Expedition to the Dungeon of Graves

Game Master ScytheMaster

A journey to the environs surrounding Rappan Athuk with a view to setting up a base for delves into the dread Dungeon of Graves.


I will update this as the campaign progresses.

The Wilderness Area Surrounding the Dungeon of graves

Rappan Athuk is a dungeon of legend. As such, most know where the
dungeon is located — off the Sea Coast Road, in the hills east of the Forest of Hope. Prior adventuring bands (and some local bandits) have marked the general area with several signs indicating the way to the dungeon. The difficulty of Rappan Athuk has never been locating
it. Getting home alive is another matter entirely…

As with any major entrance to the underworld, the wilderness around Rappan Athuk is a dangerous place—popular with bandits, marauding monster bands and worse. Merchants and patrols are quite rare and stay entirely on the road, as the woods and hills surrounding the area are untamed. This is not to say that the area is unpopular with adventurers. Legends of great treasure and glory abound for hundreds
of miles, and the draw is too great for many to resist. So, off they go
in search of the proverbial fortune and glory. Most find only death and
despair.

The Sea Coast Road

This area serves as the primary trade route for commerce along the
coast. Coastal patrols from nearby cities attempt to keep bandits and other malicious creatures clear of the road by day; by night is a different matter.
Certainly the safest of the wilderness areas, this road is still plagued with bandits and other robber creatures, eager to prey on the daring merchants traveling the road.

The Forest of Hope

Thick and overgrown, the Forest of Hope provides shelter from winter
storms that batter the coast. Named for a local princess by her father, this forest is better known by its original name: the Forest of Horrors. Thick dens of spiders and other fell creatures are known to dwell within its bowers; only recently, a green dragon was discovered and slain by the hero Corondel. Common folk avoid the trees, though adventurers and bandits often hide here. The patrols avoid the forest unless they are in pursuit of some villain. Water and game are abundant, and a xenophobic druid lives within the woods

The Dragonmarsh Lowlands

This area, dotted with copses of trees, serves as a perfect hiding place
for the bandits and outlaws that prey on the unwary. The drier portion
of the lowlands contains numerous limestone caves and box canyons.
Bandits frequently use these natural terrain features to set traps for the unwary. Several marshy areas exist in the lowlands. One of these (known as the “Troll Fens”) is well known and avoided by those not seeking death. It is said that the quicksand and venomous snakes make this area unsafe even without the monsters. Thick clouds of mosquitoes make any travel here unpleasant at best.

The Foothills

In these hills, which lie east of the Coast Road, can be found the dungeon of Rappan Athuk. The hills provide a buffer zone between the Beach and the Forest of Hope. The hills themselves are sparsely forested and rather idyllic in appearance. Berries grow in abundance and cool, clear streams flow to the sea. Some of the most beautiful sunsets can be seen from their tops. Their beauty, of course, is but a mask hiding the foul corruption that lies beneath their verdant
slopes, as the Foothills also house some of the nastiest denizens in any portion of the world. Only the very foolish or very brave reside here longer than absolutely necessary. Many small, natural caves and caverns can be found riddling the foothills, and quite a few of these have been used in the past or presently by outlaws, brigands, animals, and other fell creatures as lairs.

The Beach

The beach itself is safer than the hills, but is too removed from the
road to be patrolled. Food supplies are abundant here, and the beach can
be a great source of survival for the lost. This food supply also attracts others, however. Pirates frequent this beach, as the intervening wilderness prevents assault by soldiers from nearby cities. The waters contain shoals and reefs, as well as an abundance of sharks, which prevents most mariners from approaching the shores. Numerous ships have wrecked in the area, and treasure diving could be profitable for anyone brave enough to deal with the sharks.

Bards Gate
As Bards Gate is the starting location, it seems appropriate to give a description.

New Map

Established many years ago as a bard’s outpost and way station for travelers between the inner Forest Kingdoms and the port city of Reme, Bard’s Gate has grown into an important crossroads for trade and travel. The city’s banner depicts a silver lyre above a stone gatehouse on a green field. Bard’s Gate is currently an independent city, allied to the nearby Grand Duchy for mutual defense and prosperity. The Grand Duke’s troops help defend the city against the evil creatures from the Stoneheart Mountains to the north. A liberal and tolerant city, Bard’s Gate welcomes all races.

City Profile
Population
Bard’s Gate’s population averages 20,000 in winter, and up to 35,000 in the summer when merchant caravans, adventurers, travelers and mercenaries visit the city; over the entire year its average population is about 25,000. Bard’s Gate boasts a higher population than normal of elves and half-elves, possibly due to its focus on the arts. Normally a race in search of a home, many half-elves find things quite to their liking in this tolerant city. The city, as with most cities, is dominated by humans, however.

Alignment
Bard’s Gate is a tolerant city and most citizens vary from neutral to Chaotic Good. The city harbors many different races and beliefs, allowing most citizens to do as they please, but also allowing much evil to exist undetected. This is not to say that the city’s inhabit- ants are tolerant of evil; quite the contrary. Living under the constant threat of invasion from the orcs and gnolls of the north makes the average Bard’s Gate citizen even more determined that good triumph, but their “live and let live” philosophy also gives evil the opportunity to hide itself successfully.

Assets
Due to its important trade location, Bard’s Gate is highly prosperous. There is also a huge number of skilled craftsmen in the city, and many outstanding goods are available. Nearly any masterwork item can be purchased here. The only limit on magic items that can be purchased is a practical one: there are few spellcasters over 10th level and thus items requiring higher-level magic are quite rare.

Weather and Climate
Bard’s Gate enjoys a moderate climate, ranging from freezing temperatures during winter to occasionally heavy rains in the spring and heat ranging into the 90s during summer. A temperate, relatively pleasant region, Bard’s Gate is in the middle of rich agricultural lands, but perils such as the gnoll raiders and stubbornly traditional wood elves have prevented this region from being overly developed

History and Overview
Because of its strategic position on the only easily-bridged area on the Stoneheart River, the city developed quickly. In addition to being a way station and trade center, Bard’s Gate quickly became a meeting place for wandering bards, skalds and other performers. To the south, the Stoneheart River becomes impassible due to a series of sheer falls. As a result of this, the central island of Bard’s Gate became an important port for barge traffic, from which goods were trans- ported overland to Reme. Thus, the western side of the town developed first, with the central island used as a defensive and governmental center. With the rise of an imperial power to the south, merchants from the forest kingdoms began to avoid shipping goods by river and traveled overland along the merchant’s road to Bard’s Gate and on to Reme, bringing still more prosperity to the growing city. The guild system developed due to the high volume of trade passing through the city. To this day, Bard’s Gate — especially in its outlying districts — retains a rough and almost frontier feel.

Religion
A liberal and tolerant city, Bard’s Gate is home to many different faiths. Once, the worship of Thyr, god of justice and Muir, goddess of virtue — was the primary religion, but that has waned greatly over time. Real adoration is reserved for Freya, neutral good goddess of love and Oghma, god of bards, whom many now consider to be the city’s true patron. In the past, inhabitants worshipped older, more demanding deities such as Arden the sun god and Belon the Wise. In recent centuries, the worship of these old gods has declined, along with their once-proud temples, and the new gods hold sway over Bard’s Gate. Many, many other gods and goddesses are venerated in Bard’s Gate as well, and some outsiders refer to it as the City of a Thousand Gods, with good reason. Such unusual deities as Mocavello, god of chaos, Tykee, goddess of luck, Sefagreth, god of trade and Dre’uain, god of crafts, have temples and devoted priesthoods. The city’s non-human inhabitants also follow their own faiths as well. In the shadows, however, darker beings are worshipped. It is widely rumored that the Cult of Orcus, demon-god of the undead, has established itself in Bard’s Gate, and stories of the Cult of Set and its abominable practices circulate constantly. The toad- god Tsathogga, whose followers were responsible for desecrating the shrines of Muir and Thyr in the north, are also said to be present here, working behind the scenes to bring ruin to the city. So far, the authorities have proved unable to root out these cults or even to conclusively prove that they exist.

Notable Churches
The most prominent church in town is the Auditorium of the Silver Harp, the temple of Oghma, attended by the High Harpist Jared Strann and his priests. Less a formal church than a performance hall, the Auditorium is a place of public recital and music. It is located at the northwest side of the central plaza on the central island in the important Bridge District. Next in importance is the Temple of Skilled Hands, temple of Dre’uain The Lame, overseen by holy artificer Liserion. All items made in Bard’s Gate are routinely blessed by this temple.
The House of the Ever Vigilant Guard, temple of Vanitthu, God of the Steadfast Guard; High Guardian Elissa Perinor presides over a brotherhood of 75 priests. The temple is a crenelated fortress-like building. The brotherhood contributes to the defense of the town. A priest usually rides with every patrol. The High Sanctum of the Scroll, temple of Yenomesh, God of Glyphs and Writing; Master Scrivener Dembrar and his scribes. Dembrar will give access to the library only to those who donate documents of interest to the temple. The Exhalted Temple of Thyr the Lawgiver is a Romanesque temple that is a smaller scale replica of the currently desecrated shrine in the valley to the north. High Priest Bofred the Just presides over the remnants of the desecrated temple. The Shrine of the Uplifted Sword, Temple of Muir, Lady of Justice, has a small following and, as the temple of Thyr above, consists of the remnants of the desecrated shrine of Muir to the North. The congregation is led by Barahil the Faithful, an dhis brother knights. Together, they form the Order of the Sword of Retribution, dedicated to restoring the desecrated temple and are awaiting the day that they are ready to reclaim their holy shrine. There is also a very popular shrine to Tykee, as well as shrines to Freya, Styrme, Pekko and Moccavallo. The open worship of evil deities is prohibited, though in a city this size there are always secret cabals of evil that go unchecked.

Adventurers’ Quarters
Given the transitory nature of the city, there is an abundance of inns and taverns: Most popular is the large and cozy Felled Ogre, run by Durst Hammerhand, whose tale of his one-blow felling of an ogre with his fist is local legend. Also notable is the rowdy and crowded Bloody Boar in the Thieves’ Quarter. The Aleman’s Guild, a noisy taproom whose name is a play on the large number of guilds in town as this is in fact not a guild at all located on the east bank. The Hidden Lady, though not a house of prostitution is used by those on the run and is located in the cramped Thieves’ Quarter. The Inn of Twelve Candles, which caters to rich merchants and pampered adventurers is located in the merchant’s quarter. The Wizard’s Familiar, services visiting mages and caters to their need for privacy and expensive tastes, also has several wizards as door-guards. Last and least is The Black Viper, also located in the Thieves’ Quarter, it is known for its discretion, private booths and small rooms. More than one person has been found murdered in the morning, the result of foul play.

Chronology of the Development of Bard’s Gate
The following relevant dates are provided relative to the current year.

• 800 years: King’s Bridge built.
• 600 years: Rudimentary canals built by enterprising merchants
• 550 years: Keep constructed
• 520 years: Western canals dug for protection around the city
• 487 years: First town council meeting and election of first Burgher
• 480 years: Retractable bridges built over canals by dwarven craftsmen from the Halls of the Silverhelm to the north
• 440 years: Merchant guilds and shipping gain prominence
• 420 years: Bard’s College founded
• 398 years: Guilds formalized
• 380 years: Dock section walled by merchants
• 370 years: Strife between merchants and governing town council begins
• 300 years: Main bridge modified to its current form
• 270 years: Main bridge fortified
• 250 years: Old Temples lose influence
• 165 years: Turlin’s Well expanded
• 130 years: Religious center moves to bridge, decay of Old Temple district begins to show
• 105 years: East canal constructed
• 95 years: Tent city arises
• 80 years: Eastern portion of the bridge is covered with a wooden roof
• 72 years: West wall strengthened and built with its current design
• 48 years: East wall erected
• 17 years: Gnoll hordes invade from the north, standing army instituted; Imril rises to captaincy of Lyreguard
• 10 years: East Docks begin to flourish; Thieves’ Guild disappears
• 8 years: Cylyria elected High Burgess
• 5 years: North Island renamed the “Thieves’ Quarter” by overly-romantic bards

A Full List Of Gods In The Campaign

Detailed here are the Major Deities of campaign, these being the most commonly worshipped by the majority of the population, villains, NPCs, and player characters.

Dame Torren, Goddess of the Four Winds
Alignment: Neutral
Domains: Air, Animal
Symbol: A wavy line symbolizing the blowing wind
Garb: A feathered cape.
Favored Weapons: Scimitar
Form of Worship and Holidays: Holidays celebrated by followers of Oghma are also sacred to Dame Torren.
Typical Worshippers: Sailors, bards who play wind instruments, millers and those whose livelihood depends on the winds.

This goddess is credited with carrying the music to the ears of the faithful. She is considered Oghma’s handmaiden and is always worshipped in association with him.

Hel, Goddess of Death, Lady of Pestilence
Alignment: Neutral Evil
Domains: Evil, Death, Plant, Animal
Symbol: A face, black on one side and white on the other
Garb: Druidic garb of midnight black and snow white.
Favored Weapons: Poisoned Dagger or Sword
Form of Worship and Holidays: Rites to Hel are practiced by her worshippers during blights and plagues, likewise sacrifices are made to her by fearful non worshippers to stave off plagues and illness.
Typical Worshippers: Diseased and disease causing creatures, evil humanoids, evil druids,women, bards

Hel is known to spread disease, pestilence and plague with the wave of her hand. Any living thing in her presence withers and dies. She appears as a strange gaunt woman of both jet black and blankest white.
Diseased creatures worship her. It is said a strange cult of druidic ghouls and mummies worship her in a secret temple hidden from the knowledge of mortals, spreading their foul diseases in secrecy. Several sects of evil druids dedicated to Hel plague the land, summoning swarms
of vermin and causing disease in living things. She cares for nothing other than the spread of death. Oddly, some evil bards worship her. She resides on a plague ridden plane in Hades.

Moccavallo, God of Disguise and Treachery
Alignment: Chaotic Neutral
Domains: Chaos, Trickery, Diplomacy
Symbol: Mask of a blank face.
Garb: Complex masks and disguises
Favored Weapons: Short sword
Form of Worship and Holidays: Actors and performers pray to Mocavallo before shows. Worshippers give her offerings when they have success-
fully disguised themselves or avoided detection.
Typical Worshippers: Doppelgangers, shapechangers, bards, actors, thieves and spies.

Moccavallo is the god of actors and spies, and those who seek to keep their identities hidden. Moccavallo’s true face is unknown even to the gods themselves. A capricious deity, Moccavallo is arrogant and
untrustworthy, known to play gods against one another as it serves his needs. Moccavallo has been known on one hand to steal the treasures of evil deities and the hearts of good ones, leaving both with nothing. Although not specifically evil, Moccavallo’s cult has a penchant for
cruel jokes, yet actors who venerate him are known for their fantastic performances and ability to completely “become” their characters.

Yenomesh, God of Glyphs and Writing
Alignment: Neutral
Domains: Protection, Knowledge, Magic
Symbol: A gleaming silver scroll
Garb: Grey scribes’ robes
Favored Weapons: Quarterstaff
Form of Worship and Holidays: Yenomesh is worshipped through study, teaching and learning. The last day of the week is given over to quiet contemplation, and his holy ceremonies often take place in total silence.
Typical Worshippers: Loremasters, wizards, scribes, and sages, authors and historians.

Yenomesh is the aged sage of the gods. He is said to have been the first to gain knowledge of the sacred runes which brought the light of knowledge to the world. He is likewise credited with being the
inventor of language, and his priests are often fluent in many different tongues. Libraries and archives are often dedicated to this god, and many have at least one small shrine to Yenomesh.

Bacchus-Dionysus, God of Wine and Madness
Alignment: Chaotic Neutral
Domains: Chaos, Animal, Plant
Symbol: A stylized wine cup
Garb: Robes of maroon and gold denoting red and white wines
Favored Weapons: Greatclub
Form of Worship and Holidays: Indulgence and excess are sacred activities to the worshippers of Bacchus-Dionysus. The wildest celebration of the year takes place during grape harvest, in both the
early spring and late fall. These affairs last up to three full days, and are usually followed by long periods of inactivity, in which worshippers lie about and moan pathetically.
Typical Worshippers: Drunkards, alcoholics, libertines, nobles, young people, satyrs, some fey creatures and the Baccae, the chosen race of Bacchus-Dionysus.

Bacchus-Dionysus appears as a youthful well built man with curly brown hair. Rams horns spring from his brow and he is frequently dressed in a wine- (or blood-) stained toga. Bacchus-Dionysus is the god of revels and debauchery and the overindulgence in alcoholic beverages. The god’s priestesses, the Baccae, epitomize the rage and mindless violence that often comes of overindulgence. These priestesses, once believed to have been mortal women, take on beastlike visages and tear their lovers limb from limb in orgiastic frenzies of wine and death.

Bowbe
Alignment: Chaotic Neutral
Domains: War, Chaos, Strength, Vengeance
Symbol: Crossed Sword and Hammer of Bowbe
Garb: Furs, skins and pelts over battle armor
Favored Weapons: Greatsword, warhammer
Form of Worship and Holidays: Great feasts and blood sacrifice precede battles. After battle, the treasures, arms and armor of defeated foes are offered to the god. Those that he doesn’t keep belong to the victors. His priests specialize in wild cursing and imaginative insults.
Typical Worshippers: Barbarians, raiders, reavers and plunderers.

Bowbe is the embodiment of barbarian wrath and frenzy. He appears as a mighty barbarian dressed in the pelt of Urson the Great Bear, whom he can summon to his side by tossing the pelt to the ground and calling its
name. Bowbe carries the greatsword Bm’fob in one hand and warhammer Wytch-Killer in the other. Bowbe revels in war and the slaughter of his foes. His battles against giants are legendary, as is his hatred for the
undead, arcanists, lawyers, guardsmen, and most other civilized authority figures. Unlike other gods, Bowbe aids only those who take his name in vain. Thus it is not uncommon to hear berserkers cursing
their god for his indifference as readily as they curse their foes. Bowbe only grants the raising of one of his followers if that follower immediately seeks blood vengeance against his killers. Bowbe grants no healing spells higher than 4th level.

Dre’uain The Lame, God of Craft and Smiths
Alignment: Neutral
Domains: Earth, Creation, Fire, Knowledge
Symbol: Three interlocking cog wheels which can be separated or connected by those worshippers who know the trick of the blessing
Garb: Crafters outfit
Favored Weapons: Warhammer
Form of Worship and Holidays: Worshippers sacrifice one masterwork per year. Late summer crafts festivals, earth-quakes and volcanic eruptions also spur additional sacrifices to Dre’uain
Typical Worshippers: Humans, dwarves, gnomes, halflings

Dre’uain appears as a clubfooted gnome with strong but fine-fingered hands. His flame-red hair and beard always appear singed. He has a
long nose and piercingly curious eyes, and wears a black soot covered
apron. Considered by many to be one of the first deities, Dre’uain embodies the creative mind and its ability to fashion unique objects and devices. Dre’uain is honored by creators, inventors, smiths, architects and other craftsfolk of all races.

Freya, Goddess of Love and Fertility
Alignment: Neutral Good
Domains: Animal, Good, Healing, War
Symbol: Falcon
Garb: Robes and cloaks of white, trimmed with white fur
Favored Weapons: Longsword, longbow
Form of Worship and Holidays: Harvest moon feast and before large hunts
Typical Worshippers: Human females

Freya is a lesser goddess of love and fertility. She is also the leader of a great band of women warriors known on some planes of existence as Valkyries. Freya represents fertility in all its forms. On this plane, Freya represents the cycle of death and rebirth. She is a goddess of the coming harvest as well as a goddess of sexuality and procreation.
Her beast is the falcon, though she is fond of the winter wolf and the stag. She appears most frequently to her worshipers as a beautiful human woman dressed in robes and a cloak of winter wolf fur, though she occasionally appears as a huntress in leather armor with sword and
bow, or as a warrior in shining mail and glowing sword. She can take the form of a falcon — or any other bird — at will, as well as the form of a huge winter wolf.

Gromm the Thunderer
Alignment: Chaotic Good
Domains: War, Air, Water, Destruction
Symbol: Lightning Bolt
Garb: Metal armor
Favored Weapons: Mace, maul or warhammer
Form of Worship and Holidays: Violent thunderstorms herald holy days for this wild deity. Worshippers pound drums and make violent noises in imitation of their god’s thunderbolts.
Typical Worshippers: Barbarians, bards, cloud and storm giants, those
who live in regions with harsh or unpredictable weather.

Gromm is a barbarian god, worshipped by those who both fear and respect the fury of nature. He also counts mercenaries and adventurers among his followers, for these are also often at the mercy of the weather.
Gromm is powerfully built, his eyes crackle with electricity and his golden beard and hair glow and spark. He bears a great two-handed mace called Thunderstroke. His traditional enemies are the fire and frost giants, with whom his most fanatical worshippers — the cloud and storm giants — war incessantly. Gromm’s fortress is guarded by a band of 50 celestial storm giants, and it is said that he actually created the storm giant race.

Hecate, Goddess of Evil Magic
Alignment: Lawful Evil
Domains: Law, Evil, Magic, Knowledge
Symbol: A half silver disk representing the setting full moon
Garb: Fashionable togas of the most expensive cut and material, generally in black.
Favored Weapons: None
Form of Worship and Holidays: Priests and Wizards who venerate Hecate do so beneath the full moon with sacrifices of blood and magical items as the moon sets.
Typical Worshippers: Wizards, Women, Wali Hecate Assassins, Lawful evil hags, witches, and crones.

Hecate is the goddess of evil magic. She appears as a beautiful woman flanked by numerous hell hounds, her favored creature. The setting moon is her symbol. She requires sacrifices on the full moon. Her priests are
normally accompanied by hell hounds sent by their goddess to guard her temples. Clerics of Hecate have a special rapport with the beasts, allowing a chance to control them as they would undead. Hecate is a jealous goddess, capricious and quick to anger. She resides in a floating castle in the Nine Hells.

Kamien, Goddess of Rivers Streams and Springs
Alignment: Neutral
Domains: Water, Travel
Symbol: A fish riding upon three wavy lines upon a green copper amulet.
Garb: Clerics of Kamien dress in robes of turquoise, brown and azure with bracelets and anklets of blue.
Favored Weapons: Javelin or Shortspear
Form of Worship and Holidays: Spring and fall floods bring sacrifices to Kamien to ensure that riversto not rise too high. At midsummer, Kamien’s followers gather at rivers to appeal to her to keep them flowing.
Typical Worshippers: Women, nymphs, sprites and other water creatures,
boatmen, bargemen and fishermen.

Kamien is the embodiment of springs, streams and rivers, appearing as
woman with skin like silvery rippling water, or as a great silvery
scaled fish. Bargemen and fishermen who ply her waterways toss coins
into streams, fountains and brooks to ensure safe passage and plentiful catches. She is considered to be the mother of nymphs and sprites and is a member of the Court of Fey.

Mirkeer, Goddess of Shadows and the Night
Alignment: Neutral Evil
Domains: Evil, Shadow, Magic
Symbol: A black glove
Garb: Anything black
Favored Weapons: Dagger
Form of Worship and Holidays: Mirkeer’s worshippers pray to her in dark rooms while masked and blindfolded. Her altars are carved of black stone, and nights with a new moon are considered her sacred time.
Typical Worshippers: Thieves, assassins, evil wizards and sorcerers, those who make their living in darkness.

Mirkeer is the daughter of Hecate and serves as her mother’s messenger and personal assassin. As beautiful as her mother and equally cruel, Mirkeer is the mistress of shadows and can control shadows with a thought. Venerated by assassins, evil rogues, and dark magicians, her
cults are always secretive and well-hidden.

Muir, Goddess of Virtue and Paladins
Alignment: Lawful Good
Domains: Law, Good, Protection, War
Symbol: Blood-red upraised sword on a white background
Garb: White wool robes with a upraised sword and hand in red
Favored Weapons: Longsword or Bastard sword
Form of Worship and Holidays: Regular worship and fasting on the eve before known battle or before confirmation or promotion of the ranks of
the faithful.
Typical Worshippers: Humans and paladins

Muir is the sister of Thyr. While he represents law and peace, she represents the martial valor necessary to make that peace a reality. As such, she is the goddess of paladins. She is often depicted as a dark-tressed maiden warrior in shining mail with an upraised (often
bloodstained) sword. She is noble and single-minded of purpose. The tenets of her worship include honor, truth and courage. A great order of paladins known as the Justicars are sworn to her service. Muir expects self-sacrifice, humility and charity as well as unswerving loyalty. Her standards are extreme and she quickly turns her back on any who fail to live up to them. Those who maintain her standards,
however, may become Justicars, a prestige class of paladins imbued with even greater holiness. Her symbol is a blood red uplifted sword on a white background, symbolizing her endless fight against evil. Her worshipers must be lawful good, and only clerics of Muir may ordain Justicars. The falcon is her sacred animal. She is the tireless foe
of all evil creatures and undead, demons and devils in particular are her sworn enemy.

Note, God of the Harp
Alignment: Neutral Good
Domains: Good, Travel, Luck, Protection
Symbol: A tiny amulet carved in the shape of a harp
Garb: Travelers Clothes
Favored Weapons: Dart
Form of Worship and Holidays: Note is worshipped in association with his companion, Oghma.
Typical Worshippers: Halfling, gnome and dwarven bards.

Note, God of the Harp, is a diminutive deity who serves as the bodyguard and herald of Oghma. Frequently he appears in the guise of a magical talking harp, while at other times he appears as a handsome
halfling or gnome clad in traveling clothes. Note frequently serves
as a comedic foil in Saga’s but also has a serious side, especially when it comes to defending Oghma or the world’s halflings, gnomes and
dwarves.

Oghma, God of Song and Bards
Alignment: Neutral Good
D o m a i n s : Creation, Good,
Travel, Knowledge
Symbol: Harp
Garb: Priests of Oghma dress in performer’s garb.
Favored Weapons: Longsword, Sling
Form of Worship and Holidays: Musical concerts and public performances
before audiences. New Year’s Eve, Midsummer, Midwinter.
Typical Worshippers: Musicians, composers, dancers and poets, humans, elves, halflings.

Oghma, the God of Song and Bards is an ancient deity, credited with shaping the first sounds into song, recording of the earliest sagas of gods and mortals, and giving dance and music to mortals. Oghma appears
to his followers in the guise of a handsome traveling minstrel, bearing a finely-crafted harp (a demigod in its own right known as Note) and attended by a beautiful flute player, his handmaiden, Dame Torren of the Four Winds. Oghma frequently finds himself at odds with Moccavallo and Sefagreth, both of whom compete with him for followers. Oghma seldom enters battle, except to defend himself with his mighty singing and dancing longsword Tune, preferring to pelt foes with thathlen
balls hurled from the sling Harmony.

Orcus, Demon Demon-Lord of the Undead
Alignment: Chaotic Evil
Domains: Chaos, Evil, Death, Destruction
Symbol: Wand of Orcus
Garb: Black cowl and robe ensemble
Favored Weapons: Ornamental Heavy Mace (spiked or skull-tipped)
Form of Worship and Holidays: Day of the Dead (Late Fall), Nights of blood red and horned moons. Worship usually involves grave robbery and the animation and conscription of the newly dead to the forces of evil.
Typical Worshippers: Monsters, Undead and Evil Humanoids

Orcus is a demon prince with — surprisingly enough — many human worshipers. He has a strange fascination with humans and their desire for power, possibly because it is this very flaw that causes them
so frequently to seek that which he controls: power over death. Orcus is the lord of all undead and he resides in the Abyss in his Palace of Bones surrounded by a legion of vampires and liches. Evil, ruination
and wanton destruction are his only goals. He is most often depicted as a bloated ram-headed, bat-winged monstrosity with cloven-hoofed goat legs. He wields the “Wand of Orcus,” a legendary skull-tipped obsidian rod that is rumored to slay any living thing it touches.
Though mostly worshiped by the monstrous races, the ranks of Orcus’ human worshipers are swelling, as Orcus grants his followers power in large, liberal doses. It is not uncommon for Orcus to give relatively low-level priests command of vast numbers of undead to do his bidding.
His symbol is either a demonic ram-headed skull (the most common), a representation of himself seated on his throne, or a depiction of his skull-tipped wand. His priests favor heavy, dark hooded robes and ornamental maces stylized to represent his skull-tipped wand.

Sefagreth, God of Commerce, Trade, Cities
Alignment: Neutral
Domains: Luck, Travel, Diplomacy, Trickery
Symbol: Compass rose
Garb: Elaborate robes of blue, a color often associated with diplomats.
Favored Weapons: Rapier
Form of Worship and Holidays: The founding days of cities are considered holy days to Sefagreth, regardless of when they occur.
Typical Worshippers: Aristocrats, merchants, seafarers and caravan masters.

Sefagreth is a handsome deity popular among aristocrats, diplomats, tradesmen and courtiers. The father of cities and founder of trade, Sephagreth is a deity whose primary concern is the creation and maintenance of wealth and good relations between cities. Sefagreth is
therefore considered a neutral party who aids in disputes among the gods, and counts diplomats among his followers. He disdains combat, preferring to use argument and rhetoric, and allowing others to do the fighting.

Set, God of Evil and the Night
Alignment: Lawful Evil
Domains: Law, Evil, Knowledge, Death
Symbol: Black Ankh of Set
Garb: Kilt, sandals and ceremonial head-dress(beast mask), Black Ankh of Set.
Favored Weapons: Cobra staff, Spear of Darkness, poisoned weapons
Typical Worshippers: Evil power-seeking humanoids, evil monks, assassins

Set is a greater god, worshipped on many planes in many forms. He most often appears as a scaled humanoid with the head of a jackal. He is utterly dedicated to the orderly spread of evil and oppression.
His symbol is the coiled cobra, though any snake can be used to represent his power. His temples are filled with enormous serpents, always poisonous. His skin is poisonous to the touch. Organized groups of assassins are known to be dedicated to his worship. His priests
carry staves worked on one end into the head of a cobra. The cobra head is normally tipped with steel fangs coated with poison. His clerics also often carry a stylized black spear, representing the Spear of Darkness he carries. Many of his worshipers tattoo themselves
with serpents or cobras. He, too, makes his home in the Nine Hells.

Thursis, God of Battle
Alignment: Neutral Evil
Domains: War, Death, Destruction, Evil, Magic
Symbol: Four envenomed arrows arranged in an “X”
Garb: Armor anointed in the blood of enemies.
Favored Weapons: Composite Longbow, Battleaxe
Form of Worship and Holidays: Beheading of prisoners upon the eve of battle and the ceremonial cremation of the fallen afterwards. Thursis’ most holy day falls in early June, the traditional start of the military campaign season.
Typical Worshippers: Warriors, mercenaries and warlords.

Thursis as a powerfully-built red haired man driving an iron chariot drawn by a team of four fiendish warhorses. His chariot glows with hellfire and is adorned with the animated heads of his fallen enemies which moan incessantly. Thursis wear spiked plate armor of archaic design which glows a sickly green. His cursed arrows are said to afflict his enemies with a variety of infections and demonic fevers which render them unable to defend themselves. Thursis is not so much
worshipped as respected and feared, for he has been known to abandon faithless followers in the midst of battle, even going so far as to aid their enemies.

Thyr, God of Law and Justice
Alignment: Lawful Good
Domains: Good, Healing, Law, Knowledge, Protection
Symbol: Silver cross on a white field
Garb: White robes trimmed with silver, purple or gold — the colors of kingship
Favored Weapons: Light or Heavy Mace
Form of Worship and Holidays: Last day of every month, on the last holy day of every year is set-aside for non-royalty to have their grievances heard.
Typical Worshippers: Humans, Royalty

Thyr is the god of wise and just rule. He is normally depicted as a wizened king seated on a great throne holding a rod of kingship in one hand and a chalice of peace in the other. His principles are justice, order and peace. He represents proper and traditional rule and as such was once worshiped (at least in name) by all human royalty.
He is the embodiment of the enlightened human caste system where each person has a fairly-determined role in a lawful society intended to create the greatest good for the greatest number. His symbol is a silver cross on a white field, symbolizing the upturned cross-haft of his sister’s sword, which he thrust into the earth to end the gods’ war. Upon seeing the blood of so many gods shed, Thyr foreswore the use of swords and his priests, for this reason, may not use bladed weapons. Many favor reinforced rods, similar to light maces, modeled after Thyr’s
own rod of kingship. The noble eagle and lion are his sacred creatures.

Tsathogga, Demon Frog God
Alignment: Chaotic Evil
Domains: Chaos, Evil, Water, Destruction
Symbol: Likeness of the Frog God, Carved in Soapstone
Garb: Green and violet robes, if any.
Favored Weapons: Any that slash, cut and are wickedly curved, as well as ropes or nets
Form of Worship and Holidays: Too gruesome and perverse to describe!
Typical Worshippers: Aberrations, Tsathar, Sentient Frogs, Evil Water Monsters, The Violet Brotherhood

This foul frog-demon cares less about the machinations of men and power than he does about obliterating light and life with slow, oozing sickness and decay. He is the viscous dark evil bubbling up from beneath the surface; the foul corruption at the heart of the earth. Making his home on the plane of Tarterus at the mouth of the vast
swamp of filth deposited by the river Styx as it flows out of the Abyss, Tsathogga’s main form is of a colossally bloated humanoid frog with spindly, elongated limbs and fingers. His corpulent body exudes all manner of foul humors and fluids, which leak into the vile swamp
in which he lies. He has positioned himself so that all of the slime and filth from the river Styx feeds into his gaping, toothy maw. He never moves and rarely speaks other than to emit an unintelligible shrieking. Tsathogga commands a host of evil creatures—notably
evil aberrations and his own vile frog race, the tsathar
Thousands of fawning tsathar servants continuously bathe his body in fetid slime from the evil swamp, awaiting the divine bliss of being
randomly devoured by him. His hatred of light and lack of human worshipers (though there are a few notable exceptions) mean that he is little known to surface races. He has few organized centers of worship and no standardized holy symbol — each worshiper choosing its own way to best depict his deific vileness. Occasionally, tsathar priests of
Tsathogga on this plane sculpt a small likeness of him out of foul chunks of solid waste from Styx that harden into a vile green substance similar to soapstone when taken from that plane. Such items are prized as holy relics.

Tykee,
Goddess of Luck and Good Fortune
Alignment: Chaotic Good
Domains: Good, Luck
Symbol: A Wheel of Fortune
Garb: Golden robes and courtiers attire, symbolizing good fortune and success.
Favored Weapons: Whip
Form of Worship and Holidays: Gamblers call upon Tykee constantly, and any day when someone wins big is considered a holy day for this goddess. Her worshippers make sure to donate a portion of all winnings to the Church of Tykee.
Typical Worshippers: Gamblers, rogues, bards, and all those who live risky lives revere this deity.

Lady Luck wears many guises. She embodies good fortune, and is praised during winning streaks and big wagers. She is also appealed to by losing gamblers, in the hope that she will eventually favor them. Other strokes of good fortune such as good harvests, unexpected pregnancies, financial windfalls and similar events are also sacred events to Tykee and her followers. Her temples are usually quite prosperous, as especially lucky gamblers often give part of their winnings to the goddess.

Vanitthu, God of the Steadfast Guard
Alignment: Lawful Neutral
Domains: Law, Protection, War, Healing
Symbol: A gray shield emblazoned with a stylized black fortress tower
Garb: A gray tabard with a black tower sigil
Favored Weapons: Spear
Form of Worship and Holidays: Prayers are often said to Vanitthu at the start of sieges or by guardsmen prior to heading out on the beat.
Typical Worshippers: Barristers, judges, guards, professional soldiers, military officers and nobles.

Some claim that Vanitthu is the son of the great god Anumon; others go so far as to say that Vanitthu is yet another aspect of the great god (this schism has caused considerable conflict within the faith). In either case, Vanitthu is the embodiment of martial perfection, law, the strength of the state, and the punishment of the guilty. A grim and resolute deity, Vanitthu is always shown bearing a spear made of
lightning, and a polished mithril shield. He often appears to his followers on the field of battle, especially to those engaged in or defending against sieges.

Zadastha, Goddess of Love
Alignment: Neutral Good
Domains: Good, Diplomacy, Healing
Symbol: A wreath of pink and red roses
Garb: Gowns and courtiers’ outfits
Favored Weapons: Longbow
Form of Worship and Holidays: The expression of love in all its forms is considered one of the most faithful things that worshippers can do; many of Zadastha’s followers tend to be overly exuberant in their declarations, often to the embarrassment of their would-be lovers. The faith’s most holy time is Lovers’ Day, the first bloom of early spring.
Typical Worshippers: Poets, romantic authors, chivalrous knights, bards who perform songs of love and hopeless romantics of all stripes. This faith is particularly popular among lovelorn students and teenagers.

Zadastha the Beautiful is the goddess of true love. Her gaze is said to bring forth love even in the cruelest of hearts and her perfume to cause lustful thoughts to fill the mind of any being.

Lesser Gods and “Dead” Gods

These deities are lesser known or worshipped by the very few.

Arden, God of the Sun
Alignment: Neutral Good
Domains: Air, Good, Sun, War
Symbol: Sun staff (staff with a bronze sphere containing an ankh)
Garb: Ivory tunics and tabards, emblazoned with sun
shaped embroidered gold
Favored Weapons: Sun staff, short sword
Form of Worship and Holidays: The holiest of celebrations occur during lunar eclipses, followed by high noon on the summer solstice. High noon marks a regular prayer time for most followers
Typical Worshippers: Of old he was worshiped by humans, though Arden is not currently worshipped on this plane

Arden is a lesser avatar of the sun god Ra. He is depicted as a hawk-headed, muscular man wearing a short kilt of precious metals and jewels. His eyes have the power to shoot searing beams of sunlight. He carries a staff tipped on one end with a bronze sphere representing the sun containing an ankh and on the other end with a bronze hawk head. This staff is known as a sun staff and is carried by his worshipers. They are treated as quarterstaves. He also wields a bronze short sword. His worshipers whoselect the War domain are proficient with the short sword in addition to their normal proficiencies. Arden was long ago destroyed by evil deities, including Tsathogga, the frog-demon. His remains were gathered and treasured by his worshipers as relics. However, it has been ages since Arden has been worshiped on this plane by any save beggars and the slightly mad who still speak prophecies of his rebirth.

Arn, Lesser God of the Sun
Alignment: Neutral Good
Domains: Sun, Healing, Good
Symbol: Radiant half circle of bronze, representing the sun
Garb: Yellow and white robes
Favored Weapons: Bronze tipped staff (Quarterstaff)
Form of Worship and Holidays: Disrobing at sunrise before the rising sun. The summer solstice.
Typical Worshippers: Good-aligned arcanists and celestials.

Known to be the son of Vionir and commonly believed to be the son of Arden, Vionir is referred to as the herald of light. He serves as Vionir’s messenger and has had many cults throughout the ages who worship him as their chief deity. His followers constantly seek to recover the remains of Arden, hoping to fully restore his godhood and re-stablish the triumvirate of light and cast down the shadows
of evil forever.

Belon the Wise, God of Travel, Wanderer in White
Alignment: Neutral Good
Domains: Travel, Magic, Knowledge
Symbol: Clear quartz crystal or flawless diamond
Garb: Travelers clothes and long white traveling cloaks
Favored Weapons: Quarterstaff
Form of Worship and Holidays: Offerings of silver given at the eginning and end of long journeys.
Typical Worshippers: Rangers, bards, wandering wizards those who make their living traveling.

Belon appears to his worshippers as an elderly man wearing flowing white robes and carrying a walking staff. Belon is the embodiment of things learned upon the road be they magical or mundane knowledge. Priests of Belon often serve as guides, educating themselves in local
customs in order to afford better traveling conditions for those in their care.

Horgrim
Alignment: Lawful Evil
Domains: War, Evil, Law, Magic
Symbol: A black spearhead covering a golden disk representing an eclipse
Garb: Black robes
Favored Weapons: Shortspear
Form of Worship and Holidays: Casting of spells and the sacrifice of enemies on the field of battle.
Typical Worshippers: Evil monks, warriors, wizards and nobles.

Horgrim is commonly depicted as a handsome male figure in black robes wielding a shortspear. A nearly forgotten god, Horgrim was popular thousands of years ago. Infighting between sects of his monks and priests led to the decline of his worship, however some monks and seekers of lost arcana still venerate him. There are no known temples to Horgrim, but a few monasteries of monks still hold scraps of his
treatises on the art of war as their holiest of holies. War wizards who have learned to master some of Horgrim’s most devastating spells hold closely the secrets of their eldritch powers.

Pekko, God of Ale and Spirits
Alignment: Chaotic Good
Domains: Plants, Chaos, Good
Symbol: Beer barrel suspended from a pole
Garb: Brewer’s apron
Favored Weapons: Quarterstaff
Form of Worship and Holidays: Harvest Festival, Feast of Fools, Brewers Fest.
Typical Worshippers: Most often revered by gnomes, halflings, dwarves and humans.

Pekko takes many guises among his worshippers often appearing as a gnome, human or dwarf of portly girth, wearing a leather apron and carrying a beaker for measuring and sampling ale. In all guises he carries a staff in one hand and a barrel of ale over his shoulder. Pekko may be boisterous and emotional, laughing one minute, or brooding and tearful the next but always quick to recover and share his good mood
once again.

Telophus, Lord of Crops and the Seasons
Alignment: Lawful Neutral
Domains: Animal, Air, Earth, Plant
Symbol: Raining cloud partially obscuring a radiant sun
Garb: Green and Earth tones woolen robes and vestments.
Favored Weapons: Sickle
Form of Worship and Holidays: Telophus is worshiped by harvest and planting celebrations as well as the first frost and first thaw.
Typical Worshippers: Farmers and Halflings.

This god is the embodiment of the uncaring changing seasons. He is prayed to not so much to bring good crops, but to be convinced to hold off the early frost or bring the spring thaw. He requires appeasement and devote following, being known to test his followers faithfulness and resolve when it suits him. Telophus and Fileet are natural antagonists to each other, translating to occasional confrontation
and difficulties between their followers.

Vionir, Goddess of Light
Alignment: Lawful Good
Domains: Good, Healing, Sun
Symbol: Stylized solar disk with wavy arms.
Garb: White satin robes
Favored Weapons: Spear
Form of Worship and Holidays: Worshippers fast during every new moon and offer gifts to the temple on both solstices.
Typical Worshippers: Good-aligned arcanists and celestials

Mother of Arn the Sun Lord, Vionir is popular among commoners and farmers. As with her son she is considered the successor to Arden, whom some believe was her husband before his destruction by Tsathogga.
Vionir’s priesthood is vehemently opposed to the Violet Brotherhood whom they seek to expose at every opportunity. Worshippers also loathe undead and destroy them whenever possible.

Zors, The Fortunes Fool,
Demigod of Luck, The Hanged Man
Alignment: Chaotic Neutral
Domains: Chaos, Luck, Trickery
Symbol: The figure of a man tied upside down to a gallows or tree, or a noose.
Garb: Peasants clothes
Favored Weapons: Dagger
Form of Worship and Holidays: Worshippers celebrate after winning or losing great fortunes gambling, upon great lottery payouts, and actively protest at public executions
Typical Worshippers: Gamblers, beggars, slaves, travelers, the poor, and prisoners awaiting execution.

Zorz is the demigod of last chances and is commonly depicted hanging upside down from the tree of life, where he waits to be devoured by Nidhogg the eternal dragon. Those who pray to Zors do so when no other god will answer them or when all other hope is lost. By the same token he is also the deity of great luck, as he escaped the bonds of the tree of life so too have his followers found themselves escaping fates worse than death. In reverence to his luck aspect the Zorsans hold a great
lottery collecting huge sums of money which are always paid to the lucky number holder lest the demigod exact some vengeance of unluckiness upon those who would corrupt the purpose of the game.
Prophets of Zors openly oppose ritual executions in ordered societies as cruel and unusual punishment. They frequently are found performing the ceremony of the hanged man near gallows or other places of public
execution. In this ritual one of their number is paraded before the jeering throngs by a noose, only to have the noose slip free, and the “prisoner” escape, symbolizing a second chance to do better in this life, lest one pay the ultimate price in the next.

Non-human and Humanoid Gods

Crocutus, Demon Lord of Gnolls
Alignment: Chaotic Evil
Domains: Animal, Chaos, Destruction, Trickery
Symbol: Painted gnoll or hyena skull
Garb: Spotted or striped hyena skins. Clerics of Crocutus sometimes shave their own pelts into wild hair tattoos.
Favored Weapons: Flail, glaive
Form of Worship and Holidays: Blood sacrifices and flaying of living foes, especially on nights with a full or new moon.
Typical Worshippers: Gnolls and gnoll-kin.

Crocutus is a powerfully-built creature resembling a large ogre with a gnoll’s head. His fur has been shaved into chaotic patterns and runes of death and destruction. A wily demon-lord, Crocutus carved his way to rulership of the gnoll pantheon through murder and treachery, deposing his predecessor and taking up his dreaded flail. Crocutus favors the most bloodthirsty, ruthless and treacherous of his worshippers, and ignores the prayers of the weak and helpless.

Darach-Albith,
High God of Elves
Alignment: Chaotic Good
Domains: Plant, Animal, Magic, War
Symbol: A bow and sword hanging from the eternal oak
Garb: Shades of grey, green, hazel, chestnut and
sable
Favored Weapons: Longbow, longsword
Form of Worship and Holidays: Eve of every midmonth during the summer
Typical Worshippers: High and wood elves, warriors, wizards and rangers of the elven race.

The father of all elves and firstborn of the race, DarachAbith is portrayed as a handsome elven man draped in a cloak of forest leaves. His skin may appear as gleaming white as birch bark, or any of the varying shades of brown and green found in primeval woodlands. Darach has keen golden eyes like those of an owl. His sword Tian Tu Lan and his bow Fayar Nocht are said to never miss a target and slay those of evil intent instantly.

Dwerfater
Alignment: Lawful Good
Domains: Earth, Good, Strength, Creation
Symbol: Hammer and anvil
Garb: Armor of mithril or steel
Favored Weapons: Warhammer
Form of Worship and Holidays: Priests worship at the forge, crafting items of steel and mithril. The most sacred steel is tempered in virgin
snow on Orenday, the first full moon after midwinter.
Typical Worshippers: Dwarves

Dwerfater appears as an ancient dwarf, whose beard is the color of
mithril and touches the ground at his feet. He always wears a blackened leather apron over a coat of mithril mail and always carries his mighty warhammer Noolhamr.

Grotaag, God of Orcs
Alignment: Chaotic Evil
Domains: Death, Destruction, War, Evil
Symbol: Rotting severed head
Garb: Usually skins, hides and crude metal armor
Favored Weapons: Greataxe
Form of Worship and Holidays: Blood sacrifice of captured foes or ceremonial victims from the priest’s own tribes, performed under the waxing and waning crescent moon.
Typical Worshippers: Orcs, half-orcs, some goblins

Grotaag is the personification of orcish might and brutality. Appearing as a huge, powerful orc, Grotaag towers over battlefields, crushing friend and foe alike beneath his black hobnailed boots. He often responds to blood sacrifice by sending evil creatures, or even personally manifesting himself. His howls of barbaric rage rumble like thunder across the battlefield causing the earth to shake. In battle, Grotaag disdains the use of missile weapons, calling them the weapons
of weaklings or — worse — elves.

Jubilex, the Faceless Lord, Demon Prince of Slimes and Oozes
Alignment: Chaotic Evil
Domains: Chaos, Evil, Slime
Symbol: An amulet portraying an amorphous mass covered in eyes.
Garb: Filthy rags
Favored Weapons: Morningstar
Form of Worship and Holidays: Outbreaks of disease are considered to be signs of the Faceless Lord’s favor; otherwise, the god has no real holy days or organized worship.
Typical Worshippers: Insane humans, intelligent slimes and oozes

The faceless lord is a powerful demon prince, sometimes worshipped as a deity. He is considered by his worshippers to be chaos personified, and thoroughly evil. Jubilex is said to have sown chaos and discord throughout the planes. Disliked even by other demon princes, he is most often depicted as an enormous amorphous blob that spews forth foul and sickly slimes of many colors.

Kakobovia,
Hobgoblin Demigod of War
Alignment: Lawful Evil
Domains: War, Death, Evil, Law
Symbol: A longsword driven through a boars skull
Garb: Finely crafted blood red armor
Favored Weapons: Longsword, composite longbow
Form of Worship and Holidays: Kakobovia’s priests ritually dip hobgoblin weapons in the blood of humanoid sacrifices on the even of battle. Sacrifices and rituals also accompany the first signs of spring migrations.
Typical Worshippers: Hobgoblins, some goblins, some humans.

Kakobovia, the offspring of Snuurge and a demoness, is a crafty and wicked war-god, said to be the progenitor of the hobgoblin race. Kakobovia appears as a mighty hobgoblin clad in blood red banded mail, bearing a massive longsword and a composite longbow made from the horns of demons. Kakobovia rides an infernal iron tusker named Ahnuuld in battle. Once, Kakobovia lived among mortals, where he commanded a great hobgoblin kingdom near the Dragonbone Mountains. After years of slaughter and conquest, Kakobovia was defeated at the hands of Duke Borell I, after which he was banished from mortal realms. Today, hobgoblins pray for their lord’s return. His priests cannot access spells above 6th level.

Kunulo
Alignment: Neutral Evil
Domains: Evil, Water, Destruction, Death
Symbol: Tentacles wrapped around a gaping maw in the midst of a whirlpool.
Garb: Sea-foam green and black vestments
Favored Weapons: Trident
Form of Worship and Holidays: Sacrificial victims are flung into the waves or fed to ravenous sea beasts. Midsummer and midwinter are Kunulo’s most holy days.
Typical Worshippers: Pirates, evil sea creatures

An evil sea deity, Kunulo is largely unknown to surface-dwellers. Usually depicted as a combination of sea serpent, shark and squid, Kunulo is the embodiment of pure, alien evil, combining the ruthless law of nature and the cruel chaos of the seas. As such is revered by evil pirates whom feed his minions with victims who are bound and thrown, still alive, into the sea.

Rhiaan,
Goddess of the Air and Birds
Alignment: Chaotic Neutral
Domains: Air, Animal, Chaos, Travel
Symbol: A soaring bird
Garb: A blue cape trimmed with feathers. Feathered bird masks are used in ceremonial activities.
Favored Weapons: Quarterstaff
Form of Worship and Holidays: Rhiann’s worshippers feast on the vernal equinox, and engage in solemn prayer during autumnal equinox.
Typical Worshippers: Intelligent avians, swanmays, chaotic dragons, other intelligent flying creatures.

Usually appearing as a bright, forest-green, winged serpent, Rhiaan might be mistaken for a couatl were it not for her feathered arms, legs and human face. A chaotic deity, she rarely favors her worshippers with blessings for long; her anger lasts longer, however, and those who incur her wrath find themselves plagued by evil birds for long periods until they make appropriate penance. Devoted followers keep aviaries of many different species of exotic birds. When visiting the mortal realms, Rhiann’s companion and favored pet, an intelligent Roc named
Soarrat, is often nearby.

Rialae-Aibaru,
Lost Goddess of the Elves
Alignment: Lawful Good
Domains: Law, Good, Travel, Magic
Symbol: Sapphire blue star
Garb: Blue tunics or robes

Favored Weapons: Heavy mace, morningstar
Form of Worship and Holidays: Morning feast of each day of the new month and the beginning of new quests.
Typical Worshippers: Elves, half-elves

The beautiful queen of the elven cosmos was so distraught at the kidnapping of her half-mortal daughter that she has all but withdrawn from the pantheon of gods. Showing herself once in every thousand years as a brilliant sapphire blue comet, Rialae continues her endless search for her daughter. In the centuries since Rialae’s departure, many elves have joined her in her quest, searching throughout the material planes.
These Karelians, or “wandering elves” have an intuitive knack for planar travel, frequently acting as planar guides. They are possessed
with an overwhelming wanderlust and desire to aid in the search, however, and never linger in any place for very long.

S’Surimiss the Rat Queen
Alignment: Neutral Evil
Domains: Animal, Evil, Vermin, Destruction
Symbol: A bloated rat
Garb: Filthy rags or nothing
Favored Weapons: Shortsword
Form of Worship and Holidays: Sacrifices are made to S’Surimiss during plagues of rats and other vermin.
Typical Worshippers: Ratmen, wererats and intelligent rats as well as some humans, debased gnomes and halflings.

S’Surimiss the great rat is a greatly feared deity, known for spreading
plagues and disease as well as the great swarms of rats that terrorize
entire cities. S’Surimiss dwells in a huge nest in Styx guarded by fiendish wererats and other fell progeny. S’Surimiss appears as a
huge humanoid rat with tombstone-sized chisel edged yellow fangs. Her fur is matted with filth and covered with swarms of fleas. Always pregnant, S’surmiss gives birth to innumerable fiendish dire rats. Any mortal who feeds from her foul milk is instantly transformed into a ratman or wererat.

Snuurge, Father of Goblins
Alignment: Neutral Evil
Domains: Evil, Magic, Trickery, Earth
Symbol: A crooked-hafted war pick
Garb: Greasy leather clothing with golden neck-
laces.
Favored Weapons: Pick
Form of Worship and Holidays: Snuurge’s followers revel in blood sacrifice, and also fling gold into forge fires as a tribute to their god. His rites are held on the Night of Goblins (Midsummer), and on moonless nights. Feasts and overeating are also common forms of worship.
Typical Worshippers: Goblins, hobgoblins, bugbears

Completely hairless, this god manifests as a grossly fat, horned goblin.
He wields a great double handed warpick, and is also known for his stealth and deceptiveness. A master of disguise, it is said that Snuurge
once lay down and impersonated a mountain in order to avoid the wrath of Bowbe, whom he had defeated in a drinking match. Snuurge is also said to have fathered the goblin pantheon and is held first above all other goblin gods. Even the hobgoblins who hold his son Kakobovia as
most revered still offer sacrifices to Snuurge for fear of his wicked
wrath. Snuurge is mortal enemy of all dwarves and gnomes. He wears a necklace made from the skulls of dwarven kings, and earrings crafted from the skeletons of gnomes. In battle, Snuurge dresses in a filthy coat of scale mail in battle which barely covers his immense gut.

Surter, God of the Fire Giants
Alignment: Lawful Evil
Domains: Fire, Evil, Destruction, War
Symbol: Flickering Flame
Garb: Half Plate
Favored Weapons: Greatsword
Form of Worship and Holidays: Taking slaves, burnt offerings of prisoners, enemies, and treasure are the common forms of worship of Surter.
Typical Worshippers: Fire Giants, some fire based beings and other giants.

The great war god of the Fire Giants, Surtur appears as a colossal fire giant wreathed in a cloak of pure flame. Surter is said to rule a vast kingdom in the Plane of Fire, where he keeps a watchful eye on the machinations of the Sultan of Efreet.
Surter has a militant and organized mind, and often wages
war against other deities, specifically Bowbe and Gromm,
who have wrought the end of many of his children.
Thrym, God of the Frost Giants
Alignment: Chaotic Evil
Domains: Chaos, Evil, Cold, Trickery
Symbol: Double edged greataxe
Garb: Chainshirt and animal pelts
Favored Weapons: Greataxe
Form of Worship and Holidays: Worshippers pay homage to Thrym by capturing slaves and defeating foes, especially those who are stronger or more numerous.
Typical Worshippers: Frost giants, jotuns, frost dwarves,some evil humans living in glacial or frozen areas.

Thrym appears as an armored frost giant with dark, cunning eyes and a devious character. He rules a kingdom in the icy cold of Jotunheim, where his great hall is built upon the bones of slain deities and mortal heroes who have tried to play the wily god’s games of chance.
Thrym has been known to personally come to the aid of his most devoted followers, manifesting himself as a colossal frost giant bearing a double bladed greataxe of permafrost. The jotuns are considered to be the true sons of Thrym, and the frost giants their lesser children. Thrym is the sworn enemy of Bowbe and Gromm, his followers seeking always to destroy the mortal worshippers of these gods wherever they are found.