Illertiphine, the Glorious Sentinel, is a well-loved and respected deity. It is known that her role is in protecting the world from external threats, and that once in each Age she must battle the Night Serpent to keep the world safe. It is through continued sacrifices to build her strength that she can protect it from ruin. Images of Illertiphine reflect her as a dazzling multi-hued creature of blazing light, hands resplendent with golden fire.
Those who serve her gather resources which are offered up in supplication to She Who Guards Us All. Although her priests bear the title of 'Protectors', they are often absent from action in local political struggles, preferring to view the long-term consequences of their actions. They wield dazzling powers in battle against their foes, and are rightly feared. It is whispered that the Knights Incandescent were a progressive offshoot from their faith, but they refuse to answer questions about this. Also posted on Game Masters Stash on 30 March 2021. Aynikamol, the Divine Dark, is a quiet goddess who comforts those who give her offerings. She brings peace, quiet, and pitch-black in times of noise and anger. In her faith, she was the mother of all other gods, and her time was that before all humanity, when creation started. Night is a sacred time for her people, and closest to the Beforetime, when you can glimpse the still quiet that existed before the world. Those who serve Aynikamol do not proselytize on street corners, they merely serve, bringing peace and quiet into the world for everyone.
Aynikamol's faith is a Neutral and faintly Good one, which requires only faithful and helpful service to others. When called to appear, she seems more of a darkening or shadow in the rough shape of a horned woman, her cloak spread with stars. She does not speak, and noise in her areas softens, to the loudest explosion sounding like a footfall. Her smile Calms Emotions (DC 25 to resist) on any creature she looks at. How you can use Aynikamo in your games: - A Player Character might choose to serve the Divine Dark, having grown up or converted to the faith. It is not a glorious faith, but one that grants peace in the heart of its followers. Their aims are to benefit society without anger or vitriol, just serving in peace. - The last priest of Aynikamol in the city comes to the PCs, begging for aid. He has heard that a murderer stalks the streets of the gods, killing those who are the last servants of their faith and savouring the despair of their now-forgotten gods. He does not beg for help for himself, but for others who will suffer at the murderer's hands. - This post is (very loosely) based on Uzbek tradition, and there are interesting litle tidbits you can create just about anything out of, if you know about them. Ask around, follow strange Facebook groups, and see what inspirations you can find! Also posted on Game Masters Stash on 17 September 2020. The Imperator is a vastly powerful demigod, self-elevated Patron of Mortals. His methods are ruthless and implacable, and his legions are numerous. Although he must surely have had a life before taking his title, it seems he has destroyed any evidence of this, emerging from the past only under his assumed name. In person, he is alternately magnanimous and melancholy, lamenting his loneliness in the universe and celebrating the quality of his foes, for a man is known by the quality of those who rise up against him. His ethos is nothing less than overthrow of all the gods, good and evil alike, and bringing strong order to the universe.
His eyes are like the first flash of dawn, his smile is like a chest full of polished gold, his physique like that of a statue, and his stature like that of a small giant. In battle and in philosophy, he knows no equal. He promises those who follow him a place in the history books, and respect like they can gain nowhere else. Although he can be a valuable ally and master, his movement threatens any who have professed faith in other deities, and earns his servants foes in all civilized places. Statistics: Those who serve the Imperator as clerics often take the War domain. In person, The Imperator is approximately equivalent to a Solar, and has the ability to permanently slay any celestial or fiend he destroys, earning them a final death. This extends even to deities, threatening them where no other mortal can. In alignment, he is Lawful Neutral, but is possessed of incredible intelligence and resolution, willing to sacrifice almost any ally to gain his goal. How you can use The Imperator in your games: - Player Characters might wish to serve such a master, bringing order to the universe. It can let them play with all sorts of God of War-style shenanigans, rampaging their way through the corrupt servants and creations of all the Gods alike. If your players are fans of the Warhammer 40,000 setting, letting them be children of the Imperator who head his crusade might be a fun role for a new campaign. - You could also use the Imperator as your campaign villain- an unstoppable force raising an army and storming the Heavens and the Abyss alike. This might let you ally cambion fiends with the purest of paladins to resist his might. If you're wanting to overthrow your campaign world, this could be an entertaining way to do it. - If you don't want to centre the campaign around the Imperator, you can have him raising his armies somewhere within your campaign world, but perhaps not actively crusading at the moment. These forces might be a threat, or might turn up by surprise to ally with your PCs against a foe who could overwhelm them otherwise. Also posted on Game Masters Stash on 24 June 2020. Faith and belief are concrete elements in most fantasy gaming- not just "I believe in my deity" but "I know and have seen my deity perform miracles in person". It stands to reason therefore that their belief in just causes and divine commands should also be more concrete.
As an optional rule, if a character spends an action to direct a devout prayer before an action which their deity has power over (like, piloting a ship for an ocean deity, or assisting a wounded friend to make a death save, for a deity of life or death), then they gain advantage on a single roll. This should be used sparingly, to avoid people just stopping to pray every second round, and should only be used within the context of the deity's realm of control. This can allow a devout character who isn't a cleric or paladin to have some benefit from their faith, and rewards a player who thinks about their character's religion for more than just which temples will heal them. Also posted on Game Masters Stash on 17 June 2020. The Crow Knights, elite templars of the Raven Queen's church, are feared and grim warriors. They arbitrate in matters of life and death, especially concerning necromantic issues. Although few in number, their dour demeanour and supernatural powers make them quickly recognized.
Oath of the Crow The oath of the Crow Knights call to those whose lives have been scarred by the dark powers of undeath. They act as messengers, warriors, and extensions of the Raven Queen's will. Those who swear service to the Raven Queen are granted limited powers of the Shadowfell, to cast down undead who endanger the Material plane. Tenets of the Crow The words of the Crow Knights' oath is a secret going back generations, never to be shared outside of their sacred brotherhood. It is uttered under the breath at the going down of the sun and in the morning, a solemn undertaking and reaffirmation each time. - Remember the fallen. All life is sacred, and those lost must be commemorated and celebrated. You must help others deal with their strong emotions, and move on from their loss. - Do not suffer the undead to exist. Undead creatures are anathema, and prevent the souls of the dead from going to where they should. It is your holy duty to escort souls to their proper afterlife. - Hold no pity for those who suffer. Death is the natural end of life, and suffering is only temporary. - The chains of fate are unbreakable. You must bring down the proud who think themselves more important than the power of Fate. You must punish hubris where you find it, and assist in weaving the skeins of fate. Oath of the Crow features Paladin level 3rd: Oath spells, Channel Divinity Paladin level 7th: Aura of Fate (10ft.) Paladin level 15th: Watchful Spirit Paladin level 18th: Aura of Fate (30ft.) Paladin level 20th: Emissary of Fate Oath Spells You gain the following oath spells as listed below. See the Sacred Oath class feature for how oath spells work. Paladin level 3rd: arms of Hadar, cause fear Paladin level 5th: darkness, misty step Paladin level 9th: speak with dead, spirit guardians Paladin level 13th: death ward, guardian of faith Paladin level 17th: dream, modify memory Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. - Guided Strike. As the War Domain cleric ability. - Turn the Unholy. As the Oath of Conquest paladin ability. Aura of Fate Beginning at 7th level, the strings of fate weave close around you, tying about those nearby and sparing you all from an untimely end. You and friendly creatures within 10 feet of you have resistance to necrotic damage, and advantage on death saving throws. At 18th level, the range of this aura increases to 30 feet. Watchful Spirit Starting at 15th level, a watchful spirit guards you in battle. Whenever a creature hits you with an attack, that creature takes necrotic damage equal to your Charisma modifier (minimum 1) if you're not incapacitated. Emissary of Fate At 20th level, you gain the ability to become an emissary of inescapable fate. As an action, you can magically become an avatar of fate, gaining the following benefits for 1 minute: - You have resistance to all damage. - You cannot fail death saving throws. - Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Once you use this feature, you can't use it again until you finish a long rest. Also posted on Game Masters Stash on 22 May 2020. This post is harvesting copiously from a Reddit post I saw about five years ago, about the importance of making a Lawful Evil religion actually attractive to the people who follow it, instead of just being an excuse to be a jerk. The adage "no-one is a villain, in their own head" applies here.
In the original post, user u/almightyolive described Infernalism as below: [QUOTE] Infernalism first made it's appearance on the continent at the same time as the Fellborn pact (where humans allowed themselves to be transformed by the Devils in return for their and their future offspring's souls), but it is believed to be the dominant belief system among Devils. It emphasizes the importance of individual wealth and power, and while Infernalism advocates following the law it stresses that rules are meant to be bent. Infernalism is all about the individual and the present; it does not matter how the world was created because you are here now and you matter. Infernalism implores it's adherents to live in the moment, increase your personal power and not worry about silly things like the afterlife or reputation. It matches current scholarly thought on the nature of Devils, who are thought to be Fallen Angels who could no longer bear the responsibility of their duty and broke free of their bonds. The core of the religion is the Codex, or the set of codified rules that an adherent follows. There is evidence of a variety of conflicting rule sets in circulation (even among Devils) despite it's central importance, leading some scholars to speculate that some adherents view that even the Codex itself is inferior to one's power and can be changed at will. There are two existing forms of Infernalism worship; the Cult and the Induction.
Author's note: The following list is a selection of common rules that appear on most versions of the Codex. It is not an exhaustive list.
I've had this post saved for years, waiting for an opportunity to introduce it to my campaign, but it's never quite fit. That said, it might fit for some of you, wonderful readers. Here are some ideas and comments on how you could use such a concept: How you can use Infernalism in your game: - For Pathfinder players, this concept fits perfectly for a native of Cheliax and their practice of Diabolism. For players in other campaign settings, the Shadovar of Forgotten Realms, the Scarlet Brotherhood or the Empire of Iuz in Greyhawk, these kinds of beliefs might drive a Lawful Evil player character, without leading to them just disrupting the party and ruining everything. - For those who have played the updated versions of Doom, there's a religion similar to Infernalism going on, which the NPC Olivia Pierce follows and has led a cult in. This cult becomes an uprising that triggers off the main events of the game. This could be used as the basis for a new-age spiritualist belief system in a modern or sci-fi game with very little change. - Even if you (wisely) limit your player characters to not being evil, this kind of philosophy could be one that some of your Neutral or even Good characters might practice, eschewing the more manipulative or usurious commandments. Given that many of these commandments are to do with self-actualization and looking out for what's dear to you, it's not something that would necessarily "trigger off" someone's evil-detection senses. - The Ten Thousand Kings of Hell have become aware of the audacity practiced in seeding this religion among the mortal races, and even they are impressed with its success. They have elected one of their members, the Heresiarch, to orchestrate its growth. He is clad in darkened steel and cannot speak, only breathe words of fire that float upon the air, and yet his words are praised and listened to. The practices of concealment and deception are being discarded for honest semblance- and yet mortals still listen. Although this technically does not breach the Truce Celestial, the forces of the Heavens are mightily concerned by its growth, and would send word to their own agents to work against it. Also posted on Game Masters Stash on 17 April 2020. The Mother of Many Hands is a venerable deity, a deity of wronged mothers, of vengeful widows and bitter spinsters, and of hopeful maidens and wives. She aids in peaceful and painful births and deaths, and all of life in between.
When she appears (usually in dreams), her skin is alabaster-white, and her eyes and hair are raven-black. She floats above the ground with tattered robes ending in hooked claws, and her countless arms are constantly in motion. She speaks almost exclusively in cryptic rhyme. While the Mother of Many Hands can be gentle and aid others, she is relentless in destroying those who would wrong her servants, even those who work against one another. Statistics: The Mother of Many Hands is Neutral, with capacity to act in both Good and Evil matters. How you can use the Mother of Many Hands in your games: - Humanoids have mostly moved on to "nicer" and younger deities, while more primitive and savage deities like the Mother of Many Hands tend to still be worshipped by other races like Orcs or Bugbears. Her shamans are dangerous opponents who can heal their tribe and birth monstrous creatures to defend them. - Some humans still serve the Mother as hedge-witches. Their religion is looked down upon by 'civilized' folk, but they often serve as back-alley healers and assistants to those in need of help. - The Mother of Many Hands has slumbered for many years, but perhaps she is awakening. Also posted on Game Masters Stash on 3 April 2020. In a D&D world, it's expected that your characters believe in their gods devoutly- that's how you get healed, see magic, and obtain blessings. It's not an act of faith so much as a pretty sensible worship of an incredibly-powerful being. So the fairly natural standard is to pick the one closest to your alignment and ethos, and just say "that one is my patron", or favourite.
This doesn't have to be the case, though. As with real-world religions, there are plenty of people who grew up in a faith, and follow its tenets (mostly) but aren't devout, or who do the yearly ceremonies because it's expected without attending to daily prayer or weekly masses. In a D&D world, some might even be unwilling servants, sworn to an oath that they had to make out of need, obligation, social pressure or divine mandate, without necessarily agreeing with that god's ethos. So, a (personally) evil servant of a Good deity might try to abuse the system to benefit them and their allies, while being encouraged to be generous and kind, while a personally good servant of an Evil deity might be trying to slip in compassion and kindness between the acts that their patron expects of them, perhaps with some kind of divine 'shock' administered if they don't attain their quota or spread enough misery. I've touched on this before, but my expectation is that alignment isn't just how you act, it's how you feel about those acts afterwards. Like a worker in a strict bureaucracy who has to follow the rules, even if those rules are mean-spirited, this can affect how much information your characters gives, how much assistance they'll offer, and the way they offer those. Perhaps a secretly-good cleric can give away healing cantrips, but their more powerful spells attract a cost or oath somehow. How you can use devotion in your game: - Having a range of alignments within a clergy (and lay worshippers as well) expands your game from moralistic groups arguing with each other to a more realistic worldview. If your players know to avoid Pater Aemon at the Church of the Morninglord because he's that jerk who insists on the full chartered cost for every single healing, and go to Sister Nataliy because she actually cares about people, even if she's a bit busier from healing in the slums every day, then you're doing a great job! - This can be a challenging option for a Player Character, so make sure you discuss it with your GM first. It can be really fun to play a character who's counter to expectations and a little quirky- a strict orthodox servant of Sune the goddess of beauty, who prefers spartan living and aesthetic and is just following the family business; a good-hearted cleric of Bane who desperately wants to help but is shackled by his master; a reformed and redeeming cleric who now serves Ilmater, Father of Suffering who used to be a kneebreaker for the local Thieves' Guild. - Another interesting aspect to consider is how the god feels about their servant. When they're able to make contact and ask questions with spells like augury, commune, and divine intervention, will they be gently chivvying their wayward servant, or looking at their deeds with pity and eyes full of wrath? Also posted on Game Masters Stash on 14 December 2019. The Old Gods of the universe are unspeakably ancient, old before the world was born. They embrace primal emotions, more more fundamental than thought or philosophy. Their desires are vaster and wider than morality.
The Old Gods were cast out in the Dawn War, when their children were born. Stars aged and died in the Old Gods' banishment. But they have patience, and cunning, and billions of years to plan, in addition to powers that snuffed out suns and gods alike. Their weapons included the Nightserpent, a beast that hides in the dark between the stars, and even stranger things. But perhaps they are not prepared for how the world has moved on without them, and what forces might be arrayed against them. How you can use the Old Gods in your game: - Much like the Reapers of Mass Effect, one of the Old Gods returning can bring whole kingdoms to dust. Worlds will tremble as they begin their awakening, and no force can stand against them. Only a few plucky heroes in the right place can unbalance the magics that will return them, and surely no-one is dumb enough to sign up for that much of a suicide mission? - Perhaps the awakening of the Old Gods brings their minions, ur-demons from the deepest depths of the Abyss, realms of pure insanity and unreasoning hatred. Like Dragon Age's Blight, this can wreak havoc across the world and allow lower-level adventurers to fight their way to positions as experienced combatants. Also posted on Game Masters Stash on 12 December 2019. Shrines are small places of worship, short of a full temple and often unattended and placed in out-of-the-way places. Journeying to them often involves following a long and winding path, allowing the pilgrim to reflect upon their own spiritual journey and how it relates to their patron. Distant shrines are often enchanted to grant blessings to those who make proper offering to them.
Statistics: Those who journey to a shrine and make an offering of goods, coin, or prayer can gain the benefits of an appropriate 1st-level Cleric spell (depending on what they pray for, defaulting to Bless otherwise), as if cast with a 5th-level slot, once per day. How you can use Shrines in your game: - Player Characters might be hired to escort a noble or merchant to a nearby shrine, protecting them from hazards in the wilderness. If they are devout, they may even choose to make an offering while they're there. - PCs might go themselves in search of a shrine, perhaps to a less-popular deity which they worship. A cleric might even task them with reclaiming a shrine which has been overtaken by hostile forces, or some kind of fiend. - Some shrines exist to some evil deities as well, although they are generally attacked by agents of 'good' deities. Your PCs might be sent on such a task. Also posted on Game Masters Stash on 9 November 2019. Glorimraegrett, the Glorious Sun Wheel, is the goddess who governs the sun's movement through the skies and brings order to the cosmos. She is serene, magnificent, and compassionate in all things, appearing as a rosy dark-skinned dwarf woman in elegant robes, with eyes shining with brilliance. She is subordinate to Padraig, Lord of Light and the Flame of Justice.
The servants of Glorimraegrett are given to charity and establishing systems that bring safety and order to all those around. They set themselves at the heart of all matters, sometimes even involving themselves in matters they would be best served by not being involved in. They are, however, caring for those who they are involved with. Statistics: The devotees of Glorimraegrett tend to Lawfulness and Goodness, alternating between emphasis on the order of reality, and the safety of those who live in it. They often have domains of Life, Sun, or Goodness. How you can use Glorimraegrett in your game: - As a Lawful and Good church, Glorimraegrett's temples are in many places through civilized society. Although they are still rare for now, the faith is growing and popular. She makes an ideal patron for a player character to serve. - In her hands, Glorimraegrett holds the globe of the sun, with which she controls the Heavenly Orb's holy movements. But when the sun fails to rise one day, it looks like the globe may have been stolen by a thief. Those who serve the Glorious Sun Wheel will want this recovered at any cost, while those enemies who benefit from darkness, such as Drow or Mind Flayers, may take advantage of the opportunity. - Followers of Glorimraegrett are spreading across the world, attempting to establish themselves in more communities. They may need guidance, or assistance in dealing with threats. Their worshippers are likely to pool their wealth to hire adventurers. Also posted on Game Masters Stash on 7 November 2019. Chiauxochitl (Pronounced Chi-ow-zosh-eetl) was once a mortal woman, a flower-gatherer by trade. This changed when the Empire in which she lived came under attack by strangers from across the seas. Hundreds died in their first attacks, the fires reaching to the heavens. Her people appealed to all the gods for aid, and were promised deliverance if one of their number was offered up. The people of the empire were vexed mightily, and those who wished to aid put their names forth. Many mighty warriors were entered into the lottery, as well as one humble flower-gatherer who just wished to help.
She was selected to be the vessel of the immortal Red Empress, and her skin split and sloughed off, transforming her into the horrifying spirit which still protects the Empire of Tochtonal to this day. The next time the invaders came raiding, the Red Empress allowed them to push forward into a grand square before her palace-pyramid, and there she descended upon them. Plaques speak of the barbarity and violence of this day, centuries gone. They say that four rivers ran red with the blood she spilled, and the invaders howled and begged for mercy, but received none. Not a one of their thousand still breathed when the sun set, and she retired to her throne. Now, none dare rouse her from her slumber, but she dresses to wander the markets and look upon her people on one day each year. They celebrate this day with flowers and skulls, to placate her rage and to reassure her that the enemies of Tochtonal are no more. Statistics: The Red Empress is a deity's vengeful avatar given form, with the statistics of a Neutral Evil-aligned Planetar. She retains all of the aligned abilities and powers, but dwells in the form of a human body at all times. She is horrifying to gaze upon, a repulsive but noble cast to her features and dress, but her body constantly oozes sticky blood from its surface. Her form has grown skeletal, but she dresses still in the finery as befitting her station. How you can use the Red Empress as part of your game: - On entering the Empire of Tochtonal, outsiders may notice the skulls of enemies used as decoration on city streets and buildings. While ghastly, locals may explain that this practice staves off the wrath of their Empress, and stops her slaughtering all who enter their lands. This is why they can now trade with others peacefully. - PCs might be asked to bring forth an outsider who has harmed citizens of the Empire unjustly, perhaps stealing royal treasures of the court. This lawbreaker is to be imprisoned until the Red Day of the Empress, when she will grace the people with her presence and punish the criminal. - If your PCs happen to be competing with other outsiders for some treasure of the Empire, they may accidentally call down the Red Empress' wrath upon all of them, until they can explain their opposition to the others. Nevertheless, her vengeance is mighty to behold, and indiscriminate in its violence. Also posted on Game Masters Stash on 8 August 2019. The Altar of Change is a sacred place to Bleddyn, Princet of Permutation and Chaplet of Change. Here, followers can appeal for their form to be changed, as was Bleddyn themself in their mortal life.
Bleddyn began mortal life as a Halfling, and was transformed after his first death into the form of an Elf. Following their second death, they were changed again into an undead construct at the behest of Nïa, now the goddess of death, before they attained their true form in Godhood. As such, it is a sacred ritual of Bleddyn's faith that changing form 'kills' the original and allows them to find a new life- as a different gender, different race, or even different forms entirely. At the Altar of Change, followers gather to comfort one another and counsel through their choices to ensure that their holy change is not regretted. Together, they pray for sacred cleansing of spirit to assist in an easy transition, often through distraction. Bleddyn was an expert archer in life, and this pursuit is common among followers, as it encourages focus and being able to be flexible in approach. Effects: When enough followers gather, they can appeal for a Polymorph effect upon the subject who requests it. They treat this very solemnly, and part of the ritual involves Atonement for any past sins. How you can use the Altar of Change in your game: - A player character who desires change (whether gender, race, or something else) or wants to retire their character and start a new one, can attend one of the Altars of Change to assume a different form. The initiates of Bleddyn's faith will speak with them to be sure of their intentions beforehand. - A villain who has fled from the PCs has run to one of these Altars and forced the initiates to change their form. It is sacred to their faith that the Changed are forgiven any of their previous crimes, but they definitely continue to feel threat from their new companion. The PCs will have to investigate to find out which one of the initiates is actually a threat to them. - Bleddyn is also open to the idea of enhancing particularly faithful followers, merely building on their existing form by adding additional strength (or similar effects), or allowing them to shift their shape at will. These are known as "Bleddyn's Altarations", as the Princet of Permutation was especially fond of puns in their mortal form. Also posted on Game Masters Stash on 7 June 2019. When a soul can no longer cling to the mortal realm, and nothing supernatural anchors it, it is compelled to wander to the Halls of the Dead. On its journey, it must cross the desert of souls, which mirrors all its acts during life and strips away all illusion and longing. Crossing the desert can take days or weeks, and sometimes even longer. Finally, all souls reach the Final Gate, a soaring construction thousands of feet tall, opening to the edifice within which the dead make their way.
There the dead queue to meet Nïa the Eternal Administrator, goddess of all the dead. She and her servants judge them can send them to their correct rest, and quiet those who are distressed at their new state. If others wish to restore them to the mortal realm, her bureaucrats guide them to the right location to rejoin those who would summon them. Everything functions in a calm, busy hush, and the Halls are efficient and functional. Nïa's Halls contain libraries and mauseoleums for those who wish for knowledge or simply for rest, but those who declare faith for a deity are sent to that deity's domain, whether for good or ill. The Halls are in a constant state of slightly embarassed repair, under siege from Kerastes, who preys upon the spirits of the dead and devours them for all eternity. The servants of Nïa battle off the depredations of the Worm and his servants, blocking off corridors and wings of the Halls as needed while quiet phalanxes of construct warriors do battle with the invaders. How you can use the Halls of the Dead in your game: - Someone who returns from the dead swiftly is likely not to have crossed the desert yet, and will return with only hazy memories of self-contemplation. Those who have passed through the Final Gate will have lost some of their self-delusion and even memory of their previous life. More powerful resurrection rituals bring their targets back to the mortal realm without even recall of the Halls of the Dead. - Adventurers who need to seek out a particular soul might take planar travel to the Halls of the Dead. Trespassing into the Halls will require bravery and stealth, for evading its implacable construct-guardians is no easy task. The pillage wrought by Kerastes' servants might threaten such a soul, endangering the adventurers' target, and battling off such an invasion will be critical to their mission. Nïa herself might even be amused by such daring, if ever so briefly. Also posted on Game Masters Stash on 26 May 2019. The Laughing Shadow, hero-champion of all thieves, was once a mortal Halfling who stole divinity from the Gods themselves. He wrapped himself in shadow and erased himself from sight and memory to protect those he loved. Now only those who he chooses can even perceive his existence, and most other faiths deny that there even is a God of Shadows.
The Laughing Shadow's ethos prescribes theft from those with too much dignity and not enough compassion, vengeance against those who harm the weak, and secrecy to protect yourself and others. Some take this to logical extremes, and believe in theft of everything, from everyone, but the Laughing Shadow rolls his eyes at this. He much prefers to expose those who are hypocrites or preach values they do not espouse. Those who serve the Laughing Shadow are somehow protected from other deities' vengeance, and usually undergo some training in other churches before making an escape to serve their own. Statistics: The Laughing Shadow is a Chaotic Good major deity, with the Chaos, Thieving, and Trickery domains. His favoured weapon is a shortbow forged of rainbow light, stolen from the sky and known for its unerring accuracy. It delivers shafts of light at breathtaking speed, and when he wants to be known for his deeds, arrows of pure gold, often with a message tied to them. The Laughing Shadow offers sanctuary to thieves and ne'er-do-wells of all creeds, so long as they hold by his demands. When the Laughing Shadow appears, if at all, he emerges fully-formed from any shadow or darkness in the vicinity, usually behind whoever has called him. His diminutive stature belies blinding speed and swordplay, as well as incredibly imaginative escapes. How you can use the Laughing Shadow in your game: - The Laughing Shadow makes a perfect patron for Player Character rogues, and might encourage them out of murderhobo antics into anti-authoritarian socially-responsible acts. - The Laughing Shadow might call upon PCs to carry out an act for him, whether exposing a tyrant or freeing a prisoner. If all goes well, they'll be lauded in song and owed many drinks. If they fail, they may earn enemies in power. - A strong-willed Cleric of a Lawful faith has taken exception to even the rumour of such a deity, and has taken it upon himself to craft a trap- a room filled with constant light, from which the Laughing Shadow cannot escape. Those who serve him will notice the weakening of his powers, and might be able to call for aid. Happy birthday to my little brother, and his old character Nibbler Hubshank, who we played to nearly 30th level back in Advanced Dungeons & Dragons, way back in the day! Also posted on Game Masters Stash on 20 May 2019. The Dancer is a powerful spirit archetype, neither good nor evil. She has existed since humanoids first learned deliberate movement, and represents physical movement, joy, communication, sadness, and violent retribution on those who threaten her people. Those who follow the Dancer tend to be passionate, given to displays of emotional outburst and spontaneous action.
Followers of the Dancer dresss in colourful clothing, sometimes tattered or dagged along the edges to flow better when moving. They are usually fit and outgoing people, which aids spreading her worship across the world. Although she is ancient and incredibly powerful, she has little in the way of aims, meaning other deities and their followers rarely see her as a threat. Statistics: Neutral minor deity. Domains: Dance, Luck, Travel. How you can use The Dancer in your game: - Being Neutral, the Dancer has little interest in tipping the scales of morality. She does care about actions which would harm people, however, and is likely to intervene in any scheme which does so. - The Dancer makes an ideal deity for a Player Character to follow, embodying passion and involvement in things. - As a Neutral deity, the Dancer sometimes becomes aware of plots which more rigidly-aligned deities would never hear about. If no mortal agent is nearby, the Dancer might appear in full form to heroes locally, in order to give them a warning. Also posted on Game Masters Stash on 29 April 2019. Kerastes, also known as He Who Hungers, and The Wyrm That Crawls Beneath, is an immortal and undying Dragon, perhaps the first Dracolich. He dwells in the Realm of the Dead, and devours the souls of the unwary dead. It is the duty of the Lady Nïa to defend and shepherd them from his depredations.
Kerastes is an ancient and infamous monster, who depredated much of the mortal world before making his lair in the realm of the dead, burrowing deeper and deeper into its abysmal depths where he could not be rooted out and destroyed. It is not known how he made his transition into an undying creature, and indeed many myths exist of heroes who ventured into the realms of the dead and slew him, and yet he has re-emerged many times. It is thought that he not only pioneered the ritual of becoming a Dracolich, but spread it to mortal servants in order to create mighty creatures in his own image on the mortal planes. Worshippers of Kerastes often wear a bracelet of silvered bones about their left wrist, and recognize each other by animated tattoos upon their left wrists, which seem to 'burrow' out from the skin onto the wearer's palm when they wish it. When gathering, they wear robes of greys, and powerful cults are often led by liches. They plan to 'turn' nearby dragons, whether Good or Evil, into dracoliches under the control of the cult, and will often hire adventurers to attack a dragon's lair, in the hope that they will weaken or wound it and make it more tractable. They will then often approach the dragon and force it or offer it a poisoned broth, to drive the change into an undead creature. Statistics: Kerastes is a Neutral Evil minor deity, with small cells of cult members scattered all over the world. His worshippers have access to the Dragon, Evil, and Undeath domains. How you can use Kerastes, The Wyrm That Crawls Beneath in your game: - Adventurers might be hired unsuspectingly by a cult of Kerastes to slay a dragon. While the reward offered is sizeable, the dragon is much more so than promised, and your PCs may have to beat a hasty retreat. If they're watching carefully, they might spot their employer heading in the main entrance to the cave, clutching some kind of bubbling potion. - Servants of Kerastes might attempt to poison a nearby Good-aligned dragon for their own gain. Those who have dealt with the dragon might try to assist it in overcoming whatever ailment has been inflicted upon it, especially before the servants of Kerastes are able to carry out their vile plans. The cultists might attempt to interfere with your PCs in gaining the rare ingredients needed to cure the dragon's poison. - A Dracolich which has fully attained undeath is likely to have a cult of Kerastes either controlling it, or serving it, depending upon its power and willingness. If you are planning an adventure with a Dracolich, perhaps include a cell of warriors and spellcasters who can defend it, make up for some of its weaknesses, and abscond with its phylactery so that it can return to them if defeated. Also posted on Game Masters Stash on 20 April 2019. The citadel of Maelona's Bastion is a fantastical location, supposedly crafted by the hands of Maelona, the War Goddess, herself. It is established in savage and dangerous lands, and reaching it is quite a journey.
The citadel itself consists of a tower surrounded by a winding staircase, with a wide courtyard balcony, enough to march thirty men abreast in a circle. The tower is overshadowed by a colossal statue of Maelona, hundreds of feet tall and carved from a single mass of white marble. In the fields and mountains surrounding this citadel, warriors can learn the arts of battle with other warriors of many other races, both against and with one another. It is a place of friendly learning, of sodality in soldiery, where Maelona's sacred warrior-priests of all races punish those who would actually seek to slay one another. How you can use Maelona's Bastion in your game: - Your players might need to travel here to seek the wisdom or aid of Maelona's warriors. Persuading them to choose a side in a conflict will be a difficult battle. The warrior-priests will demand proof of purity in meaning and of ability, by ritual battle to the third blood or more. - Outsiders might be sought out if a crime against Maelon's Pact has occurred- a murder using most foul magic, or use of prohibited coward's agents. Your players could be called upon to investigate who has committed such a murder, and settle the growing schism between those who serve the art of battle for self-glorification and power, and those who seek to learnt these arts for protection of themselves and others. - It is said the the diminutive halfling janitor who has been here for generations knows more than she lets on. She has swept and served for many years, and observe the rites of war of a hundred years' worth of warriors training in thousands of techniques. Those who serve Lilandrea, Goddess of Self-Perfection, would do well to seek her here. Also posted on Game Masters Stash on 6 April 2019. Chonekaax is the primordial spirit of lightning’s anger, roused to battle invaders. Chonekaax sponsors those who would battle invaders with swift vengeance. She builds her power over time, and vents it explosively. Those who would serve Chonekaax must dedicate themselves to vengeful wrath, and swear to build whatever power is necessary to keep their lands free. Chonekaax, as a major spirit, is not at the level of a true deity, but is served by shamans. She communicates mostly through omens and visitations, rather than direct communication. However, her image can be seen often in the storms above her island. (Originally posted on Game Masters Stash on 4 January 2019) Categories All Herald and bringer of a different reality, Rhabrhyn is not a goddess in the traditional sense. But she offers those willing to follow her a chance at a new existence altogether. This cryptic figure can be found occasionally roaming quiet places. She ‘speaks’ with a melodious voice, and opens her cloak to reveal passage to a different reality, one that goes by her own name. In glimpses, this reality resembles our own, but different, wilder, newer. She promises the chance to forge a new existence, free from the cares and history of the world that is. And for some people, that offer is very enticing. She warns that there is no way to return, however- that those who are offered the chance must gather all that they wish to take, and any loved ones they wish to bring, and that there will be no return. Those who accept this offer often preach to others, trying to spread her word and find like-minded souls. With no return journey or messages, it is theorized that those who travel to the new world go to a fresh, unspoiled world with no history, no ancient ruins or ancient grudges. However, it is all conjecture. Adventure hooks: • It has been noticed that Rhabrhyn has never made her offer or appeared to a Cleric within this world. The churches are starting to investigate why, and need operatives willing to do their bidding. • When a war has been lost, and the people are awaiting their deaths, a figure in their midst speaks. What reason do such people have to remain where they are, with death assured? • A criminal takes a hostage, and in a last desperate bid for freedom, hurls them both through into the new world. A distraught parent offers their entire fortune to anyone who can recover their child. (Originally posted on Game Masters Stash on 26 December 2018) Categories All |
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