name: Folkin, the Trickster Symbol: A dagger wreathed in flame Appears as: Redhaired human woman wearing a black cloak Alignment: Chaotic Evil Portfolio: Trickery, fire, deception, lust Domains: Fire, Trickery, Chaos, Destruction Spell Time: Midnight Pantheon: The Men from the West Favored Weapon: Dagger Common Temple Design: Stone building, set into a hillside if possible Common Temple Services: Always warm, hirelings (up to level 6 rogues, beguilers, bards) spells up to level 5 Common Clergy: Beguilers, favored souls, rangers Misc: “Distracted” the 7-legged stallion Selvir while Njarna stole the Chalice of Immortality from her father Rurik. Afterwards, gave birth to the monster wolf Kenris, who shall devour the moon on the eve of the world-fruit falling into darkness. Quest: Folkin’s pretty sure she can sneak into Virathel’s realm and grab the scepter he wields, the artifact The Implement of Terror. Only problem is once she’s in she’s not so sure she can get out, and is reasonably sure she will be captured and tortured and yadda yadda. That’s where the PCs come in. Two weeks after she makes off, she’ll need them to follow through her portal. Be careful, Virathel’s probably gonna have the hells under lockdown after she got through, but if you get her out of there you’ll get a hefty reward. Name: Normir, the Advisor to the Gods Symbol: A disk of silver, face optional Appears as: A worried human face on the moon Alignment: True Neutral Portfolio: Wisdom, advice, the moon Domains: Knowledge, Magic, Rune, Oracle Spell Time: Moonrise Pantheon: The Men from the West Favored Weapon: Hand-axe Common Temple Design: Small sweat-lodges in the forests Common Temple Services: Oracular services, spells up to level 7 Common Clergy: Clerics, wizards Misc: Was beheaded by the frost giants, his body torn apart to make the artifact weapons The Dexterous Hand of the Advisor (Rapier, right arm), The Sinister Hand of the Advisor (Scimitar, left arm), The Right Foot Forward (Greatclub, right leg), The Axe of those Left Behind (Greataxe, left leg), The Manhood of the Wise (Dagger, self-explanatory) and the artifact towershield The Trunk of the Root of the Universe (Torso). The head of Normir was buried in the tangled roots of the Universe-Tree, far outside the reach of the Men from the West. Appearing on the face of the moon is the only way for Normir to communicate with the gods now. When the wolf-beast Kenris devours the moon, the Men from the West, and indeed, all the world, will be forced to go without Normir’s sage counsel. Quest: Much to the horror of the Men from the West, Normir is seemingly out of contact. They’ve not heard from him in over 12 years (itself not unusual) but now he’s not responding to their summons. They cannot leave the World-Fruit, but what they can do is form the Rainbow-Bridge to the nearest branch of the Universe-Tree. The PCs must cross the bridge (itself a dangerous task) and travel down the branches and the trunk of the Universe Tree until they reach the tangled roots and find out what’s wrong with Normir. Besides just being a head, that is. Name: Sharinz, the Brave Symbol: A blazing red sword, thumping your shoulder with your fist works as a somatic component Appears as: Flame-haired wild elf in flaming golden armor wielding the artifact katana Heartstrike Alignment: Chaotic Neutral Portfolio: War, bravery, chaos Domains: War, Glory, Destruction, Fire Spell Time: 10 AM Pantheon: The Elves of the Blue Sea Favored Weapon: Bastard Sword Common Temple Design: Shrines soaked in the blood of severed heads and mortal wounds Common Temple Services: Masterwork swords, mercenaries (Up to level 8 fighter, swordsage, crusader, warblade, ranger, barbarian, swashbuckler), spells up to level 3 Common Clergy: Clerics, favored souls, rangers, barbarians, crusaders Misc: Spent many years on the Backside of the world after Rovan threw him there for starting a series of destructive and costly wars. Returned bearing Heartstrike and a slightly calmer temperament. Quest: Sharinz has brought the PCs to do battle with him. He’s bored, he likes to fight, and Rovan says he can’t do battle in the mortal realms for another fifty years. So, the PCs shall be his entertainment. He’ll handicap himself, naturally, and they shall fight in the Coliseum of the Gods. If they lose, he’ll toss them back (the way he words it implies not much care will be taken in the “tossing back” phase). But what happens if they win? Name: Aqualis, the King of the Sea Symbol: Golden trident reaching up from the waves Appears as: Cobalt-skinned sea elf wielding the artifact trident The Trident of Aqualis Alignment: Lawful Neutral Portfolio: The seas, sea-creatures, boats, earthquakes, tidal waves Domains: Water, Blackwater, Ocean, Storm Spell Time: High tide Pantheon: The Elves of the Blue Sea Favored Weapon: Trident Common Temple Design: Ships flying the flag of Sapphire Common Temple Services: Transportation across the seas, calm waters, breeze, marriage, spells up to level 3 Common Clergy: Clerics, druids, swashbucklers Misc: Souls lost at sea are gathered by Aqualis’s ferryman and brought into the underworld by way of the Lost River. Wields the Trident of Aqualis, uses it to control the tides. Quick to anger. Quest: A cleric of Aqualis has gone rogue, becoming a lich and now stealing souls from the ferryman for some nefarious porpoise. Sorry. Aqualis has granted the PCs permission to slay the Lich cleric by whatever means they see fit. Name: The Madness from Beyond the Gates of Twilight Symbol: The Symbol of Insanity, though a cold iron star will work instead just fine Appears as: A shimmering field of stars similar to what you see when you close your eyes and rub them hard Alignment: Chaotic Neutral Portfolio: Insanity, the stars, the universe, color Domains: Madness, Force, Chaos, Travel Spell Time: Twilight Pantheon: The Old Ones Favored Weapon: Slam Attack Common Temple Design: Observatories Common Temple Services: Vague glimpses of future events (often those detailing death, madness, and objects falling from the sky ranging from meteors and comets to giant severed heads), star reading, spells up to level 4 (all domain spells up to level 6) Common Clergy: Clerics, favored souls, sorcerers, alienists Misc: The Madness is one of the more unknowable of the Old Ones, its presence was first discovered when astrologers noticed deviations in their star charts, deviations eventually discovered to be due to a vast object in space: The Madness. Note the unusual Favored Weapon; The Madness is not worshipped commonly by humans and elves and such. The Warforged Foundries of Kalak-Tul are laid out in a shape unnervingly similar to the sign of the Madness (but not similar enough to trigger the sign’s effects; the sign of the Madness is what the Symbol of Insanity looks like), despite having been constructed under the direct supervision of the Priests of Vutra. Quest: A force of chaos has entered the world, laying waste to a number of small towns in the deep interior of Tazasia. The PCs discover it’s a part of the madness, some bit that fell off perhaps, or maybe merely a four-dimensional shadow of his eleven-dimensional form being cast into our universe. A wish or miracle could stop this force, but those don’t just grow on trees, y’know. Perhaps if they sought to make a deal with someone… but wait, whoever could this dark-skinned stranger be, I wonder? Name: Vutra, the Astrologer Symbol: A silver star with a sapphire inside Appears as: A human female in starry blue robes Alignment: Lawful Neutral Portfolio: Knowledge, the stars, the universe, magic Domains: Knowledge, Oracle, Law, Magic Spell Time: Dawn, when the brightest star in the sky rises Pantheon: The Sun-Gods Favored Weapon: Dagger Common Temple Design: Observatories Common Temple Services: Star reading, spells up to level 5 (Oracle spells up to level 6) Common Clergy: Clerics, wizards, cloistered clerics, archivists Misc: Vutra granted godhood of the stars to her son Rao-Horakh, but maintains her temples and responds to her worshippers just as she always did. Her priests often undertake large construction projects, as they must look good from the sky and she would totally know about that sort of thing, right? However, some have pointed out her Warforged Foundries look disturbingly like the sign of the Madness; according to Vutra, her priests’ designs often reflect the heavens. Quest: The PCs find the crypt of a priest of Vutra, loaded with magical items and goodies. But, of course, such crypts have a tendency to be trapped and such… plus, this inscription along the entrance that warns “Those who desecrate this tomb shall be cursed by the Astrologer”, that’s kinda creepy… Name: The Man in the Yellow Mask Symbol: A sunburst with three rays Appears as: A thin humanoid(?) wrapped in a ragged yellow robe, wearing a silken yellow mask over its face Alignment: Lawful Evil Portfolio: Insanity, cities, operas, evil Domains: Magic, Rune, Evil, Madness Spell Time: 3 AM Pantheon: The Old Ones Favored Weapon: Scimitar Common Temple Design: A vault containing an altar with channels running from it to seven wells spaced evenly around the room Common Temple Services: Blindsight, spells up to level 5 Common Clergy: Clerics, favored souls Misc: It’s possible the Man in the Yellow Mask is actually a guise of the Master of Masks, though it’s impossible to know for sure. The symbol of the Man in the Yellow Mask is, oddly enough, commonly found on golden coins across the world, a three-pronged sun. Lore states that his true name is inscribed on a stone tablet in a still and quiet tundra somewhere in the north. By speaking this name three times, the Man in the Yellow Mask may possibly be summoned, though he will most likely not be in the mood to aid his summoner. Quest: The Man in the Yellow Mask can be found by travelling to the beginning of the universe (surprisingly simple with a series of sufficient planeshift spells), on a frozen plateau in a landscape of ice. There lies a temple in ruins, a burning 3-count tally scorched into the side, in which can be found the Man in the Yellow Mask, playing the artifact pipe (name unknown) made from the leg-bone of the creator. The Man in the Yellow Mask will answer the questions of those that bleed themselves dry onto the altar; the last moment of life as their blood travels down the seven wells is the Man in the Yellow Mask removing his mask and answering their question. The ordeal leaves the corpse unable to be resurrected, even with a miracle or wish spell, as the soul is bled out into the seven wells which lead to the seven dark places of the universe. A journey to these seven locations can be undertaken by the brave to gather up the blood of the question-asked, which can then be restored using a trio of wish or miracle spells (one to create the body, one to rebuild the soul, one to place the soul into the body). All told, it may be a better idea to instead just wonder about the answer to a tough question. Name: The Master of Masks Symbol: A pair of masks held together with silk rope Appears as: This is a trick question Alignment: Chaotic Evil Portfolio: Knowledge, deception, trickery, chaos, technology Domains: Trickery, Chaos, Evil, Knowledge Spell Time: Mid-morning, when most gods grant spells Pantheon: The Old Ones Favored Weapon: Dagger Common Temple Design: May be disguised as shrines of other gods, may be places of great study and invention, may be places of former bloodshed and mass suicide Common Temple Services: There is no “common”, not even in spells Common Clergy: Clerics, favored souls, beguilers, wizards, artificers, and many who don’t even know who it is they truly worship Misc: The most knowable of the Old Ones is still a cipher, a creature that can never be tracked or truly understood, a thing with indecipherable goals and strange methods; yet sometimes in its actions can be glimpsed the maliciousness and mischief that the sapient races embody so well. The Master of Masks is suspected by those who study such things (a dangerous job, no kidding) to take on disguises far beyond the few that are known. Many suspect the Man in the Yellow Mask to be somehow connected to the Master of Masks, while others believe that Virathel is a disguise he dons at times. Even Tsesserus and Folkin are not beyond question. The Master of Masks has been proven to have masqueraded as N’daurus for a time, and may have had a hand in the many wars seemingly started by Sharinz “just ‘cause.” The Master of Masks often appears as a dark skinned humanoid selling magical and wondrous creations, often at prices that seem questionably low. He sometimes appears as a dark pharaoh, long lost from history, returned to bring mayhem and wrath upon the land. At other times, the Master of Masks doesn’t even seem all that mysterious or dark, appearing as a well-known friend or enemy, masquerading as priests and politicians, setting in motion events that help his dark agenda, or perhaps merely starting chaos for the sake of chaos. The only warning of his presence, especially in situations where he appears as a normal mortal soul, is the presence of the number 9 in his locale, and the seeming trouble he sometimes has changing his facial expression. If he’s a he. Quest: The Master of Masks sometimes appears as a dark pharaoh. In this guise he has a crypt under a lost and lonely dune known by the few who have dared travel there as the Tomb of Horrors. Name: The Dread Father Symbol: A squid with a heavy brow Appears as: Mountain-sized hulking dragon-like creature of writhing tentacles Alignment: Lawful Evil Portfolio: Insanity, dreams, the seas, art Domains: Madness, Dreams, Blackwater, Magic Spell Time: Low tide Pantheon: The Old Ones Favored Weapon: Cutlass Common Temple Design: An altar near a source of water Common Temple Services: Can make water burn, causes nightmares, spells up to level 5 Common Clergy: Favored souls, rogues Misc: In his realm in the sea, the Dread Father lies dead, dreaming. Yet he shall rise, and his kingdom shall cover the world. Esis and Aqualis worked together to sink the Dread Father’s realm, a distorted and horrible to look at island that fell from the stars, into the deepest part of the ocean. Only when the stars are in alignment can he affect the world above, mostly by filling the dreams of those he selects with nightmares, compelling them to free him. The last time this alignment occurred, a sailor bought a statue stolen from elven cultists in the far, far mountains of the north into the waters of the Dread Father’s realm, causing the realm to rise from the ocean floor. Only the quick thinking of the captain prevented disaster: he rammed his ship into the bloated floating corpse of a vast beast, causing the monstrosity to explode in a cloud of noxious gas. He pressed through and took the statue out of the cursed waters, causing the dread realm to sink again beneath the waves until the stars were again in alignment. Which, if this calendar is correct, should be any day now… Quest: The stars are right. A friend of the PCs, a carpenter’s son, begins having horrible nightmares. It eventually progresses to sleep-walking, with the carpenter awakening to find his son inexpertly attempting to use his tools on a piece of yew. Though the boy cuts himself horribly, and his father keeps trying harder and harder to keep the boy from leaving his room at night, eventually the boy crafts a horrible and eldritch statue, before killing himself. The PCs then begin to have nightmares, and some terrible presence in their mind assures them it will all be better if they get rid of the statue, preferably in the deepest part of the ocean… Name: The Spawner of Stars Symbol: A tangle of rope, string, wire, or other similar objects Appears as: A writhing amorphous tentacled form several lightyears long Alignment: True Neutral Portfolio: Creation, insanity, the stars, the universe Domains: Madness, Dream, Magic, Creation Spell Time: Midnight Pantheon: The Old Ones Favored Weapon: Unarmed Strike Common Temple Design: Observatories, libraries Common Temple Services: Spells up to level 6 Common Clergy: Clerics, wizards, cloistered clerics Misc: This creature regularly sweeps through the universe, devouring stars and creating new ones. Astrologers say that whenever the Spawner of Stars passes through the universe, the effects can be felt all around. Meteors stop falling, star-metal becomes less potent, navigation at sea can become measurably more difficult, gods related to stars and the universe become caught up trying to figure out what’s going on and how to fix it. Some druids insist the new stars it leaves behind somehow feel colder, paler. In addition to stars, this god also births… things. Creatures, servants, objects, these creations are usually birthed into the ethereal and shadow planes. One such creature, a being that calls itself the Black Young, handles most of the actual passing out of spells and such. The Black Young is usually found by those not seeking him. Quest: The PCs are called to a strange starry realm by a writhing mass of tentacles. It calls itself the Black Young, and tells the PCs that the Spawner of Stars has somehow been delayed (apparently, the beast follows some bizarre and otherworldly schedule) and that if it is not allowed to feast on the stars and create new ones, a terrible end will befall the universe. The PCs may decide they want no part of this, and may be forced to confront the horrible effects of the universe winding down. The Black Young will, of course, understand if they decide to help after such an event. Or maybe they decide it sounds groovy right off the bat. Either way, the Black Young opens a portal to the Dream-realm. Somewhere in the Dream-realm lies the path that will take them to the place where the Spawner of Stars waits between feasts… Name: The Night Priest Symbol: A seven-pointed iron star Appears as: A humanoid in black robes standing on something tall and looking to the sky, or down at the earth Alignment: True Neutral Portfolio: Insanity, winter, twilight, night, darkness, wisdom Domains: Madness, Darkness, Mind, Cold Spell Time: Twilight Pantheon: The Old Ones Favored Weapon: Sap Common Temple Design: Tall cathedrals with flying buttresses Common Temple Services: Weddings, spells up to level 3 Common Clergy: Clerics, favored souls, cloistered clerics Misc: Lore states that whenever the Night Priest wishes to visit this universe, he does so by impregnating a female so he may be birthed into the universe, wearing a skin shell that protects him from the strange warmth of this realm. He is the most traditionally god-like of the Old Ones, having regular temples (though rarely are they in normal, urban locales), having fairly well-adjusted priests, maintaining generally normal enough services and rituals, but the Night Priest’s strange and unnerving origin ever permeates the world around him. He wears the skin of a humanoid to keep the cold in, and is always somewhere high up, looking at the sky. Or worse, he’s looking down at you. The Night Priest does not go on crusades or deal with gods outside his pantheon, or really do much of anything that other gods do with such flare and abandon, preferring instead to merely maintain a generous following and, perhaps, bide his time. Quest: A shaken and pale-looking young elf girl comes to the PCs, telling them a fantastic story. Apparently, she grew pregnant (no father, naturally) and gave birth in a 24 hour period and the small boy suckling at her breast is the result. Of course, way out here in the mountains, the only priests around are the clerics of Rurik, who say the child seems normal enough to them. But she knows, every time she looks in her son’s eyes, that he’s not of this world. She knows she can’t destroy the child, but perhaps the PCs could take him and find a real priest to look him over and figure out what’s up… Name: Rashavu, the Blue Man Symbol: A snowflake, no two talismans of Rashavu are identical and each is crafted by the worshipper when he decides to follow the god Appears as: A well built blue-skinned human with black hair and a thick beard Alignment: Neutral Good Portfolio: Winter, cold, mountains, the air, the forests Domains: Dead gods hold no domains Spell Time: Dead gods grant no spells Pantheon: The Northern Gods Favored Weapon: Dead gods favor no weapon Common Temple Design: Well built stone temples Common Temple Services: Most temples which still stand in his honor are staffed by clerics of Sozor and common arcane spellcasters, thus they offer a variety of services depending on the location Common Clergy: Clerics and paladins of Sozor, some wizards and sorcerers Misc: Rashavu was the King of the Northern Gods, until the living weapon Virathel killed him and inhabited his corpse. During this time, many temples of Rashavu were desecrated by the followers of Virathel and much of his clergy wiped out in massive battles. Rashavu’s corpse is currently chained in Virathel’s palace in Pandemonium, keeping the aberrant god-killer trapped there. Quest: Sozor greatly desires something to remember his father by, namely a lock of his hair. He’d never dream of asking any of his followers to retrieve it, as the journey to Pandemonium is truly a difficult one. That’s why his wife Lorisa, who knows how much it would mean to him, has contracted her finest paladin to go get it. Name: Rao-Horakh, the Sun-God Symbol: An eye with a sun in place of the iris Appears as: A tall and extremely handsome human male dressed as a pharaoh Alignment: Neutral Good Portfolio: The sun, the stars, heat, light, life Domains: Sun, Fire, Good, Glory Spell Time: Dawn Pantheon: The Sun-Gods Favored Weapon: Kopesh Common Temple Design: Marble temple, preferably a pyramid Common Temple Services: Blessing crops, always bright, spells up to level 5 Common Clergy: Clerics, favored souls, wizards Misc: Rao-Horakh’s name grants us the word “ray”, meaning “fingers of the sun”. He took over the godly duties of his mother, and yet she still maintains worshippers and grants spells and such and such. But he’s not bitter, oh no, she can go right on ahead constantly overshadowing him and looking over his shoulder for the rest of eternity, go right ahead mom. Quest: A medallion belonging to a high priest of Rao-Horakh has gone missing. Stolen! Find it, bring it back! It was no doubt taken by Dargeth, or one of his cronies! Retrieve the medallion! Name: Nodor, the Jaguar Symbol: A snarling jaguar’s head Appears as: A brass-furred jaguar Alignment: Chaotic Neutral Portfolio: Speed, action, impetuousness, combat Domains: Celerity, Chaos, Liberation, Competition Spell Time: 11 AM, one hour before Dargeth Pantheon: The Souls of the Land Favored Weapon: Sickle Common Temple Design: Open air huts Common Temple Services: Races, discount trinkets, “Nodor is better than (INSERT GOD HERE) because…” stories, spells up to level 2 Common Clergy: Favored souls, scouts Misc: Nodor once was tricked by Tsesserus into taking a swipe at Dargeth. The blood from the great lion splashed across the world and the Sands of Fire were created. Nodor thinks Mezerothoth’s whole “Embracing Angels” program rocks. Quest: Word has traveled through the world that a king in Tazasia is hosting a grand horse race. Nodor demands that his most able worshippers attempt to enter. The trophy must belong to him! Name: Zenora, the Winter-Maiden Symbol: A piece of fruit, commonly a pomegranate, which has a bite taken from it Appears as: A pale high elf female in a black wedding gown Alignment: Neutral Good Portfolio: The seasons, marriage Domains: Cold, Repose, Community, Plant Spell Time: Noon, same as her husband Pantheon: The Elves of the Blue Sea Favored Weapon: Quarterstaff Common Temple Design: Altars in temples of her husband and mother Common Temple Services: Blessing crops, spells up to level 3 Common Clergy: Clerics, favored souls, druids Misc: Zenora was stolen away from her mother, Liatra, by N’daurus when she was young to become his wife. Her mother, naturally, pitched the mother of all fits and flew into a rage, the ensuing winter wiping out many crops in the Blue Sea region. Zenora convinced N’daurus to let her return to her mother half the year and stay with him the other half. When she’s with N’daurus, her mother is free to concentrate on the important business of the weather, and spring and summer occur. When she’s with her mother, she becomes enraptured by her daughter’s presence and neglects her duties, allowing fall and winter to come. Quest: The temperature crashes overnight on the last day of summer, and blizzards begin to whip across the Blue Sea. Zenora has not returned to Liatra, and she’s in a furious rage against N’daurus once again. Hell hath no fury, as they say. N’daurus, however, insists Zenora left that night perfectly fine, to go see her mother. Meaning someone’s kidnapped her (again) and until she’s returned, the Blue Sea region will continue to get colder and less inhabitable… Name: Esis, the Sailor Symbol: An oar Appears as: Exquisitely handsome human male Alignment: Chaotic Neutral Portfolio: The sea, naval combat, the rivers Domains: Water, Charm, Travel, Weather Spell Time: High tide Pantheon: The Sun-Gods Favored Weapon: Cutlass Common Temple Design: A ship flying the flag of Rakhemptra Common Temple Services: Getting from A to B, castin’ spells and singin’ songs and foightin’ round the world, spells up to level 2 Common Clergy: Clerics, favored souls, rangers, swashbucklers Name: Sirus, the Undertaker Symbol: A black feather Appears as: A woman in ornate funeral garb Alignment: Lawful Neutral Portfolio: Death, the afterlife Domains: Repose, Death, Knowledge, Oracle Spell Time: Dusk Pantheon: The Sun-Gods Favored Weapon: Flail Common Temple Design: A tomb, or a temple near a graveyard Common Temple Services: Bodies prepared for burial, communication with the dead, spells up to level 3 Common Clergy: Clerics, paladins, rangers Name: Raziin, the Eagle Symbol: An eagle’s talon, making a claw shape with three fingers and your thumb works as a somatic component Appears as: A gigantic brass eagle Alignment: Lawful Neutral Portfolio: The skies, wisdom, vision Domains: Knowledge, Oracle, Law, Air Spell Time: Noon Pantheon: The Souls of the Land Favored Weapon: Spear Common Temple Design: Wooden buildings with birds’ nests in the roof