Gods for my homebrew setting, input?

Homebrew and House Rules

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So basically I'm working on an alternate 'Earth' world where 'humans' are wiped out because of a mass release of Transmutation magic. (Not sure on 'exact' cause yet, but maybe a meteor or biological/technology reactivation of Earth's magic. And the return of magic obliterated most technological stuff.) The new races of Earth are transformed from humans to be: Dwarfs, Elves, Orcs, Halfling, Gnome, and the beast races like Kitsune, Catfolk, Ratfolk, Gnoll, Kobold, Tengu etc.

Now the only surviving religions have formed from pieces of pop culture, famous names and hearsay from books, movie box art, etc.

What I got so far::


Prime of Optimus
Domains: Artifice, Good, Law, Protection
F. Weapon: Battleaxe

Short description: Also known as the red knight, whose armor looks like the front of the ancient wheeled transports, one hand grips a strange black staff, while his other hand is replaced completely by a glowing orange (obviously magical) axe.

CN- Conan (? Not sure really while Prime is the 'paladin god' need something for barbarians to relate to.)

Xenos Morph
Domains: Void, Darkness, Madness
Favored Weapon: Natural Attack

Strange god clad in all black, very lanky, kills so well his victims don't even get to scream in his home. Apparently found of eggs and parasites that burst out of a victims chest.

King El Vis
Domains: Charm, Travel, Nobility
Favored Weapon: Quarterstaff made of metal

Patron of Bards and odd Monks, priests wear flashy clothes, and temples often put their idols outside after services to show the king has left the building.

Domains: Scalykind, Liberation, Trickery
Favored Weapon: Musket (or other firearm?)

Followers often hear people think their god is dead, tend to also distrust government figures.

Domains: Death, Knowledge, Luck, Repose
Favored Weapon: Scythe

Surprisingly friendly god of death, followed by his two heralds that appear as young and very annoying children.

Magic Users
NG- (I have no idea, on true 'benevolent' deity. To fulfill a Sarenrae like role)

Domains: Healing, Knowledge, Travel
Favored Weapon: Sword Cane

Followers are often lame oracles, or healers with bad bedside demeanors but often granted keen insight on diseases and other medical anomalies.

NE- Crowley
Domains: Magic, Entropy, Rune
Favored Weapon: Khopesh

(I'm actually open to changing this one too, as he isn't as well known, maybe give this to Lovecraft?)

Dwarfs and Elves I have no idea. Dwarfs are probably going to have a lot of Scandiniavian influence with Elves being found mostly in France and Canadian areas, (Drow/Duergar taking up the Nazi stuff, and still being underground)

Not to fleshed out but for laughes Gnomes get:
NG- Lassie
Domains: Community, Animal, Protection
Favored Weapon: ???

Gnomes are tricksters but known to get help when kids fall in wells or other calamities.

Halflings not sure either, maybe Frodo/Sam?

Orcs I have no idea either, they are very British, so maybe the good ones follow The Tenet of David? or something. Evil? No idea.

Catfolks: Probably LG Simba and CN Cheshire

Druids get:

N - Nat Geo
Domains: Animal, Plant, Earth, Water
Favored Weapon: ??? Something that looks like a book?

Any input and advice is highly interesting to me. Racial deities and other alignment and class favored deities kinda needed, as well as evil ones.

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Domains: Magic, Knowledge, Destruction, Protection
Favored weapon: Staff
Symbol: a Staff with a blaze of flames in the background

The god of Magic. Followers keep to a personal code, but have no problems breaking laws to save lives. Often depicted wearing a long coat while burning down evil-doers.

The Doctor of Doom
Domains: Law, Artifice, Magic,Nobility
Favored weapon: metal gauntlet
Symbol: an iron mask

Ohhhh thank ya very kindly. ^-^

Domains: Death, Evil, Magic, Darkness
Symbol: a skull with a snake for a tongue

Domains: Rune, Knowledge, Charm, Magic
Favored weapon: whip
Symbol: a circle of snakes

Domains: Chaos, Madness, Trickery, Evil
Favored weapon: mallet
Symbol: a distrubing rictus grin

Domains: Good, Healing, Protection, Community
Favored weapon: bare hands
Symbol: an s inside a diamond

Prime of Optimus should be Optimus the Prime. Then he falls in an epic battle against the ultimate evil and is replaced by Rodimus the Prime, only to be resurrected soon after and reclaim his title.

Druids should get Capt'n Plannett, defender of nature, or Ororo the Weather Witch.

Plannett is a perfect being made of the five elements: earth, fire, wind, water and telepathic subjugation... I mean heart. Or love, or the spark of life. Which actually ties nicely to Transformers Allspark.
Domains: good, healing, earth, fire, air, water and Love.

Ororo strives for peace and harmony as her emotions control the very weather.
Domains: weather, air, but also the emotion subdomains fear, isolation, rage, lust, loss, hatred, solitude, and resolve.

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Stan Lee and Kir Bee, Fathers of the Gods.

Xenre the Vague wrote:

Druids should get Capt'n Plannett, defender of nature, or Ororo the Weather Witch.

Plannett is a perfect being made of the five elements: earth, fire, wind, water and telepathic subjugation... I mean heart. Or love, or the spark of life. Which actually ties nicely to Transformers Allspark.
Domains: good, healing, earth, fire, air, water and Love.

Ororo strives for peace and harmony as her emotions control the very weather.
Domains: weather, air, but also the emotion subdomains fear, isolation, rage, lust, loss, hatred, solitude, and resolve.

Plannett sounds great. The rings and elements could work well with maybe coopting the Olympic rings for the holy symbol.

Pathfinder Adventure, Rulebook Subscriber

Also, as a general rule gods offer domains associated with their alignment. A LG god has Good and Law domains, NE has Evil, etc.

Having Dwarves follow Thor, the comic book Thor, would be cool. Especially if they are looking for the hammer, so Thor can escape the land of the dead by manifesting through them.

Evil Dwarves and werewolves could follow Fenris.

LG - Rogers, The Great Captain (Good, Law, Glory, Protection)
patron of soldiers, paladins, champions of the common man

LE - The Blood-Red Skull (Evil, Law, War (Blood), Death)
god of tyranny, oppression, and necromancy (he keeps coming back from the dead...)

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I don't see a need for different gods for different races. They could worship different aspects of the ones you have.

For instance, Dwarves worshipping Prime of Optimus might focus on the Rule of Law aspect of the Law domain while Elves worshipping Prime might focus on the Laws of Nature.

You end up cluttering the pantheon and I think you should stick to something small to start. Wolfgang Baur had an excellent Dungeoncraft article entitled "The Perfect Pantheon (Brewing Up The Right Gods)" in Dungeon #146, if you have access to it. If not, I could be type it out.

I have some EEEeeeeevvvvviiiiiiillllll deities to present (split into 2 posts so that the messageboards don't choke on it):

Part 1 of 2

Efbiae, one of the Triplet Goddesses of Secrets and Treachery
Lawful Evil
Common worshippers: Enchanters/Lust-Mages, Investigators, and Fighters
Domains: Charm (also Lust); Evil (also Corruption, Devil, and Fear); Law (also Devil, Inevitable, and Judgment); Trickery (also Deception, Innuendo, and Thievery)
Favored weapon: Heavy Mace (enforcer style)
Symbol: Shield over eclipsed Sun, with a circle of stars inexplicably placed over and concentric with the dark Moon and Corona

Enaray, God of War and War Profiteers
Neutral (Chaotic) Evil
Common worshippers: Evokers/Wrath-Mages, Gunslingers, and Barbarians
Domains: Ambush (subdomain only), Artifice (also Construct); Darkness (also Loss); Destruction (also Catastrophe, Hatred, Rage, and Torture); Evil (also Cannibalism, Corruption, Daemon, Demodand, Demon, and Fear); Fire (also Arson, Ash, and Smoke); Glory, Revolution (subdomain only); Madness (also Insanity); Metal (subdomain only); Strength (also Ferocity and mutated version of Fist that makes an Iron Fist instead of a Wooden Fist); War (also Blood and Tactics)
Favored weapons: Gun (any); also uses Flail
Symbol: Gun with an uncannily advanced mechanism obviously intended to facilitate rapid fire

Enessa, one of the Triplet Goddesses of Secrets and Treachery
Neutral (Lawful) Evil
Common worshippers: Diviners/Treachery-Mages, Investigators, and Rogues
Domains: Darkness (also Loss); Evil (also Corruption and Fear); Knowledge (also Memory and Thought); Trickery (also Deception, Innuendo, and Thievery)
Favored weapon (combination): Net and Trident (retiarus style)
Symbol: Two concentric gold circles of slightly differing size sandwiching black mystic runes, with the inner circle containing a red, white, brown, and blue daemonic eagle

Gordegeck, God of False or Exploitive Production and Slavery
Neutral Evil
Common worshippers: Conjurers/Sloth-Mages, Summoners, and Slavers
Domains: Artifice (also Toil and Trap); Darkness (also Loss); Destruction (also Torture); Evil (also Corruption, Daemon, Devil, and Kyton); Luck (also Curse and Fate); Magic; Memory (subdomain only); Slavery (subdomain only); Souls (subdomain only); Trickery (also Deception, Greed, and Thievery); Tyranny (subdomain only); Water (also Oceans and Rivers)
Favored weapons (combination): Morningstar and Whip
Symbol: Manacles and Whip

Part 2 of 2

Iwanchurstuf, god of Piracy and Wanton Adventurism
Chaotic Evil
Common worshippers: Abjurers/Envy-Mages, Rogues, Thieves, Vandals, and assorted Murderhobos
Domains: Chaos (also Demon Demodand, Entropy, Protean, and Revelry); Darkness (also Night); Death (also Murder); Destruction (also Rage); Evil (also Demon and Fear); Madness, Magic, Revolution (subdomain only); Rune (also Wards); Strength (also Ferocity); Travel (also Exploration); Trickery (also Ambush, Greed, and Thievery); War (also Blood and Tactics)
Favored weapons: Cutlass or Greatsword
Symbol: Cutlass (usually oversized)

Monsatan, God of Aberrations and other monstrous beasts, Corrupted Agriculture, Disease, Fleshwarping, Corrupted Medicine, and Undead
Neutral (Lawful) Evil
Common worshippers: Necromancers/Gluttony-Mages, Artificers, Corrupted Doctors, Corrupted Druids, and Industrial Farmers
Domains: Animal; Artifice (also Trap and Toil); Darkness (also Loss); Death (also Undead); Destruction (also Catastrophe); Earth (also Radiation); Evil (also Cannibalism, Corruption, and Daemon); Healing (deviant version with all Cure-series spells replaced by Infernal Healing-series spells of the same level); Law (also Slavery and Tyranny); Plant (also Decay and Growth); Souls (subdomain only); Trickery (also Greed)
Favored weapon: Scythe
Symbol: Red rectangle with twin vines growing up in the middle, twisted into a double helix, with the leaves pointed inwards and paired between them in a way that makes them look like a helical ladder

Seiae, one of the Triplet Goddesses of Secrets and Treachery
Neutral Evil
Common worshippers: Illusionists/Pride-Mages, Assassins, and Ninjas
Domains: Darkness (also Loss); Death (also Murder); Evil (also Corruption, Fear, and Kyton); Knowledge (also Memory and Thought); Madness (also Insanity and Nightmare); Trickery (also Deception, Innuendo, and Thievery)
Favored weapon: Kukris (paired)
Symbol: Round gold circle with superimposed shield

Rottmimney (divinely ascended vampiric Failed Apotheosis Mimic derived from a Human rather than the usual derivation from a Mimic), God of Greed, Exploitation, and self-serving Business
Lawful Evil
Common worshippers: Transmuters/Greed-Mages, Alchemists, Merchants, Industrialists, and Politicians
Domains: Air (also Cloud and Wind); Artifice (also Construct); Evil (also Corruption, Devil, and Fear); Nobility (also Aristocracy and Leadership); Travel (also Trade)
Favored weapon: Light Mace (equestrian style)
Symbol: Green snake bent into a sinusoidal pattern over twin gold jail bars

Scarab Sages

Crowley would be quite CN, actually.

CG - The Doctor
Domains: Chaos, Good, Travel, Protection (Solitude subdomain only), Trickery, Liberation, Glory (Heroism subdomain only), Void, Knowledge
Symbol: blue rectangle
Favored Weapon: None (Clerics gain +1 to all saving throws instead)

Scarab Sages

LN - Loca-Cola
The gender neutral God of cities, succor, tooth decay.
"Loca-Cola worship was historically widespread as evidenced by the number, density, and size of murals and shrines to this deity in all major urban areas."
Domains: Law, Community, Healing, Repose, Water
Symbol: Red Cylinder
Favored Weapons: Battle Asperellum or Acid Flask
Sects/Secret orders: The Diet of the Diet Deity, The Cherry, The Cult of Zero

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If you need even more inspiration there is this.

In knights of the dinner table, The Black Hands have to deal with Nitro's love of pop culture. The pantheon is led by Andy Warhol. Elvis is the god of bards.

If you met Andy, he would probably make your skin glow electric blue and give you an endless can of tomato soup that acts as holy water. To make it reasonable, it will probably only supply 10 doses of holy water and one dose of cure light wounds a day. Also, you could fill a cook pot with the soup and water, heat it up, and have one hero's feast a day.

Dark Archive

The Seal of Flames
God of Tactics, Foresight, Strategy. Manifests a redheaded youth.
Neutral Good
Domains: Knowledge, Magic, Nobility, Protection, War
Subdomains: Arcane, Aristocracy, Defense, Divine, Leadership, Memory, Tactics, Thought
Symbol: A star shaped amulet with a gem in the center
Favored Weapon: Rapier
Worshippers: Tacticians, nobles, mages, fighters

Mykull wrote:

I don't see a need for different gods for different races. They could worship different aspects of the ones you have.

For instance, Dwarves worshipping Prime of Optimus might focus on the Rule of Law aspect of the Law domain while Elves worshipping Prime might focus on the Laws of Nature.

You end up cluttering the pantheon and I think you should stick to something small to start. Wolfgang Baur had an excellent Dungeoncraft article entitled "The Perfect Pantheon (Brewing Up The Right Gods)" in Dungeon #146, if you have access to it. If not, I could be type it out.

I certainly would like to read it if you have it.

The following article is submitted for review only. It is taken from pages 88 - 90 of Dungeon #146.

The Perfect Pantheon:

THE PERFECT PANTHEON (Brewing Up The Right Gods)

by Wolfgang Baur

Dungeon masters use homebrew campaigns for lots of reasons: more control over the NPC roster, no chance that some setting lawyer will harass you about details in a sourcebook you haven't read, and a chance to set everything up the way you've always imagined it. That often includes a new or adapted pantheon, fine-tuned to suit your cosmology or to make it easier to create certain types of clerics as heroes and villains. I personally think designing new and better pantheons is great fun, and that everyone should try it once or twice. Playing god with the gods, as it were.

But there are also hidden dangers that can make the process a chore rather than quick fun for the players whose characters will need to know these gods and their quirks. Consider the following suggestions for smarter pantheon design.

Start Small
Most pantheons in the real world have at least a dozen major gods and many more minor ones: think of the Norse, the Egyptians, or the Greeks. Fantasy Pantheons aren't any smalled, the FORGOTTEN REALMS setting offers more than 50 gods. This might lead your to create a large an complex grouping as well, but I'd say that's a mistake.

The important thing for a pantheon designer is not generating many gods, but choosing the five or six most important gods and sticking to them. I'd recommend starting by considering the five or six portfolios that match your own personal preferences or that match your world's themes and obstacles. For me, a good starting list might be a harvest god, a sun god, a goddess of love, a god of war, a god of fire and smiths, and a goddess of death. That covers the biggest spiritual and worldly needs, and leaves room for lesser gods as well.

You should give your pantheon lots of room to grow. Just because five or seven gods are the core of the pantheon doesn't mean that there aren't others that are important: the moon goddess, the gods of the hunt or the ocean, and the god of knowledge and magic are all not on my core list. Well, actually, some of them are, but it's not obvious. That's because an interesting pantheon gets a lot more work out of its gods than a one-for-one mapping between domains and gods.

Double and Triple Up
You want gods to be more than one-dimensional, so a designer's first instinct might be to lump related domains together. For instance, the god of the sun might grant access to the Sun, Good, and Law domains. This works, but it's boring and obvious. Interesting gods meet some of the definitions everyone expects, and confound those expectations in other ways. The example I often like to use is Apollo, the Greed god of the sun, poetry, and music, though many other gods have similarly long lists of attributes.

So, let's double up that list. Actually, let's share out all 22 core domains among the major gods, plus two extra domains (Craft and Charm, from Player's Guide to Faerûn) as seen in the table below.
Domains of Core Gods
Harvest Goddess: Animal, Chaos, Earth, Plant
Sun God: Air, Evil, Sun, Trickery
Love and Mercey Goddess: Charm, Healing, Protection, Water
God of Fire and Smiths: Craft, Fire, Good, Knowledge
War God: Destruction, Luck, Strength, War
Death Goddess: Death, Law, Magic, Travel

You'll notice some choices are straight-forward (Sun domain for the Sun god), and some are just the opposite (Evil for the Sun god?). But the setting I'm planning for is an inland desert kingdom threatened by elven nomads and allied with dwarves. The sun is death in the desert; the desert harvest is unreliable and powerful. Your setting may have a huge influence on what divine forces are considered welcome and which are considered hostile.

Also, notice that no god gets more than one of the alignment domains. That helps us prevent "divine typecasting" and gives the gods (and more importantly, their followers) some leeway. Followers of the Death Goddess can include LG, LE, and LN branches of the faith. While that may seem contradictory, in fact it follows the logic of real-world religions, where sacred books and prophecies have multiple, often contradictory interpretations. In a fantasy universe, clerics can ask their gods which version of a divine teaching is the "right" one - but there's no reason to believe that fantasy gods will be any more consistent. Or rather, they might be consistently lawful, but might not care deeply about good versus evil.

Consider the Servants: the Minor Gods
The ultimate purpose of any pantheon is to inspire interesting characters, both villains and heroes. To that end, you need to both plan for the obvious character, class, and racial choices and leave enough room for expansion.

You may also want to offer up at lease three or four minor gods along with your core pantheon, just to expand the field slightly. You want no more than 10 defined deities to start with - more deities will suggest themselves in the course of any campaign, but it's important to keep options limited early. Another way to subtly encourage characters to think of your lmajor gods first is to give minor gods just three domains, and make at lease one of those non-core.

I recommend that you pick patron gods for paladins, druids, rangers, and possibly for monks. In my case, druids and rangers follow the harvest goddess or the goddess of love. Monks follow the knowledge path of the Smith, the Death Goddess in her rebirth aspect, or perhaps the merciful aspect of the goddess of Love. Each of these choices opens up some character choices.

Paladins illustrate the use of single-alignment gods in a pantheon: the Good domain belongs to the god of Fire and Smiths, and the Law domain to the Death Goddess. As a consequence, paladins follow the Death Goddess or the Fire and Smiths God for reasons of alignment, or the War God for thematic reasons.

You can see how striving to imitate these gods might make the paladins grim, humorless, yet brutally efficient characters. For experienced players, a paladin of a goddess of death is not just more original than a paladin of the Sun God; it's a bigger challenge to play when you don't have stereotype to work with. The paladin also offers some more traditional types for beginning players: a paladin of the War god is a mighty warrior for justice, and a dwarven smith-paladin isn't a huge roleplaying stretch.

Creating Minor and National Gods
Let's saw I want to introduce some minor gods, such as a Moon Goddess, the God of Justice, and the Gear Goddess, because players requested them. In these cases, I can either introduce new domains thi way or give the minor gods a smaller portfolio of domains (say no more than three). Their allegiances might related to the greater gods as well: the Moon Goddess could well be the younger sister of the Death Goddess, and the estranged wife of the Sun, giving her the Darkness domain (from Player's Guide to Faerûn), the Moon domain (also from Player's Guide to Faerûn), and the Good or Protection domain. You see how it goes; you create the minor gods when you need them, and they're useful to the campaign because a player character needs such a patron. Don't spend time on a god that doesn't connect with the heroes.

The more interesting pantheons have gods with many interests, some related to divine power, others related to serving as patrons of a race, cause, or nation. The minor gods of the pantheon described here include the goddess of stars and magic, the goddess of the moon, the god of heralds, bards, and merchants, and the weather and ocean god. But just as important are the dwarven All-Father, the elven god of archery, and the orcish aspect of the War God.

These are all versions of existing gods: the dwarven All-Father is also the god of fire and smiths. The elven god of archery is also the Goddess of Love among humans, and the orcish War God is not very different from the human one (though he always sides with the tribes, naturally). How is it possible for one god to appear in so many forms and support opposite sides in a war? They're gods. They don't ahve to behave in ways mortals understand. And frankly, why should a war god care who is fighting? As long as the goal is more war, he supports both sides to keep them going.

Schisms and Rivalries
From a plot and story perspective, religion is a terrific source of tension, conflict, and violence in a campaign. Even religions of peace may have followers willing to kill to attain their ends. And that's just monotheism - imagine the story potential of a whole pantheon of mutually antagonistic gods.

You should keep these schism and rivalries simple, so your players can keep track. I'd recommend that each of the major gods have one nemesis and one split in the faith. This split might be between alignments, races, or matters of religious doctrine.

Rival Gods: Notice that the divine rivalries immediately provide a couple of storylines: a paladin of the goddess of Death might oppose the chaotically-inclined druids of the Harvest Goddess (perhaps better known as the Green Goddess). The Sun God hates his ex-wife, but she always escpes him and at times even eclipses his light. The War God is ascendant over the Goddess of Love and Mercy, who might have only a few followers, most of whom are martyred sooner rather than later. The Fire and Smith God opposes the works of the Sun God, and the two sects clearly don't get along; it's a major rivalry. The Fire and Smith God is very likely an ally (perhaps the new husband) of the Moon Goddess. Creating backstory is just a matter of setting relationship in motion and recognizing the conflicts that always come up between powerful personalities.

And that's about it. Avoid the urge to overcomplicate the pantheon at the start. If you cna't explain it in a paragraph, it's too much, especially for new players. Never expect players to read more than a single page of background on your pantheon: they want a bulleted list, not an epic.

Divine Rivalries and Split Churches
Deity vs. Nemesis -- Split
Death Goddess vs. Harvest Goddess -- LG paladins vs LE seekers of magic
Fire and Smith God vs. Sun God -- LG dwarves vs NE humans
Harvest Goddess vs Death Goddess -- CG blessed vs CN druids
Love Goddess vs. War God -- CG elven matriarchs vs LN human monks
Sun God vs. Moon Goddess -- LE hidden sun cult vs CE heretical blind mystics
War God vs. Goddes of Love -- LN soldier-priests vs LN noble priests

Pantheon and Setting
This brings us the tricky question of demi-human gods and national patrons. I'm against the former and for the latter. While gods such as Moradin offer a comfortable default choice to a dwarven character, there's no need to duplicate an entire pantheorn. Why shouldn't allthe intelligent races recognize the same gods, though perhaps with different faces?

That's exactly what the split for the Fire and Smith god is about in the second table; the human followers may worship a version of the god something like Hephaestus or Weyland, a smith and wonder-worker, a wise god of fire and wit. The dwarven god has the same or a similar name, but his statues are of a Dwarven All-Father. They see the human version of the god as an abomination and a blasphemy, importuning the All-Father for the blessings that rightfully belong to the dwarves.

In this case, giving the same god to everyone creates another flashpoint for adventure: perhaps the humans and the dwarves are quarreling over the proper ownership of a sacred shrine, and the whole thing could start an ugly war unless the PCs find a way to make peace between the two sides by uniting them against the Sun worshippers who are really pulling the strings. Perhaps the dwarven cleric just grumbles every time someone "mispronounces" the dwarven name for his god. Either way, you campaign just got richer.

National patrons are another story. They should be associated with a major temple of a nation, with a particular king or bloodline, and with a certain branch of the faith. This gives you room to do certain things at the intersections of religion and politics, such as crusades, inquisitions, and witch-hunts. If you want to go all out, theocracy and the imposition of mandatory worhsip or attendance might be interesting.

Use a pantheon's prominence to define the important themes and powers of your setting by creating a small set of central gods, then adding lesser gods later to suit player needs. Use religion's ability to divide people to generate conflict and set your kingdoms at each other's throats. When you hear a player call out his patron god's name before rolling the dice, you'll know your pantheon is doing its job: stirring up adventure.

Wolfgang Baur is a renowned adventure designer who shares his writing secrets with patrons at wolfgangbaur.com. He is the author of "Expedition to the Demonweb Pits" and "Castle Shadowcrag," among many others.

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