Wednesday, August 7, 2024
Tuesday, August 6, 2024
Saturday, August 3, 2024
Monday, July 29, 2024
Sunday, July 28, 2024
Saturday, July 27, 2024
Friday, July 26, 2024
Thursday, July 25, 2024
Wednesday, July 24, 2024
Saturday, July 20, 2024
Wednesday, July 17, 2024
Friday, July 12, 2024
Sunday, July 7, 2024
Friday, July 5, 2024
Tuesday, July 2, 2024
Friday, June 28, 2024
Thursday, June 27, 2024
Tuesday, June 25, 2024
Sunday, June 23, 2024
Saturday, June 22, 2024
Thursday, June 20, 2024
Monday, June 17, 2024
| Campaign One | In Search of Adventure |
Monday, May 20, 2024
Sunday, May 19, 2024
Saturday, May 18, 2024
Friday, May 17, 2024
Thursday, May 16, 2024
Wednesday, May 15, 2024
Tuesday, May 14, 2024
Monday, May 13, 2024
Saturday, May 11, 2024
Friday, May 10, 2024
Thursday, May 9, 2024
Wednesday, May 1, 2024
Saturday, April 13, 2024
Thursday, April 11, 2024
| Date Posted | News Title |
|---|---|
| Rest in Peace Charlie Kirk | |
| Critical Role Falls Short For Me | |
| We Focus on TTPRG's Here |
Wednesday, April 10, 2024
Tuesday, April 9, 2024
At the twilight of the golden age, a new dawn breaks. Forged in the fires of chaos that followed the cataclysmic fall of Bael Turath and Arkhosia, the world writhed under the ironclad heels of petty kings and warring bands. Yet, from this primordial soup of ambition and conflict, a singular star ascended: the House of Nerath.
Legend whispered that Erathis herself, the goddess of civilization, guided the hand of the House of Nerath. And so, under a single, unifying banner, most of the world was united. The first Emperor, the legendary Margath, claimed the land for his capital, Nera—a site hallowed by the slumbering bones of a great gold dragon.
Nerath’s ambition, however, was born of bitter memory. The devastating wars of its predecessors served as a solemn warning, and so the empire sought to forge a new path. It championed an open tolerance for all races, a radical decree enforced by the full might of the law.
It was a golden age, a fleeting moment of peace bought at the cost of cultural identity, as the vibrant tapestries of racial heritage were woven into the bland fabric of imperial conformity. A darkness, however, still loomed at the edges, where aberrant creatures, orcs, goblinoids, and gnolls festered, deemed too savage for civilization. For five hundred years, Nerath held its supremacy, the Flame Imperishable in the heart of its capital, Nera, a beacon of its unassailable power. But all empires must fall, and Nerath, too, began to rot from within. The embers of discontent sparked into rebellions, stretching the once-unbreakable Imperial Legions to their breaking point.This internal strife was the portent of a true cataclysm. From the wild places, the scattered gnoll tribes coalesced under a single, terrifying banner. Their chieftain, the Ruler of Ruin, a self-proclaimed prophet of the demon lord Yennoghu, became the herald of the empire's final days. With demons marching at his side, the Ruler of Ruin unleashed a tide of gnolls upon Nerath. The empire, weakened and beleaguered, was utterly unprepared. Within months, the gnolls besieged the capital itself. The Gates of Destiny, a symbol of Nera’s majesty, were torn down and defiled, and the emperor slain.
In the wake of Nera’s fall, the provinces turned on each other, a ravenous pack of wolves vying for the scraps of the imperial throne. But from the heart of this chaos, a hero emerged: King Elidyr. He seized the crown, rallied the shattered legions, and faced the gnoll horde at the climactic Battle of Sarthel. Though he paid the ultimate price, Elidyr dealt the gnolls a crippling blow. Yet, victory was a fleeting illusion; the legions were scattered, and the gnolls consolidated their new-won territory. The Empire of Nerath was no more, its provinces fracturing into a myriad of city-states. While the Kingdom of Astraean arose from the ashes, the specter of Nerath’s fall haunted the world for a hundred years.
Yeenoghu, sensing a weakened world, unleashed another immense horde of gnolls. In this darkest hour, the Guardian Clan of minotaurs, ancient enemies of the demon lord, forged an alliance with the civilized races. Led by the mighty Asteron Stonesplitter, they drove back the horde. But this victory was not without cost, and the minotaurs found themselves at odds with their own kind, branded as traitors.
As imperial authority crumbled, the noble families of Sarthel formed a new Council of Lords, and the world held its breath. Not long after, The Bloodspear War erupted, as orcs from The Stonemarch swept through Nentir Vale.
Havoc followed in their wake: Kalton Manor and Raven Roost were abandoned, Fastormel was destroyed, and Fallcrest’s army was annihilated at Gardbury Downs. Only the swift warning of a runner saved Hightown from the same fate as its lower counterpart, an event now immortalized in the Cross City Race.
Our story, focuses on the region of Nentir Vale, once the proud heart of Nerath, now a lawless wasteland swallowed by chaos. It is here, in this land of growing darkness, that a few small points of light still remain. It is here that champions are born, and legends are forged. Welcome to the Nentir Vale.
Monday, April 8, 2024
Sunday, April 7, 2024
Saturday, April 6, 2024
The Underdark is an enormous system of subterranean caves, caverns, and tunnels located beneath the surface. The Underdark is not one giant cavern under the surface, but rather many huge networks of caverns and caves. As a result, it is not always possible to travel from one end of the Underdark to the other. The Underdark is divided into several domains that are similar to continents of the world above.
While it is possible to travel from one place to another within a domain, separate domains tend to have very few passages linking them. The major domains of the Underdark are massive regions controlled by various factions and races. The Underdark's underground landscape varies from small subterranean fissures almost impossible for adventurers to crawl through to more conventional caves and caverns.
But there are also wide expanses of deep water in which coral caves grow, blocks of ice that creatures hollowed out and dwelled inside, and cave-like spaces within masses of fungus or bone or else supported by bubbles of magical force.This varied landscape is as dynamic as the surface. Some areas are always changing over time because of underground magma rivers or the emptying of underground lakes due to cracks in the rock formed by earthquakes. This means maps of the Underdark were highly unreliable.
The Underdark's environment varies vastly from the surface world, making adventuring through it a dangerous expedition. Just like trekking through a desert, adventurers traversing the Underdark's passages need to be well prepared.
The Underdark is mainly without any source of light save for the occasional luminous rocks or fungi. Large portions of it are also without food or water, making well-stocked food supplies a must-have when exploring uncharted terrain underground.
Lack of light combined with a tomb-like silence makes traveling something only for the strong-hearted. The nerve-wracking silence makes even experienced adventurers grow agitated. Just like deep dungeons, the air can grow stale and even poisonous in the Underdark.
It can contain explosive gases from underground volcanic activity or other deadly gases bubbling out of deep fissures in the rock. Bad air and poisonous fumes can collect in portions of tunnels and caves more or less isolated from the main vaults and caverns. Siphon-like tunnels holding water can also trap these gases for a long time.The temperature underground varies according to depth and the proximity of thermal activities in the area. Throughout the year, the temperature remaines stable and moderate in most regions, usually slightly clammy or chilly. The water underground is extremely cold and posed a hypothermia risk.
The Underdark is inhabited by many races, including aboleths, beholders, cloakers, derro, drow, duergar, dwarves, illithids, kuo-toa, quaggoths, rock gnomes, svirfneblin and many other races and creatures. Plant life and animal life can be as varied underground as on the surface, ranging from small insects to hook horrors, black dragons and shadow dragons, which set up their realms deep down. Anything can be expected.
Plant life is unable to utilize sunlight as a source for energy, and thus takes on strange forms adapted to life underground. Many fungi are also found underground. Being unable to digest normal nutrients most of the time, they rely on absorbing faerzress for their energy.
Friday, April 5, 2024
Yes, I understand that this has nothing to do with Dungeons & Dragons and no, politics, religion and IRL beliefs "never" come up around our table but I felt compelled to speak on this topic. September 10th, 2025 Charlie Kirk was assassinated at a Utah event that he was holding. This shit has gotten out of hand and it needs to be dealt with quickly. This kind of person has no place among us as Americans.
The shooter at this time is still at large but the evidence they have found so far shows that this person was a "certain type of person" which we will not get into here but one thing is certain, the LEFT has gotten out of control. The blue haired, nose ringed lunatics have gotten out of control and it is just a sad thing. This was nothing more that a political hate crime against Charlie Kirk. The LEFT couldn't debate him so they shot him.
This is the country we live in now. If someone speaks their mind, and someone disagrees with them then they shoot him instead of sitting down and debating whatever the issues are like civilized human beings. I am a conservative, I'm not necessarily a Republican or Democrat "I'm for sure not a Democrat", I am a normal man that lives a normal life. If I see stupid shit online, I ignore it, block it and walk away, I don't get mad and throw a temper tandrum like the LEFT does. Charlie Kirk was a legend plain and simple. He died exactly how he lived, a father, a christian and a respected voice in America.Let me close this post out by saying this . . . If you're one of those purple haired, nose ring retards on the LEFT or if you're a Democrat that supports this kind of bullshit, don't talk to me or apply to join this group. If you're a person that signs off on anything WOKE don't try to join us. If you're a person that is hard core anti Trump, anti MAGA, anti "anything on the right", identifies as a lampshade, Trans or tries to force people to use your pronouns . . . just stay away from us, I'm sick of this shit. We don't need you in our group.
I've always tried to check my voice and not speak out but no more. The people in this group are TTRPG people, we are all conservatives, MAGA supporters and normal grown ass adults that has lost patience with the left. The LEFT tried to assassinate Trump, they succeeded in assassinating Charlie Kirk and anyone that supports this kind of shit can go fuck themselves. My thoughts and prayers go out to the family of Charlie Kirk. Rest in Peace brother.
Need I say More?
• Trump Assassin Found Guilty (9/23/25)
• Anti-Ice Shooting in Dallas Texas (9/24/25)
• The DARK TRUTH About Left-Wing Violence in America (9/28/25)
• Michigan Church Shooting (9/28/25)
I'm sorry it has come to this but, this stupidty has gone too far and I am simply tired of dealing with it and would rather these type of people not be around this gaming group. This is why the above post was made. All of these links are recent and they are all directed towards the RIGHT. I don't want these kinds of people around me or in my gaming groups. You can take this how you want, you can be offended, you can be pissed off, I honestly do not care but from this day forward, we are a christian, ICE supporting, conservative, right wing, MAGA gaming group.
If you are one of the people that I described above that I did not want around me, plenty of other groups exist, go find one of them. I would rather never run another game again that have to tolerate Left Wing people in my groups.
Thursday, April 4, 2024
Before I get into this, I am sure I will be vastly outnumbered by all the little critters that worship Critical Role and I'm ok with that. I started watching Critical Role during Campaign One but due to work it was hard to stay with due to lack of time. I endured the Tiberius Stormwind episodes where Orion Acaba nearly pushed me away from them with his stupidty and eventually got to around the halfway point of the first campaign.
By the time I got the first half of Campaign One watched I was starting to get a little burnt out and Campaign Two had started so I started watching the second campaign and got to a little before the half way point of this campaign as well. One thing I started seeing in both of these campaign was the amount of B-Rated acting going on.
Sure, I get it, they were trying to put on a show for the audience but still, it was just cringe to watch at times. It got to the point where I just stopped watching them all together. I simply was not feeling it anymore. The Vox Machina released as a series which I've watched in its entirety and I am probably watching the Mighty Nein when it releases.I don't see the animations as a D&D show, they are more like a regular animation to me and I'll admit, Vox Machina was a fun watch as I am sure the Mighty Nein will be. The D&D live plays however "for me" are just not feeling like Dungeons & Dragons any more.
While I refuse to play 5th edition, "some" live plays are "ok" to watch but Critical Role "imho" has lost its way. It doesn't even feel like D&D any more, it is more like them being B-Rated actors acting out a script. I still adore Laura Bailey, I mean, how could you not? Marisha Ray's acting just makes my skin crawl lol.
I've watch clips from Campaign 3 and I can see how they have changed for the worse, it's not even about the TTRPG experience any longer, it's more about bad acting and money. I don't hate them or anything, I am just not interested in them like I was at the beginning. I still wish them all the best of luck though.
Wednesday, April 3, 2024
• Acolyte
• Acrobat
• Arcane Bard
• Barbarian
• Bard
• Beast Master
• Chaos Knight
• Cleric
• Druid
• Fighter
• Forester
• Illusionist
• Knight
• Mage
• Monk
• Necromancer
• Paladin
• Ranger
• Rogue
• Rover
• Sorcerer
• Swashbuckler
• Thief
• Warden
• Wizard
Tuesday, April 2, 2024
• Changeling
• Deep Gnome
• Drow
• Duergar
• Dwarf
• Elf
• Firbolg
• Gnome
• Goblin
• Goliath
• Half-Orc
• Half-Elf
• Halfling
• Hobgoblin
• Human
• Moon Drow
• Orc
• Sylvan Elf
Monday, April 1, 2024
Nine distinct alignments define all the possible combinations of the lawful-chaotic axis with the good-evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.
The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains.
Lawful Good, "Crusader"
A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.
Lawful good is the best alignment you can be because it combines honor and compassion. Lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Neutral Good, "Benefactor"
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.
Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. Neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.
Chaotic Good, "Rebel"
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.
Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. Chaotic good can be a dangerous alignment when it disrupts the order of society and punishes those who do well for themselves.
Lawful Neutral, "Judge"
A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.
Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. Lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.
Neutral, "Undecided"
A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil-after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.
Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. Neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.
Chaotic Neutral, "Free Spirit"
A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.
Chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.
Lawful Evil, "Dominator"A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.
This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.
Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.
Lawful evil is sometimes called "diabolical," because devils are the epitome of lawful evil. Lawful evil creatures consider their alignment to be the best because it combines honor with a dedicated self-interest. Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.
Neutral Evil, "Malefactor"
A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has.
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil beings consider their alignment to be the best because they can advance themselves without regard for others. Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.
Chaotic Evil, "Destroyer"
A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.
Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil. Chaotic evil beings believe their alignment is the best because it combines self-interest and pure freedom. Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.
Sunday, March 31, 2024
Saturday, March 30, 2024
Friday, March 29, 2024
Thursday, March 28, 2024
Wednesday, March 27, 2024
Tuesday, March 26, 2024
Monday, March 25, 2024
Wednesday, March 20, 2024
Tuesday, March 19, 2024
As far as real world issues goes, we've never had to address these issues here and for that I am extremely thankful. We are not anything special here, just a group of gamers trying to have a good time and I think we've grown quite a bit which makes me happy. I hope that we can continue to grow and expand as time goes on! However there is a lot of turmoil going on in the outside world and I want to make something clear here.
We will not discuss matters of justice and equality here. We (and I, specifically) believe firmly that heroes of high fantasy settings would have never looked at anyone or anything and wondered . . . what do they identify as, are they gay or straight, what race, color or sex a person is/was, no, they wouldn't because it never would have came up and it will not come up on this blog or within my games. None of that matters here because we are all adults here and we treat people like adults.
We don't care about any of that silliness here, this is a Dungeons & Dragons campaign blog . . . it does not matter who you are, what you believe in, what color you are, what sex you are or were, none of that matters here and it will not be discussed here, so keep it to yourself.If you feel the need to push any of that in peoples faces where this campaign is concerned then please go somewhere else, we are here to play tabletop games and nothing that happens in the real world matters here. You won't find people yelling at the world about what pronouns they are, or if they identify as a lamp shade in this group. We are not for it or against it - we simply don't care. This is a GAMING BLOG covering a Dungeons & Dragons setting and the stories that it holds. No one here cares about any of the above mentioned things, keep it to yourself and let us focus on the adventures that happen here.
If you disagree with this, feel free to leave this place and never come back. I hope you take the time to reflect on your beliefs and understand that what you believe in, should be none of anyone elses business, and people will not be forced to address you by your silly pronouns - keep it to yourself. Once again, this is a Dungeons & Dragons campaign blog and that is all that should matter to anyone who visits this website.
People that sit around our real world or virtual table are all grown ass adults and we don't give a damn about your pronouns or your real world politics & agendas. Now, with all that out of the way, we hope you enjoy your visit here and please feel free to say hello in our comments sections. We would love to meet you.
Monday, March 18, 2024
Sunday, March 17, 2024
Saturday, March 16, 2024
| Interested in Being a Player? |
| About Our Campaign |
| Our Core Game Rules |
| Playable Races |
| Playable Classes |
| Settlement of Portown |
| The Companions |
| Opening Introduction |
| Session One: |
Friday, March 15, 2024
▶ Alignment: We use the nine alignments from AD&D 1st edition located here.
▶ Level One Hit Points: We give all level 1 characters max hitpoints. This is done "only" for level One. This gives the characters a fighting chance, especially the Wizard who could easily have 1-2 hit points. Yea I know, it is babying them at level 1. We try to make sure our players have a good time and not worry about tripping and taking lethal damage from a pebble. From level Two and higher, hit points are rolled normal.
▶ Death & Unconsciousness: The official rule in AD&D 1st edition says—a character becomes unconscious at 0 hit points (HP) and begins to die, losing 1 HP per round if left unassisted. Death occurs when hit points drop to the negative of the character's level, or when a character's HP reach -10. If a character takes enough damage that takes him below -10 hit points, he/she is just dead. Our house rule we've added for recovery is, if a character is brought back to consciousness using non magical healing, that character requires one week of bedrest for recovery but if that character is brought back to consciousness using magical healing, that character needs to rest for eight uninterrupted hours before returning to full health.
▶ Playable Races & Classes: You can find all of our playable race/class choices on the races and classes pages.
▶ Wizard Starting Spellbook: The way we handle a Wizard's starting spellbook is, the player chooses one spell (any spell) from the 1st level list of Magic-User spells in the 1st edition Players Handbook as the starting spell for that character. The DM "gifts" the following spells to add to the starting spellbook—Write, Read Magic & Identify which gives a new starting Wizard four spells to start with.
▶ Elves Resistances: In AD&D Elves have a 90% resistance to spells/abilities that charm or unnaturally cause sleep. It makes sense that elves would have this but in Old-School Essentials it is not a rule so I have chosen to make this a house rules of sorts. Elves, Drow, Moon Drow & Sylvan Elves are particularly resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, they receive a +10 bonus, Half-Elves get a +5 bonus.
▶ Elves & Resting: Elves, Drow, Moon Drow & Sylvan Elves do not need to sleep in the traditional sense. Instead, they engage in a meditative state called a "trance" for four hours, which provides them with the same benefits as eight hours of sleep for other races. While they can technically sleep if they choose, they rarely do, and it wouldn't provide them with the same restorative effects as their trance. Half-Elves however do require sleep.
▶ Detect Magic Skill: The "Wizard & Sorcerer class" can detect magic on an item by concentrating for 1 full turn. This procedure is repeatable.
▶ Identify Skill: The "Wizard & Sorcerer class" can identify a magical object by studying it for 3 full hours. They then have a 3-in-6 chance of successfully determining its effects. This procedure is repeatable.
Thursday, March 14, 2024
Wednesday, March 13, 2024
Tuesday, March 12, 2024
Sunday, March 10, 2024
Saturday, March 9, 2024
Friday, March 8, 2024
Thursday, March 7, 2024
Wednesday, March 6, 2024
Tuesday, March 5, 2024
Here are articles on the major worshipped deities of the world.
The Changebringer - Atroa (NG)
As Goddess of Spring, Atroa is the invigorating breath that awakens the world from its slumber. She gifts the world with new love and new life, renews old friendships, and plucks the heartstrings of lovers, travelers, and poets. The Sad Maiden promotes spring as a time for burying old feuds, repairing old items, and eliminating old biases.
Spring, like the dawn, presages great things; Atroa urges her followers to look to the future with open minds and hearts in order to enjoy them to the fullest. They believe in taking responsibility for what they have began, and nurturing what they have planted. It is a great sin in Atroa's faith to allow a plant to die because of neglect, or to allow a child to go hungry. They believe in the basic good of all people. Celibacy is frowned upon by Atroa, who encourages marriages and pregnancies. Pregnant priestesses of Atroa are considered the holiest of them all.
The Changebringer - Avandra (CG)
She is often depicted as a young woman of dark complexion and long, light brown hair that cascades to form the road left behind her. Most art shows her in constant motion, trailblazing and ever leading into the unknown.
The Changebringer's holy day is New Dawn, and takes place the first day of the first month, when the old year gives way to the new. The day of New Dawn is celebrated with a grand midnight feast that commonly features a short play that celebrates the changes of the past year.
The Platinum Dragon - Bahamut (LG)
About a quarter of the time, Bahamut wanders the lands in the shape of a human or some other guise. He is said to have been encountered as a frail old hermit, with the seven great golden wyrms that accompany him disguised as seven canaries singing sweetly nearby.
Bahamut is a fierce enemy of Tiamat, his evil sister and twin. Bahamut is very stern and disapproving of evil. He accepts no excuses for foul deeds. On the other hand, he is very compassionate, and has boundless empathy for the weak and downtrodden. He urges his followers to promote good, but to let people fight their own battles when they can, providing healing, information, or temporary safe refuge rather than fighting alongside those who can fight for themselves. Bahamut's own greatest priority is his endless war with his sister Tiamat. He opposes all her schemes, answering them move for move. He values wisdom, knowledge, prophecies, and song. For a dragon, he is neither vain nor greedy.
Creator of the Elves, The Protector - Corellon Larethian (CG)
Corellon desires to protect and preserve the elven race, return to his people their lost artistic heritage, and to thwart the schemes of the drow and the Orcs. This also means guarding against the corruption within that resulted in the creation of the drow. Corellon is surprisingly humble, for a regent of his stature. In large elven cities such as Antaros, temples to Corellon Larethian may be alabaster wonders with soaring spires. In smaller communities, they may be built among the branches of a large tree. Most temples are happy to lend aid to traveling elves and any other race that plans to do harm to the drow.
Lord of the Undersea - Deep Sashelas (CG) The Everlight - Sarenrae (NG)
Those who rise to bring her words back to the light unearth her image from ruined temples, or create new art to inspire others with her message. The Everlight is represented as a beautiful, strong woman of dark skin and light hair, rising on a pair of ivory angel wings.
The Everlight's holy day has been long forgotten, and her followers have yet to decide when her festival should be held, and what the festivities should be. The debate has gone on for years, and no great miracles have yet been performed to unify the squabbling clerics.
Ehlonna of the Forests, Goddess of the Woodlands - Ehlonna (NG)
Temples to Ehlonna are usually camouflaged lodges in sylvan settings, although small shrines often exist in villages.
The Joker, the Watchful Protector - Garl Glittergold (NG)
Temples to the Priceless Gem are unassuming and often hidden. They are normally worked caves just beneath the surface, in the heart of a gnomish community. They are usually circular with a domed ceiling divided into four quadrants, the walls and ceilings decorated in gold leaf and studded with gold nuggets when this can be afforded. Comedians, illusionists, and other entertainers use the space to bring joy and laughter to the faithful. Priests there are usually glad to help traveling gnomes in need.
The Brawler, the Watchful Protector - Kord (CG)
Temples to Kord often resemble arenas filled with practice spaces and galleries where combat can be observed. They may also include baths, gymnasiums, trophy halls, and statues of Kord. The largest of Kord's temples is in the Champion's District of Keymouth. Kord has a tendency to go into berserk rages in the heat of battle from which he cannot be roused by anyone. In such a fugue, he will attack friend or foe alike.
The Soul Forger, Dwarf-Father - Moradin (LG)
Temples to Moradin are always underground and carved from solid rock, but never set in unworked natural caverns. Hammers and anvils, the symbols of Moradin, are the dominant themes, as are statues of Moradin All-Father. At the centre of every temple to Moradin is a vast forge. This forge is more than just a workplace but also a telinom, a sacred area. Dwarven forges rely not only on hammers and muscle but also on power derived from water and wind, thus fusing all four of the classical elements. If the flame in the forge (which is protected by a permanent wall of fire effect) ever goes out, the temple must be abandoned or torn down stone by stone. Usually a new temple is built on another site, but occasionally the previous temple is rebuilt and reconsecrated.
The Sun Father - Pelor (NG)
Pelor is a popular deity, much-beloved by the commonfolk. He is particularly revered in the the Western Commonlands. Pelor's temples are tall, with large windows; many are stained-glass cathedrals. They are arranged so that the sun shines into most of the rooms during the day, and many feature large courtyards. They tend to be airy and blindingly white. Temple trappings are typically yellow or gold. They are always kept clean. Many Pelorian temples have hospital wings.
Pholtus of the Blinding Light - Pholtus (LG) The Protector and Provider - Yondalla (LG)
As Protector, Yondalla wards off evil influences and intrusions and gives Halflings the strength and determination to defend themselves. In this aspect, Yondalla most often uses her illusionist abilities to protect her worshippers. Yondalla smiles upon her followers when they aid and help others and respect the dead. She frowns upon sacrifices and killing fellow Halflings. Her sacred animal is the dove,
The Earth Mother - Beory (N)
Beory is considered to be a manifestation of the earth itself. She does not care for anything else, and mortals or other deities only concern her if they threaten the earth. She is distant even from her own clerics, who wander the earth to experience the different parts of the world. They spend their time communing with nature and often associate with druids.
Archmage of the Gods - Boccob (N)
Boccob is usually portrayed as a middle-aged man with white hair wearing purple robes decorated with golden runes. He carries the very first staff of the magi with him at all times. In addition, the Lord of All Magics knows every spell ever created and can travel to any time and dimension. He is the possessor of the only magical library that contains a copy of every potion, spell, and magic item in existence.
Boccob's temples are generally tall, round towers. Some temples of Boccob are guarded by pious templars who combine arcane magic with martial training. Services performed by Boccob's temples include the identification of magical items and other divination spells.
The Far Wanderer, The Star Wanderer - Celestian (N)
He has power over meteors, comets, asteroids, and similar bodies, and some influence over light and weather. He can summon astral devas to serve him. Celestian shrines are located in the country, away from city lights, and are often built upon mountain peaks or hilltops with a clear view of the sky. There are Celestian hospices throughout the depths of space, tended to by priests who have decided to stay in one place for a time. They give shelter, food, air, and advice, appreciating donations, though there is no set schedule of fees. They may give directions and help travellers find work.
The Lone Wolf - Fenmarel Mestarine (CN)
Although he tries to avoid commitments of any sort, the Lone Wolf always abides by his word, no matter how reluctantly it is given. Fenmarel watches over the elven borders in disappearing woodlands, jungles, and similar environments, not unlike what Corellon Larethian does in more sizable homelands. Of all the elven races, Fenmarel takes a keen interest mainly in the grugach, hidden deep within the thickest thickets of the Fearwyd Weald.
The Lady of Our Fate - Istus (N)
Her largest church in the civilised world is The Most Holy Hall of our Lady of Fate in the town of Feymouth.
The Prince of Swords - Kelanen (N)
Kelanen is always accompanied by his intelligent swords, Swiftdoom and Sureguard. The most famous temple to Kelanen stands in the Champion's District of Keymouth.
Prince of Time - Lendor (N)
Lendor is depicted as a husky older man with flowing hair and a long beard of white. He wields a flaming sword named Afterglow. He sometimes manifests as a silver dragon or a female elf. Lendor is said to have started the flow of time at the birth of the universe with a single blow from Afterglow.
The Laughing God - Olidammara (CN)
Olidammara commonly appears as a slender young man with olive skin, merry green eyes, chestnut hair, and a rakish beard. His magical mask allows him to take any form, however. His favoured musical instrument, the Kanteel of the Oldest, can conjure illusions and real matter and shape the emotions of those who listen to its sounds as if they were moist clay.
The Storm Lord - Procan (CN) Any port city will have at least a small shrine to Procan. Seaton, Keymouth, and Ambercove all have temples to the deity. Keymouth's cathedral is particularly large. The Cathedral of Procan in Antaros is famed for its incredible decorations, including arabesques, symbols of Procan, anchors, and chains all carved from stone. In the centre is a towering 20 foot high statue of the god himself. The cathedral's walls stand over a hundred feet high.
The Trickster, The Magpie - Quorlinn (N) The Unlooked For - Ralishaz (CN) The Breeder - Semuanya (N)
Semuanya is solely devoted to the survival and propagation of the Lizardfolk race, and is completely neutral in alignment. If something is not directly related to survival or propagation, Semuanya considers it irrelevant.
The Great Guildmaster, The Money Counter - Zilchus (LN)
Zilchus teaches that the desire for power, prestige, influence, and money can be overwhelming in the world of mortals, but this desire must be tamed in one's own life so that it can be more easily exploited in others. The profit motive is viewed as something that improves the quality of all endeavours. Zilchus' favored weapon is the dagger.
The All-Seeing, The Knowing Mistress - Ioun (N) The Matron of Ravens - The Raven Queen (LN)
Few existing visual depictions of the Matron of Ravens herself exist, with many temples merely using the raven as a symbol of her blessing. Those that do depict her, however, reveal a tall, pale woman wrapped in dangling black linens, her onyx-black hair straight and never ending, her face obscured by a white, porcelain mask.
The Matron of Ravens' holy day is the Night of Ascension, celebrating her apotheosis. The actual date of the goddess’s rise to divinity is unclear, but the Night of Ascension is nonetheless celebrated on the thirteenth day of the tenth month. Many people see this cheery celebration of the dead to be unnerving and macabre, but the Raven’s followers believe the honored dead would rather be venerated with cheer, not misery.
The Matron of Ravens is also considered by some the winter patron to the holiday of Winter’s Crest: the celebration in Exandria of freedom, celebrated on the 20th day of the eleventh month. Most, however, see this holiday belonging to the people of the land, and recognize no pertaining divine worship.
The Dark Mother - Beltar (CE) The Sea Mother, the Whip of Whips - Blibdoolpoolp (NE) The Hag - Cegilune (NE)
Cegilune's favoured weapon is the quarterstaff. She is worshiped in grisly shrines near the cauldrons of her followers.
He Who Never Sleeps - Gruumsh (CE) The Herald of Hell - Hextor (LE)
Places dedicated to the worship of Hextor tend to be dark, bloody, and grim.
Lord of Evil - Iuz (CE)
Iuz's places of worship are small and secret things. Iuz's temples and shrines must be old, filthy, and dark. His altars are built of bones and include many skulls. In forbidding wilderness terrain, far from the eyes of the forces of Good, Iuz maintains sites for mass rituals, sacrifices, and other foul deeds.
The Wormgod - Kyuss (NE) The Spider Queen - Lolth (CE)
Lolth usually appears in two forms: Drow and arachnid. In Drow form, the Spider Queen appears as an "exquisitely beautiful" female dark elf, sometimes covered in clinging spiders. In her arachnid form, Lolth takes the appearance of a giant black widow spider with the head of a female Drow or human peering from between the eight spider-eyes. Sometimes, the two foremost pair of her spider-legs are actually humanoid arms. Lolth has sworn vengeance against Corellon Larethian and his people. Lolth is personally served by a race of shapeshifting demons called the yochlol. In their natural form, yochlol resemble molten blobs of wax with large, glaring red eyes. Ranking just below yochlols are the myrlochar or soul spiders, arachnid-shaped demons who glow with a greenish hue.
Greatest among Lolth's servants are the Proxies of Lolth, spidery monstrosities with the heads of beautiful drow maidens. They are granted the powers of demigods. Lolth is worshipped in underground marble temples or fanes. They are large and imposing, dominating and overshadowing the communities in which they are built. They are defended by priestesses, soldiers, and often spiders of various kinds. Dark lore and potent magics are stored within.
The Battle Lord - Maglubiyet (NE)
From his throne of flaming iron, Maglubiyet commands the souls of Goblins, hobgoblins, and worgs to wage eternal war against the orcish petitioners of Gruumsh. He also employs baatezu, barghests, and yugoloths as mercenaries and commanders to bolster his armies. Maglubiyet is worshiped in cave temples where sacrifices of hearts are made to him monthly.
The Reaper - Nerull (NE)
Nerull's temples are hidden and usually subterranean except in the most evil lands, as befits the god of darkness and the underworld. In the Hold of the Sea Princes, cultists of Nerull made it their goal to frustrate and destroy the Cerulean Empire. This cult has recently been responsible for a series of extremely mysterious, grisly, and above all scary murders of various servants of good; apart from this they've kept themselves extremely secretive.
Prince of the Undead - Orcus (CE)
The cult of Orcus is mainly composed of twisted creatures with a morbid fascination with the undead, such as necromancers, as well as creatures deliberately seeking the path to undeath, such as would-be liches and Vampires. They often wear macabre costumes decorated with bones and skulls.
The Banished One - Panzuriel (NE)
Panzuriel seeks to lay havoc and waste to the seas, seeking revenge, torture, and murder of all his enemies. The temples of Panzuriel are huge cave complexes or simple stone circles surrounding tentacled idols. Kraken sometimes force their slaves to toil for centuries creating trenches deep enough to uncover portals leading to Panzuriel's stygian realm.
The Great Shark - Sekolah (LE)
Temples to Sekolah are built of stone or coral. The most humble temples, built by Sahuagin in exile, are little more than rude caves. The greatest are decorated with mosaics of sharks and Sahuagin dancing joyfully, decorated with seashells, mother-of-pearl, and actual pearls and featuring windows made from crystal. A large bowl, ideally built beneath a statue of Sekolah, is used for offerings and divination. There are chambers for the priestesses to dwell in, barracks for the guards, eating halls, and libraries filled with shells and tablets inscribed with sacred texts and eel-hide scrolls bearing the history of the settlement.
The Dark God - Tharizdun (NE)
Tharizdun's temples (often in the shape of black ziggurats) are usually hidden, due to necessity. Some say that Tharizdun originated in the Far Realm or in a previous universe. Tharizdun was imprisoned eons ago by the forebears of those beings known as the Great Powers, although it is said that Pelor was also involved. It is said that both good and evil deities worked together to ensure his imprisonment. As the Dark God, Tharizdun is credited with the corruption of the Seelie Court. Tharizdun was imprisoned long ago, but his prison may weaken at times, allowing his influence to creep out into the worlds beyond.
The Chromatic Dragon - Tiamat (LE)
Tiamat has also been known to manifest as a dark-haired human sorceress. She is the eternal rival of her brother Bahamut, the ruler of the good metallic Dragons. Tiamat is a greedy, vain, and arrogant goddess who embodies all the strengths of evil dragonkind, and few of their weaknesses. Tiamat is most concerned with spreading evil, defeating good, and propagating chromatic dragons. She never forgives a slight. Although she is not averse to razing the occasional village, her true schemes are subtle and hard to detect. From the shadows she moves her puppets' strings.
The Queen of Evil Dragons demands reverence, homage, supplication, and tribute from her subjects. Temples to Tiamat are often built within the lairs of long-dead Dragons. They are filled with piles of wealth to be sacrificed to the Chromatic Dragon, as well as traps to keep out heretics and the unfaithful. Few dragons keep shrines to her in their own lairs, because they don't wish the goddess to know exactly how much treasure they have, for fear she will demand a greater cut of it.
Atroa goes by the names of The Sad Maiden, the Bringer of Spring, Herald of Storms, Wind-Daughter, Provider, Shy One, & First Sister. Atroa is the goddess of Spring, the East Wind, and Renewal. She appears as a fresh-faced blonde woman, often with an eagle perching upon her shoulder. With her sling Windstorm, she can strike the most distant foe, and with Readying's Dawn, her spherical glass talisman, she is able to melt all ice in sight. Atroa is revered by farmers and others who depend on the land's bounty.
Also known as "She who makes the path," the Changebringer champions freedom, travel, trade, and adventure across the lands. Her will heralds open frontiers, and her call beckons her followers to discover that which awaits them beyond the known. This nature leads to few temples in direct civilization dedicated to the Changebringer, but they often can be found off the beaten path and near roads well traveled. Her worship is common among merchants, free spirits, and adventurers, with tavern cheers calling to her honor as a bringer of luck and fortune.
Known as the Platinum Dragon, King of the Metallic Dragons, Grandfather of Dragons, Lord of the North Wind, the Dragon King, Justicemaker & Draco Paladin. Bahamut is depicted as a massive, long and sinuous dragon with silver-white scales and blue, catlike eyes. According to Complete Divine and Races of the Dragon, the exact colour of Bahamut's eyes is hard to specify and may depend on Bahamut's mood, ranging from sky-blue to frosty indigo.
Corellon Larethian is the leader of the elven pantheon, and the god of Magic, Music, Arts, Crafts, Poetry, and Warfare. He is the creator and preserver of the elven race, and governs those things held in the highest esteem among elves. Corellon may appear as an elf of either gender (though usually he appears as male) often bearing the traditional weapons of the elves, the bow and the sword.
Deep Sashelas is the elven god of the ocean, and the patron deity of the alugach (aquatic elves). He is also a god of Creation, Knowledge, Beauty, and Magic. The Tritons often pay homage to Deep Sashelas. Deep Sashelas is worshipped in undersea coral temples. His domains are Chaos, Elf, Good, Knowledge, Ocean, Water.
Goddess of compassion and redemption, her message is one of understanding and optimism in even the darkest of places. She believes the corrupt can be redeemed, a mindset that led to a betrayal by the Lord of the Hells that left most of her following destroyed in the Calamity. Only recently has her faith been rediscovered, and her temples returned to prominence. The Everlight's followers are often rural healers and community philosophers, becoming a voice of reason and empathy in angry and cynical times.
Ehlonna is the goddess of Forests, Woodlands, Flora, Fauna, and Fertility. Ehlonna is known to the elves as "Ehlenestra." Ehlonna is variously depicted as an elven or human woman, and often associates with unicorns and other sylvan creatures. When in human form, Ehlonna appears as a dark-haired human woman, but as Ehlenestra, she appears as a golden-haired elven maiden. Her eyes are deep blue or startling violet. Her garments may be the practical garb of a ranger or the rich gown of an elven princess. She carries a longbow that always hits its target. Her human aspect has special powers over horses, while as Ehlenestra she has similar command over unicorns.
Garl Glittergold is the patron deity of gnomes. Garl is depicted as a handsome, golden-skinned gnome with sparkling gemstones for eyes. He wears a flowing silk cloak and usually a substantial amount of gold decoration.
Kord is the god of Athletics, Sports, Brawling, Strength, and Courage. Kord is depicted as a hugely muscular man standing nine feet tall, with a red beard and long red hair. He wears a fighting girdle made from a red dragon's hide, gauntlets from a white dragon's hide, and boots from a blue dragon's hide. He wields the greatsword Kelmar in battle; he also carries an ordinary two-handed sword that he may wield in one hand while Kelmar is dancing. Kord is sometimes depicted by his urbanized faithful as a more civilized athlete or wrestler.
Moradin is the chief deity of the Dwarves. Moradin appears as a stern male dwarf twenty feet in height. He has powerful musculature, particularly in his upper body. His beard is long and flowing, reaching to his knees; it is depicted as either snow-white or coal-black. Moradin dresses plainly, wearing furs and the leather leggings and aprons of a humble smith. On his forearms are his only concession to vanity, a pair of pure gold bracers. In battle he wears dwarven plate and carries a large shield. His large, glowing war hammer is named Soulhammer. A pure white radiance of divine power radiates from the Dwarf-father, though he can suppress this at will.
Pelor is the god of the Sun, Light, Strength, and Healing. He is known as the Shining One, and the Sun Father. He is known as the creator of much that is good. Pelor is said to ride a mighty ki-rin named Star Thought, summoning eagles and destroying evil with bolts of light. He is depicted as an older man with wild golden hair and beard, dressed in robes of shining white. Pelor opposes all evil deities and his followers avoid neutral deities with teachings counter to Pelor's. Pelor particularly loathes Tharizdun, having played a role in the Dark God's imprisonment, and Nerull.
Pholtus of the Blinding Light is the god of Light, Resolution, Law, Order, Inflexibility, the Sun, and the Moons. Pholtus himself appears as a tall, slender man with pale skin, flowing white hair and bright blue eyes burning with the fires of devotion. He always wears a silky white gown and a cassock trimmed with gold and silver, embroidered with suns and moons. The centre of the church of Pholtus in The Azure Sea is in Keymouth. Buildings consecrated to Pholtus are white. Services include many brightly burning candles, long sermons and choruses of the worshipers' anthem, "O Blinding Light".
Yondalla is represented as a strong female halfling with red-golden hair, looking determined and proud. She dresses in green, yellow, and brown, and carries a shield. Yondalla has two aspects that the Halflings speak of in front of others: the Provider and the Protector. As the Provider, she is a goddess of fertility and growing things, of birth and youth. She can make barren things fertile and increase the growing rate of plants and animals to any speed she chooses. She can equally easily make fertile things barren, if she chooses. She can age, wither, and slay as easily as she can create, though it takes much to drive her to do this.
Beory is the goddess of the Earth, Nature, and Rain. She is also known as the Earth Mother.
Boccob is the god of Magic, Arcane Knowledge, Balance, and Foresight. He is known as the Uncaring, the Lord of All Magics, and the Archmage of the Deities. All times and places are open to him, and he has visited many alternate realities and planes unknown to the wisest of sages, places even the Elder Evils avoid.
Celestian is the god of Stars, Space, and Wanderers. Celestian often appears as a tall, lean man of middle years, wearing black garments set with his symbol, often worked in jewels (diamond, amethyst, sapphire, emerald, topaz, jacinth and ruby) that shine like distant suns. His smooth skin and his eyes are ebony. His voice is a cold and unearthly whisper, which carries well despite its softness, but he seldom speaks.
Fenmarel Mestarine is the elven deity of the Grugach (Wild Elves), Outcasts, Scapegoats, and Solitude. Fenmarel Mestarine appears as an elf clad in leaves and scraps of clothing. Like a Cloak of Elvenkind, his skin changes colour to match his immediate environment. He is eternally sullen and serious. He has no interest in communicating with members of other pantheons or non-elves unless absolutely necessary, and when he does speak he is usually bitter and cynical.
Istus is the goddess of Fate, Destiny, Divination, the Future, and Honesty. Istus is aloof from mortals and immortals alike, concerning herself only with the fate of the universe. She is depicted in three separate ways: as an old crone, as a mature and haughty noble dame, and as a cold and unfeeling young maiden. She carries a golden spindle, with which she spins the future into the present, thus weaving the web of fate.
Kelanen is the hero-deity of Swords, Sword Skills, and Balance. Kelanen is traditionally depicted as a fair-skinned human male bearing a silvery scar on the right side of his face, though he can appear in any humanoid form. His true form is slender and sinewy, just under six feet in height. He wears elfin chain mail and prefers garments of gray or blue gray, wearing ornaments of silver or platinum.
Lendor is the god of Time, Tedium, Patience, and Study. Lendor is a distant deity who has withdrawn from the affairs of the world to care for larger issues. He considers himself superior to other deities, especially his children. He has the ability to banish or undo the magic of any his brood.
Olidammara is the god of Music, Revels, Wine, Rogues, Humor, and Tricks. He is often called the Laughing Rogue. Olidammara is one of the more eccentric of the gods. The Laughing Rogue is often involved in good-natured schemes involving the other gods (less good-natured for the more evil deities), with repercussions that can make life difficult for his faithful. He has few proper priests, but is held in high regard in almost all non-evil regions of the lands.
Procan is an ancient, primal god. He is wild and tempestuous; he can be benevolent or malevolent at turns, but generally cares nothing for humanity unless carefully propitiated - and perhaps not even then. He's the embodiment of mercurial winds and uncertain fate. He is greedy and possessive of the wealth that comes to his domain, whether from deliberate offerings or sunken ships. He's an elder god, almost like a titan, though he roams the cosmos freely. Procan is portrayed as a muscular man with blue-green skin and hair. His eyes are golden, glinting like sunken treasure. He carries a large spear dripping with seaweed.
Quorlinn is the Kenku deity of Trickery, Disguise, and Thievery. Quorlinn appears as a typical Kenku wearing a black mask and fairly non-descript clothing. Quorlinn is a likable, roguish trickster. He has a tinge of malice about him at times, but he has also aided races other than his own. He spends much of his time whining about the responsibilities imposed upon him by a race he didn't choose to have created in his image. Quorlinn is easily irritated, bad-tempered, snappy, and fickle, but not actually evil. He whines constantly about the responsibility of caring for the Kenku, complaining that it weighs him down. He is not uncaring, however. Quorlinn teaches disguise, magic, and thievery to help the Kenku survive, for he fears he is too weak to protect them himself.
Ralishaz is the god of Chance, Ill Luck, Misfortune, and Insanity. Ralishaz's appearance constantly shifts and changes, one moment beautiful the next hideous, one moment male the next female, or any other such combination of opposites. Ralishaz shuns the other gods, although he doesn't appear to harbour any particular hatred for any one of them.
Semuanya appears as a large Lizardfolk warrior of indeterminate gender wielding a great club with sharp shells at the tip. During times of peace, Lizardfolk call her the Breeder; during times of hardship they call him the Watcher or the Seeker. Semuanya is an aspect of the "World Serpent" deity worshiped in different forms by the various reptilian races.
Zilchus is a popular god, depicted as a well-dressed man of plain appearance. He is middle-aged, with greying-brown hair and eyes, tanned skin, and a dignified demeanor, and depicted as smiling. His clothing is expensive without being ostentatious. He carries a gold purse and a flail with which to chastise the dishonest. Though he has little time for frivolous pursuits, he is knowledgeable about such matters because such knowledge helps him influence others.
Ioun is the goddess of knowledge, skill, and prophecy. Ioun's avatar appears as an older woman with long, wavy silver hair. Her olive skin is weathered and wrinkled around her almond shaped eyes with purple irises. She wears blue and white robes that tumble out from her form in tendrils of parchment. Sages, seers, and tacticians revere her, as do all who live by their knowledge and mental power. Libraries and wizard academies are built in her name.
Master over the skein of fate and the mistress of winter, the Matron of Ravens stands as the god of death. Her gaze follows and marks the end of each mortal life, watching over the transition between life and death and ensuring the natural transition is undefiled. Many funerals call to her blessing in hopes that she will protect the deceased from the terrible curse of undeath. Those who keep ancient lore believe the Matron of Ravens was once mortal herself, and is the only known mortal to have ascended. Her rise instantly obliterated the previous, now-forgotten god of death, and the other gods quickly and fearfully destroyed the secrets to the rites of ascension.
Though often depicted as a haglike human female, Beltar is known to also appear as a beholder, red dragon, or marilith. Beltar hates nearly everything, even other deities. Beltar was formerly a goddess of earth and mines, but was supplanted by other gods (as well as nonhuman deities such as Moradin and Garl Glittergold, according to Complete Divine), until her only worshipers were nonhuman slaves. It is perhaps for this reason that dwarves and gnomes number amongst her greatest enemies. Beltar will often take mates in her various forms, but few survive, as she eats them afterward, as well as any young born from such a union.
Blibdoolpoolp is the deity worshipped by the kuo toa race. She is also known as the "Sea Mother." Blibdoolpoolp usually takes the form of a 20-foot tall nude human female, with a lobster's head and claws in place of humanoid parts. At close range, her gaze causes insanity.
Cegilune is the hag deity of Larvae, Hags, and the Moon. She is the patron goddess of all hags, including night hags. Cegilune appears as a filthy hag with yellow-brown skin. She may also appear as a young human or elf woman, or as a homely old lady. Very rarely, she'll manifest as a scruffy orc or goblinoid woman. In all of her forms, she carries a small iron pot.
Gruumsh, also known as Gruumsh One-Eye, is the patron deity of the Orcs, who regard him as the god of Conquest, Survival, Strength, and Territory. Gruumsh appears as a powerful orc with one eye. A figure of fury and driven cruelty, Gruumsh rules the Orcs with brute power. His favoured weapon is the spear.
Hextor is the god of War, Discord, Massacres, Conflict, Fitness, and Tyranny. Hextor is often depicted as a hideous, grey skinned, six-armed humanoid bearing two large tusks jutting from its lower jaw wearing armour clad with skulls. He wields a weapon in each hand: a spiked flail, a battle axe, a battle pick, a longsword, a mace, and a falchion. His other form is that of an athletic young male, with dark hair and light skin.
Iuz is the demigod of Deceit, Evil, Oppression, Pain, and Wickedness. Iuz is variously called "the Old One" and "Old Wicked," among other titles. Iuz was originally a strikingly handsome cambion. In the epic battle that resulted from Graz'zt striking out against Iggwilv in a bid for freedom, Iuz's handsome form was split into two "halves." He can either appear in the form of a gnarled, old human male, or as a bloated, red-skinned demonic figure. In his demonic form, he is seven feet tall, with reddish skin, pointed ears, and long, steely fingers. In his human form, he is barely five feet in height, and can attack with a disgusting spittle that withers all that it touches.
Kyuss is a demigod concerned with the Creation and Mastery of the Undead. In his divine form, Kyuss appears as a towering humanoid shaped entirely of green Kyuss worms, with two blazing eyes peering from beneath the hood of his ragged cloak. Clerics of Kyuss raid graveyards to create undead, selling their creations or letting them run wild. The more powerful ones seek to create new kinds of undead and seek lichdom or some other form of undeath for themselves. They seek to free their master, and travel to various places holy to their faith.
Lolth, the Demon Queen of Spiders, is a demon lord and the chief goddess of the Drow. She displays formidable power and great cruelty with an affection for arachnids. Goddess of Darkness, Drow, Evil, and Spiders, Lolth has, through deceit and domination, garnered the ears of the dark elves and eventually established herself as their foremost deity, keeping them under her thumb by creating a society in which only the strong survive and her priestesses are strongest.
Maglubiyet is the chief deity of Goblins, norkers, and hobgoblins. He is a god of war and leadership who rules over the goblin pantheon with an iron fist. Maglubiyet appears as a giant (11 feet tall), black-skinned goblin with flaming eyes, powerfully-muscled arms and sharp talons. He wields a mighty coal-black battle axe that constantly drips blood.
Nerull is the god of Death, Darkness, Murder, and the Underworld. Nerull is usually seen as a black-robed skeleton with a rust-red body and green, ropy hair. He carries a staff called Lifecutter that at his command grows a scythe blade made of scarlet energy. He flies through the skies, slaying the living and undead alike, crumbling them to dust with a mere touch of his bony finger.
Orcus is the Demon Prince of the Undead. Orcus is typically described as having the head and legs of a goat, although with ram-like horns, a bloated body, bat-like wings, and a long tail. Orcus cares for nothing save himself—not even his devotees and undead servants—and focuses only on spreading misery and evil. One of his most identifiable symbols is the Wand of Orcus, a skull-topped artefact with the power to slay any living being. Orcus also once wielded a powerful artefact known as the Orcusword.
Panzuriel is a deity of Murder, Confusion, Subversion, and evil creatures of the sea. Panzuirel manifests as a hunchbacked old humanoid figure with gills and green, scaly skin, which fades to yellow on his underbelly. His left leg ends in a crystalline foot, and he grasps a staff in his taloned hands to support himself as he limps onto dry land. He has shining green eyes. Panzuriel may also manifest as a giant octopus. In prehistoric times, Panzuriel's influence was banished from the Prime Material Plane by Deep Sashelas and Procan. Bitter and enraged at his banishment, he directs his minions to work against Alugach and the servants of Procan and other sea deities opposed to his works.
Sekolah is a powerful god and the primary deity worshipped by the Sahuagin race, as well as Carcharion. Sekolah resembles a 35-foot long great white shark. He likes to hunt giant squids and other prey that he finds suitably challenging. Sekolah is a rapacious monster who cares nothing, one way or the other, for any race but the Sahuagin. Deep Sashelas hates him in particular, however. The Great Shark permits the sahuagin to form temporary pacts with other evil deities; he cares little as long as he continues to receive regular sacrifices from his priestesses.
Tharizdun is the god of Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, and Cold. He takes the form of a pitch-black, roiling, amorphous form. As the Dark God, he is described as an incorporeal wraithform, black and faceless. He was imprisoned ages ago by a coalition of deities to prevent the destruction of existence itself. Although imprisoned, Tharizdun still has a degree of his original multiverse-threatening power, and still wishes to destroy the entire universe. Should he ever escape from his prison, it is thought that even the most evil of deities work with their good counterparts to return Tharizdun to his prison.
Tiamat is the five-headed queen of the evil chromatic Dragons. She has one head for each of the most common colors of chromatic dragon (black, blue, green, red, white), and each head has the powers of a member of the respective race of dragonkind. Each head's colour continues down her back and sides, eventually blending into three stripes of gray, blue-green, and purple along her hindquarters, becoming muddy brown on her tail. Her underbelly and stubby legs are greenish white blending into the colours on her sides and back. Her fat, bloated body is a blending of various chromatic dragon forms with an appropriately multi-colored hide. Her tail is tipped with a poisonous stinger like that of a wyvern.









